diff --git a/README.md b/README.md index 08e86df..6203a5f 100644 --- a/README.md +++ b/README.md @@ -24,7 +24,7 @@ You then have access to the `THREE.Terrain` object. (Make sure the `three.js` library is loaded first.) The latest releases of this project have been tested with three.js -[r91](https://github.com/mrdoob/three.js/releases/tag/r91). +[r130](https://github.com/mrdoob/three.js/releases/tag/r130). ### Procedurally Generate a Terrain @@ -41,7 +41,6 @@ terrainScene = THREE.Terrain({ maxHeight: 100, minHeight: -100, steps: 1, - useBufferGeometry: false, xSegments: xS, xSize: 1024, ySegments: yS, @@ -82,10 +81,9 @@ Export a terrain to a heightmap image: ```javascript // Returns a canvas with the heightmap drawn on it. // Append to your document body to view; right click to save as a PNG image. -// Note: doesn't work if you generated the terrain with `useBufferGeometry` set to `true`. var canvas = THREE.Terrain.toHeightmap( // terrainScene.children[0] is the most detailed version of the terrain mesh - terrainScene.children[0].geometry.vertices, + terrainScene.children[0].geometry.attributes.position.array, { xSegments: 63, ySegments: 63 } ); ``` @@ -94,27 +92,17 @@ The result will look something like this: ![Heightmap](https://raw.githubusercontent.com/IceCreamYou/THREE.Terrain/gh-pages/demo/img/heightmap.png) -Of course, the easy way to generate a heightmap (if all you need is a static -terrain) is to use the [demo](https://icecreamyou.github.io/THREE.Terrain/) and -save the generated heightmap that appears in the upper-left corner. However, -if you want to perform custom manipulations on the terrain first you will need -to export the heightmap yourself. +If all you need is a static terrain, the easiest way to generate a heightmap is +to use the [demo](https://icecreamyou.github.io/THREE.Terrain/) and save the +generated heightmap that appears in the upper-left corner. However, if you want +to perform custom manipulations on the terrain first, you will need to export +the heightmap yourself. To import a heightmap, create a terrain as explained above, but pass the loaded heightmap image (or a canvas containing a heightmap) to the `heightmap` option for the `THREE.Terrain()` function (instead of passing a procedural generation function). -If you want to export and import the scattered foliage with the terrain or if -you want to export/import the whole scene, you can do this the usual Three.js -way (currently using -[SceneExporter](https://github.com/mrdoob/three.js/blob/master/examples/js/exporters/SceneExporter.js) -and [JSONLoader](http://threejs.org/docs/#Reference/Loaders/JSONLoader)). -This will work just fine in general with the caveat that the exported files -will be much larger than a heightmap. Note that if you do it this way and -you're using the dynamic texture generator, you'll need to re-generate the -texture in code and apply it to the terrain. - ### Dynamic Terrain Materials When generating terrains procedurally, it's useful to automatically texture @@ -123,20 +111,20 @@ provided that generates such a material (other than blending textures together, it is the same as a `MeshLambertMaterial`). ```javascript -// t1, t2, t3, and t4 must be textures, e.g. loaded using `THREE.ImageUtils.loadTexture()`. +// t1, t2, t3, and t4 must be textures, e.g. loaded using `THREE.TextureLoader.load()`. // The function takes an array specifying textures to blend together and how to do so. // The `levels` property indicates at what height to blend the texture in and out. // The `glsl` property allows specifying a GLSL expression for texture blending. var material = THREE.Terrain.generateBlendedMaterial([ // The first texture is the base; other textures are blended in on top. - {texture: t1}, + { texture: t1 }, // Start blending in at height -80; opaque between -35 and 20; blend out by 50 - {texture: t2, levels: [-80, -35, 20, 50]}, - {texture: t3, levels: [20, 50, 60, 85]}, + { texture: t2, levels: [-80, -35, 20, 50] }, + { texture: t3, levels: [20, 50, 60, 85] }, // How quickly this texture is blended in depends on its x-position. - {texture: t4, glsl: '1.0 - smoothstep(65.0 + smoothstep(-256.0, 256.0, vPosition.x) * 10.0, 80.0, vPosition.z)'}, + { texture: t4, glsl: '1.0 - smoothstep(65.0 + smoothstep(-256.0, 256.0, vPosition.x) * 10.0, 80.0, vPosition.z)' }, // Use this texture if the slope is between 27 and 45 degrees - {texture: t3, glsl: 'slope > 0.7853981633974483 ? 0.2 : 1.0 - smoothstep(0.47123889803846897, 0.7853981633974483, slope) + 0.2'}, + { texture: t3, glsl: 'slope > 0.7853981633974483 ? 0.2 : 1.0 - smoothstep(0.47123889803846897, 0.7853981633974483, slope) + 0.2' }, ]); ``` diff --git a/build/THREE.Terrain.js b/build/THREE.Terrain.js index 7c896bf..605a18d 100644 --- a/build/THREE.Terrain.js +++ b/build/THREE.Terrain.js @@ -1,5 +1,5 @@ /** - * THREE.Terrain.js 1.6.0-20210705 + * THREE.Terrain.js 1.6.0-20210706 * * @author Isaac Sukin (http://www.isaacsukin.com/) * @license MIT @@ -252,9 +252,6 @@ * `heightmap` property is smaller. Defaults to true. * - `turbulent`: Whether to perform a turbulence transformation. Defaults to * false. - * - `useBufferGeometry`: a Boolean indicating whether to use - * THREE.BufferGeometry instead of THREE.Geometry for the Terrain plane. - * Defaults to `false`. * - `xSegments`: The number of segments (rows) to divide the terrain plane * into. (This basically determines how detailed the terrain is.) Defaults * to 63. @@ -281,12 +278,10 @@ THREE.Terrain = function(options) { steps: 1, stretch: true, turbulent: false, - useBufferGeometry: false, xSegments: 63, xSize: 1024, ySegments: 63, ySize: 1024, - _mesh: null, // internal only }; options = options || {}; for (var opt in defaultOptions) { @@ -303,42 +298,25 @@ THREE.Terrain = function(options) { scene.rotation.x = -0.5 * Math.PI; // Create the terrain mesh. - // To save memory, it is possible to re-use a pre-existing mesh. - var mesh = options._mesh; - if (mesh && mesh.geometry.type === 'PlaneGeometry' && - mesh.geometry.parameters.widthSegments === options.xSegments && - mesh.geometry.parameters.heightSegments === options.ySegments) { - mesh.material = options.material; - mesh.scale.x = options.xSize / mesh.geometry.parameters.width; - mesh.scale.y = options.ySize / mesh.geometry.parameters.height; - for (var i = 0, l = mesh.geometry.vertices.length; i < l; i++) { - mesh.geometry.vertices[i].z = 0; - } - } - else { - mesh = new THREE.Mesh( - new THREE.PlaneGeometry(options.xSize, options.ySize, options.xSegments, options.ySegments), - options.material - ); - } - delete options._mesh; // Remove the reference for GC + var mesh = new THREE.Mesh( + new THREE.PlaneGeometry(options.xSize, options.ySize, options.xSegments, options.ySegments), + options.material + ); // Assign elevation data to the terrain plane from a heightmap or function. + var zs = THREE.Terrain.toArray1D(mesh.geometry.attributes.position.array); if (options.heightmap instanceof HTMLCanvasElement || options.heightmap instanceof Image) { - THREE.Terrain.fromHeightmap(mesh.geometry.vertices, options); + THREE.Terrain.fromHeightmap(zs, options); } else if (typeof options.heightmap === 'function') { - options.heightmap(mesh.geometry.vertices, options); + options.heightmap(zs, options); } else { console.warn('An invalid value was passed for `options.heightmap`: ' + options.heightmap); } + THREE.Terrain.fromArray1D(mesh.geometry.attributes.position.array, zs); THREE.Terrain.Normalize(mesh, options); - if (options.useBufferGeometry) { - mesh.geometry = (new THREE.BufferGeometry()).fromGeometry(mesh.geometry); - } - // lod.addLevel(mesh, options.unit * 10 * Math.pow(2, lodLevel)); scene.add(mesh); @@ -359,23 +337,25 @@ THREE.Terrain = function(options) { * displayed. Valid options are the same as for {@link THREE.Terrain}(). */ THREE.Terrain.Normalize = function(mesh, options) { - var v = mesh.geometry.vertices; + var zs = THREE.Terrain.toArray1D(mesh.geometry.attributes.position.array); if (options.turbulent) { - THREE.Terrain.Turbulence(v, options); + THREE.Terrain.Turbulence(zs, options); } if (options.steps > 1) { - THREE.Terrain.Step(v, options.steps); - THREE.Terrain.Smooth(v, options); + THREE.Terrain.Step(zs, options.steps); + THREE.Terrain.Smooth(zs, options); } + // Keep the terrain within the allotted height range if necessary, and do easing. - THREE.Terrain.Clamp(v, options); + THREE.Terrain.Clamp(zs, options); + // Call the "after" callback if (typeof options.after === 'function') { - options.after(v, options); + options.after(zs, options); } + THREE.Terrain.fromArray1D(mesh.geometry.attributes.position.array, zs); + // Mark the geometry as having changed and needing updates. - mesh.geometry.verticesNeedUpdate = true; - mesh.geometry.normalsNeedUpdate = true; mesh.geometry.computeBoundingSphere(); mesh.geometry.computeFaceNormals(); mesh.geometry.computeVertexNormals(); @@ -440,19 +420,18 @@ THREE.Terrain.GEOCLIPMAP = 2; THREE.Terrain.POLYGONREDUCTION = 3; /** - * Get a 2D array of heightmap values from a 1D array of plane vertices. + * Get a 2D array of heightmap values from a 1D array of Z-positions. * - * @param {THREE.Vector3[]} vertices - * A 1D array containing the vertices of the plane geometry representing the - * terrain, where the z-value of the vertices represent the terrain's - * heightmap. + * @param {Float32Array} vertices + * A 1D array containing the vertex Z-positions of the geometry representing + * the terrain. * @param {Object} options * A map of settings defining properties of the terrain. The only properties * that matter here are `xSegments` and `ySegments`, which represent how many * vertices wide and deep the terrain plane is, respectively (and therefore * also the dimensions of the returned array). * - * @return {Number[][]} + * @return {Float32Array[]} * A 2D array representing the terrain's heightmap. */ THREE.Terrain.toArray2D = function(vertices, options) { @@ -461,9 +440,9 @@ THREE.Terrain.toArray2D = function(vertices, options) { yl = options.ySegments + 1, i, j; for (i = 0; i < xl; i++) { - tgt[i] = new Float64Array(options.ySegments + 1); + tgt[i] = new Float32Array(options.ySegments + 1); for (j = 0; j < yl; j++) { - tgt[i][j] = vertices[j * xl + i].z; + tgt[i][j] = vertices[j * xl + i]; } } return tgt; @@ -472,17 +451,16 @@ THREE.Terrain.toArray2D = function(vertices, options) { /** * Set the height of plane vertices from a 2D array of heightmap values. * - * @param {THREE.Vector3[]} vertices - * A 1D array containing the vertices of the plane geometry representing the - * terrain, where the z-value of the vertices represent the terrain's - * heightmap. + * @param {Float32Array} vertices + * A 1D array containing the vertex Z-positions of the geometry representing + * the terrain. * @param {Number[][]} src * A 2D array representing a heightmap to apply to the terrain. */ THREE.Terrain.fromArray2D = function(vertices, src) { for (var i = 0, xl = src.length; i < xl; i++) { for (var j = 0, yl = src[i].length; j < yl; j++) { - vertices[j * xl + i].z = src[i][j]; + vertices[j * xl + i] = src[i][j]; } } }; @@ -490,23 +468,22 @@ THREE.Terrain.fromArray2D = function(vertices, src) { /** * Get a 1D array of heightmap values from a 1D array of plane vertices. * - * @param {THREE.Vector3[]} vertices - * A 1D array containing the vertices of the plane geometry representing the - * terrain, where the z-value of the vertices represent the terrain's - * heightmap. + * @param {Float32Array} vertices + * A 1D array containing the vertex positions of the geometry representing the + * terrain. * @param {Object} options * A map of settings defining properties of the terrain. The only properties * that matter here are `xSegments` and `ySegments`, which represent how many * vertices wide and deep the terrain plane is, respectively (and therefore * also the dimensions of the returned array). * - * @return {Number[]} + * @return {Float32Array} * A 1D array representing the terrain's heightmap. */ THREE.Terrain.toArray1D = function(vertices) { - var tgt = new Float64Array(vertices.length); + var tgt = new Float32Array(vertices.length / 3); for (var i = 0, l = tgt.length; i < l; i++) { - tgt[i] = vertices[i].z; + tgt[i] = vertices[i * 3 + 2]; } return tgt; }; @@ -514,16 +491,15 @@ THREE.Terrain.toArray1D = function(vertices) { /** * Set the height of plane vertices from a 1D array of heightmap values. * - * @param {THREE.Vector3[]} vertices - * A 1D array containing the vertices of the plane geometry representing the - * terrain, where the z-value of the vertices represent the terrain's - * heightmap. + * @param {Float32Array} vertices + * A 1D array containing the vertex positions of the geometry representing the + * terrain. * @param {Number[]} src * A 1D array representing a heightmap to apply to the terrain. */ THREE.Terrain.fromArray1D = function(vertices, src) { - for (var i = 0, l = Math.min(vertices.length, src.length); i < l; i++) { - vertices[i].z = src[i]; + for (var i = 0, l = Math.min(vertices.length / 3, src.length); i < l; i++) { + vertices[i * 3 + 2] = src[i]; } }; @@ -545,22 +521,12 @@ THREE.Terrain.heightmapArray = function(method, options) { var arr = new Array((options.xSegments+1) * (options.ySegments+1)), l = arr.length, i; - // The heightmap functions provided by this script operate on THREE.Vector3 - // objects by changing the z field, so we need to make that available. - // Unfortunately that means creating a bunch of objects we're just going to - // throw away, but a conscious decision was made here to optimize for the - // vector case. - for (i = 0; i < l; i++) { - arr[i] = {z: 0}; - } + arr.fill(0); options.minHeight = options.minHeight || 0; options.maxHeight = typeof options.maxHeight === 'undefined' ? 1 : options.maxHeight; options.stretch = options.stretch || false; method(arr, options); THREE.Terrain.Clamp(arr, options); - for (i = 0; i < l; i++) { - arr[i] = arr[i].z; - } return arr; }; @@ -607,9 +573,8 @@ THREE.Terrain.EaseInStrong = function(x) { /** * Convert an image-based heightmap into vertex-based height data. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -629,7 +594,7 @@ THREE.Terrain.fromHeightmap = function(g, options) { for (var col = 0; col < cols; col++) { var i = row * cols + col, idx = i * 4; - g[i].z = (data[idx] + data[idx+1] + data[idx+2]) / 765 * spread + options.minHeight; + g[i] = (data[idx] + data[idx+1] + data[idx+2]) / 765 * spread + options.minHeight; } } }; @@ -641,10 +606,12 @@ THREE.Terrain.fromHeightmap = function(g, options) { * that if `options.heightmap` is a canvas element then the image will be * painted onto that canvas; otherwise a new canvas will be created. * - * NOTE: this method performs an operation on an array of vertices, which - * aren't available when using `BufferGeometry`. So, if you want to use this - * method, make sure to set the `useBufferGeometry` option to `false` when - * generating your terrain. + * @param {Float32Array} g + * The vertex position array for the geometry to paint to a heightmap. + * @param {Object} options + * A map of settings that control how the terrain is constructed and + * displayed. Valid values are the same as those for the `options` parameter + * of {@link THREE.Terrain}(). * * @return {HTMLCanvasElement} * A canvas with the relevant heightmap painted on it. @@ -657,9 +624,9 @@ THREE.Terrain.toHeightmap = function(g, options) { if (!hasMax || !hasMin) { var max2 = max, min2 = min; - for (var k = 0, l = g.length; k < l; k++) { - if (g[k].z > max2) max2 = g[k].z; - if (g[k].z < min2) min2 = g[k].z; + for (var k = 2, l = g.length; k < l; k += 3) { + if (g[k] > max2) max2 = g[k]; + if (g[k] < min2) min2 = g[k]; } if (!hasMax) max = max2; if (!hasMin) min = min2; @@ -677,7 +644,7 @@ THREE.Terrain.toHeightmap = function(g, options) { for (var col = 0; col < cols; col++) { var i = row * cols + col, idx = i * 4; - data[idx] = data[idx+1] = data[idx+2] = Math.round(((g[i].z - min) / spread) * 255); + data[idx] = data[idx+1] = data[idx+2] = Math.round(((g[i * 3 + 2] - min) / spread) * 255); data[idx+3] = 255; } } @@ -688,9 +655,8 @@ THREE.Terrain.toHeightmap = function(g, options) { /** * Rescale the heightmap of a terrain to keep it within the maximum range. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -704,8 +670,8 @@ THREE.Terrain.Clamp = function(g, options) { i; options.easing = options.easing || THREE.Terrain.Linear; for (i = 0; i < l; i++) { - if (g[i].z < min) min = g[i].z; - if (g[i].z > max) max = g[i].z; + if (g[i] < min) min = g[i]; + if (g[i] > max) max = g[i]; } var actualRange = max - min, optMax = typeof options.maxHeight !== 'number' ? max : options.maxHeight, @@ -718,7 +684,7 @@ THREE.Terrain.Clamp = function(g, options) { range = targetMax - targetMin; } for (i = 0; i < l; i++) { - g[i].z = options.easing((g[i].z - min) / actualRange) * range + optMin; + g[i] = options.easing((g[i] - min) / actualRange) * range + optMin; } }; @@ -727,9 +693,8 @@ THREE.Terrain.Clamp = function(g, options) { * * Useful to make islands or enclosing walls/cliffs. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -771,10 +736,10 @@ THREE.Terrain.Edges = function(g, options, direction, distance, easing, edges) { k1 = j*xl + i; k2 = (options.ySegments-j)*xl + i; if (edges.top) { - g[k1].z = max(g[k1].z, (peak - g[k1].z) * multiplier + g[k1].z); + g[k1] = max(g[k1], (peak - g[k1]) * multiplier + g[k1]); } if (edges.bottom) { - g[k2].z = max(g[k2].z, (peak - g[k2].z) * multiplier + g[k2].z); + g[k2] = max(g[k2], (peak - g[k2]) * multiplier + g[k2]); } } } @@ -784,10 +749,10 @@ THREE.Terrain.Edges = function(g, options, direction, distance, easing, edges) { k1 = i*xl+j; k2 = (options.ySegments-i)*xl + (options.xSegments-j); if (edges.left) { - g[k1].z = max(g[k1].z, (peak - g[k1].z) * multiplier + g[k1].z); + g[k1] = max(g[k1], (peak - g[k1]) * multiplier + g[k1]); } if (edges.right) { - g[k2].z = max(g[k2].z, (peak - g[k2].z) * multiplier + g[k2].z); + g[k2] = max(g[k2], (peak - g[k2]) * multiplier + g[k2]); } } } @@ -803,9 +768,8 @@ THREE.Terrain.Edges = function(g, options, direction, distance, easing, edges) { * * Useful to make islands or enclosing walls/cliffs. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -842,10 +806,10 @@ THREE.Terrain.RadialEdges = function(g, options, direction, distance, easing) { vertexDistance = Math.min(edgeRadius, Math.sqrt((xl2-i)*xSegmentSize*(xl2-i)*xSegmentSize + (yl2-j)*ySegmentSize*(yl2-j)*ySegmentSize) - distance); if (vertexDistance < 0) continue; multiplier = easing(vertexDistance / edgeRadius); - g[k].z = max(g[k].z, (peak - g[k].z) * multiplier + g[k].z); + g[k] = max(g[k], (peak - g[k]) * multiplier + g[k]); // Use symmetry to reduce the number of iterations. k = (options.ySegments-j)*xl + i; - g[k].z = max(g[k].z, (peak - g[k].z) * multiplier + g[k].z); + g[k] = max(g[k], (peak - g[k]) * multiplier + g[k]); } } }; @@ -853,9 +817,8 @@ THREE.Terrain.RadialEdges = function(g, options, direction, distance, easing) { /** * Smooth the terrain by setting each point to the mean of its neighborhood. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -865,7 +828,7 @@ THREE.Terrain.RadialEdges = function(g, options, direction, distance, easing) { * neighbors. */ THREE.Terrain.Smooth = function(g, options, weight) { - var heightmap = new Float64Array(g.length); + var heightmap = new Float32Array(g.length); for (var i = 0, xl = options.xSegments + 1, yl = options.ySegments + 1; i < xl; i++) { for (var j = 0; j < yl; j++) { var sum = 0, @@ -874,7 +837,7 @@ THREE.Terrain.Smooth = function(g, options, weight) { for (var m = -1; m <= 1; m++) { var key = (j+n)*xl + i + m; if (typeof g[key] !== 'undefined' && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl) { - sum += g[key].z; + sum += g[key]; c++; } } @@ -885,17 +848,22 @@ THREE.Terrain.Smooth = function(g, options, weight) { weight = weight || 0; var w = 1 / (1 + weight); for (var k = 0, l = g.length; k < l; k++) { - g[k].z = (heightmap[k] + g[k].z * weight) * w; + g[k] = (heightmap[k] + g[k] * weight) * w; } }; /** * Smooth the terrain by setting each point to the median of its neighborhood. * - * Parameters are the same as those for {@link THREE.Terrain.DiamondSquare}. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. + * @param {Object} options + * A map of settings that control how the terrain is constructed and + * displayed. Valid values are the same as those for the `options` parameter + * of {@link THREE.Terrain}(). */ THREE.Terrain.SmoothMedian = function(g, options) { - var heightmap = new Float64Array(g.length), + var heightmap = new Float32Array(g.length), neighborValues = [], neighborKeys = [], sortByValue = function(a, b) { @@ -909,7 +877,7 @@ THREE.Terrain.SmoothMedian = function(g, options) { for (var m = -1; m <= 1; m++) { var key = (j+n)*xl + i + m; if (typeof g[key] !== 'undefined' && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl) { - neighborValues.push(g[key].z); + neighborValues.push(g[key]); neighborKeys.push(key); } } @@ -918,25 +886,24 @@ THREE.Terrain.SmoothMedian = function(g, options) { var halfKey = Math.floor(neighborKeys.length*0.5), median; if (neighborKeys.length % 2 === 1) { - median = g[neighborKeys[halfKey]].z; + median = g[neighborKeys[halfKey]]; } else { - median = (g[neighborKeys[halfKey-1]].z + g[neighborKeys[halfKey]].z) * 0.5; + median = (g[neighborKeys[halfKey-1]] + g[neighborKeys[halfKey]]) * 0.5; } heightmap[j*xl + i] = median; } } for (var k = 0, l = g.length; k < l; k++) { - g[k].z = heightmap[k]; + g[k] = heightmap[k]; } }; /** * Smooth the terrain by clamping each point within its neighbors' extremes. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -948,7 +915,7 @@ THREE.Terrain.SmoothMedian = function(g, options) { * point can be farther outside the range of its neighbors. */ THREE.Terrain.SmoothConservative = function(g, options, multiplier) { - var heightmap = new Float64Array(g.length); + var heightmap = new Float32Array(g.length); for (var i = 0, xl = options.xSegments + 1, yl = options.ySegments + 1; i < xl; i++) { for (var j = 0; j < yl; j++) { var max = -Infinity, @@ -957,8 +924,8 @@ THREE.Terrain.SmoothConservative = function(g, options, multiplier) { for (var m = -1; m <= 1; m++) { var key = (j+n)*xl + i + m; if (typeof g[key] !== 'undefined' && n && m && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl) { - if (g[key].z < min) min = g[key].z; - if (g[key].z > max) max = g[key].z; + if (g[key] < min) min = g[key]; + if (g[key] > max) max = g[key]; } } } @@ -969,20 +936,19 @@ THREE.Terrain.SmoothConservative = function(g, options, multiplier) { max = middle + halfdiff * multiplier; min = middle - halfdiff * multiplier; } - heightmap[kk] = g[kk].z > max ? max : (g[kk].z < min ? min : g[kk].z); + heightmap[kk] = g[kk] > max ? max : (g[kk] < min ? min : g[kk]); } } for (var k = 0, l = g.length; k < l; k++) { - g[k].z = heightmap[k]; + g[k] = heightmap[k]; } }; /** * Partition a terrain into flat steps. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Number} [levels] * The number of steps to divide the terrain into. Defaults to * (g.length/2)^(1/4). @@ -999,7 +965,7 @@ THREE.Terrain.Step = function(g, levels) { levels = Math.floor(Math.pow(l*0.5, 0.25)); } for (i = 0; i < l; i++) { - heights[i] = g[i].z; + heights[i] = g[i]; } heights.sort(function(a, b) { return a - b; }); for (i = 0; i < levels; i++) { @@ -1019,10 +985,10 @@ THREE.Terrain.Step = function(g, levels) { // Set the height of each vertex to the average height of its bucket for (i = 0; i < l; i++) { - var startHeight = g[i].z; + var startHeight = g[i]; for (j = 0; j < levels; j++) { if (startHeight >= buckets[j].min && startHeight <= buckets[j].max) { - g[i].z = buckets[j].avg; + g[i] = buckets[j].avg; break; } } @@ -1032,21 +998,24 @@ THREE.Terrain.Step = function(g, levels) { /** * Transform to turbulent noise. * - * Parameters are the same as those for {@link THREE.Terrain.DiamondSquare}. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. + * @param {Object} [options] + * The same map of settings you'd pass to {@link THREE.Terrain()}. Only + * `minHeight` and `maxHeight` are used (and required) here. */ THREE.Terrain.Turbulence = function(g, options) { var range = options.maxHeight - options.minHeight; for (var i = 0, l = g.length; i < l; i++) { - g[i].z = options.minHeight + Math.abs((g[i].z - options.minHeight) * 2 - range); + g[i] = options.minHeight + Math.abs((g[i] - options.minHeight) * 2 - range); } }; /** * A utility for generating heightmap functions by additive composition. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} [options] * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -1085,9 +1054,8 @@ THREE.Terrain.MultiPass = function(g, options, passes) { /** * Generate random terrain using a curve. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -1105,7 +1073,7 @@ THREE.Terrain.Curve = function(g, options, curve) { scalar = options.frequency / (Math.min(options.xSegments, options.ySegments) + 1); for (var i = 0, xl = options.xSegments + 1, yl = options.ySegments + 1; i < xl; i++) { for (var j = 0; j < yl; j++) { - g[j * xl + i].z += curve(i * scalar, j * scalar) * range; + g[j * xl + i] += curve(i * scalar, j * scalar) * range; } } }; @@ -1121,7 +1089,7 @@ THREE.Terrain.Cosine = function(g, options) { phase = Math.random() * Math.PI * 2; for (var i = 0, xl = options.xSegments + 1; i < xl; i++) { for (var j = 0, yl = options.ySegments + 1; j < yl; j++) { - g[j * xl + i].z += amplitude * (Math.cos(i * frequencyScalar + phase) + Math.cos(j * frequencyScalar + phase)); + g[j * xl + i] += amplitude * (Math.cos(i * frequencyScalar + phase) + Math.cos(j * frequencyScalar + phase)); } } }; @@ -1145,9 +1113,8 @@ THREE.Terrain.CosineLayers = function(g, options) { * * Based on https://github.com/srchea/Terrain-Generation/blob/master/js/classes/TerrainGeneration.js * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -1213,7 +1180,7 @@ THREE.Terrain.DiamondSquare = function(g, options) { // Apply heightmap for (i = 0; i < xl; i++) { for (j = 0; j < yl; j++) { - g[j * xl + i].z += heightmap[i][j]; + g[j * xl + i] += heightmap[i][j]; } } @@ -1244,13 +1211,13 @@ THREE.Terrain.Fault = function(g, options) { for (var j = 0, yl = options.ySegments + 1; j < yl; j++) { var distance = a*i + b*j - c; if (distance > smoothDistance) { - g[j * xl + i].z += displacement; + g[j * xl + i] += displacement; } else if (distance < -smoothDistance) { - g[j * xl + i].z -= displacement; + g[j * xl + i] -= displacement; } else { - g[j * xl + i].z += Math.cos(distance / smoothDistance * Math.PI * 2) * displacement; + g[j * xl + i] += Math.cos(distance / smoothDistance * Math.PI * 2) * displacement; } } } @@ -1265,9 +1232,8 @@ THREE.Terrain.Fault = function(g, options) { * terrain and raise a small hill around those points. Those small hills * eventually accumulate into large hills with distinct features. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -1328,9 +1294,8 @@ THREE.Terrain.Hill = function(g, options, feature, shape) { * of the points to place small hills are not uniformly randomly distributed * but instead are more likely to occur close to the center of the terrain. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -1378,18 +1343,18 @@ THREE.Terrain.HillIsland = (function() { var neighborKey = j * xl + i; // If the neighbor is lower, move the particle to that neighbor and re-evaluate. if (typeof g[neighborKey] !== 'undefined') { - if (g[neighborKey].z < g[currentKey].z) { + if (g[neighborKey] < g[currentKey]) { deposit(g, i, j, xl, displacement); return; } } // Deposit some particles on the edge. else if (Math.random() < 0.2) { - g[currentKey].z += displacement; + g[currentKey] += displacement; return; } } - g[currentKey].z += displacement; + g[currentKey] += displacement; } /** @@ -1442,7 +1407,7 @@ THREE.Terrain.Perlin = function(g, options) { divisor = (Math.min(options.xSegments, options.ySegments) + 1) / options.frequency; for (var i = 0, xl = options.xSegments + 1; i < xl; i++) { for (var j = 0, yl = options.ySegments + 1; j < yl; j++) { - g[j * xl + i].z += noise.perlin(i / divisor, j / divisor) * range; + g[j * xl + i] += noise.perlin(i / divisor, j / divisor) * range; } } }; @@ -1488,7 +1453,7 @@ THREE.Terrain.Simplex = function(g, options) { divisor = (Math.min(options.xSegments, options.ySegments) + 1) * 2 / options.frequency; for (var i = 0, xl = options.xSegments + 1; i < xl; i++) { for (var j = 0, yl = options.ySegments + 1; j < yl; j++) { - g[j * xl + i].z += noise.simplex(i / divisor, j / divisor) * range; + g[j * xl + i] += noise.simplex(i / divisor, j / divisor) * range; } } }; @@ -1568,7 +1533,7 @@ THREE.Terrain.SimplexLayers = function(g, options) { // http://stackoverflow.com/q/23708306/843621 var kg = j * xl + i, kd = j * segments + i; - g[kg].z += data[kd]; + g[kg] += data[kd]; } } } @@ -1637,7 +1602,7 @@ THREE.Terrain.Weierstrass = function(g, options) { var y = Math.pow(1+r21, -k) * Math.sin(Math.pow(1+r22, k) * (j + 0.25*Math.cos(i) + r24*i) * r23); sum -= Math.exp(dir1*x*x + dir2*y*y); } - g[j * xl + i].z += sum * range; + g[j * xl + i] += sum * range; } } THREE.Terrain.Clamp(g, options); @@ -1764,7 +1729,7 @@ THREE.Terrain.generateBlendedMaterial = function(textures) { /** * Scatter a mesh across the terrain. * - * @param {THREE.Geometry} geometry + * @param {THREE.BufferGeometry} geometry * The terrain's geometry (or the highest-resolution version of it). * @param {Object} options * A map of settings that controls how the meshes are scattered, with the @@ -1815,10 +1780,6 @@ THREE.Terrain.ScatterMeshes = function(geometry, options) { console.error('options.mesh is required for THREE.Terrain.ScatterMeshes but was not passed'); return; } - if (geometry instanceof THREE.BufferGeometry) { - console.warn('The terrain mesh is using BufferGeometry but THREE.Terrain.ScatterMeshes can only work with Geometry.'); - return; - } if (!options.scene) { options.scene = new THREE.Object3D(); } @@ -1843,86 +1804,68 @@ THREE.Terrain.ScatterMeshes = function(geometry, options) { randomness, spreadRange = 1 / options.smoothSpread, doubleSizeVariance = options.sizeVariance * 2, - v = geometry.vertices, - meshes = [], + vertex1 = new THREE.Vector3(), + vertex2 = new THREE.Vector3(), + vertex3 = new THREE.Vector3(), + faceNormal = new THREE.Vector3(), up = options.mesh.up.clone().applyAxisAngle(new THREE.Vector3(1, 0, 0), 0.5*Math.PI); if (spreadIsNumber) { randomHeightmap = options.randomness(); randomness = typeof randomHeightmap === 'number' ? Math.random : function(k) { return randomHeightmap[k]; }; } - // geometry.computeFaceNormals(); - for (var i = 0, w = options.w*2; i < w; i++) { - for (var j = 0, h = options.h; j < h; j++) { - var key = j*w + i, - f = geometry.faces[key], - place = false; - if (spreadIsNumber) { - var rv = randomness(key); - if (rv < options.spread) { - place = true; - } - else if (rv < options.spread + options.smoothSpread) { - // Interpolate rv between spread and spread + smoothSpread, - // then multiply that "easing" value by the probability - // that a mesh would get placed on a given face. - place = THREE.Terrain.EaseInOut((rv - options.spread) * spreadRange) * options.spread > Math.random(); - } + + geometry = geometry.toNonIndexed(); + var gArray = geometry.attributes.position.array; + for (var i = 0; i < geometry.attributes.position.array.length; i += 9) { + vertex1.set(gArray[i + 0], gArray[i + 1], gArray[i + 2]); + vertex2.set(gArray[i + 3], gArray[i + 4], gArray[i + 5]); + vertex3.set(gArray[i + 6], gArray[i + 7], gArray[i + 8]); + THREE.Triangle.getNormal(vertex1, vertex2, vertex3, faceNormal); + + var place = false; + if (spreadIsNumber) { + var rv = randomness(key); + if (rv < options.spread) { + place = true; } - else { - place = options.spread(v[f.a], key, f, i, j); + else if (rv < options.spread + options.smoothSpread) { + // Interpolate rv between spread and spread + smoothSpread, + // then multiply that "easing" value by the probability + // that a mesh would get placed on a given face. + place = THREE.Terrain.EaseInOut((rv - options.spread) * spreadRange) * options.spread > Math.random(); } - if (place) { - // Don't place a mesh if the angle is too steep. - if (f.normal.angleTo(up) > options.maxSlope) { - continue; - } - var mesh = options.mesh.clone(); - // mesh.geometry.computeBoundingBox(); - mesh.position.copy(v[f.a]).add(v[f.b]).add(v[f.c]).divideScalar(3); - // mesh.translateZ((mesh.geometry.boundingBox.max.z - mesh.geometry.boundingBox.min.z) * 0.5); - if (options.maxTilt > 0) { - var normal = mesh.position.clone().add(f.normal); - mesh.lookAt(normal); - var tiltAngle = f.normal.angleTo(up); - if (tiltAngle > options.maxTilt) { - var ratio = options.maxTilt / tiltAngle; - mesh.rotation.x *= ratio; - mesh.rotation.y *= ratio; - mesh.rotation.z *= ratio; - } - } - mesh.rotation.x += 90 / 180 * Math.PI; - mesh.rotateY(Math.random() * 2 * Math.PI); - if (options.sizeVariance) { - var variance = Math.random() * doubleSizeVariance - options.sizeVariance; - mesh.scale.x = mesh.scale.z = 1 + variance; - mesh.scale.y += variance; + } + else { + place = options.spread(vertex1, i / 9, faceNormal, i); + } + if (place) { + // Don't place a mesh if the angle is too steep. + if (faceNormal.angleTo(up) > options.maxSlope) { + continue; + } + var mesh = options.mesh.clone(); + mesh.position.addVectors(vertex1, vertex2).add(vertex3).divideScalar(3); + if (options.maxTilt > 0) { + var normal = mesh.position.clone().add(faceNormal); + mesh.lookAt(normal); + var tiltAngle = faceNormal.angleTo(up); + if (tiltAngle > options.maxTilt) { + var ratio = options.maxTilt / tiltAngle; + mesh.rotation.x *= ratio; + mesh.rotation.y *= ratio; + mesh.rotation.z *= ratio; } - meshes.push(mesh); } - } - } + mesh.rotation.x += 90 / 180 * Math.PI; + mesh.rotateY(Math.random() * 2 * Math.PI); + if (options.sizeVariance) { + var variance = Math.random() * doubleSizeVariance - options.sizeVariance; + mesh.scale.x = mesh.scale.z = 1 + variance; + mesh.scale.y += variance; + } - // Merge geometries. - var k, l; - if (options.mesh.geometry instanceof THREE.Geometry) { - var g = new THREE.Geometry(); - for (k = 0, l = meshes.length; k < l; k++) { - var m = meshes[k]; - m.updateMatrix(); - g.merge(m.geometry, m.matrix); - } - /* - if (!(options.mesh.material instanceof THREE.MeshFaceMaterial)) { - g = THREE.BufferGeometryUtils.fromGeometry(g); - } - */ - options.scene.add(new THREE.Mesh(g, options.mesh.material)); - } - // There's no BufferGeometry merge method implemented yet. - else { - for (k = 0, l = meshes.length; k < l; k++) { - options.scene.add(meshes[k]); + mesh.updateMatrix(); + options.scene.add(mesh); } } @@ -1986,9 +1929,8 @@ THREE.Terrain.ScatterHelper = function(method, options, skip, threshold) { }; // Allows placing geometrically-described features on a terrain. -// If you want these features to look a little less regular, -// just apply them before a procedural pass. -// If you want more complex influence, you can just composite heightmaps. +// If you want these features to look a little less regular, apply them before a procedural pass. +// If you want more complex influence, you can composite heightmaps. /** * Equations describing geographic features. @@ -2108,12 +2050,12 @@ THREE.Terrain.Influence = function(g, options, f, x, y, r, h, t, e) { // interpolate using e, then blend according to t. d = f(fdr, fdxr, fdyr) * h * (1 - e(fdr, fdxr, fdyr)); if (fd > r || typeof g[k] == 'undefined') continue; - if (t === THREE.AdditiveBlending) g[k].z += d; // jscs:ignore requireSpaceAfterKeywords - else if (t === THREE.SubtractiveBlending) g[k].z -= d; - else if (t === THREE.MultiplyBlending) g[k].z *= d; - else if (t === THREE.NoBlending) g[k].z = d; - else if (t === THREE.NormalBlending) g[k].z = e(fdr, fdxr, fdyr) * g[k].z + d; - else if (typeof t === 'function') g[k].z = t(g[k].z, d, fdr, fdxr, fdyr); + if (t === THREE.AdditiveBlending) g[k] += d; // jscs:ignore requireSpaceAfterKeywords + else if (t === THREE.SubtractiveBlending) g[k] -= d; + else if (t === THREE.MultiplyBlending) g[k] *= d; + else if (t === THREE.NoBlending) g[k] = d; + else if (t === THREE.NormalBlending) g[k] = e(fdr, fdxr, fdyr) * g[k] + d; + else if (typeof t === 'function') g[k] = t(g[k].z, d, fdr, fdxr, fdyr); } } }; diff --git a/build/THREE.Terrain.min.js b/build/THREE.Terrain.min.js index 50ac62e..16152a1 100644 --- a/build/THREE.Terrain.min.js +++ b/build/THREE.Terrain.min.js @@ -1,9 +1,9 @@ /** - * THREE.Terrain.js 1.6.0-20210705 + * THREE.Terrain.js 1.6.0-20210706 * * @author Isaac Sukin (http://www.isaacsukin.com/) * @license MIT */ -!function(a){function b(a,b,c){this.x=a,this.y=b,this.z=c}function c(a){return a*a*a*(a*(6*a-15)+10)}function d(a,b,c){return(1-c)*a+c*b}var e=a.noise={};b.prototype.dot2=function(a,b){return this.x*a+this.y*b},b.prototype.dot3=function(a,b,c){return this.x*a+this.y*b+this.z*c};var f=[new b(1,1,0),new b(-1,1,0),new b(1,-1,0),new b(-1,-1,0),new b(1,0,1),new b(-1,0,1),new b(1,0,-1),new b(-1,0,-1),new b(0,1,1),new b(0,-1,1),new b(0,1,-1),new 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b={after:null,easing:THREE.Terrain.Linear,heightmap:THREE.Terrain.DiamondSquare,material:null,maxHeight:100,minHeight:-100,optimization:THREE.Terrain.NONE,frequency:2.5,steps:1,stretch:!0,turbulent:!1,useBufferGeometry:!1,xSegments:63,xSize:1024,ySegments:63,ySize:1024,_mesh:null};a=a||{};for(var c in b)b.hasOwnProperty(c)&&(a[c]=void 0===a[c]?b[c]:a[c]);a.material=a.material||new THREE.MeshBasicMaterial({color:15623731});var d=new THREE.Object3D;d.rotation.x=-.5*Math.PI;var e=a._mesh;if(e&&"PlaneGeometry"===e.geometry.type&&e.geometry.parameters.widthSegments===a.xSegments&&e.geometry.parameters.heightSegments===a.ySegments){e.material=a.material,e.scale.x=a.xSize/e.geometry.parameters.width,e.scale.y=a.ySize/e.geometry.parameters.height;for(var f=0,g=e.geometry.vertices.length;f1&&(THREE.Terrain.Step(c,b.steps),THREE.Terrain.Smooth(c,b)),THREE.Terrain.Clamp(c,b),"function"==typeof b.after&&b.after(c,b),a.geometry.verticesNeedUpdate=!0,a.geometry.normalsNeedUpdate=!0,a.geometry.computeBoundingSphere(),a.geometry.computeFaceNormals(),a.geometry.computeVertexNormals()},THREE.Terrain.NONE=0,THREE.Terrain.GEOMIPMAP=1,THREE.Terrain.GEOCLIPMAP=2,THREE.Terrain.POLYGONREDUCTION=3,THREE.Terrain.toArray2D=function(a,b){var c=new Array(b.xSegments+1),d=b.xSegments+1,e=b.ySegments+1,f,g;for(f=0;fg&&(g=a[i].z),a[i].zd&&(d=a[f].z);var g=d-c,h="number"!=typeof b.maxHeight?d:b.maxHeight,i="number"!=typeof b.minHeight?c:b.minHeight,j=b.stretch?h:di?c:i,l=j-k;for(j=0&&h+k>=0&&e+l=0&&j+k>=0&&g+l=0&&h+k>=0&&e+li&&(i=a[m].z))}var n=h*f+e;if("number"==typeof c){var o=.5*(i-j),p=j+o;i=p+o*c,j=p-o*c}d[n]=a[n].z>i?i:a[n].z=h[d].min&&l<=h[d].max){a[c].z=h[d].avg;break}}},THREE.Terrain.Turbulence=function(a,b){for(var c=b.maxHeight-b.minHeight,d=0,e=a.length;d=2;k/=2){var l=Math.round(.5*k),m=Math.round(k),n,o,p,q,r;for(f/=2,n=0;ng?a[o*n+m].z+=f:q<-g?a[o*n+m].z-=f:a[o*n+m].z+=Math.cos(q/g*Math.PI*2)*f}},THREE.Terrain.Hill=function(a,b,c,d){var e=2*b.frequency,f=e*e*10,g=b.maxHeight-b.minHeight,h=g/(e*e),i=g/e,j=Math.min(b.xSize,b.ySize),k=j/(e*e),l=j/e;c=c||THREE.Terrain.Influences.Hill;for(var m={x:0,y:0},n=0;nd)){var g=0,h=0,i=d,j=d,k=Math.floor(d/c),l=-k,m=-k;for(g=0;g<=i;g+=k){for(h=0;h<=j;h+=k){var n=h*i+g;if(f[n]=Math.random()*e,!(l<0&&m<0)){for(var o=f[n],p=f[h*i+(g-k)]||o,q=f[(h-k)*i+g]||o,r=f[(h-k)*i+(g-k)]||o,s=l;s","varying vec2 MyvUv;\nvarying vec3 vPosition;\nvarying vec3 myNormal;\n#include "),b.vertexShader=b.vertexShader.replace("#include ","MyvUv = uv;\nvPosition = position;\nmyNormal = normal;\n#include "),b.fragmentShader=b.fragmentShader.replace("#include ",q+"\n#include "),b.fragmentShader=b.fragmentShader.replace("#include ",p);for(var c=0,d=a.length;cMath.random())}else s=b.spread(j[r.a],q,r,m,o);if(s){if(r.normal.angleTo(l)>b.maxSlope)continue;var u=b.mesh.clone();if(u.position.copy(j[r.a]).add(j[r.b]).add(j[r.c]).divideScalar(3),b.maxTilt>0){var v=u.position.clone().add(r.normal);u.lookAt(v);var w=r.normal.angleTo(l);if(w>b.maxTilt){var x=b.maxTilt/w;u.rotation.x*=x,u.rotation.y*=x,u.rotation.z*=x}}if(u.rotation.x+=.5*Math.PI,u.rotateY(2*Math.random()*Math.PI),b.sizeVariance){var y=Math.random()*i-b.sizeVariance;u.scale.x=u.scale.z=1+y,u.scale.y+=y}k.push(u)}}var z,A;if(b.mesh.geometry instanceof THREE.Geometry){var B=new THREE.Geometry;for(z=0,A=k.length;zd)&&(g[h]=1);return function(){return g}},THREE.Terrain.Influences={Mesa:function(a){return 1.25*Math.min(.8,Math.exp(-a*a))},Hole:function(a){return-THREE.Terrain.Influences.Mesa(a)},Hill:function(a){return a<0?(a+1)*(a+1)*(3-2*(a+1)):1-a*a*(3-2*a)},Valley:function(a){return-THREE.Terrain.Influences.Hill(a)},Dome:function(a){return-(a+1)*(a-1)},Flat:function(a){return 0},Volcano:function(a){return.94-.32*(Math.abs(2*a)+Math.cos(2*Math.PI*Math.abs(a)+.4))}},THREE.Terrain.Influence=function(a,b,c,d,e,f,g,h,i){c=c||THREE.Terrain.Influences.Hill,d=void 0===d?.5:d,e=void 0===e?.5:e,f=void 0===f?64:f,g=void 0===g?64:g,h=void 0===h?THREE.NormalBlending:h,i=i||THREE.Terrain.EaseIn;for(var j=b.xSegments+1,k=b.ySegments+1,l=j*d,m=k*e,n=b.xSize/b.xSegments,o=b.ySize/b.ySegments,p=f/n,q=f/o,r=1/f,s=Math.ceil(l-p),t=Math.floor(l+p),u=Math.ceil(m-q),v=Math.floor(m+q),w=s;wf||void 0===a[y]||(h===THREE.AdditiveBlending?a[y].z+=F:h===THREE.SubtractiveBlending?a[y].z-=F:h===THREE.MultiplyBlending?a[y].z*=F:h===THREE.NoBlending?a[y].z=F:h===THREE.NormalBlending?a[y].z=i(C,D,E)*a[y].z+F:"function"==typeof h&&(a[y].z=h(a[y].z,F,C,D,E)))}}; +!function(e){var e=e.noise={};function r(e,r,n){this.x=e,this.y=r,this.z=n}r.prototype.dot2=function(e,r){return this.x*e+this.y*r},r.prototype.dot3=function(e,r,n){return this.x*e+this.y*r+this.z*n};var t=[new r(1,1,0),new r(-1,1,0),new r(1,-1,0),new r(-1,-1,0),new r(1,0,1),new r(-1,0,1),new r(1,0,-1),new r(-1,0,-1),new r(0,1,1),new r(0,-1,1),new r(0,1,-1),new r(0,-1,-1)],a=[151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,190,6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168,68,175,74,165,71,134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,102,143,54,65,25,63,161,1,216,80,73,209,76,132,187,208,89,18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186,3,64,52,217,226,250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,223,183,170,213,119,248,152,2,44,154,163,70,221,153,101,155,167,43,172,9,129,22,39,253,19,98,108,110,79,113,224,232,178,185,112,104,218,246,97,228,251,34,242,193,238,210,144,12,191,179,162,241,81,51,145,235,249,14,239,107,49,192,214,31,181,199,106,157,184,84,204,176,115,121,50,45,127,4,150,254,138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180],l=new Array(512),c=new Array(512);e.seed=function(e){0>8&255;l[r]=l[r+256]=n,c[r]=c[r+256]=t[n%12]}},e.seed(Math.random());var d=.5*(Math.sqrt(3)-1),H=(3-Math.sqrt(3))/6,n=1/3,i=1/6;function m(e){return e*e*e*(e*(6*e-15)+10)}function h(e,r,n){return(1-n)*e+n*r}e.simplex=function(e,r){var n,t,a,i=(e+r)*d,o=Math.floor(e+i),m=Math.floor(r+i),h=(o+m)*H,s=e-o+h,f=r-m+h,E,u,u=fo&&(o=e[h]),e[h]t&&(t=e[i]);var o=t-n,m="number"!=typeof r.maxHeight?t:r.maxHeight,h="number"!=typeof r.minHeight?n:r.minHeight,s=!r.stretch&&th&&(h=e[u]))}var g=m*i+a,T,l,h,s;"number"==typeof n&&(h=(l=s+(T=.5*(h-s)))+T*n,s=l-T*n),t[g]=e[g]>h?h:e[g]=m[t].min&&E<=m[t].max){e[n]=m[t].avg;break}}},THREE.Terrain.Turbulence=function(e,r){for(var n=r.maxHeight-r.minHeight,t=0,a=e.length;t","varying vec2 MyvUv;\nvarying vec3 vPosition;\nvarying vec3 myNormal;\n#include "),e.vertexShader=e.vertexShader.replace("#include ","MyvUv = uv;\nvPosition = position;\nmyNormal = normal;\n#include "),e.fragmentShader=e.fragmentShader.replace("#include ",l+"\n#include "),e.fragmentShader=e.fragmentShader.replace("#include ",T);for(var r=0,n=t.length;rMath.random()):c=r.spread(s,l/9,u,l),c&&(u.angleTo(g)>r.maxSlope||((d=r.mesh.clone()).position.addVectors(s,f).add(E).divideScalar(3),0r.maxTilt&&(H=r.maxTilt/c,d.rotation.x*=H,d.rotation.y*=H,d.rotation.z*=H)),d.rotation.x+=.5*Math.PI,d.rotateY(2*Math.random()*Math.PI),r.sizeVariance&&(H=Math.random()*h-r.sizeVariance,d.scale.x=d.scale.z=1+H,d.scale.y+=H),d.updateMatrix(),r.scene.add(d)))}return r.scene},THREE.Terrain.ScatterHelper=function(e,r,n,t){n=n||1,t=t||.25,r.frequency=r.frequency||2.5;var a={},i;for(i in r)r.hasOwnProperty(i)&&(a[i]=r[i]);a.xSegments*=2,a.stretch=!0,a.maxHeight=1,a.minHeight=0;for(var o=THREE.Terrain.heightmapArray(e,a),m=0,h=o.length;mt)&&(o[m]=1);return function(){return o}},THREE.Terrain.Influences={Mesa:function(e){return 1.25*Math.min(.8,Math.exp(-e*e))},Hole:function(e){return-THREE.Terrain.Influences.Mesa(e)},Hill:function(e){return e<0?(e+1)*(e+1)*(3-2*(e+1)):1-e*e*(3-2*e)},Valley:function(e){return-THREE.Terrain.Influences.Hill(e)},Dome:function(e){return-(e+1)*(e-1)},Flat:function(e){return 0},Volcano:function(e){return.94-.32*(Math.abs(2*e)+Math.cos(2*Math.PI*Math.abs(e)+.4))}},THREE.Terrain.Influence=function(e,r,n,t,a,i,o,m,h){n=n||THREE.Terrain.Influences.Hill,t=void 0===t?.5:t,a=void 0===a?.5:a,i=void 0===i?64:i,o=void 0===o?64:o,m=void 0===m?THREE.NormalBlending:m,h=h||THREE.Terrain.EaseIn;for(var s=r.xSegments+1,f,E=s*t,u=(r.ySegments+1)*a,g=r.xSize/r.xSegments,T=r.ySize/r.ySegments,t=i/g,a=i/T,l=1/i,r=Math.ceil(E-t),c=Math.floor(E+t),d=Math.ceil(u-a),H=Math.floor(u+a),v=r;v 0 ) { - - setBlending( THREE.NormalBlending ); - setOpacity( 1 ); - - setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' ); - - _context.fillRect( - _clearBox.min.x | 0, - _clearBox.max.y | 0, - ( _clearBox.max.x - _clearBox.min.x ) | 0, - ( _clearBox.min.y - _clearBox.max.y ) | 0 - ); - - } - - _clearBox.makeEmpty(); - - } - - }; - - // compatibility - - this.clearColor = function () {}; - this.clearDepth = function () {}; - this.clearStencil = function () {}; - - this.render = function ( scene, camera ) { - - if ( camera.isCamera === undefined ) { - - console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' ); - return; - - } - - var background = scene.background; - - if ( background && background.isColor ) { - - setFillStyle( 'rgb(' + Math.floor( background.r * 255 ) + ',' + Math.floor( background.g * 255 ) + ',' + Math.floor( background.b * 255 ) + ')' ); - _context.fillRect( 0, 0, _canvasWidth, _canvasHeight ); - - } else if ( this.autoClear === true ) { - - this.clear(); - - } - - _this.info.render.vertices = 0; - _this.info.render.faces = 0; - - _context.setTransform( _viewportWidth / _canvasWidth, 0, 0, - _viewportHeight / _canvasHeight, _viewportX, _canvasHeight - _viewportY ); - _context.translate( _canvasWidthHalf, _canvasHeightHalf ); - - _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements ); - _elements = _renderData.elements; - _lights = _renderData.lights; - - _normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse ); - - /* DEBUG - setFillStyle( 'rgba( 0, 255, 255, 0.5 )' ); - _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y ); - */ - - calculateLights(); - - for ( var e = 0, el = _elements.length; e < el; e ++ ) { - - var element = _elements[ e ]; - - var material = element.material; - - if ( material === undefined || material.opacity === 0 ) continue; - - _elemBox.makeEmpty(); - - if ( element instanceof THREE.RenderableSprite ) { - - _v1 = element; - _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf; - - renderSprite( _v1, element, material ); - - } else if ( element instanceof THREE.RenderableLine ) { - - _v1 = element.v1; _v2 = element.v2; - - _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; - _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; - - _elemBox.setFromPoints( [ - _v1.positionScreen, - _v2.positionScreen - ] ); - - if ( _clipBox.intersectsBox( _elemBox ) === true ) { - - renderLine( _v1, _v2, element, material ); - - } - - } else if ( element instanceof THREE.RenderableFace ) { - - _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; - - if ( _v1.positionScreen.z < - 1 || _v1.positionScreen.z > 1 ) continue; - if ( _v2.positionScreen.z < - 1 || _v2.positionScreen.z > 1 ) continue; - if ( _v3.positionScreen.z < - 1 || _v3.positionScreen.z > 1 ) continue; - - _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf; - _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf; - _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf; - - if ( material.overdraw > 0 ) { - - expand( _v1.positionScreen, _v2.positionScreen, material.overdraw ); - expand( _v2.positionScreen, _v3.positionScreen, material.overdraw ); - expand( _v3.positionScreen, _v1.positionScreen, material.overdraw ); - - } - - _elemBox.setFromPoints( [ - _v1.positionScreen, - _v2.positionScreen, - _v3.positionScreen - ] ); - - if ( _clipBox.intersectsBox( _elemBox ) === true ) { - - renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material ); - - } - - } - - /* DEBUG - setLineWidth( 1 ); - setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' ); - _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y ); - */ - - _clearBox.union( _elemBox ); - - } - - /* DEBUG - setLineWidth( 1 ); - setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' ); - _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y ); - */ - - _context.setTransform( 1, 0, 0, 1, 0, 0 ); - - }; - - // - - function calculateLights() { - - _ambientLight.setRGB( 0, 0, 0 ); - _directionalLights.setRGB( 0, 0, 0 ); - _pointLights.setRGB( 0, 0, 0 ); - - for ( var l = 0, ll = _lights.length; l < ll; l ++ ) { - - var light = _lights[ l ]; - var lightColor = light.color; - - if ( light.isAmbientLight ) { - - _ambientLight.add( lightColor ); - - } else if ( light.isDirectionalLight ) { - - // for sprites - - _directionalLights.add( lightColor ); - - } else if ( light.isPointLight ) { - - // for sprites - - _pointLights.add( lightColor ); - - } - - } - - } - - function calculateLight( position, normal, color ) { - - for ( var l = 0, ll = _lights.length; l < ll; l ++ ) { - - var light = _lights[ l ]; - - _lightColor.copy( light.color ); - - if ( light.isDirectionalLight ) { - - var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize(); - - var amount = normal.dot( lightPosition ); - - if ( amount <= 0 ) continue; - - amount *= light.intensity; - - color.add( _lightColor.multiplyScalar( amount ) ); - - } else if ( light.isPointLight ) { - - var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ); - - var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() ); - - if ( amount <= 0 ) continue; - - amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 ); - - if ( amount == 0 ) continue; - - amount *= light.intensity; - - color.add( _lightColor.multiplyScalar( amount ) ); - - } - - } - - } - - function renderSprite( v1, element, material ) { - - setOpacity( material.opacity ); - setBlending( material.blending ); - - var scaleX = element.scale.x * _canvasWidthHalf; - var scaleY = element.scale.y * _canvasHeightHalf; - - var dist = Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite - _elemBox.min.set( v1.x - dist, v1.y - dist ); - _elemBox.max.set( v1.x + dist, v1.y + dist ); - - if ( material.isSpriteMaterial ) { - - var texture = material.map; - - if ( texture !== null ) { - - var pattern = _patterns[ texture.id ]; - - if ( pattern === undefined || pattern.version !== texture.version ) { - - pattern = textureToPattern( texture ); - _patterns[ texture.id ] = pattern; - - } - - if ( pattern.canvas !== undefined ) { - - setFillStyle( pattern.canvas ); - - var bitmap = texture.image; - - var ox = bitmap.width * texture.offset.x; - var oy = bitmap.height * texture.offset.y; - - var sx = bitmap.width * texture.repeat.x; - var sy = bitmap.height * texture.repeat.y; - - var cx = scaleX / sx; - var cy = scaleY / sy; - - _context.save(); - _context.translate( v1.x, v1.y ); - if ( material.rotation !== 0 ) _context.rotate( material.rotation ); - _context.translate( - scaleX / 2, - scaleY / 2 ); - _context.scale( cx, cy ); - _context.translate( - ox, - oy ); - _context.fillRect( ox, oy, sx, sy ); - _context.restore(); - - } - - } else { - - // no texture - - setFillStyle( material.color.getStyle() ); - - _context.save(); - _context.translate( v1.x, v1.y ); - if ( material.rotation !== 0 ) _context.rotate( material.rotation ); - _context.scale( scaleX, - scaleY ); - _context.fillRect( - 0.5, - 0.5, 1, 1 ); - _context.restore(); - - } - - } else if ( material.isSpriteCanvasMaterial ) { - - setStrokeStyle( material.color.getStyle() ); - setFillStyle( material.color.getStyle() ); - - _context.save(); - _context.translate( v1.x, v1.y ); - if ( material.rotation !== 0 ) _context.rotate( material.rotation ); - _context.scale( scaleX, scaleY ); - - material.program( _context ); - - _context.restore(); - - } else if ( material.isPointsMaterial ) { - - setFillStyle( material.color.getStyle() ); - - _context.save(); - _context.translate( v1.x, v1.y ); - if ( material.rotation !== 0 ) _context.rotate( material.rotation ); - _context.scale( scaleX * material.size, - scaleY * material.size ); - _context.fillRect( - 0.5, - 0.5, 1, 1 ); - _context.restore(); - - } - - /* DEBUG - setStrokeStyle( 'rgb(255,255,0)' ); - _context.beginPath(); - _context.moveTo( v1.x - 10, v1.y ); - _context.lineTo( v1.x + 10, v1.y ); - _context.moveTo( v1.x, v1.y - 10 ); - _context.lineTo( v1.x, v1.y + 10 ); - _context.stroke(); - */ - - } - - function renderLine( v1, v2, element, material ) { - - setOpacity( material.opacity ); - setBlending( material.blending ); - - _context.beginPath(); - _context.moveTo( v1.positionScreen.x, v1.positionScreen.y ); - _context.lineTo( v2.positionScreen.x, v2.positionScreen.y ); - - if ( material.isLineBasicMaterial ) { - - setLineWidth( material.linewidth ); - setLineCap( material.linecap ); - setLineJoin( material.linejoin ); - - if ( material.vertexColors !== THREE.VertexColors ) { - - setStrokeStyle( material.color.getStyle() ); - - } else { - - var colorStyle1 = element.vertexColors[ 0 ].getStyle(); - var colorStyle2 = element.vertexColors[ 1 ].getStyle(); - - if ( colorStyle1 === colorStyle2 ) { - - setStrokeStyle( colorStyle1 ); - - } else { - - try { - - var grad = _context.createLinearGradient( - v1.positionScreen.x, - v1.positionScreen.y, - v2.positionScreen.x, - v2.positionScreen.y - ); - grad.addColorStop( 0, colorStyle1 ); - grad.addColorStop( 1, colorStyle2 ); - - } catch ( exception ) { - - grad = colorStyle1; - - } - - setStrokeStyle( grad ); - - } - - } - - _context.stroke(); - _elemBox.expandByScalar( material.linewidth * 2 ); - - } else if ( material.isLineDashedMaterial ) { - - setLineWidth( material.linewidth ); - setLineCap( material.linecap ); - setLineJoin( material.linejoin ); - setStrokeStyle( material.color.getStyle() ); - setLineDash( [ material.dashSize, material.gapSize ] ); - - _context.stroke(); - - _elemBox.expandByScalar( material.linewidth * 2 ); - - setLineDash( [] ); - - } - - } - - function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) { - - _this.info.render.vertices += 3; - _this.info.render.faces ++; - - setOpacity( material.opacity ); - setBlending( material.blending ); - - _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y; - _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y; - _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y; - - drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y ); - - if ( ( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial ) && material.map === null ) { - - _diffuseColor.copy( material.color ); - _emissiveColor.copy( material.emissive ); - - if ( material.vertexColors === THREE.FaceColors ) { - - _diffuseColor.multiply( element.color ); - - } - - _color.copy( _ambientLight ); - - _centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 ); - - calculateLight( _centroid, element.normalModel, _color ); - - _color.multiply( _diffuseColor ).add( _emissiveColor ); - - material.wireframe === true - ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) - : fillPath( _color ); - - } else if ( material.isMeshBasicMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial ) { - - if ( material.map !== null ) { - - var mapping = material.map.mapping; - - if ( mapping === THREE.UVMapping ) { - - _uvs = element.uvs; - patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map ); - - } - - } else if ( material.envMap !== null ) { - - if ( material.envMap.mapping === THREE.SphericalReflectionMapping ) { - - _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix ); - _uv1x = 0.5 * _normal.x + 0.5; - _uv1y = 0.5 * _normal.y + 0.5; - - _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix ); - _uv2x = 0.5 * _normal.x + 0.5; - _uv2y = 0.5 * _normal.y + 0.5; - - _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix ); - _uv3x = 0.5 * _normal.x + 0.5; - _uv3y = 0.5 * _normal.y + 0.5; - - patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap ); - - } - - } else { - - _color.copy( material.color ); - - if ( material.vertexColors === THREE.FaceColors ) { - - _color.multiply( element.color ); - - } - - material.wireframe === true - ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) - : fillPath( _color ); - - } - - } else if ( material.isMeshNormalMaterial ) { - - _normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix ); - - _color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 ); - - material.wireframe === true - ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) - : fillPath( _color ); - - } else { - - _color.setRGB( 1, 1, 1 ); - - material.wireframe === true - ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin ) - : fillPath( _color ); - - } - - } - - // - - function drawTriangle( x0, y0, x1, y1, x2, y2 ) { - - _context.beginPath(); - _context.moveTo( x0, y0 ); - _context.lineTo( x1, y1 ); - _context.lineTo( x2, y2 ); - _context.closePath(); - - } - - function strokePath( color, linewidth, linecap, linejoin ) { - - setLineWidth( linewidth ); - setLineCap( linecap ); - setLineJoin( linejoin ); - setStrokeStyle( color.getStyle() ); - - _context.stroke(); - - _elemBox.expandByScalar( linewidth * 2 ); - - } - - function fillPath( color ) { - - setFillStyle( color.getStyle() ); - _context.fill(); - - } - - function textureToPattern( texture ) { - - if ( texture.version === 0 || - texture instanceof THREE.CompressedTexture || - texture instanceof THREE.DataTexture ) { - - return { - canvas: undefined, - version: texture.version - }; - - } - - var image = texture.image; - - if ( image.complete === false ) { - - return { - canvas: undefined, - version: 0 - }; - - } - - var repeatX = texture.wrapS === THREE.RepeatWrapping || texture.wrapS === THREE.MirroredRepeatWrapping; - var repeatY = texture.wrapT === THREE.RepeatWrapping || texture.wrapT === THREE.MirroredRepeatWrapping; - - var mirrorX = texture.wrapS === THREE.MirroredRepeatWrapping; - var mirrorY = texture.wrapT === THREE.MirroredRepeatWrapping; - - // - - var canvas = document.createElement( 'canvas' ); - canvas.width = image.width * ( mirrorX ? 2 : 1 ); - canvas.height = image.height * ( mirrorY ? 2 : 1 ); - - var context = canvas.getContext( '2d' ); - context.setTransform( 1, 0, 0, - 1, 0, image.height ); - context.drawImage( image, 0, 0 ); - - if ( mirrorX === true ) { - - context.setTransform( - 1, 0, 0, - 1, image.width, image.height ); - context.drawImage( image, - image.width, 0 ); - - } - - if ( mirrorY === true ) { - - context.setTransform( 1, 0, 0, 1, 0, 0 ); - context.drawImage( image, 0, image.height ); - - } - - if ( mirrorX === true && mirrorY === true ) { - - context.setTransform( - 1, 0, 0, 1, image.width, 0 ); - context.drawImage( image, - image.width, image.height ); - - } - - var repeat = 'no-repeat'; - - if ( repeatX === true && repeatY === true ) { - - repeat = 'repeat'; - - } else if ( repeatX === true ) { - - repeat = 'repeat-x'; - - } else if ( repeatY === true ) { - - repeat = 'repeat-y'; - - } - - var pattern = _context.createPattern( canvas, repeat ); - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - return { - canvas: pattern, - version: texture.version - }; - - } - - function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) { - - var pattern = _patterns[ texture.id ]; - - if ( pattern === undefined || pattern.version !== texture.version ) { - - pattern = textureToPattern( texture ); - _patterns[ texture.id ] = pattern; - - } - - if ( pattern.canvas !== undefined ) { - - setFillStyle( pattern.canvas ); - - } else { - - setFillStyle( 'rgba( 0, 0, 0, 1)' ); - _context.fill(); - return; - - } - - // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 - - var a, b, c, d, e, f, det, idet, - offsetX = texture.offset.x / texture.repeat.x, - offsetY = texture.offset.y / texture.repeat.y, - width = texture.image.width * texture.repeat.x, - height = texture.image.height * texture.repeat.y; - - u0 = ( u0 + offsetX ) * width; - v0 = ( v0 + offsetY ) * height; - - u1 = ( u1 + offsetX ) * width; - v1 = ( v1 + offsetY ) * height; - - u2 = ( u2 + offsetX ) * width; - v2 = ( v2 + offsetY ) * height; - - x1 -= x0; y1 -= y0; - x2 -= x0; y2 -= y0; - - u1 -= u0; v1 -= v0; - u2 -= u0; v2 -= v0; - - det = u1 * v2 - u2 * v1; - - if ( det === 0 ) return; - - idet = 1 / det; - - a = ( v2 * x1 - v1 * x2 ) * idet; - b = ( v2 * y1 - v1 * y2 ) * idet; - c = ( u1 * x2 - u2 * x1 ) * idet; - d = ( u1 * y2 - u2 * y1 ) * idet; - - e = x0 - a * u0 - c * v0; - f = y0 - b * u0 - d * v0; - - _context.save(); - _context.transform( a, b, c, d, e, f ); - _context.fill(); - _context.restore(); - - } - - /* - function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) { - - // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 - - var a, b, c, d, e, f, det, idet, - width = image.width - 1, - height = image.height - 1; - - u0 *= width; v0 *= height; - u1 *= width; v1 *= height; - u2 *= width; v2 *= height; - - x1 -= x0; y1 -= y0; - x2 -= x0; y2 -= y0; - - u1 -= u0; v1 -= v0; - u2 -= u0; v2 -= v0; - - det = u1 * v2 - u2 * v1; - - idet = 1 / det; - - a = ( v2 * x1 - v1 * x2 ) * idet; - b = ( v2 * y1 - v1 * y2 ) * idet; - c = ( u1 * x2 - u2 * x1 ) * idet; - d = ( u1 * y2 - u2 * y1 ) * idet; - - e = x0 - a * u0 - c * v0; - f = y0 - b * u0 - d * v0; - - _context.save(); - _context.transform( a, b, c, d, e, f ); - _context.clip(); - _context.drawImage( image, 0, 0 ); - _context.restore(); - - } - */ - - // Hide anti-alias gaps - - function expand( v1, v2, pixels ) { - - var x = v2.x - v1.x, y = v2.y - v1.y, - det = x * x + y * y, idet; - - if ( det === 0 ) return; - - idet = pixels / Math.sqrt( det ); - - x *= idet; y *= idet; - - v2.x += x; v2.y += y; - v1.x -= x; v1.y -= y; - - } - - // Context cached methods. - - function setOpacity( value ) { - - if ( _contextGlobalAlpha !== value ) { - - _context.globalAlpha = value; - _contextGlobalAlpha = value; - - } - - } - - function setBlending( value ) { - - if ( _contextGlobalCompositeOperation !== value ) { - - if ( value === THREE.NormalBlending ) { - - _context.globalCompositeOperation = 'source-over'; - - } else if ( value === THREE.AdditiveBlending ) { - - _context.globalCompositeOperation = 'lighter'; - - } else if ( value === THREE.SubtractiveBlending ) { - - _context.globalCompositeOperation = 'darker'; - - } else if ( value === THREE.MultiplyBlending ) { - - _context.globalCompositeOperation = 'multiply'; - - } - - _contextGlobalCompositeOperation = value; - - } - - } - - function setLineWidth( value ) { - - if ( _contextLineWidth !== value ) { - - _context.lineWidth = value; - _contextLineWidth = value; - - } - - } - - function setLineCap( value ) { - - // "butt", "round", "square" - - if ( _contextLineCap !== value ) { - - _context.lineCap = value; - _contextLineCap = value; - - } - - } - - function setLineJoin( value ) { - - // "round", "bevel", "miter" - - if ( _contextLineJoin !== value ) { - - _context.lineJoin = value; - _contextLineJoin = value; - - } - - } - - function setStrokeStyle( value ) { - - if ( _contextStrokeStyle !== value ) { - - _context.strokeStyle = value; - _contextStrokeStyle = value; - - } - - } - - function setFillStyle( value ) { - - if ( _contextFillStyle !== value ) { - - _context.fillStyle = value; - _contextFillStyle = value; - - } - - } - - function setLineDash( value ) { - - if ( _contextLineDash.length !== value.length ) { - - _context.setLineDash( value ); - _contextLineDash = value; - - } - - } - -}; diff --git a/demo/libs/FirstPersonControls.js b/demo/libs/FirstPersonControls.js index 51e0c39..f21b0f0 100644 --- a/demo/libs/FirstPersonControls.js +++ b/demo/libs/FirstPersonControls.js @@ -1,300 +1,341 @@ -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author paulirish / http://paulirish.com/ - */ +( function () { -THREE.FirstPersonControls = function ( object, domElement ) { + const _lookDirection = new THREE.Vector3(); - this.object = object; - this.target = new THREE.Vector3( 0, 0, 0 ); + const _spherical = new THREE.Spherical(); - this.domElement = ( domElement !== undefined ) ? domElement : document; + const _target = new THREE.Vector3(); - this.enabled = true; + class FirstPersonControls { - this.movementSpeed = 1.0; - this.lookSpeed = 0.005; + constructor( object, domElement ) { - this.lookVertical = true; - this.autoForward = false; + if ( domElement === undefined ) { - this.activeLook = true; + console.warn( 'THREE.FirstPersonControls: The second parameter "domElement" is now mandatory.' ); + domElement = document; - this.heightSpeed = false; - this.heightCoef = 1.0; - this.heightMin = 0.0; - this.heightMax = 1.0; + } - this.constrainVertical = false; - this.verticalMin = 0; - this.verticalMax = Math.PI; + this.object = object; + this.domElement = domElement; // API + + this.enabled = true; + this.movementSpeed = 1.0; + this.lookSpeed = 0.005; + this.lookVertical = true; + this.autoForward = false; + this.activeLook = true; + this.heightSpeed = false; + this.heightCoef = 1.0; + this.heightMin = 0.0; + this.heightMax = 1.0; + this.constrainVertical = false; + this.verticalMin = 0; + this.verticalMax = Math.PI; + this.mouseDragOn = false; // internals - this.autoSpeedFactor = 0.0; + this.autoSpeedFactor = 0.0; + this.mouseX = 0; + this.mouseY = 0; + this.moveForward = false; + this.moveBackward = false; + this.moveLeft = false; + this.moveRight = false; + this.viewHalfX = 0; + this.viewHalfY = 0; // private variables - this.mouseX = 0; - this.mouseY = 0; + let lat = 0; + let lon = 0; // - this.lat = 0; - this.lon = 0; - this.phi = 0; - this.theta = 0; + this.handleResize = function () { - this.moveForward = false; - this.moveBackward = false; - this.moveLeft = false; - this.moveRight = false; + if ( this.domElement === document ) { - this.mouseDragOn = false; + this.viewHalfX = window.innerWidth / 2; + this.viewHalfY = window.innerHeight / 2; - this.viewHalfX = 0; - this.viewHalfY = 0; + } else { - if ( this.domElement !== document ) { + this.viewHalfX = this.domElement.offsetWidth / 2; + this.viewHalfY = this.domElement.offsetHeight / 2; - this.domElement.setAttribute( 'tabindex', - 1 ); + } - } + }; - // + this.onMouseDown = function ( event ) { - this.handleResize = function () { + if ( this.domElement !== document ) { - if ( this.domElement === document ) { + this.domElement.focus(); - this.viewHalfX = window.innerWidth / 2; - this.viewHalfY = window.innerHeight / 2; + } - } else { + if ( this.activeLook ) { - this.viewHalfX = this.domElement.offsetWidth / 2; - this.viewHalfY = this.domElement.offsetHeight / 2; + switch ( event.button ) { - } + case 0: + this.moveForward = true; + break; - }; + case 2: + this.moveBackward = true; + break; - this.onMouseDown = function ( event ) { + } - if ( this.domElement !== document ) { + } - this.domElement.focus(); + this.mouseDragOn = true; - } + }; - event.preventDefault(); - event.stopPropagation(); + this.onMouseUp = function ( event ) { - if ( this.activeLook ) { + if ( this.activeLook ) { - switch ( event.button ) { + switch ( event.button ) { - case 0: this.moveForward = true; break; - case 2: this.moveBackward = true; break; + case 0: + this.moveForward = false; + break; - } + case 2: + this.moveBackward = false; + break; - } + } - this.mouseDragOn = true; + } - }; + this.mouseDragOn = false; - this.onMouseUp = function ( event ) { + }; - event.preventDefault(); - event.stopPropagation(); + this.onMouseMove = function ( event ) { - if ( this.activeLook ) { + if ( this.domElement === document ) { - switch ( event.button ) { + this.mouseX = event.pageX - this.viewHalfX; + this.mouseY = event.pageY - this.viewHalfY; - case 0: this.moveForward = false; break; - case 2: this.moveBackward = false; break; + } else { - } + this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; + this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; - } + } - this.mouseDragOn = false; + }; - }; + this.onKeyDown = function ( event ) { - this.onMouseMove = function ( event ) { + switch ( event.code ) { - if ( this.domElement === document ) { + case 'ArrowUp': + case 'KeyW': + this.moveForward = true; + break; - this.mouseX = event.pageX - this.viewHalfX; - this.mouseY = event.pageY - this.viewHalfY; + case 'ArrowLeft': + case 'KeyA': + this.moveLeft = true; + break; - } else { + case 'ArrowDown': + case 'KeyS': + this.moveBackward = true; + break; - this.mouseX = event.pageX - this.domElement.offsetLeft - this.viewHalfX; - this.mouseY = event.pageY - this.domElement.offsetTop - this.viewHalfY; + case 'ArrowRight': + case 'KeyD': + this.moveRight = true; + break; - } + case 'KeyR': + this.moveUp = true; + break; - }; + case 'KeyF': + this.moveDown = true; + break; - this.onKeyDown = function ( event ) { + } - //event.preventDefault(); + }; - switch ( event.keyCode ) { + this.onKeyUp = function ( event ) { - case 38: /*up*/ - case 87: /*W*/ this.moveForward = true; break; + switch ( event.code ) { - case 37: /*left*/ - case 65: /*A*/ this.moveLeft = true; break; + case 'ArrowUp': + case 'KeyW': + this.moveForward = false; + break; - case 40: /*down*/ - case 83: /*S*/ this.moveBackward = true; break; + case 'ArrowLeft': + case 'KeyA': + this.moveLeft = false; + break; - case 39: /*right*/ - case 68: /*D*/ this.moveRight = true; break; + case 'ArrowDown': + case 'KeyS': + this.moveBackward = false; + break; - case 82: /*R*/ this.moveUp = true; break; - case 70: /*F*/ this.moveDown = true; break; + case 'ArrowRight': + case 'KeyD': + this.moveRight = false; + break; - } + case 'KeyR': + this.moveUp = false; + break; - }; + case 'KeyF': + this.moveDown = false; + break; - this.onKeyUp = function ( event ) { + } - switch ( event.keyCode ) { + }; - case 38: /*up*/ - case 87: /*W*/ this.moveForward = false; break; + this.lookAt = function ( x, y, z ) { - case 37: /*left*/ - case 65: /*A*/ this.moveLeft = false; break; + if ( x.isVector3 ) { - case 40: /*down*/ - case 83: /*S*/ this.moveBackward = false; break; + _target.copy( x ); - case 39: /*right*/ - case 68: /*D*/ this.moveRight = false; break; + } else { - case 82: /*R*/ this.moveUp = false; break; - case 70: /*F*/ this.moveDown = false; break; + _target.set( x, y, z ); - } + } - }; + this.object.lookAt( _target ); + setOrientation( this ); + return this; - this.update = function( delta ) { + }; - if ( this.enabled === false ) return; + this.update = function () { - if ( this.heightSpeed ) { + const targetPosition = new THREE.Vector3(); + return function update( delta ) { - var y = THREE.Math.clamp( this.object.position.y, this.heightMin, this.heightMax ); - var heightDelta = y - this.heightMin; + if ( this.enabled === false ) return; - this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef ); + if ( this.heightSpeed ) { - } else { + const y = THREE.MathUtils.clamp( this.object.position.y, this.heightMin, this.heightMax ); + const heightDelta = y - this.heightMin; + this.autoSpeedFactor = delta * ( heightDelta * this.heightCoef ); - this.autoSpeedFactor = 0.0; + } else { - } + this.autoSpeedFactor = 0.0; - var actualMoveSpeed = delta * this.movementSpeed; + } - if ( this.moveForward || ( this.autoForward && ! this.moveBackward ) ) this.object.translateZ( - ( actualMoveSpeed + this.autoSpeedFactor ) ); - if ( this.moveBackward ) this.object.translateZ( actualMoveSpeed ); + const actualMoveSpeed = delta * this.movementSpeed; + if ( this.moveForward || this.autoForward && ! this.moveBackward ) this.object.translateZ( - ( actualMoveSpeed + this.autoSpeedFactor ) ); + if ( this.moveBackward ) this.object.translateZ( actualMoveSpeed ); + if ( this.moveLeft ) this.object.translateX( - actualMoveSpeed ); + if ( this.moveRight ) this.object.translateX( actualMoveSpeed ); + if ( this.moveUp ) this.object.translateY( actualMoveSpeed ); + if ( this.moveDown ) this.object.translateY( - actualMoveSpeed ); + let actualLookSpeed = delta * this.lookSpeed; - if ( this.moveLeft ) this.object.translateX( - actualMoveSpeed ); - if ( this.moveRight ) this.object.translateX( actualMoveSpeed ); + if ( ! this.activeLook ) { - if ( this.moveUp ) this.object.translateY( actualMoveSpeed ); - if ( this.moveDown ) this.object.translateY( - actualMoveSpeed ); + actualLookSpeed = 0; - var actualLookSpeed = delta * this.lookSpeed; + } - if ( ! this.activeLook ) { + let verticalLookRatio = 1; - actualLookSpeed = 0; + if ( this.constrainVertical ) { - } + verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin ); - var verticalLookRatio = 1; + } - if ( this.constrainVertical ) { + lon -= this.mouseX * actualLookSpeed; + if ( this.lookVertical ) lat -= this.mouseY * actualLookSpeed * verticalLookRatio; + lat = Math.max( - 85, Math.min( 85, lat ) ); + let phi = THREE.MathUtils.degToRad( 90 - lat ); + const theta = THREE.MathUtils.degToRad( lon ); - verticalLookRatio = Math.PI / ( this.verticalMax - this.verticalMin ); + if ( this.constrainVertical ) { - } + phi = THREE.MathUtils.mapLinear( phi, 0, Math.PI, this.verticalMin, this.verticalMax ); - this.lon += this.mouseX * actualLookSpeed; - if ( this.lookVertical ) this.lat -= this.mouseY * actualLookSpeed * verticalLookRatio; + } - this.lat = Math.max( - 85, Math.min( 85, this.lat ) ); - this.phi = THREE.Math.degToRad( 90 - this.lat ); + const position = this.object.position; + targetPosition.setFromSphericalCoords( 1, phi, theta ).add( position ); + this.object.lookAt( targetPosition ); - this.theta = THREE.Math.degToRad( this.lon ); + }; - if ( this.constrainVertical ) { + }(); - this.phi = THREE.Math.mapLinear( this.phi, 0, Math.PI, this.verticalMin, this.verticalMax ); + this.dispose = function () { - } + this.domElement.removeEventListener( 'contextmenu', contextmenu ); + this.domElement.removeEventListener( 'mousedown', _onMouseDown ); + this.domElement.removeEventListener( 'mousemove', _onMouseMove ); + this.domElement.removeEventListener( 'mouseup', _onMouseUp ); + window.removeEventListener( 'keydown', _onKeyDown ); + window.removeEventListener( 'keyup', _onKeyUp ); - var targetPosition = this.target, - position = this.object.position; + }; - targetPosition.x = position.x + 100 * Math.sin( this.phi ) * Math.cos( this.theta ); - targetPosition.y = position.y + 100 * Math.cos( this.phi ); - targetPosition.z = position.z + 100 * Math.sin( this.phi ) * Math.sin( this.theta ); + const _onMouseMove = this.onMouseMove.bind( this ); - this.object.lookAt( targetPosition ); + const _onMouseDown = this.onMouseDown.bind( this ); - }; + const _onMouseUp = this.onMouseUp.bind( this ); - function contextmenu( event ) { + const _onKeyDown = this.onKeyDown.bind( this ); - event.preventDefault(); + const _onKeyUp = this.onKeyUp.bind( this ); - } + this.domElement.addEventListener( 'contextmenu', contextmenu ); + this.domElement.addEventListener( 'mousemove', _onMouseMove ); + this.domElement.addEventListener( 'mousedown', _onMouseDown ); + this.domElement.addEventListener( 'mouseup', _onMouseUp ); + window.addEventListener( 'keydown', _onKeyDown ); + window.addEventListener( 'keyup', _onKeyUp ); - this.dispose = function() { + function setOrientation( controls ) { - this.domElement.removeEventListener( 'contextmenu', contextmenu, false ); - this.domElement.removeEventListener( 'mousedown', _onMouseDown, false ); - this.domElement.removeEventListener( 'mousemove', _onMouseMove, false ); - this.domElement.removeEventListener( 'mouseup', _onMouseUp, false ); + const quaternion = controls.object.quaternion; - window.removeEventListener( 'keydown', _onKeyDown, false ); - window.removeEventListener( 'keyup', _onKeyUp, false ); + _lookDirection.set( 0, 0, - 1 ).applyQuaternion( quaternion ); - }; + _spherical.setFromVector3( _lookDirection ); - var _onMouseMove = bind( this, this.onMouseMove ); - var _onMouseDown = bind( this, this.onMouseDown ); - var _onMouseUp = bind( this, this.onMouseUp ); - var _onKeyDown = bind( this, this.onKeyDown ); - var _onKeyUp = bind( this, this.onKeyUp ); + lat = 90 - THREE.MathUtils.radToDeg( _spherical.phi ); + lon = THREE.MathUtils.radToDeg( _spherical.theta ); - this.domElement.addEventListener( 'contextmenu', contextmenu, false ); - this.domElement.addEventListener( 'mousemove', _onMouseMove, false ); - this.domElement.addEventListener( 'mousedown', _onMouseDown, false ); - this.domElement.addEventListener( 'mouseup', _onMouseUp, false ); + } - window.addEventListener( 'keydown', _onKeyDown, false ); - window.addEventListener( 'keyup', _onKeyUp, false ); + this.handleResize(); + setOrientation( this ); - function bind( scope, fn ) { + } - return function () { + } - fn.apply( scope, arguments ); + function contextmenu( event ) { - }; + event.preventDefault(); } - this.handleResize(); + THREE.FirstPersonControls = FirstPersonControls; -}; +} )(); diff --git a/demo/libs/Projector.js b/demo/libs/Projector.js deleted file mode 100644 index ebb915e..0000000 --- a/demo/libs/Projector.js +++ /dev/null @@ -1,1028 +0,0 @@ -/** - * @author mrdoob / http://mrdoob.com/ - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author julianwa / https://github.com/julianwa - */ - -THREE.RenderableObject = function () { - - this.id = 0; - - this.object = null; - this.z = 0; - this.renderOrder = 0; - -}; - -// - -THREE.RenderableFace = function () { - - this.id = 0; - - this.v1 = new THREE.RenderableVertex(); - this.v2 = new THREE.RenderableVertex(); - this.v3 = new THREE.RenderableVertex(); - - this.normalModel = new THREE.Vector3(); - - this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; - this.vertexNormalsLength = 0; - - this.color = new THREE.Color(); - this.material = null; - this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ]; - - this.z = 0; - this.renderOrder = 0; - -}; - -// - -THREE.RenderableVertex = function () { - - this.position = new THREE.Vector3(); - this.positionWorld = new THREE.Vector3(); - this.positionScreen = new THREE.Vector4(); - - this.visible = true; - -}; - -THREE.RenderableVertex.prototype.copy = function ( vertex ) { - - this.positionWorld.copy( vertex.positionWorld ); - this.positionScreen.copy( vertex.positionScreen ); - -}; - -// - -THREE.RenderableLine = function () { - - this.id = 0; - - this.v1 = new THREE.RenderableVertex(); - this.v2 = new THREE.RenderableVertex(); - - this.vertexColors = [ new THREE.Color(), new THREE.Color() ]; - this.material = null; - - this.z = 0; - this.renderOrder = 0; - -}; - -// - -THREE.RenderableSprite = function () { - - this.id = 0; - - this.object = null; - - this.x = 0; - this.y = 0; - this.z = 0; - - this.rotation = 0; - this.scale = new THREE.Vector2(); - - this.material = null; - this.renderOrder = 0; - -}; - -// - -THREE.Projector = function () { - - var _object, _objectCount, _objectPool = [], _objectPoolLength = 0, - _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0, - _face, _faceCount, _facePool = [], _facePoolLength = 0, - _line, _lineCount, _linePool = [], _linePoolLength = 0, - _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0, - - _renderData = { objects: [], lights: [], elements: [] }, - - _vector3 = new THREE.Vector3(), - _vector4 = new THREE.Vector4(), - - _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ), - _boundingBox = new THREE.Box3(), - _points3 = new Array( 3 ), - - _viewMatrix = new THREE.Matrix4(), - _viewProjectionMatrix = new THREE.Matrix4(), - - _modelMatrix, - _modelViewProjectionMatrix = new THREE.Matrix4(), - - _normalMatrix = new THREE.Matrix3(), - - _frustum = new THREE.Frustum(), - - _clippedVertex1PositionScreen = new THREE.Vector4(), - _clippedVertex2PositionScreen = new THREE.Vector4(); - - // - - this.projectVector = function ( vector, camera ) { - - console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); - vector.project( camera ); - - }; - - this.unprojectVector = function ( vector, camera ) { - - console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); - vector.unproject( camera ); - - }; - - this.pickingRay = function () { - - console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); - - }; - - // - - var RenderList = function () { - - var normals = []; - var colors = []; - var uvs = []; - - var object = null; - var material = null; - - var normalMatrix = new THREE.Matrix3(); - - function setObject( value ) { - - object = value; - material = object.material; - - normalMatrix.getNormalMatrix( object.matrixWorld ); - - normals.length = 0; - colors.length = 0; - uvs.length = 0; - - } - - function projectVertex( vertex ) { - - var position = vertex.position; - var positionWorld = vertex.positionWorld; - var positionScreen = vertex.positionScreen; - - positionWorld.copy( position ).applyMatrix4( _modelMatrix ); - positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix ); - - var invW = 1 / positionScreen.w; - - positionScreen.x *= invW; - positionScreen.y *= invW; - positionScreen.z *= invW; - - vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 && - positionScreen.y >= - 1 && positionScreen.y <= 1 && - positionScreen.z >= - 1 && positionScreen.z <= 1; - - } - - function pushVertex( x, y, z ) { - - _vertex = getNextVertexInPool(); - _vertex.position.set( x, y, z ); - - projectVertex( _vertex ); - - } - - function pushNormal( x, y, z ) { - - normals.push( x, y, z ); - - } - - function pushColor( r, g, b ) { - - colors.push( r, g, b ); - - } - - function pushUv( x, y ) { - - uvs.push( x, y ); - - } - - function checkTriangleVisibility( v1, v2, v3 ) { - - if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true; - - _points3[ 0 ] = v1.positionScreen; - _points3[ 1 ] = v2.positionScreen; - _points3[ 2 ] = v3.positionScreen; - - return _clipBox.intersectsBox( _boundingBox.setFromPoints( _points3 ) ); - - } - - function checkBackfaceCulling( v1, v2, v3 ) { - - return ( ( v3.positionScreen.x - v1.positionScreen.x ) * - ( v2.positionScreen.y - v1.positionScreen.y ) - - ( v3.positionScreen.y - v1.positionScreen.y ) * - ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0; - - } - - function pushLine( a, b ) { - - var v1 = _vertexPool[ a ]; - var v2 = _vertexPool[ b ]; - - // Clip - - v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix ); - v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix ); - - if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) { - - // Perform the perspective divide - v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w ); - v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w ); - - _line = getNextLineInPool(); - _line.id = object.id; - _line.v1.copy( v1 ); - _line.v2.copy( v2 ); - _line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z ); - _line.renderOrder = object.renderOrder; - - _line.material = object.material; - - if ( object.material.vertexColors === THREE.VertexColors ) { - - _line.vertexColors[ 0 ].fromArray( colors, a * 3 ); - _line.vertexColors[ 1 ].fromArray( colors, b * 3 ); - - } - - _renderData.elements.push( _line ); - - } - - } - - function pushTriangle( a, b, c ) { - - var v1 = _vertexPool[ a ]; - var v2 = _vertexPool[ b ]; - var v3 = _vertexPool[ c ]; - - if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return; - - if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) { - - _face = getNextFaceInPool(); - - _face.id = object.id; - _face.v1.copy( v1 ); - _face.v2.copy( v2 ); - _face.v3.copy( v3 ); - _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3; - _face.renderOrder = object.renderOrder; - - // use first vertex normal as face normal - - _face.normalModel.fromArray( normals, a * 3 ); - _face.normalModel.applyMatrix3( normalMatrix ).normalize(); - - for ( var i = 0; i < 3; i ++ ) { - - var normal = _face.vertexNormalsModel[ i ]; - normal.fromArray( normals, arguments[ i ] * 3 ); - normal.applyMatrix3( normalMatrix ).normalize(); - - var uv = _face.uvs[ i ]; - uv.fromArray( uvs, arguments[ i ] * 2 ); - - } - - _face.vertexNormalsLength = 3; - - _face.material = object.material; - - _renderData.elements.push( _face ); - - } - - } - - return { - setObject: setObject, - projectVertex: projectVertex, - checkTriangleVisibility: checkTriangleVisibility, - checkBackfaceCulling: checkBackfaceCulling, - pushVertex: pushVertex, - pushNormal: pushNormal, - pushColor: pushColor, - pushUv: pushUv, - pushLine: pushLine, - pushTriangle: pushTriangle - }; - - }; - - var renderList = new RenderList(); - - function projectObject( object ) { - - if ( object.visible === false ) return; - - if ( object instanceof THREE.Light ) { - - _renderData.lights.push( object ); - - } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) { - - if ( object.material.visible === false ) return; - if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return; - - addObject( object ); - - } else if ( object instanceof THREE.Sprite ) { - - if ( object.material.visible === false ) return; - if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return; - - addObject( object ); - - } - - var children = object.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - projectObject( children[ i ] ); - - } - - } - - function addObject( object ) { - - _object = getNextObjectInPool(); - _object.id = object.id; - _object.object = object; - - _vector3.setFromMatrixPosition( object.matrixWorld ); - _vector3.applyMatrix4( _viewProjectionMatrix ); - _object.z = _vector3.z; - _object.renderOrder = object.renderOrder; - - _renderData.objects.push( _object ); - - } - - this.projectScene = function ( scene, camera, sortObjects, sortElements ) { - - _faceCount = 0; - _lineCount = 0; - _spriteCount = 0; - - _renderData.elements.length = 0; - - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); - if ( camera.parent === null ) camera.updateMatrixWorld(); - - _viewMatrix.copy( camera.matrixWorldInverse ); - _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix ); - - _frustum.setFromMatrix( _viewProjectionMatrix ); - - // - - _objectCount = 0; - - _renderData.objects.length = 0; - _renderData.lights.length = 0; - - projectObject( scene ); - - if ( sortObjects === true ) { - - _renderData.objects.sort( painterSort ); - - } - - // - - var objects = _renderData.objects; - - for ( var o = 0, ol = objects.length; o < ol; o ++ ) { - - var object = objects[ o ].object; - var geometry = object.geometry; - - renderList.setObject( object ); - - _modelMatrix = object.matrixWorld; - - _vertexCount = 0; - - if ( object instanceof THREE.Mesh ) { - - if ( geometry instanceof THREE.BufferGeometry ) { - - var attributes = geometry.attributes; - var groups = geometry.groups; - - if ( attributes.position === undefined ) continue; - - var positions = attributes.position.array; - - for ( var i = 0, l = positions.length; i < l; i += 3 ) { - - renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); - - } - - if ( attributes.normal !== undefined ) { - - var normals = attributes.normal.array; - - for ( var i = 0, l = normals.length; i < l; i += 3 ) { - - renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ); - - } - - } - - if ( attributes.uv !== undefined ) { - - var uvs = attributes.uv.array; - - for ( var i = 0, l = uvs.length; i < l; i += 2 ) { - - renderList.pushUv( uvs[ i ], uvs[ i + 1 ] ); - - } - - } - - if ( geometry.index !== null ) { - - var indices = geometry.index.array; - - if ( groups.length > 0 ) { - - for ( var g = 0; g < groups.length; g ++ ) { - - var group = groups[ g ]; - - for ( var i = group.start, l = group.start + group.count; i < l; i += 3 ) { - - renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); - - } - - } - - } else { - - for ( var i = 0, l = indices.length; i < l; i += 3 ) { - - renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); - - } - - } - - } else { - - for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) { - - renderList.pushTriangle( i, i + 1, i + 2 ); - - } - - } - - } else if ( geometry instanceof THREE.Geometry ) { - - var vertices = geometry.vertices; - var faces = geometry.faces; - var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; - - _normalMatrix.getNormalMatrix( _modelMatrix ); - - var material = object.material; - - var isMultiMaterial = Array.isArray( material ); - - for ( var v = 0, vl = vertices.length; v < vl; v ++ ) { - - var vertex = vertices[ v ]; - - _vector3.copy( vertex ); - - if ( material.morphTargets === true ) { - - var morphTargets = geometry.morphTargets; - var morphInfluences = object.morphTargetInfluences; - - for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { - - var influence = morphInfluences[ t ]; - - if ( influence === 0 ) continue; - - var target = morphTargets[ t ]; - var targetVertex = target.vertices[ v ]; - - _vector3.x += ( targetVertex.x - vertex.x ) * influence; - _vector3.y += ( targetVertex.y - vertex.y ) * influence; - _vector3.z += ( targetVertex.z - vertex.z ) * influence; - - } - - } - - renderList.pushVertex( _vector3.x, _vector3.y, _vector3.z ); - - } - - for ( var f = 0, fl = faces.length; f < fl; f ++ ) { - - var face = faces[ f ]; - - material = isMultiMaterial === true - ? object.material[ face.materialIndex ] - : object.material; - - if ( material === undefined ) continue; - - var side = material.side; - - var v1 = _vertexPool[ face.a ]; - var v2 = _vertexPool[ face.b ]; - var v3 = _vertexPool[ face.c ]; - - if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue; - - var visible = renderList.checkBackfaceCulling( v1, v2, v3 ); - - if ( side !== THREE.DoubleSide ) { - - if ( side === THREE.FrontSide && visible === false ) continue; - if ( side === THREE.BackSide && visible === true ) continue; - - } - - _face = getNextFaceInPool(); - - _face.id = object.id; - _face.v1.copy( v1 ); - _face.v2.copy( v2 ); - _face.v3.copy( v3 ); - - _face.normalModel.copy( face.normal ); - - if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) { - - _face.normalModel.negate(); - - } - - _face.normalModel.applyMatrix3( _normalMatrix ).normalize(); - - var faceVertexNormals = face.vertexNormals; - - for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) { - - var normalModel = _face.vertexNormalsModel[ n ]; - normalModel.copy( faceVertexNormals[ n ] ); - - if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) { - - normalModel.negate(); - - } - - normalModel.applyMatrix3( _normalMatrix ).normalize(); - - } - - _face.vertexNormalsLength = faceVertexNormals.length; - - var vertexUvs = faceVertexUvs[ f ]; - - if ( vertexUvs !== undefined ) { - - for ( var u = 0; u < 3; u ++ ) { - - _face.uvs[ u ].copy( vertexUvs[ u ] ); - - } - - } - - _face.color = face.color; - _face.material = material; - - _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3; - _face.renderOrder = object.renderOrder; - - _renderData.elements.push( _face ); - - } - - } - - } else if ( object instanceof THREE.Line ) { - - _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix ); - - if ( geometry instanceof THREE.BufferGeometry ) { - - var attributes = geometry.attributes; - - if ( attributes.position !== undefined ) { - - var positions = attributes.position.array; - - for ( var i = 0, l = positions.length; i < l; i += 3 ) { - - renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ); - - } - - if ( attributes.color !== undefined ) { - - var colors = attributes.color.array; - - for ( var i = 0, l = colors.length; i < l; i += 3 ) { - - renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ); - - } - - } - - if ( geometry.index !== null ) { - - var indices = geometry.index.array; - - for ( var i = 0, l = indices.length; i < l; i += 2 ) { - - renderList.pushLine( indices[ i ], indices[ i + 1 ] ); - - } - - } else { - - var step = object instanceof THREE.LineSegments ? 2 : 1; - - for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) { - - renderList.pushLine( i, i + 1 ); - - } - - } - - } - - } else if ( geometry instanceof THREE.Geometry ) { - - var vertices = object.geometry.vertices; - - if ( vertices.length === 0 ) continue; - - v1 = getNextVertexInPool(); - v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix ); - - var step = object instanceof THREE.LineSegments ? 2 : 1; - - for ( var v = 1, vl = vertices.length; v < vl; v ++ ) { - - v1 = getNextVertexInPool(); - v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix ); - - if ( ( v + 1 ) % step > 0 ) continue; - - v2 = _vertexPool[ _vertexCount - 2 ]; - - _clippedVertex1PositionScreen.copy( v1.positionScreen ); - _clippedVertex2PositionScreen.copy( v2.positionScreen ); - - if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) { - - // Perform the perspective divide - _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w ); - _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w ); - - _line = getNextLineInPool(); - - _line.id = object.id; - _line.v1.positionScreen.copy( _clippedVertex1PositionScreen ); - _line.v2.positionScreen.copy( _clippedVertex2PositionScreen ); - - _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z ); - _line.renderOrder = object.renderOrder; - - _line.material = object.material; - - if ( object.material.vertexColors === THREE.VertexColors ) { - - _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] ); - _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] ); - - } - - _renderData.elements.push( _line ); - - } - - } - - } - - } else if ( object instanceof THREE.Points ) { - - _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix ); - - if ( geometry instanceof THREE.Geometry ) { - - var vertices = object.geometry.vertices; - - for ( var v = 0, vl = vertices.length; v < vl; v ++ ) { - - var vertex = vertices[ v ]; - - _vector4.set( vertex.x, vertex.y, vertex.z, 1 ); - _vector4.applyMatrix4( _modelViewProjectionMatrix ); - - pushPoint( _vector4, object, camera ); - - } - - } else if ( geometry instanceof THREE.BufferGeometry ) { - - var attributes = geometry.attributes; - - if ( attributes.position !== undefined ) { - - var positions = attributes.position.array; - - for ( var i = 0, l = positions.length; i < l; i += 3 ) { - - _vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 ); - _vector4.applyMatrix4( _modelViewProjectionMatrix ); - - pushPoint( _vector4, object, camera ); - - } - - } - - } - - } else if ( object instanceof THREE.Sprite ) { - - _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 ); - _vector4.applyMatrix4( _viewProjectionMatrix ); - - pushPoint( _vector4, object, camera ); - - } - - } - - if ( sortElements === true ) { - - _renderData.elements.sort( painterSort ); - - } - - return _renderData; - - }; - - function pushPoint( _vector4, object, camera ) { - - var invW = 1 / _vector4.w; - - _vector4.z *= invW; - - if ( _vector4.z >= - 1 && _vector4.z <= 1 ) { - - _sprite = getNextSpriteInPool(); - _sprite.id = object.id; - _sprite.x = _vector4.x * invW; - _sprite.y = _vector4.y * invW; - _sprite.z = _vector4.z; - _sprite.renderOrder = object.renderOrder; - _sprite.object = object; - - _sprite.rotation = object.rotation; - - _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) ); - _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) ); - - _sprite.material = object.material; - - _renderData.elements.push( _sprite ); - - } - - } - - // Pools - - function getNextObjectInPool() { - - if ( _objectCount === _objectPoolLength ) { - - var object = new THREE.RenderableObject(); - _objectPool.push( object ); - _objectPoolLength ++; - _objectCount ++; - return object; - - } - - return _objectPool[ _objectCount ++ ]; - - } - - function getNextVertexInPool() { - - if ( _vertexCount === _vertexPoolLength ) { - - var vertex = new THREE.RenderableVertex(); - _vertexPool.push( vertex ); - _vertexPoolLength ++; - _vertexCount ++; - return vertex; - - } - - return _vertexPool[ _vertexCount ++ ]; - - } - - function getNextFaceInPool() { - - if ( _faceCount === _facePoolLength ) { - - var face = new THREE.RenderableFace(); - _facePool.push( face ); - _facePoolLength ++; - _faceCount ++; - return face; - - } - - return _facePool[ _faceCount ++ ]; - - - } - - function getNextLineInPool() { - - if ( _lineCount === _linePoolLength ) { - - var line = new THREE.RenderableLine(); - _linePool.push( line ); - _linePoolLength ++; - _lineCount ++; - return line; - - } - - return _linePool[ _lineCount ++ ]; - - } - - function getNextSpriteInPool() { - - if ( _spriteCount === _spritePoolLength ) { - - var sprite = new THREE.RenderableSprite(); - _spritePool.push( sprite ); - _spritePoolLength ++; - _spriteCount ++; - return sprite; - - } - - return _spritePool[ _spriteCount ++ ]; - - } - - // - - function painterSort( a, b ) { - - if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else if ( a.id !== b.id ) { - - return a.id - b.id; - - } else { - - return 0; - - } - - } - - function clipLine( s1, s2 ) { - - var alpha1 = 0, alpha2 = 1, - - // Calculate the boundary coordinate of each vertex for the near and far clip planes, - // Z = -1 and Z = +1, respectively. - - bc1near = s1.z + s1.w, - bc2near = s2.z + s2.w, - bc1far = - s1.z + s1.w, - bc2far = - s2.z + s2.w; - - if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) { - - // Both vertices lie entirely within all clip planes. - return true; - - } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) { - - // Both vertices lie entirely outside one of the clip planes. - return false; - - } else { - - // The line segment spans at least one clip plane. - - if ( bc1near < 0 ) { - - // v1 lies outside the near plane, v2 inside - alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) ); - - } else if ( bc2near < 0 ) { - - // v2 lies outside the near plane, v1 inside - alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) ); - - } - - if ( bc1far < 0 ) { - - // v1 lies outside the far plane, v2 inside - alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) ); - - } else if ( bc2far < 0 ) { - - // v2 lies outside the far plane, v2 inside - alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) ); - - } - - if ( alpha2 < alpha1 ) { - - // The line segment spans two boundaries, but is outside both of them. - // (This can't happen when we're only clipping against just near/far but good - // to leave the check here for future usage if other clip planes are added.) - return false; - - } else { - 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Automatically save values to localStorage on exit.
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diff --git a/demo/libs/stats.min.js b/demo/libs/stats.min.js index ef000cf..3ddf1e5 100644 --- a/demo/libs/stats.min.js +++ b/demo/libs/stats.min.js @@ -1,5 +1,5 @@ // stats.js - http://github.com/mrdoob/stats.js -var Stats=function(){function h(a){c.appendChild(a.dom);return a}function k(a){for(var d=0;de+1E3&&(r.update(1E3*a/(c-e),100),e=c,a=0,t)){var d=performance.memory;t.update(d.usedJSHeapSize/1048576,d.jsHeapSizeLimit/1048576)}return c},update:function(){g=this.end()},domElement:c,setMode:k}}; -Stats.Panel=function(h,k,l){var c=Infinity,g=0,e=Math.round,a=e(window.devicePixelRatio||1),r=80*a,f=48*a,t=3*a,u=2*a,d=3*a,m=15*a,n=74*a,p=30*a,q=document.createElement("canvas");q.width=r;q.height=f;q.style.cssText="width:80px;height:48px";var b=q.getContext("2d");b.font="bold "+9*a+"px Helvetica,Arial,sans-serif";b.textBaseline="top";b.fillStyle=l;b.fillRect(0,0,r,f);b.fillStyle=k;b.fillText(h,t,u);b.fillRect(d,m,n,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d,m,n,p);return{dom:q,update:function(f, -v){c=Math.min(c,f);g=Math.max(g,f);b.fillStyle=l;b.globalAlpha=1;b.fillRect(0,0,r,m);b.fillStyle=k;b.fillText(e(f)+" "+h+" ("+e(c)+"-"+e(g)+")",t,u);b.drawImage(q,d+a,m,n-a,p,d,m,n-a,p);b.fillRect(d+n-a,m,a,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d+n-a,m,a,e((1-f/v)*p))}}};"object"===typeof module&&(module.exports=Stats); +(function(f,e){"object"===typeof exports&&"undefined"!==typeof module?module.exports=e():"function"===typeof define&&define.amd?define(e):f.Stats=e()})(this,function(){var f=function(){function e(a){c.appendChild(a.dom);return a}function u(a){for(var d=0;d=g+1E3&&(r.update(1E3*a/(c-g),100),g=c,a=0,t)){var d=performance.memory;t.update(d.usedJSHeapSize/ +1048576,d.jsHeapSizeLimit/1048576)}return c},update:function(){k=this.end()},domElement:c,setMode:u}};f.Panel=function(e,f,l){var c=Infinity,k=0,g=Math.round,a=g(window.devicePixelRatio||1),r=80*a,h=48*a,t=3*a,v=2*a,d=3*a,m=15*a,n=74*a,p=30*a,q=document.createElement("canvas");q.width=r;q.height=h;q.style.cssText="width:80px;height:48px";var b=q.getContext("2d");b.font="bold "+9*a+"px Helvetica,Arial,sans-serif";b.textBaseline="top";b.fillStyle=l;b.fillRect(0,0,r,h);b.fillStyle=f;b.fillText(e,t,v); +b.fillRect(d,m,n,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d,m,n,p);return{dom:q,update:function(h,w){c=Math.min(c,h);k=Math.max(k,h);b.fillStyle=l;b.globalAlpha=1;b.fillRect(0,0,r,m);b.fillStyle=f;b.fillText(g(h)+" "+e+" ("+g(c)+"-"+g(k)+")",t,v);b.drawImage(q,d+a,m,n-a,p,d,m,n-a,p);b.fillRect(d+n-a,m,a,p);b.fillStyle=l;b.globalAlpha=.9;b.fillRect(d+n-a,m,a,g((1-h/w)*p))}}};return f}); diff --git a/demo/libs/three.js b/demo/libs/three.js index 23755c9..0b303a0 100644 --- a/demo/libs/three.js +++ b/demo/libs/three.js @@ -1,46210 +1,36123 @@ +/** + * @license + * Copyright 2010-2021 Three.js Authors + * SPDX-License-Identifier: MIT + */ (function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : typeof define === 'function' && define.amd ? define(['exports'], factory) : - (factory((global.THREE = {}))); + (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {})); }(this, (function (exports) { 'use strict'; - // Polyfills - - if ( Number.EPSILON === undefined ) { + const REVISION = '130'; + const MOUSE = { + LEFT: 0, + MIDDLE: 1, + RIGHT: 2, + ROTATE: 0, + DOLLY: 1, + PAN: 2 + }; + const TOUCH = { + ROTATE: 0, + PAN: 1, + DOLLY_PAN: 2, + DOLLY_ROTATE: 3 + }; + const CullFaceNone = 0; + const CullFaceBack = 1; + const CullFaceFront = 2; + const CullFaceFrontBack = 3; + const BasicShadowMap = 0; + const PCFShadowMap = 1; + const PCFSoftShadowMap = 2; + const VSMShadowMap = 3; + const FrontSide = 0; + const BackSide = 1; + const DoubleSide = 2; + const FlatShading = 1; + const SmoothShading = 2; + const NoBlending = 0; + const NormalBlending = 1; + const AdditiveBlending = 2; + const SubtractiveBlending = 3; + const MultiplyBlending = 4; + const CustomBlending = 5; + const AddEquation = 100; + const SubtractEquation = 101; + const ReverseSubtractEquation = 102; + const MinEquation = 103; + const MaxEquation = 104; + const ZeroFactor = 200; + const OneFactor = 201; + const SrcColorFactor = 202; + const OneMinusSrcColorFactor = 203; + const SrcAlphaFactor = 204; + const OneMinusSrcAlphaFactor = 205; + const DstAlphaFactor = 206; + const OneMinusDstAlphaFactor = 207; + const DstColorFactor = 208; + const OneMinusDstColorFactor = 209; + const SrcAlphaSaturateFactor = 210; + const NeverDepth = 0; + const AlwaysDepth = 1; + const LessDepth = 2; + const LessEqualDepth = 3; + const EqualDepth = 4; + const GreaterEqualDepth = 5; + const GreaterDepth = 6; + const NotEqualDepth = 7; + const MultiplyOperation = 0; + const MixOperation = 1; + const AddOperation = 2; + const NoToneMapping = 0; + const LinearToneMapping = 1; + const ReinhardToneMapping = 2; + const CineonToneMapping = 3; + const ACESFilmicToneMapping = 4; + const CustomToneMapping = 5; + const UVMapping = 300; + const CubeReflectionMapping = 301; + const CubeRefractionMapping = 302; + const EquirectangularReflectionMapping = 303; + const EquirectangularRefractionMapping = 304; + const CubeUVReflectionMapping = 306; + const CubeUVRefractionMapping = 307; + const RepeatWrapping = 1000; + const ClampToEdgeWrapping = 1001; + const MirroredRepeatWrapping = 1002; + const NearestFilter = 1003; + const NearestMipmapNearestFilter = 1004; + const NearestMipMapNearestFilter = 1004; + const NearestMipmapLinearFilter = 1005; + const NearestMipMapLinearFilter = 1005; + const LinearFilter = 1006; + const LinearMipmapNearestFilter = 1007; + const LinearMipMapNearestFilter = 1007; + const LinearMipmapLinearFilter = 1008; + const LinearMipMapLinearFilter = 1008; + const UnsignedByteType = 1009; + const ByteType = 1010; + const ShortType = 1011; + const UnsignedShortType = 1012; + const IntType = 1013; + const UnsignedIntType = 1014; + const FloatType = 1015; + const HalfFloatType = 1016; + const UnsignedShort4444Type = 1017; + const UnsignedShort5551Type = 1018; + const UnsignedShort565Type = 1019; + const UnsignedInt248Type = 1020; + const AlphaFormat = 1021; + const RGBFormat = 1022; + const RGBAFormat = 1023; + const LuminanceFormat = 1024; + const LuminanceAlphaFormat = 1025; + const RGBEFormat = RGBAFormat; + const DepthFormat = 1026; + const DepthStencilFormat = 1027; + const RedFormat = 1028; + const RedIntegerFormat = 1029; + const RGFormat = 1030; + const RGIntegerFormat = 1031; + const RGBIntegerFormat = 1032; + const RGBAIntegerFormat = 1033; + const RGB_S3TC_DXT1_Format = 33776; + const RGBA_S3TC_DXT1_Format = 33777; + const RGBA_S3TC_DXT3_Format = 33778; + const RGBA_S3TC_DXT5_Format = 33779; + const RGB_PVRTC_4BPPV1_Format = 35840; + const RGB_PVRTC_2BPPV1_Format = 35841; + const RGBA_PVRTC_4BPPV1_Format = 35842; + const RGBA_PVRTC_2BPPV1_Format = 35843; + const RGB_ETC1_Format = 36196; + const RGB_ETC2_Format = 37492; + const RGBA_ETC2_EAC_Format = 37496; + const RGBA_ASTC_4x4_Format = 37808; + const RGBA_ASTC_5x4_Format = 37809; + const RGBA_ASTC_5x5_Format = 37810; + const RGBA_ASTC_6x5_Format = 37811; + const RGBA_ASTC_6x6_Format = 37812; + const RGBA_ASTC_8x5_Format = 37813; + const RGBA_ASTC_8x6_Format = 37814; + const RGBA_ASTC_8x8_Format = 37815; + const RGBA_ASTC_10x5_Format = 37816; + const RGBA_ASTC_10x6_Format = 37817; + const RGBA_ASTC_10x8_Format = 37818; + const RGBA_ASTC_10x10_Format = 37819; + const RGBA_ASTC_12x10_Format = 37820; + const RGBA_ASTC_12x12_Format = 37821; + const RGBA_BPTC_Format = 36492; + const SRGB8_ALPHA8_ASTC_4x4_Format = 37840; + const SRGB8_ALPHA8_ASTC_5x4_Format = 37841; + const SRGB8_ALPHA8_ASTC_5x5_Format = 37842; + const SRGB8_ALPHA8_ASTC_6x5_Format = 37843; + const SRGB8_ALPHA8_ASTC_6x6_Format = 37844; + const SRGB8_ALPHA8_ASTC_8x5_Format = 37845; + const SRGB8_ALPHA8_ASTC_8x6_Format = 37846; + const SRGB8_ALPHA8_ASTC_8x8_Format = 37847; + const SRGB8_ALPHA8_ASTC_10x5_Format = 37848; + const SRGB8_ALPHA8_ASTC_10x6_Format = 37849; + const SRGB8_ALPHA8_ASTC_10x8_Format = 37850; + const SRGB8_ALPHA8_ASTC_10x10_Format = 37851; + const SRGB8_ALPHA8_ASTC_12x10_Format = 37852; + const SRGB8_ALPHA8_ASTC_12x12_Format = 37853; + const LoopOnce = 2200; + const LoopRepeat = 2201; + const LoopPingPong = 2202; + const InterpolateDiscrete = 2300; + const InterpolateLinear = 2301; + const InterpolateSmooth = 2302; + const ZeroCurvatureEnding = 2400; + const ZeroSlopeEnding = 2401; + const WrapAroundEnding = 2402; + const NormalAnimationBlendMode = 2500; + const AdditiveAnimationBlendMode = 2501; + const TrianglesDrawMode = 0; + const TriangleStripDrawMode = 1; + const TriangleFanDrawMode = 2; + const LinearEncoding = 3000; + const sRGBEncoding = 3001; + const GammaEncoding = 3007; + const RGBEEncoding = 3002; + const LogLuvEncoding = 3003; + const RGBM7Encoding = 3004; + const RGBM16Encoding = 3005; + const RGBDEncoding = 3006; + const BasicDepthPacking = 3200; + const RGBADepthPacking = 3201; + const TangentSpaceNormalMap = 0; + const ObjectSpaceNormalMap = 1; + const ZeroStencilOp = 0; + const KeepStencilOp = 7680; + const ReplaceStencilOp = 7681; + const IncrementStencilOp = 7682; + const DecrementStencilOp = 7683; + const IncrementWrapStencilOp = 34055; + const DecrementWrapStencilOp = 34056; + const InvertStencilOp = 5386; + const NeverStencilFunc = 512; + const LessStencilFunc = 513; + const EqualStencilFunc = 514; + const LessEqualStencilFunc = 515; + const GreaterStencilFunc = 516; + const NotEqualStencilFunc = 517; + const GreaterEqualStencilFunc = 518; + const AlwaysStencilFunc = 519; + const StaticDrawUsage = 35044; + const DynamicDrawUsage = 35048; + const StreamDrawUsage = 35040; + const StaticReadUsage = 35045; + const DynamicReadUsage = 35049; + const StreamReadUsage = 35041; + const StaticCopyUsage = 35046; + const DynamicCopyUsage = 35050; + const StreamCopyUsage = 35042; + const GLSL1 = '100'; + const GLSL3 = '300 es'; - Number.EPSILON = Math.pow( 2, - 52 ); + /** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + class EventDispatcher { + addEventListener(type, listener) { + if (this._listeners === undefined) this._listeners = {}; + const listeners = this._listeners; - } + if (listeners[type] === undefined) { + listeners[type] = []; + } - if ( Number.isInteger === undefined ) { + if (listeners[type].indexOf(listener) === -1) { + listeners[type].push(listener); + } + } - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger + hasEventListener(type, listener) { + if (this._listeners === undefined) return false; + const listeners = this._listeners; + return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1; + } - Number.isInteger = function ( value ) { + removeEventListener(type, listener) { + if (this._listeners === undefined) return; + const listeners = this._listeners; + const listenerArray = listeners[type]; - return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value; + if (listenerArray !== undefined) { + const index = listenerArray.indexOf(listener); - }; + if (index !== -1) { + listenerArray.splice(index, 1); + } + } + } - } + dispatchEvent(event) { + if (this._listeners === undefined) return; + const listeners = this._listeners; + const listenerArray = listeners[event.type]; - // + if (listenerArray !== undefined) { + event.target = this; // Make a copy, in case listeners are removed while iterating. - if ( Math.sign === undefined ) { + const array = listenerArray.slice(0); - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + for (let i = 0, l = array.length; i < l; i++) { + array[i].call(this, event); + } - Math.sign = function ( x ) { + event.target = null; + } + } - return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x; + } - }; + const _lut = []; + for (let i = 0; i < 256; i++) { + _lut[i] = (i < 16 ? '0' : '') + i.toString(16); } - if ( 'name' in Function.prototype === false ) { + let _seed = 1234567; + const DEG2RAD = Math.PI / 180; + const RAD2DEG = 180 / Math.PI; // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name + function generateUUID() { + const d0 = Math.random() * 0xffffffff | 0; + const d1 = Math.random() * 0xffffffff | 0; + const d2 = Math.random() * 0xffffffff | 0; + const d3 = Math.random() * 0xffffffff | 0; + const uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' + _lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' + _lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] + _lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff]; // .toUpperCase() here flattens concatenated strings to save heap memory space. - Object.defineProperty( Function.prototype, 'name', { + return uuid.toUpperCase(); + } - get: function () { + function clamp(value, min, max) { + return Math.max(min, Math.min(max, value)); + } // compute euclidian modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation - return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ]; - } + function euclideanModulo(n, m) { + return (n % m + m) % m; + } // Linear mapping from range to range - } ); - } + function mapLinear(x, a1, a2, b1, b2) { + return b1 + (x - a1) * (b2 - b1) / (a2 - a1); + } // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ - if ( Object.assign === undefined ) { - // Missing in IE - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + function inverseLerp(x, y, value) { + if (x !== y) { + return (value - x) / (y - x); + } else { + return 0; + } + } // https://en.wikipedia.org/wiki/Linear_interpolation - ( function () { - Object.assign = function ( target ) { + function lerp(x, y, t) { + return (1 - t) * x + t * y; + } // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ - if ( target === undefined || target === null ) { - throw new TypeError( 'Cannot convert undefined or null to object' ); + function damp(x, y, lambda, dt) { + return lerp(x, y, 1 - Math.exp(-lambda * dt)); + } // https://www.desmos.com/calculator/vcsjnyz7x4 - } - var output = Object( target ); + function pingpong(x, length = 1) { + return length - Math.abs(euclideanModulo(x, length * 2) - length); + } // http://en.wikipedia.org/wiki/Smoothstep - for ( var index = 1; index < arguments.length; index ++ ) { - var source = arguments[ index ]; + function smoothstep(x, min, max) { + if (x <= min) return 0; + if (x >= max) return 1; + x = (x - min) / (max - min); + return x * x * (3 - 2 * x); + } - if ( source !== undefined && source !== null ) { + function smootherstep(x, min, max) { + if (x <= min) return 0; + if (x >= max) return 1; + x = (x - min) / (max - min); + return x * x * x * (x * (x * 6 - 15) + 10); + } // Random integer from interval - for ( var nextKey in source ) { - if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) { + function randInt(low, high) { + return low + Math.floor(Math.random() * (high - low + 1)); + } // Random float from interval - output[ nextKey ] = source[ nextKey ]; - } + function randFloat(low, high) { + return low + Math.random() * (high - low); + } // Random float from <-range/2, range/2> interval - } - } + function randFloatSpread(range) { + return range * (0.5 - Math.random()); + } // Deterministic pseudo-random float in the interval [ 0, 1 ] - } - return output; + function seededRandom(s) { + if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm - }; + _seed = _seed * 16807 % 2147483647; + return (_seed - 1) / 2147483646; + } - } )(); + function degToRad(degrees) { + return degrees * DEG2RAD; + } + function radToDeg(radians) { + return radians * RAD2DEG; } - /** - * https://github.com/mrdoob/eventdispatcher.js/ - */ + function isPowerOfTwo(value) { + return (value & value - 1) === 0 && value !== 0; + } - function EventDispatcher() {} + function ceilPowerOfTwo(value) { + return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2)); + } - Object.assign( EventDispatcher.prototype, { + function floorPowerOfTwo(value) { + return Math.pow(2, Math.floor(Math.log(value) / Math.LN2)); + } - addEventListener: function ( type, listener ) { + function setQuaternionFromProperEuler(q, a, b, c, order) { + // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles + // rotations are applied to the axes in the order specified by 'order' + // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' + // angles are in radians + const cos = Math.cos; + const sin = Math.sin; + const c2 = cos(b / 2); + const s2 = sin(b / 2); + const c13 = cos((a + c) / 2); + const s13 = sin((a + c) / 2); + const c1_3 = cos((a - c) / 2); + const s1_3 = sin((a - c) / 2); + const c3_1 = cos((c - a) / 2); + const s3_1 = sin((c - a) / 2); - if ( this._listeners === undefined ) this._listeners = {}; + switch (order) { + case 'XYX': + q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13); + break; - var listeners = this._listeners; + case 'YZY': + q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13); + break; - if ( listeners[ type ] === undefined ) { + case 'ZXZ': + q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13); + break; - listeners[ type ] = []; + case 'XZX': + q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13); + break; - } + case 'YXY': + q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13); + break; - if ( listeners[ type ].indexOf( listener ) === - 1 ) { + case 'ZYZ': + q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13); + break; - listeners[ type ].push( listener ); + default: + console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order); + } + } + + var MathUtils = /*#__PURE__*/Object.freeze({ + __proto__: null, + DEG2RAD: DEG2RAD, + RAD2DEG: RAD2DEG, + generateUUID: generateUUID, + clamp: clamp, + euclideanModulo: euclideanModulo, + mapLinear: mapLinear, + inverseLerp: inverseLerp, + lerp: lerp, + damp: damp, + pingpong: pingpong, + smoothstep: smoothstep, + smootherstep: smootherstep, + randInt: randInt, + randFloat: randFloat, + randFloatSpread: randFloatSpread, + seededRandom: seededRandom, + degToRad: degToRad, + radToDeg: radToDeg, + isPowerOfTwo: isPowerOfTwo, + ceilPowerOfTwo: ceilPowerOfTwo, + floorPowerOfTwo: floorPowerOfTwo, + setQuaternionFromProperEuler: setQuaternionFromProperEuler + }); - } + class Vector2 { + constructor(x = 0, y = 0) { + this.x = x; + this.y = y; + } - }, + get width() { + return this.x; + } - hasEventListener: function ( type, listener ) { + set width(value) { + this.x = value; + } - if ( this._listeners === undefined ) return false; + get height() { + return this.y; + } - var listeners = this._listeners; + set height(value) { + this.y = value; + } - return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + set(x, y) { + this.x = x; + this.y = y; + return this; + } - }, + setScalar(scalar) { + this.x = scalar; + this.y = scalar; + return this; + } - removeEventListener: function ( type, listener ) { + setX(x) { + this.x = x; + return this; + } - if ( this._listeners === undefined ) return; + setY(y) { + this.y = y; + return this; + } - var listeners = this._listeners; - var listenerArray = listeners[ type ]; + setComponent(index, value) { + switch (index) { + case 0: + this.x = value; + break; - if ( listenerArray !== undefined ) { + case 1: + this.y = value; + break; - var index = listenerArray.indexOf( listener ); + default: + throw new Error('index is out of range: ' + index); + } - if ( index !== - 1 ) { + return this; + } - listenerArray.splice( index, 1 ); + getComponent(index) { + switch (index) { + case 0: + return this.x; - } + case 1: + return this.y; + default: + throw new Error('index is out of range: ' + index); } + } - }, - - dispatchEvent: function ( event ) { - - if ( this._listeners === undefined ) return; - - var listeners = this._listeners; - var listenerArray = listeners[ event.type ]; - - if ( listenerArray !== undefined ) { - - event.target = this; - - var array = listenerArray.slice( 0 ); - - for ( var i = 0, l = array.length; i < l; i ++ ) { - - array[ i ].call( this, event ); - - } - - } - - } - - } ); - - var REVISION = '91'; - var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 }; - var CullFaceNone = 0; - var CullFaceBack = 1; - var CullFaceFront = 2; - var CullFaceFrontBack = 3; - var FrontFaceDirectionCW = 0; - var FrontFaceDirectionCCW = 1; - var BasicShadowMap = 0; - var PCFShadowMap = 1; - var PCFSoftShadowMap = 2; - var FrontSide = 0; - var BackSide = 1; - var DoubleSide = 2; - var FlatShading = 1; - var SmoothShading = 2; - var NoColors = 0; - var FaceColors = 1; - var VertexColors = 2; - var NoBlending = 0; - var NormalBlending = 1; - var AdditiveBlending = 2; - var SubtractiveBlending = 3; - var MultiplyBlending = 4; - var CustomBlending = 5; - var AddEquation = 100; - var SubtractEquation = 101; - var ReverseSubtractEquation = 102; - var MinEquation = 103; - var MaxEquation = 104; - var ZeroFactor = 200; - var OneFactor = 201; - var SrcColorFactor = 202; - var OneMinusSrcColorFactor = 203; - var SrcAlphaFactor = 204; - var OneMinusSrcAlphaFactor = 205; - var DstAlphaFactor = 206; - var OneMinusDstAlphaFactor = 207; - var DstColorFactor = 208; - var OneMinusDstColorFactor = 209; - var SrcAlphaSaturateFactor = 210; - var NeverDepth = 0; - var AlwaysDepth = 1; - var LessDepth = 2; - var LessEqualDepth = 3; - var EqualDepth = 4; - var GreaterEqualDepth = 5; - var GreaterDepth = 6; - var NotEqualDepth = 7; - var MultiplyOperation = 0; - var MixOperation = 1; - var AddOperation = 2; - var NoToneMapping = 0; - var LinearToneMapping = 1; - var ReinhardToneMapping = 2; - var Uncharted2ToneMapping = 3; - var CineonToneMapping = 4; - var UVMapping = 300; - var CubeReflectionMapping = 301; - var CubeRefractionMapping = 302; - var EquirectangularReflectionMapping = 303; - var EquirectangularRefractionMapping = 304; - var SphericalReflectionMapping = 305; - var CubeUVReflectionMapping = 306; - var CubeUVRefractionMapping = 307; - var RepeatWrapping = 1000; - var ClampToEdgeWrapping = 1001; - var MirroredRepeatWrapping = 1002; - var NearestFilter = 1003; - var NearestMipMapNearestFilter = 1004; - var NearestMipMapLinearFilter = 1005; - var LinearFilter = 1006; - var LinearMipMapNearestFilter = 1007; - var LinearMipMapLinearFilter = 1008; - var UnsignedByteType = 1009; - var ByteType = 1010; - var ShortType = 1011; - var UnsignedShortType = 1012; - var IntType = 1013; - var UnsignedIntType = 1014; - var FloatType = 1015; - var HalfFloatType = 1016; - var UnsignedShort4444Type = 1017; - var UnsignedShort5551Type = 1018; - var UnsignedShort565Type = 1019; - var UnsignedInt248Type = 1020; - var AlphaFormat = 1021; - var RGBFormat = 1022; - var RGBAFormat = 1023; - var LuminanceFormat = 1024; - var LuminanceAlphaFormat = 1025; - var RGBEFormat = RGBAFormat; - var DepthFormat = 1026; - var DepthStencilFormat = 1027; - var RGB_S3TC_DXT1_Format = 33776; - var RGBA_S3TC_DXT1_Format = 33777; - var RGBA_S3TC_DXT3_Format = 33778; - var RGBA_S3TC_DXT5_Format = 33779; - var RGB_PVRTC_4BPPV1_Format = 35840; - var RGB_PVRTC_2BPPV1_Format = 35841; - var RGBA_PVRTC_4BPPV1_Format = 35842; - var RGBA_PVRTC_2BPPV1_Format = 35843; - var RGB_ETC1_Format = 36196; - var RGBA_ASTC_4x4_Format = 37808; - var RGBA_ASTC_5x4_Format = 37809; - var RGBA_ASTC_5x5_Format = 37810; - var RGBA_ASTC_6x5_Format = 37811; - var RGBA_ASTC_6x6_Format = 37812; - var RGBA_ASTC_8x5_Format = 37813; - var RGBA_ASTC_8x6_Format = 37814; - var RGBA_ASTC_8x8_Format = 37815; - var RGBA_ASTC_10x5_Format = 37816; - var RGBA_ASTC_10x6_Format = 37817; - var RGBA_ASTC_10x8_Format = 37818; - var RGBA_ASTC_10x10_Format = 37819; - var RGBA_ASTC_12x10_Format = 37820; - var RGBA_ASTC_12x12_Format = 37821; - var LoopOnce = 2200; - var LoopRepeat = 2201; - var LoopPingPong = 2202; - var InterpolateDiscrete = 2300; - var InterpolateLinear = 2301; - var InterpolateSmooth = 2302; - var ZeroCurvatureEnding = 2400; - var ZeroSlopeEnding = 2401; - var WrapAroundEnding = 2402; - var TrianglesDrawMode = 0; - var TriangleStripDrawMode = 1; - var TriangleFanDrawMode = 2; - var LinearEncoding = 3000; - var sRGBEncoding = 3001; - var GammaEncoding = 3007; - var RGBEEncoding = 3002; - var LogLuvEncoding = 3003; - var RGBM7Encoding = 3004; - var RGBM16Encoding = 3005; - var RGBDEncoding = 3006; - var BasicDepthPacking = 3200; - var RGBADepthPacking = 3201; - - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - - var _Math = { + clone() { + return new this.constructor(this.x, this.y); + } - DEG2RAD: Math.PI / 180, - RAD2DEG: 180 / Math.PI, + copy(v) { + this.x = v.x; + this.y = v.y; + return this; + } - generateUUID: ( function () { + add(v, w) { + if (w !== undefined) { + console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.'); + return this.addVectors(v, w); + } - // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 + this.x += v.x; + this.y += v.y; + return this; + } - var lut = []; + addScalar(s) { + this.x += s; + this.y += s; + return this; + } - for ( var i = 0; i < 256; i ++ ) { + addVectors(a, b) { + this.x = a.x + b.x; + this.y = a.y + b.y; + return this; + } - lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 ).toUpperCase(); + addScaledVector(v, s) { + this.x += v.x * s; + this.y += v.y * s; + return this; + } + sub(v, w) { + if (w !== undefined) { + console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.'); + return this.subVectors(v, w); } - return function generateUUID() { - - var d0 = Math.random() * 0xffffffff | 0; - var d1 = Math.random() * 0xffffffff | 0; - var d2 = Math.random() * 0xffffffff | 0; - var d3 = Math.random() * 0xffffffff | 0; - return lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' + - lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' + - lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] + - lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ]; - - }; - - } )(), + this.x -= v.x; + this.y -= v.y; + return this; + } - clamp: function ( value, min, max ) { + subScalar(s) { + this.x -= s; + this.y -= s; + return this; + } - return Math.max( min, Math.min( max, value ) ); + subVectors(a, b) { + this.x = a.x - b.x; + this.y = a.y - b.y; + return this; + } - }, + multiply(v) { + this.x *= v.x; + this.y *= v.y; + return this; + } - // compute euclidian modulo of m % n - // https://en.wikipedia.org/wiki/Modulo_operation + multiplyScalar(scalar) { + this.x *= scalar; + this.y *= scalar; + return this; + } - euclideanModulo: function ( n, m ) { + divide(v) { + this.x /= v.x; + this.y /= v.y; + return this; + } - return ( ( n % m ) + m ) % m; + divideScalar(scalar) { + return this.multiplyScalar(1 / scalar); + } - }, + applyMatrix3(m) { + const x = this.x, + y = this.y; + const e = m.elements; + this.x = e[0] * x + e[3] * y + e[6]; + this.y = e[1] * x + e[4] * y + e[7]; + return this; + } - // Linear mapping from range to range + min(v) { + this.x = Math.min(this.x, v.x); + this.y = Math.min(this.y, v.y); + return this; + } - mapLinear: function ( x, a1, a2, b1, b2 ) { + max(v) { + this.x = Math.max(this.x, v.x); + this.y = Math.max(this.y, v.y); + return this; + } - return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + clamp(min, max) { + // assumes min < max, componentwise + this.x = Math.max(min.x, Math.min(max.x, this.x)); + this.y = Math.max(min.y, Math.min(max.y, this.y)); + return this; + } - }, + clampScalar(minVal, maxVal) { + this.x = Math.max(minVal, Math.min(maxVal, this.x)); + this.y = Math.max(minVal, Math.min(maxVal, this.y)); + return this; + } - // https://en.wikipedia.org/wiki/Linear_interpolation + clampLength(min, max) { + const length = this.length(); + return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); + } - lerp: function ( x, y, t ) { + floor() { + this.x = Math.floor(this.x); + this.y = Math.floor(this.y); + return this; + } - return ( 1 - t ) * x + t * y; + ceil() { + this.x = Math.ceil(this.x); + this.y = Math.ceil(this.y); + return this; + } - }, + round() { + this.x = Math.round(this.x); + this.y = Math.round(this.y); + return this; + } - // http://en.wikipedia.org/wiki/Smoothstep + roundToZero() { + this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); + this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); + return this; + } - smoothstep: function ( x, min, max ) { + negate() { + this.x = -this.x; + this.y = -this.y; + return this; + } - if ( x <= min ) return 0; - if ( x >= max ) return 1; + dot(v) { + return this.x * v.x + this.y * v.y; + } - x = ( x - min ) / ( max - min ); + cross(v) { + return this.x * v.y - this.y * v.x; + } - return x * x * ( 3 - 2 * x ); + lengthSq() { + return this.x * this.x + this.y * this.y; + } - }, + length() { + return Math.sqrt(this.x * this.x + this.y * this.y); + } - smootherstep: function ( x, min, max ) { + manhattanLength() { + return Math.abs(this.x) + Math.abs(this.y); + } - if ( x <= min ) return 0; - if ( x >= max ) return 1; + normalize() { + return this.divideScalar(this.length() || 1); + } - x = ( x - min ) / ( max - min ); + angle() { + // computes the angle in radians with respect to the positive x-axis + const angle = Math.atan2(-this.y, -this.x) + Math.PI; + return angle; + } - return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + distanceTo(v) { + return Math.sqrt(this.distanceToSquared(v)); + } - }, + distanceToSquared(v) { + const dx = this.x - v.x, + dy = this.y - v.y; + return dx * dx + dy * dy; + } - // Random integer from interval + manhattanDistanceTo(v) { + return Math.abs(this.x - v.x) + Math.abs(this.y - v.y); + } - randInt: function ( low, high ) { + setLength(length) { + return this.normalize().multiplyScalar(length); + } - return low + Math.floor( Math.random() * ( high - low + 1 ) ); + lerp(v, alpha) { + this.x += (v.x - this.x) * alpha; + this.y += (v.y - this.y) * alpha; + return this; + } - }, + lerpVectors(v1, v2, alpha) { + this.x = v1.x + (v2.x - v1.x) * alpha; + this.y = v1.y + (v2.y - v1.y) * alpha; + return this; + } - // Random float from interval + equals(v) { + return v.x === this.x && v.y === this.y; + } - randFloat: function ( low, high ) { + fromArray(array, offset = 0) { + this.x = array[offset]; + this.y = array[offset + 1]; + return this; + } - return low + Math.random() * ( high - low ); + toArray(array = [], offset = 0) { + array[offset] = this.x; + array[offset + 1] = this.y; + return array; + } - }, + fromBufferAttribute(attribute, index, offset) { + if (offset !== undefined) { + console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().'); + } - // Random float from <-range/2, range/2> interval + this.x = attribute.getX(index); + this.y = attribute.getY(index); + return this; + } - randFloatSpread: function ( range ) { + rotateAround(center, angle) { + const c = Math.cos(angle), + s = Math.sin(angle); + const x = this.x - center.x; + const y = this.y - center.y; + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + return this; + } - return range * ( 0.5 - Math.random() ); + random() { + this.x = Math.random(); + this.y = Math.random(); + return this; + } - }, + } - degToRad: function ( degrees ) { + Vector2.prototype.isVector2 = true; - return degrees * _Math.DEG2RAD; + class Matrix3 { + constructor() { + this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1]; - }, + if (arguments.length > 0) { + console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.'); + } + } - radToDeg: function ( radians ) { + set(n11, n12, n13, n21, n22, n23, n31, n32, n33) { + const te = this.elements; + te[0] = n11; + te[1] = n21; + te[2] = n31; + te[3] = n12; + te[4] = n22; + te[5] = n32; + te[6] = n13; + te[7] = n23; + te[8] = n33; + return this; + } - return radians * _Math.RAD2DEG; + identity() { + this.set(1, 0, 0, 0, 1, 0, 0, 0, 1); + return this; + } - }, + copy(m) { + const te = this.elements; + const me = m.elements; + te[0] = me[0]; + te[1] = me[1]; + te[2] = me[2]; + te[3] = me[3]; + te[4] = me[4]; + te[5] = me[5]; + te[6] = me[6]; + te[7] = me[7]; + te[8] = me[8]; + return this; + } - isPowerOfTwo: function ( value ) { + extractBasis(xAxis, yAxis, zAxis) { + xAxis.setFromMatrix3Column(this, 0); + yAxis.setFromMatrix3Column(this, 1); + zAxis.setFromMatrix3Column(this, 2); + return this; + } - return ( value & ( value - 1 ) ) === 0 && value !== 0; + setFromMatrix4(m) { + const me = m.elements; + this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]); + return this; + } - }, + multiply(m) { + return this.multiplyMatrices(this, m); + } - ceilPowerOfTwo: function ( value ) { + premultiply(m) { + return this.multiplyMatrices(m, this); + } - return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); + multiplyMatrices(a, b) { + const ae = a.elements; + const be = b.elements; + const te = this.elements; + const a11 = ae[0], + a12 = ae[3], + a13 = ae[6]; + const a21 = ae[1], + a22 = ae[4], + a23 = ae[7]; + const a31 = ae[2], + a32 = ae[5], + a33 = ae[8]; + const b11 = be[0], + b12 = be[3], + b13 = be[6]; + const b21 = be[1], + b22 = be[4], + b23 = be[7]; + const b31 = be[2], + b32 = be[5], + b33 = be[8]; + te[0] = a11 * b11 + a12 * b21 + a13 * b31; + te[3] = a11 * b12 + a12 * b22 + a13 * b32; + te[6] = a11 * b13 + a12 * b23 + a13 * b33; + te[1] = a21 * b11 + a22 * b21 + a23 * b31; + te[4] = a21 * b12 + a22 * b22 + a23 * b32; + te[7] = a21 * b13 + a22 * b23 + a23 * b33; + te[2] = a31 * b11 + a32 * b21 + a33 * b31; + te[5] = a31 * b12 + a32 * b22 + a33 * b32; + te[8] = a31 * b13 + a32 * b23 + a33 * b33; + return this; + } - }, + multiplyScalar(s) { + const te = this.elements; + te[0] *= s; + te[3] *= s; + te[6] *= s; + te[1] *= s; + te[4] *= s; + te[7] *= s; + te[2] *= s; + te[5] *= s; + te[8] *= s; + return this; + } + + determinant() { + const te = this.elements; + const a = te[0], + b = te[1], + c = te[2], + d = te[3], + e = te[4], + f = te[5], + g = te[6], + h = te[7], + i = te[8]; + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + } - floorPowerOfTwo: function ( value ) { + invert() { + const te = this.elements, + n11 = te[0], + n21 = te[1], + n31 = te[2], + n12 = te[3], + n22 = te[4], + n32 = te[5], + n13 = te[6], + n23 = te[7], + n33 = te[8], + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + det = n11 * t11 + n21 * t12 + n31 * t13; + if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0); + const detInv = 1 / det; + te[0] = t11 * detInv; + te[1] = (n31 * n23 - n33 * n21) * detInv; + te[2] = (n32 * n21 - n31 * n22) * detInv; + te[3] = t12 * detInv; + te[4] = (n33 * n11 - n31 * n13) * detInv; + te[5] = (n31 * n12 - n32 * n11) * detInv; + te[6] = t13 * detInv; + te[7] = (n21 * n13 - n23 * n11) * detInv; + te[8] = (n22 * n11 - n21 * n12) * detInv; + return this; + } + + transpose() { + let tmp; + const m = this.elements; + tmp = m[1]; + m[1] = m[3]; + m[3] = tmp; + tmp = m[2]; + m[2] = m[6]; + m[6] = tmp; + tmp = m[5]; + m[5] = m[7]; + m[7] = tmp; + return this; + } + + getNormalMatrix(matrix4) { + return this.setFromMatrix4(matrix4).invert().transpose(); + } + + transposeIntoArray(r) { + const m = this.elements; + r[0] = m[0]; + r[1] = m[3]; + r[2] = m[6]; + r[3] = m[1]; + r[4] = m[4]; + r[5] = m[7]; + r[6] = m[2]; + r[7] = m[5]; + r[8] = m[8]; + return this; + } + + setUvTransform(tx, ty, sx, sy, rotation, cx, cy) { + const c = Math.cos(rotation); + const s = Math.sin(rotation); + this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1); + return this; + } + + scale(sx, sy) { + const te = this.elements; + te[0] *= sx; + te[3] *= sx; + te[6] *= sx; + te[1] *= sy; + te[4] *= sy; + te[7] *= sy; + return this; + } + + rotate(theta) { + const c = Math.cos(theta); + const s = Math.sin(theta); + const te = this.elements; + const a11 = te[0], + a12 = te[3], + a13 = te[6]; + const a21 = te[1], + a22 = te[4], + a23 = te[7]; + te[0] = c * a11 + s * a21; + te[3] = c * a12 + s * a22; + te[6] = c * a13 + s * a23; + te[1] = -s * a11 + c * a21; + te[4] = -s * a12 + c * a22; + te[7] = -s * a13 + c * a23; + return this; + } + + translate(tx, ty) { + const te = this.elements; + te[0] += tx * te[2]; + te[3] += tx * te[5]; + te[6] += tx * te[8]; + te[1] += ty * te[2]; + te[4] += ty * te[5]; + te[7] += ty * te[8]; + return this; + } + + equals(matrix) { + const te = this.elements; + const me = matrix.elements; - return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); + for (let i = 0; i < 9; i++) { + if (te[i] !== me[i]) return false; + } + return true; } - }; + fromArray(array, offset = 0) { + for (let i = 0; i < 9; i++) { + this.elements[i] = array[i + offset]; + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author philogb / http://blog.thejit.org/ - * @author egraether / http://egraether.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - */ + return this; + } - function Vector2( x, y ) { + toArray(array = [], offset = 0) { + const te = this.elements; + array[offset] = te[0]; + array[offset + 1] = te[1]; + array[offset + 2] = te[2]; + array[offset + 3] = te[3]; + array[offset + 4] = te[4]; + array[offset + 5] = te[5]; + array[offset + 6] = te[6]; + array[offset + 7] = te[7]; + array[offset + 8] = te[8]; + return array; + } - this.x = x || 0; - this.y = y || 0; + clone() { + return new this.constructor().fromArray(this.elements); + } } - Object.defineProperties( Vector2.prototype, { + Matrix3.prototype.isMatrix3 = true; - "width": { + let _canvas; - get: function () { + class ImageUtils { + static getDataURL(image) { + if (/^data:/i.test(image.src)) { + return image.src; + } - return this.x; + if (typeof HTMLCanvasElement == 'undefined') { + return image.src; + } - }, + let canvas; + + if (image instanceof HTMLCanvasElement) { + canvas = image; + } else { + if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas'); + _canvas.width = image.width; + _canvas.height = image.height; - set: function ( value ) { + const context = _canvas.getContext('2d'); - this.x = value; + if (image instanceof ImageData) { + context.putImageData(image, 0, 0); + } else { + context.drawImage(image, 0, 0, image.width, image.height); + } + canvas = _canvas; } - }, + if (canvas.width > 2048 || canvas.height > 2048) { + console.warn('THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image); + return canvas.toDataURL('image/jpeg', 0.6); + } else { + return canvas.toDataURL('image/png'); + } + } + + } + + let textureId = 0; + + class Texture extends EventDispatcher { + constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding) { + super(); + Object.defineProperty(this, 'id', { + value: textureId++ + }); + this.uuid = generateUUID(); + this.name = ''; + this.image = image; + this.mipmaps = []; + this.mapping = mapping; + this.wrapS = wrapS; + this.wrapT = wrapT; + this.magFilter = magFilter; + this.minFilter = minFilter; + this.anisotropy = anisotropy; + this.format = format; + this.internalFormat = null; + this.type = type; + this.offset = new Vector2(0, 0); + this.repeat = new Vector2(1, 1); + this.center = new Vector2(0, 0); + this.rotation = 0; + this.matrixAutoUpdate = true; + this.matrix = new Matrix3(); + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. - "height": { + this.encoding = encoding; + this.version = 0; + this.onUpdate = null; + } - get: function () { + updateMatrix() { + this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y); + } - return this.y; + clone() { + return new this.constructor().copy(this); + } - }, + copy(source) { + this.name = source.name; + this.image = source.image; + this.mipmaps = source.mipmaps.slice(0); + this.mapping = source.mapping; + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; + this.anisotropy = source.anisotropy; + this.format = source.format; + this.internalFormat = source.internalFormat; + this.type = source.type; + this.offset.copy(source.offset); + this.repeat.copy(source.repeat); + this.center.copy(source.center); + this.rotation = source.rotation; + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrix.copy(source.matrix); + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.encoding = source.encoding; + return this; + } + + toJSON(meta) { + const isRootObject = meta === undefined || typeof meta === 'string'; + + if (!isRootObject && meta.textures[this.uuid] !== undefined) { + return meta.textures[this.uuid]; + } + + const output = { + metadata: { + version: 4.5, + type: 'Texture', + generator: 'Texture.toJSON' + }, + uuid: this.uuid, + name: this.name, + mapping: this.mapping, + repeat: [this.repeat.x, this.repeat.y], + offset: [this.offset.x, this.offset.y], + center: [this.center.x, this.center.y], + rotation: this.rotation, + wrap: [this.wrapS, this.wrapT], + format: this.format, + type: this.type, + encoding: this.encoding, + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + flipY: this.flipY, + premultiplyAlpha: this.premultiplyAlpha, + unpackAlignment: this.unpackAlignment + }; + + if (this.image !== undefined) { + // TODO: Move to THREE.Image + const image = this.image; + + if (image.uuid === undefined) { + image.uuid = generateUUID(); // UGH + } + + if (!isRootObject && meta.images[image.uuid] === undefined) { + let url; + + if (Array.isArray(image)) { + // process array of images e.g. CubeTexture + url = []; + + for (let i = 0, l = image.length; i < l; i++) { + // check cube texture with data textures + if (image[i].isDataTexture) { + url.push(serializeImage(image[i].image)); + } else { + url.push(serializeImage(image[i])); + } + } + } else { + // process single image + url = serializeImage(image); + } - set: function ( value ) { + meta.images[image.uuid] = { + uuid: image.uuid, + url: url + }; + } - this.y = value; + output.image = image.uuid; + } + if (!isRootObject) { + meta.textures[this.uuid] = output; } + return output; } - } ); + dispose() { + this.dispatchEvent({ + type: 'dispose' + }); + } - Object.assign( Vector2.prototype, { + transformUv(uv) { + if (this.mapping !== UVMapping) return uv; + uv.applyMatrix3(this.matrix); - isVector2: true, + if (uv.x < 0 || uv.x > 1) { + switch (this.wrapS) { + case RepeatWrapping: + uv.x = uv.x - Math.floor(uv.x); + break; - set: function ( x, y ) { + case ClampToEdgeWrapping: + uv.x = uv.x < 0 ? 0 : 1; + break; - this.x = x; - this.y = y; + case MirroredRepeatWrapping: + if (Math.abs(Math.floor(uv.x) % 2) === 1) { + uv.x = Math.ceil(uv.x) - uv.x; + } else { + uv.x = uv.x - Math.floor(uv.x); + } - return this; + break; + } + } - }, + if (uv.y < 0 || uv.y > 1) { + switch (this.wrapT) { + case RepeatWrapping: + uv.y = uv.y - Math.floor(uv.y); + break; - setScalar: function ( scalar ) { + case ClampToEdgeWrapping: + uv.y = uv.y < 0 ? 0 : 1; + break; - this.x = scalar; - this.y = scalar; + case MirroredRepeatWrapping: + if (Math.abs(Math.floor(uv.y) % 2) === 1) { + uv.y = Math.ceil(uv.y) - uv.y; + } else { + uv.y = uv.y - Math.floor(uv.y); + } - return this; + break; + } + } - }, + if (this.flipY) { + uv.y = 1 - uv.y; + } - setX: function ( x ) { + return uv; + } - this.x = x; + set needsUpdate(value) { + if (value === true) this.version++; + } - return this; + } - }, + Texture.DEFAULT_IMAGE = undefined; + Texture.DEFAULT_MAPPING = UVMapping; + Texture.prototype.isTexture = true; - setY: function ( y ) { + function serializeImage(image) { + if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) { + // default images + return ImageUtils.getDataURL(image); + } else { + if (image.data) { + // images of DataTexture + return { + data: Array.prototype.slice.call(image.data), + width: image.width, + height: image.height, + type: image.data.constructor.name + }; + } else { + console.warn('THREE.Texture: Unable to serialize Texture.'); + return {}; + } + } + } + class Vector4 { + constructor(x = 0, y = 0, z = 0, w = 1) { + this.x = x; this.y = y; + this.z = z; + this.w = w; + } - return this; + get width() { + return this.z; + } - }, + set width(value) { + this.z = value; + } - setComponent: function ( index, value ) { + get height() { + return this.w; + } - switch ( index ) { + set height(value) { + this.w = value; + } - case 0: this.x = value; break; - case 1: this.y = value; break; - default: throw new Error( 'index is out of range: ' + index ); + set(x, y, z, w) { + this.x = x; + this.y = y; + this.z = z; + this.w = w; + return this; + } - } + setScalar(scalar) { + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + return this; + } + setX(x) { + this.x = x; return this; + } - }, + setY(y) { + this.y = y; + return this; + } - getComponent: function ( index ) { + setZ(z) { + this.z = z; + return this; + } - switch ( index ) { + setW(w) { + this.w = w; + return this; + } - case 0: return this.x; - case 1: return this.y; - default: throw new Error( 'index is out of range: ' + index ); + setComponent(index, value) { + switch (index) { + case 0: + this.x = value; + break; - } + case 1: + this.y = value; + break; - }, + case 2: + this.z = value; + break; - clone: function () { + case 3: + this.w = value; + break; - return new this.constructor( this.x, this.y ); + default: + throw new Error('index is out of range: ' + index); + } - }, + return this; + } - copy: function ( v ) { + getComponent(index) { + switch (index) { + case 0: + return this.x; - this.x = v.x; - this.y = v.y; + case 1: + return this.y; - return this; + case 2: + return this.z; - }, + case 3: + return this.w; - add: function ( v, w ) { + default: + throw new Error('index is out of range: ' + index); + } + } - if ( w !== undefined ) { + clone() { + return new this.constructor(this.x, this.y, this.z, this.w); + } - console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + copy(v) { + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = v.w !== undefined ? v.w : 1; + return this; + } + add(v, w) { + if (w !== undefined) { + console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.'); + return this.addVectors(v, w); } this.x += v.x; this.y += v.y; - + this.z += v.z; + this.w += v.w; return this; + } - }, - - addScalar: function ( s ) { - + addScalar(s) { this.x += s; this.y += s; - + this.z += s; + this.w += s; return this; + } - }, - - addVectors: function ( a, b ) { - + addVectors(a, b) { this.x = a.x + b.x; this.y = a.y + b.y; - + this.z = a.z + b.z; + this.w = a.w + b.w; return this; + } - }, - - addScaledVector: function ( v, s ) { - + addScaledVector(v, s) { this.x += v.x * s; this.y += v.y * s; - + this.z += v.z * s; + this.w += v.w * s; return this; + } - }, - - sub: function ( v, w ) { - - if ( w !== undefined ) { - - console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); - + sub(v, w) { + if (w !== undefined) { + console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.'); + return this.subVectors(v, w); } this.x -= v.x; this.y -= v.y; - + this.z -= v.z; + this.w -= v.w; return this; + } - }, - - subScalar: function ( s ) { - + subScalar(s) { this.x -= s; this.y -= s; - + this.z -= s; + this.w -= s; return this; + } - }, - - subVectors: function ( a, b ) { - + subVectors(a, b) { this.x = a.x - b.x; this.y = a.y - b.y; - + this.z = a.z - b.z; + this.w = a.w - b.w; return this; + } - }, - - multiply: function ( v ) { - + multiply(v) { this.x *= v.x; this.y *= v.y; - + this.z *= v.z; + this.w *= v.w; return this; + } - }, - - multiplyScalar: function ( scalar ) { - + multiplyScalar(scalar) { this.x *= scalar; this.y *= scalar; - + this.z *= scalar; + this.w *= scalar; return this; + } - }, - - divide: function ( v ) { - - this.x /= v.x; - this.y /= v.y; - + applyMatrix4(m) { + const x = this.x, + y = this.y, + z = this.z, + w = this.w; + const e = m.elements; + this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w; + this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w; + this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w; + this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w; return this; + } - }, - - divideScalar: function ( scalar ) { + divideScalar(scalar) { + return this.multiplyScalar(1 / scalar); + } - return this.multiplyScalar( 1 / scalar ); + setAxisAngleFromQuaternion(q) { + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + // q is assumed to be normalized + this.w = 2 * Math.acos(q.w); + const s = Math.sqrt(1 - q.w * q.w); - }, + if (s < 0.0001) { + this.x = 1; + this.y = 0; + this.z = 0; + } else { + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + } - applyMatrix3: function ( m ) { + return this; + } - var x = this.x, y = this.y; - var e = m.elements; + setAxisAngleFromRotationMatrix(m) { + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + let angle, x, y, z; // variables for result + + const epsilon = 0.01, + // margin to allow for rounding errors + epsilon2 = 0.1, + // margin to distinguish between 0 and 180 degrees + te = m.elements, + m11 = te[0], + m12 = te[4], + m13 = te[8], + m21 = te[1], + m22 = te[5], + m23 = te[9], + m31 = te[2], + m32 = te[6], + m33 = te[10]; + + if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) { + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) { + // this singularity is identity matrix so angle = 0 + this.set(1, 0, 0, 0); + return this; // zero angle, arbitrary axis + } // otherwise this singularity is angle = 180 - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; - return this; - - }, - - min: function ( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); + angle = Math.PI; + const xx = (m11 + 1) / 2; + const yy = (m22 + 1) / 2; + const zz = (m33 + 1) / 2; + const xy = (m12 + m21) / 4; + const xz = (m13 + m31) / 4; + const yz = (m23 + m32) / 4; + + if (xx > yy && xx > zz) { + // m11 is the largest diagonal term + if (xx < epsilon) { + x = 0; + y = 0.707106781; + z = 0.707106781; + } else { + x = Math.sqrt(xx); + y = xy / x; + z = xz / x; + } + } else if (yy > zz) { + // m22 is the largest diagonal term + if (yy < epsilon) { + x = 0.707106781; + y = 0; + z = 0.707106781; + } else { + y = Math.sqrt(yy); + x = xy / y; + z = yz / y; + } + } else { + // m33 is the largest diagonal term so base result on this + if (zz < epsilon) { + x = 0.707106781; + y = 0.707106781; + z = 0; + } else { + z = Math.sqrt(zz); + x = xz / z; + y = yz / z; + } + } - return this; + this.set(x, y, z, angle); + return this; // return 180 deg rotation + } // as we have reached here there are no singularities so we can handle normally - }, - max: function ( v ) { + let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); + if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + this.x = (m32 - m23) / s; + this.y = (m13 - m31) / s; + this.z = (m21 - m12) / s; + this.w = Math.acos((m11 + m22 + m33 - 1) / 2); return this; + } - }, + min(v) { + this.x = Math.min(this.x, v.x); + this.y = Math.min(this.y, v.y); + this.z = Math.min(this.z, v.z); + this.w = Math.min(this.w, v.w); + return this; + } - clamp: function ( min, max ) { + max(v) { + this.x = Math.max(this.x, v.x); + this.y = Math.max(this.y, v.y); + this.z = Math.max(this.z, v.z); + this.w = Math.max(this.w, v.w); + return this; + } + clamp(min, max) { // assumes min < max, componentwise - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - + this.x = Math.max(min.x, Math.min(max.x, this.x)); + this.y = Math.max(min.y, Math.min(max.y, this.y)); + this.z = Math.max(min.z, Math.min(max.z, this.z)); + this.w = Math.max(min.w, Math.min(max.w, this.w)); return this; + } - }, - - clampScalar: function () { + clampScalar(minVal, maxVal) { + this.x = Math.max(minVal, Math.min(maxVal, this.x)); + this.y = Math.max(minVal, Math.min(maxVal, this.y)); + this.z = Math.max(minVal, Math.min(maxVal, this.z)); + this.w = Math.max(minVal, Math.min(maxVal, this.w)); + return this; + } - var min = new Vector2(); - var max = new Vector2(); + clampLength(min, max) { + const length = this.length(); + return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); + } - return function clampScalar( minVal, maxVal ) { + floor() { + this.x = Math.floor(this.x); + this.y = Math.floor(this.y); + this.z = Math.floor(this.z); + this.w = Math.floor(this.w); + return this; + } - min.set( minVal, minVal ); - max.set( maxVal, maxVal ); + ceil() { + this.x = Math.ceil(this.x); + this.y = Math.ceil(this.y); + this.z = Math.ceil(this.z); + this.w = Math.ceil(this.w); + return this; + } - return this.clamp( min, max ); + round() { + this.x = Math.round(this.x); + this.y = Math.round(this.y); + this.z = Math.round(this.z); + this.w = Math.round(this.w); + return this; + } - }; + roundToZero() { + this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); + this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); + this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z); + this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w); + return this; + } - }(), + negate() { + this.x = -this.x; + this.y = -this.y; + this.z = -this.z; + this.w = -this.w; + return this; + } - clampLength: function ( min, max ) { + dot(v) { + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + } - var length = this.length(); + lengthSq() { + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + } - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + length() { + return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); + } - }, + manhattanLength() { + return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w); + } - floor: function () { + normalize() { + return this.divideScalar(this.length() || 1); + } - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); + setLength(length) { + return this.normalize().multiplyScalar(length); + } + lerp(v, alpha) { + this.x += (v.x - this.x) * alpha; + this.y += (v.y - this.y) * alpha; + this.z += (v.z - this.z) * alpha; + this.w += (v.w - this.w) * alpha; return this; + } - }, - - ceil: function () { + lerpVectors(v1, v2, alpha) { + this.x = v1.x + (v2.x - v1.x) * alpha; + this.y = v1.y + (v2.y - v1.y) * alpha; + this.z = v1.z + (v2.z - v1.z) * alpha; + this.w = v1.w + (v2.w - v1.w) * alpha; + return this; + } - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); + equals(v) { + return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w; + } + fromArray(array, offset = 0) { + this.x = array[offset]; + this.y = array[offset + 1]; + this.z = array[offset + 2]; + this.w = array[offset + 3]; return this; + } - }, + toArray(array = [], offset = 0) { + array[offset] = this.x; + array[offset + 1] = this.y; + array[offset + 2] = this.z; + array[offset + 3] = this.w; + return array; + } - round: function () { + fromBufferAttribute(attribute, index, offset) { + if (offset !== undefined) { + console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().'); + } - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); + this.x = attribute.getX(index); + this.y = attribute.getY(index); + this.z = attribute.getZ(index); + this.w = attribute.getW(index); + return this; + } + random() { + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + this.w = Math.random(); return this; + } - }, + } - roundToZero: function () { + Vector4.prototype.isVector4 = true; - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + /* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers + */ - return this; + class WebGLRenderTarget extends EventDispatcher { + constructor(width, height, options = {}) { + super(); + this.width = width; + this.height = height; + this.depth = 1; + this.scissor = new Vector4(0, 0, width, height); + this.scissorTest = false; + this.viewport = new Vector4(0, 0, width, height); + this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding); + this.texture.image = { + width: width, + height: height, + depth: 1 + }; + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false; + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + } + + setTexture(texture) { + texture.image = { + width: this.width, + height: this.height, + depth: this.depth + }; + this.texture = texture; + } - }, + setSize(width, height, depth = 1) { + if (this.width !== width || this.height !== height || this.depth !== depth) { + this.width = width; + this.height = height; + this.depth = depth; + this.texture.image.width = width; + this.texture.image.height = height; + this.texture.image.depth = depth; + this.dispose(); + } - negate: function () { + this.viewport.set(0, 0, width, height); + this.scissor.set(0, 0, width, height); + } - this.x = - this.x; - this.y = - this.y; + clone() { + return new this.constructor().copy(this); + } - return this; + copy(source) { + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + this.viewport.copy(source.viewport); + this.texture = source.texture.clone(); + this.texture.image = { ...this.texture.image + }; // See #20328. - }, + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; + return this; + } - dot: function ( v ) { + dispose() { + this.dispatchEvent({ + type: 'dispose' + }); + } - return this.x * v.x + this.y * v.y; + } - }, + WebGLRenderTarget.prototype.isWebGLRenderTarget = true; - lengthSq: function () { + class WebGLMultipleRenderTargets extends WebGLRenderTarget { + constructor(width, height, count) { + super(width, height); + const texture = this.texture; + this.texture = []; - return this.x * this.x + this.y * this.y; + for (let i = 0; i < count; i++) { + this.texture[i] = texture.clone(); + } + } - }, + setSize(width, height, depth = 1) { + if (this.width !== width || this.height !== height || this.depth !== depth) { + this.width = width; + this.height = height; + this.depth = depth; - length: function () { + for (let i = 0, il = this.texture.length; i < il; i++) { + this.texture[i].image.width = width; + this.texture[i].image.height = height; + this.texture[i].image.depth = depth; + } - return Math.sqrt( this.x * this.x + this.y * this.y ); + this.dispose(); + } - }, + this.viewport.set(0, 0, width, height); + this.scissor.set(0, 0, width, height); + return this; + } - manhattanLength: function () { + copy(source) { + this.dispose(); + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + this.viewport.set(0, 0, this.width, this.height); + this.scissor.set(0, 0, this.width, this.height); + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + this.depthTexture = source.depthTexture; + this.texture.length = 0; - return Math.abs( this.x ) + Math.abs( this.y ); + for (let i = 0, il = source.texture.length; i < il; i++) { + this.texture[i] = source.texture[i].clone(); + } - }, + return this; + } - normalize: function () { + } - return this.divideScalar( this.length() || 1 ); + WebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true; - }, + class WebGLMultisampleRenderTarget extends WebGLRenderTarget { + constructor(width, height, options) { + super(width, height, options); + this.samples = 4; + } - angle: function () { + copy(source) { + super.copy.call(this, source); + this.samples = source.samples; + return this; + } - // computes the angle in radians with respect to the positive x-axis + } - var angle = Math.atan2( this.y, this.x ); + WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true; - if ( angle < 0 ) angle += 2 * Math.PI; + class Quaternion { + constructor(x = 0, y = 0, z = 0, w = 1) { + this._x = x; + this._y = y; + this._z = z; + this._w = w; + } - return angle; + static slerp(qa, qb, qm, t) { + console.warn('THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.'); + return qm.slerpQuaternions(qa, qb, t); + } - }, + static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) { + // fuzz-free, array-based Quaternion SLERP operation + let x0 = src0[srcOffset0 + 0], + y0 = src0[srcOffset0 + 1], + z0 = src0[srcOffset0 + 2], + w0 = src0[srcOffset0 + 3]; + const x1 = src1[srcOffset1 + 0], + y1 = src1[srcOffset1 + 1], + z1 = src1[srcOffset1 + 2], + w1 = src1[srcOffset1 + 3]; + + if (t === 0) { + dst[dstOffset + 0] = x0; + dst[dstOffset + 1] = y0; + dst[dstOffset + 2] = z0; + dst[dstOffset + 3] = w0; + return; + } - distanceTo: function ( v ) { + if (t === 1) { + dst[dstOffset + 0] = x1; + dst[dstOffset + 1] = y1; + dst[dstOffset + 2] = z1; + dst[dstOffset + 3] = w1; + return; + } - return Math.sqrt( this.distanceToSquared( v ) ); + if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) { + let s = 1 - t; + const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + dir = cos >= 0 ? 1 : -1, + sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems: - }, + if (sqrSin > Number.EPSILON) { + const sin = Math.sqrt(sqrSin), + len = Math.atan2(sin, cos * dir); + s = Math.sin(s * len) / sin; + t = Math.sin(t * len) / sin; + } - distanceToSquared: function ( v ) { + const tDir = t * dir; + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp: - var dx = this.x - v.x, dy = this.y - v.y; - return dx * dx + dy * dy; + if (s === 1 - t) { + const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0); + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + } + } - }, + dst[dstOffset] = x0; + dst[dstOffset + 1] = y0; + dst[dstOffset + 2] = z0; + dst[dstOffset + 3] = w0; + } - manhattanDistanceTo: function ( v ) { + static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) { + const x0 = src0[srcOffset0]; + const y0 = src0[srcOffset0 + 1]; + const z0 = src0[srcOffset0 + 2]; + const w0 = src0[srcOffset0 + 3]; + const x1 = src1[srcOffset1]; + const y1 = src1[srcOffset1 + 1]; + const z1 = src1[srcOffset1 + 2]; + const w1 = src1[srcOffset1 + 3]; + dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; + dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; + dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; + dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; + return dst; + } - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + get x() { + return this._x; + } - }, + set x(value) { + this._x = value; - setLength: function ( length ) { + this._onChangeCallback(); + } - return this.normalize().multiplyScalar( length ); + get y() { + return this._y; + } - }, + set y(value) { + this._y = value; - lerp: function ( v, alpha ) { + this._onChangeCallback(); + } - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; + get z() { + return this._z; + } - return this; + set z(value) { + this._z = value; - }, + this._onChangeCallback(); + } - lerpVectors: function ( v1, v2, alpha ) { + get w() { + return this._w; + } - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + set w(value) { + this._w = value; - }, + this._onChangeCallback(); + } - equals: function ( v ) { + set(x, y, z, w) { + this._x = x; + this._y = y; + this._z = z; + this._w = w; - return ( ( v.x === this.x ) && ( v.y === this.y ) ); + this._onChangeCallback(); - }, + return this; + } - fromArray: function ( array, offset ) { + clone() { + return new this.constructor(this._x, this._y, this._z, this._w); + } - if ( offset === undefined ) offset = 0; + copy(quaternion) { + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; + this._onChangeCallback(); return this; + } - }, - - toArray: function ( array, offset ) { + setFromEuler(euler, update) { + if (!(euler && euler.isEuler)) { + throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.'); + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + const x = euler._x, + y = euler._y, + z = euler._z, + order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; + const cos = Math.cos; + const sin = Math.sin; + const c1 = cos(x / 2); + const c2 = cos(y / 2); + const c3 = cos(z / 2); + const s1 = sin(x / 2); + const s2 = sin(y / 2); + const s3 = sin(z / 2); + + switch (order) { + case 'XYZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; - return array; + case 'YXZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; - }, + case 'ZXY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; - fromBufferAttribute: function ( attribute, index, offset ) { + case 'ZYX': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; - if ( offset !== undefined ) { + case 'YZX': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; - console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' ); + case 'XZY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + default: + console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order); } - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - + if (update !== false) this._onChangeCallback(); return this; + } - }, + setFromAxisAngle(axis, angle) { + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + // assumes axis is normalized + const halfAngle = angle / 2, + s = Math.sin(halfAngle); + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos(halfAngle); - rotateAround: function ( center, angle ) { + this._onChangeCallback(); - var c = Math.cos( angle ), s = Math.sin( angle ); + return this; + } - var x = this.x - center.x; - var y = this.y - center.y; + setFromRotationMatrix(m) { + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + const te = m.elements, + m11 = te[0], + m12 = te[4], + m13 = te[8], + m21 = te[1], + m22 = te[5], + m23 = te[9], + m31 = te[2], + m32 = te[6], + m33 = te[10], + trace = m11 + m22 + m33; + + if (trace > 0) { + const s = 0.5 / Math.sqrt(trace + 1.0); + this._w = 0.25 / s; + this._x = (m32 - m23) * s; + this._y = (m13 - m31) * s; + this._z = (m21 - m12) * s; + } else if (m11 > m22 && m11 > m33) { + const s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33); + this._w = (m32 - m23) / s; + this._x = 0.25 * s; + this._y = (m12 + m21) / s; + this._z = (m13 + m31) / s; + } else if (m22 > m33) { + const s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33); + this._w = (m13 - m31) / s; + this._x = (m12 + m21) / s; + this._y = 0.25 * s; + this._z = (m23 + m32) / s; + } else { + const s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22); + this._w = (m21 - m12) / s; + this._x = (m13 + m31) / s; + this._y = (m23 + m32) / s; + this._z = 0.25 * s; + } - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; + this._onChangeCallback(); return this; - } - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author jordi_ros / http://plattsoft.com - * @author D1plo1d / http://github.com/D1plo1d - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author timknip / http://www.floorplanner.com/ - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - */ + setFromUnitVectors(vFrom, vTo) { + // assumes direction vectors vFrom and vTo are normalized + let r = vFrom.dot(vTo) + 1; - function Matrix4() { + if (r < Number.EPSILON) { + // vFrom and vTo point in opposite directions + r = 0; - this.elements = [ + if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) { + this._x = -vFrom.y; + this._y = vFrom.x; + this._z = 0; + this._w = r; + } else { + this._x = 0; + this._y = -vFrom.z; + this._z = vFrom.y; + this._w = r; + } + } else { + // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 + this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; + this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; + this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; + this._w = r; + } - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + return this.normalize(); + } - ]; + angleTo(q) { + return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1))); + } - if ( arguments.length > 0 ) { + rotateTowards(q, step) { + const angle = this.angleTo(q); + if (angle === 0) return this; + const t = Math.min(1, step / angle); + this.slerp(q, t); + return this; + } - console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' ); + identity() { + return this.set(0, 0, 0, 1); + } + invert() { + // quaternion is assumed to have unit length + return this.conjugate(); } - } + conjugate() { + this._x *= -1; + this._y *= -1; + this._z *= -1; - Object.assign( Matrix4.prototype, { + this._onChangeCallback(); - isMatrix4: true, + return this; + } - set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + dot(v) { + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + } - var te = this.elements; + lengthSq() { + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + } - te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; - te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; - te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; - te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + length() { + return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w); + } - return this; + normalize() { + let l = this.length(); - }, + if (l === 0) { + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + } else { + l = 1 / l; + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + } - identity: function () { + this._onChangeCallback(); - this.set( + return this; + } - 1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + multiply(q, p) { + if (p !== undefined) { + console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.'); + return this.multiplyQuaternions(q, p); + } - ); + return this.multiplyQuaternions(this, q); + } - return this; + premultiply(q) { + return this.multiplyQuaternions(q, this); + } - }, + multiplyQuaternions(a, b) { + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + const qax = a._x, + qay = a._y, + qaz = a._z, + qaw = a._w; + const qbx = b._x, + qby = b._y, + qbz = b._z, + qbw = b._w; + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; - clone: function () { + this._onChangeCallback(); - return new Matrix4().fromArray( this.elements ); + return this; + } - }, + slerp(qb, t) { + if (t === 0) return this; + if (t === 1) return this.copy(qb); + const x = this._x, + y = this._y, + z = this._z, + w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; - copy: function ( m ) { + if (cosHalfTheta < 0) { + this._w = -qb._w; + this._x = -qb._x; + this._y = -qb._y; + this._z = -qb._z; + cosHalfTheta = -cosHalfTheta; + } else { + this.copy(qb); + } - var te = this.elements; - var me = m.elements; + if (cosHalfTheta >= 1.0) { + this._w = w; + this._x = x; + this._y = y; + this._z = z; + return this; + } - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; - te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; - te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; - te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; + const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; - return this; + if (sqrSinHalfTheta <= Number.EPSILON) { + const s = 1 - t; + this._w = s * w + t * this._w; + this._x = s * x + t * this._x; + this._y = s * y + t * this._y; + this._z = s * z + t * this._z; + this.normalize(); - }, + this._onChangeCallback(); - copyPosition: function ( m ) { + return this; + } - var te = this.elements, me = m.elements; + const sinHalfTheta = Math.sqrt(sqrSinHalfTheta); + const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta); + const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta, + ratioB = Math.sin(t * halfTheta) / sinHalfTheta; + this._w = w * ratioA + this._w * ratioB; + this._x = x * ratioA + this._x * ratioB; + this._y = y * ratioA + this._y * ratioB; + this._z = z * ratioA + this._z * ratioB; - te[ 12 ] = me[ 12 ]; - te[ 13 ] = me[ 13 ]; - te[ 14 ] = me[ 14 ]; + this._onChangeCallback(); return this; + } - }, + slerpQuaternions(qa, qb, t) { + this.copy(qa).slerp(qb, t); + } + + equals(quaternion) { + return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w; + } - extractBasis: function ( xAxis, yAxis, zAxis ) { + fromArray(array, offset = 0) { + this._x = array[offset]; + this._y = array[offset + 1]; + this._z = array[offset + 2]; + this._w = array[offset + 3]; - xAxis.setFromMatrixColumn( this, 0 ); - yAxis.setFromMatrixColumn( this, 1 ); - zAxis.setFromMatrixColumn( this, 2 ); + this._onChangeCallback(); return this; + } - }, - - makeBasis: function ( xAxis, yAxis, zAxis ) { + toArray(array = [], offset = 0) { + array[offset] = this._x; + array[offset + 1] = this._y; + array[offset + 2] = this._z; + array[offset + 3] = this._w; + return array; + } - this.set( - xAxis.x, yAxis.x, zAxis.x, 0, - xAxis.y, yAxis.y, zAxis.y, 0, - xAxis.z, yAxis.z, zAxis.z, 0, - 0, 0, 0, 1 - ); + fromBufferAttribute(attribute, index) { + this._x = attribute.getX(index); + this._y = attribute.getY(index); + this._z = attribute.getZ(index); + this._w = attribute.getW(index); + return this; + } + _onChange(callback) { + this._onChangeCallback = callback; return this; + } - }, + _onChangeCallback() {} - extractRotation: function () { + } - var v1 = new Vector3(); + Quaternion.prototype.isQuaternion = true; - return function extractRotation( m ) { + class Vector3 { + constructor(x = 0, y = 0, z = 0) { + this.x = x; + this.y = y; + this.z = z; + } - var te = this.elements; - var me = m.elements; + set(x, y, z) { + if (z === undefined) z = this.z; // sprite.scale.set(x,y) - var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); - var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); - var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length(); + this.x = x; + this.y = y; + this.z = z; + return this; + } - te[ 0 ] = me[ 0 ] * scaleX; - te[ 1 ] = me[ 1 ] * scaleX; - te[ 2 ] = me[ 2 ] * scaleX; + setScalar(scalar) { + this.x = scalar; + this.y = scalar; + this.z = scalar; + return this; + } - te[ 4 ] = me[ 4 ] * scaleY; - te[ 5 ] = me[ 5 ] * scaleY; - te[ 6 ] = me[ 6 ] * scaleY; + setX(x) { + this.x = x; + return this; + } - te[ 8 ] = me[ 8 ] * scaleZ; - te[ 9 ] = me[ 9 ] * scaleZ; - te[ 10 ] = me[ 10 ] * scaleZ; + setY(y) { + this.y = y; + return this; + } - return this; + setZ(z) { + this.z = z; + return this; + } - }; + setComponent(index, value) { + switch (index) { + case 0: + this.x = value; + break; - }(), + case 1: + this.y = value; + break; - makeRotationFromEuler: function ( euler ) { + case 2: + this.z = value; + break; - if ( ! ( euler && euler.isEuler ) ) { + default: + throw new Error('index is out of range: ' + index); + } - console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' ); + return this; + } - } + getComponent(index) { + switch (index) { + case 0: + return this.x; - var te = this.elements; + case 1: + return this.y; - var x = euler.x, y = euler.y, z = euler.z; - var a = Math.cos( x ), b = Math.sin( x ); - var c = Math.cos( y ), d = Math.sin( y ); - var e = Math.cos( z ), f = Math.sin( z ); + case 2: + return this.z; - if ( euler.order === 'XYZ' ) { + default: + throw new Error('index is out of range: ' + index); + } + } - var ae = a * e, af = a * f, be = b * e, bf = b * f; + clone() { + return new this.constructor(this.x, this.y, this.z); + } - te[ 0 ] = c * e; - te[ 4 ] = - c * f; - te[ 8 ] = d; + copy(v) { + this.x = v.x; + this.y = v.y; + this.z = v.z; + return this; + } - te[ 1 ] = af + be * d; - te[ 5 ] = ae - bf * d; - te[ 9 ] = - b * c; + add(v, w) { + if (w !== undefined) { + console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.'); + return this.addVectors(v, w); + } - te[ 2 ] = bf - ae * d; - te[ 6 ] = be + af * d; - te[ 10 ] = a * c; + this.x += v.x; + this.y += v.y; + this.z += v.z; + return this; + } - } else if ( euler.order === 'YXZ' ) { + addScalar(s) { + this.x += s; + this.y += s; + this.z += s; + return this; + } - var ce = c * e, cf = c * f, de = d * e, df = d * f; + addVectors(a, b) { + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + return this; + } - te[ 0 ] = ce + df * b; - te[ 4 ] = de * b - cf; - te[ 8 ] = a * d; + addScaledVector(v, s) { + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + return this; + } - te[ 1 ] = a * f; - te[ 5 ] = a * e; - te[ 9 ] = - b; + sub(v, w) { + if (w !== undefined) { + console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.'); + return this.subVectors(v, w); + } - te[ 2 ] = cf * b - de; - te[ 6 ] = df + ce * b; - te[ 10 ] = a * c; + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + return this; + } - } else if ( euler.order === 'ZXY' ) { + subScalar(s) { + this.x -= s; + this.y -= s; + this.z -= s; + return this; + } - var ce = c * e, cf = c * f, de = d * e, df = d * f; + subVectors(a, b) { + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + return this; + } - te[ 0 ] = ce - df * b; - te[ 4 ] = - a * f; - te[ 8 ] = de + cf * b; + multiply(v, w) { + if (w !== undefined) { + console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.'); + return this.multiplyVectors(v, w); + } - te[ 1 ] = cf + de * b; - te[ 5 ] = a * e; - te[ 9 ] = df - ce * b; + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + return this; + } - te[ 2 ] = - a * d; - te[ 6 ] = b; - te[ 10 ] = a * c; + multiplyScalar(scalar) { + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + return this; + } - } else if ( euler.order === 'ZYX' ) { + multiplyVectors(a, b) { + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + return this; + } - var ae = a * e, af = a * f, be = b * e, bf = b * f; + applyEuler(euler) { + if (!(euler && euler.isEuler)) { + console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.'); + } - te[ 0 ] = c * e; - te[ 4 ] = be * d - af; - te[ 8 ] = ae * d + bf; + return this.applyQuaternion(_quaternion$4.setFromEuler(euler)); + } - te[ 1 ] = c * f; - te[ 5 ] = bf * d + ae; - te[ 9 ] = af * d - be; + applyAxisAngle(axis, angle) { + return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle)); + } - te[ 2 ] = - d; - te[ 6 ] = b * c; - te[ 10 ] = a * c; + applyMatrix3(m) { + const x = this.x, + y = this.y, + z = this.z; + const e = m.elements; + this.x = e[0] * x + e[3] * y + e[6] * z; + this.y = e[1] * x + e[4] * y + e[7] * z; + this.z = e[2] * x + e[5] * y + e[8] * z; + return this; + } - } else if ( euler.order === 'YZX' ) { + applyNormalMatrix(m) { + return this.applyMatrix3(m).normalize(); + } - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + applyMatrix4(m) { + const x = this.x, + y = this.y, + z = this.z; + const e = m.elements; + const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]); + this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w; + this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w; + this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w; + return this; + } - te[ 0 ] = c * e; - te[ 4 ] = bd - ac * f; - te[ 8 ] = bc * f + ad; + applyQuaternion(q) { + const x = this.x, + y = this.y, + z = this.z; + const qx = q.x, + qy = q.y, + qz = q.z, + qw = q.w; // calculate quat * vector - te[ 1 ] = f; - te[ 5 ] = a * e; - te[ 9 ] = - b * e; + const ix = qw * x + qy * z - qz * y; + const iy = qw * y + qz * x - qx * z; + const iz = qw * z + qx * y - qy * x; + const iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat - te[ 2 ] = - d * e; - te[ 6 ] = ad * f + bc; - te[ 10 ] = ac - bd * f; + this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; + this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; + this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return this; + } - } else if ( euler.order === 'XZY' ) { + project(camera) { + return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix); + } - var ac = a * c, ad = a * d, bc = b * c, bd = b * d; + unproject(camera) { + return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld); + } - te[ 0 ] = c * e; - te[ 4 ] = - f; - te[ 8 ] = d * e; + transformDirection(m) { + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + const x = this.x, + y = this.y, + z = this.z; + const e = m.elements; + this.x = e[0] * x + e[4] * y + e[8] * z; + this.y = e[1] * x + e[5] * y + e[9] * z; + this.z = e[2] * x + e[6] * y + e[10] * z; + return this.normalize(); + } - te[ 1 ] = ac * f + bd; - te[ 5 ] = a * e; - te[ 9 ] = ad * f - bc; + divide(v) { + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + return this; + } - te[ 2 ] = bc * f - ad; - te[ 6 ] = b * e; - te[ 10 ] = bd * f + ac; + divideScalar(scalar) { + return this.multiplyScalar(1 / scalar); + } - } + min(v) { + this.x = Math.min(this.x, v.x); + this.y = Math.min(this.y, v.y); + this.z = Math.min(this.z, v.z); + return this; + } - // last column - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; + max(v) { + this.x = Math.max(this.x, v.x); + this.y = Math.max(this.y, v.y); + this.z = Math.max(this.z, v.z); + return this; + } - // bottom row - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + clamp(min, max) { + // assumes min < max, componentwise + this.x = Math.max(min.x, Math.min(max.x, this.x)); + this.y = Math.max(min.y, Math.min(max.y, this.y)); + this.z = Math.max(min.z, Math.min(max.z, this.z)); + return this; + } + clampScalar(minVal, maxVal) { + this.x = Math.max(minVal, Math.min(maxVal, this.x)); + this.y = Math.max(minVal, Math.min(maxVal, this.y)); + this.z = Math.max(minVal, Math.min(maxVal, this.z)); return this; + } - }, + clampLength(min, max) { + const length = this.length(); + return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); + } - makeRotationFromQuaternion: function ( q ) { + floor() { + this.x = Math.floor(this.x); + this.y = Math.floor(this.y); + this.z = Math.floor(this.z); + return this; + } - var te = this.elements; + ceil() { + this.x = Math.ceil(this.x); + this.y = Math.ceil(this.y); + this.z = Math.ceil(this.z); + return this; + } - var x = q._x, y = q._y, z = q._z, w = q._w; - var x2 = x + x, y2 = y + y, z2 = z + z; - var xx = x * x2, xy = x * y2, xz = x * z2; - var yy = y * y2, yz = y * z2, zz = z * z2; - var wx = w * x2, wy = w * y2, wz = w * z2; + round() { + this.x = Math.round(this.x); + this.y = Math.round(this.y); + this.z = Math.round(this.z); + return this; + } - te[ 0 ] = 1 - ( yy + zz ); - te[ 4 ] = xy - wz; - te[ 8 ] = xz + wy; + roundToZero() { + this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x); + this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y); + this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z); + return this; + } - te[ 1 ] = xy + wz; - te[ 5 ] = 1 - ( xx + zz ); - te[ 9 ] = yz - wx; + negate() { + this.x = -this.x; + this.y = -this.y; + this.z = -this.z; + return this; + } - te[ 2 ] = xz - wy; - te[ 6 ] = yz + wx; - te[ 10 ] = 1 - ( xx + yy ); + dot(v) { + return this.x * v.x + this.y * v.y + this.z * v.z; + } // TODO lengthSquared? - // last column - te[ 3 ] = 0; - te[ 7 ] = 0; - te[ 11 ] = 0; - // bottom row - te[ 12 ] = 0; - te[ 13 ] = 0; - te[ 14 ] = 0; - te[ 15 ] = 1; + lengthSq() { + return this.x * this.x + this.y * this.y + this.z * this.z; + } - return this; + length() { + return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); + } - }, + manhattanLength() { + return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z); + } - lookAt: function () { + normalize() { + return this.divideScalar(this.length() || 1); + } - var x = new Vector3(); - var y = new Vector3(); - var z = new Vector3(); + setLength(length) { + return this.normalize().multiplyScalar(length); + } - return function lookAt( eye, target, up ) { + lerp(v, alpha) { + this.x += (v.x - this.x) * alpha; + this.y += (v.y - this.y) * alpha; + this.z += (v.z - this.z) * alpha; + return this; + } - var te = this.elements; + lerpVectors(v1, v2, alpha) { + this.x = v1.x + (v2.x - v1.x) * alpha; + this.y = v1.y + (v2.y - v1.y) * alpha; + this.z = v1.z + (v2.z - v1.z) * alpha; + return this; + } - z.subVectors( eye, target ); + cross(v, w) { + if (w !== undefined) { + console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.'); + return this.crossVectors(v, w); + } - if ( z.lengthSq() === 0 ) { + return this.crossVectors(this, v); + } - // eye and target are in the same position + crossVectors(a, b) { + const ax = a.x, + ay = a.y, + az = a.z; + const bx = b.x, + by = b.y, + bz = b.z; + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + return this; + } - z.z = 1; + projectOnVector(v) { + const denominator = v.lengthSq(); + if (denominator === 0) return this.set(0, 0, 0); + const scalar = v.dot(this) / denominator; + return this.copy(v).multiplyScalar(scalar); + } - } + projectOnPlane(planeNormal) { + _vector$c.copy(this).projectOnVector(planeNormal); - z.normalize(); - x.crossVectors( up, z ); + return this.sub(_vector$c); + } - if ( x.lengthSq() === 0 ) { + reflect(normal) { + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal))); + } - // up and z are parallel + angleTo(v) { + const denominator = Math.sqrt(this.lengthSq() * v.lengthSq()); + if (denominator === 0) return Math.PI / 2; + const theta = this.dot(v) / denominator; // clamp, to handle numerical problems - if ( Math.abs( up.z ) === 1 ) { + return Math.acos(clamp(theta, -1, 1)); + } - z.x += 0.0001; + distanceTo(v) { + return Math.sqrt(this.distanceToSquared(v)); + } - } else { + distanceToSquared(v) { + const dx = this.x - v.x, + dy = this.y - v.y, + dz = this.z - v.z; + return dx * dx + dy * dy + dz * dz; + } - z.z += 0.0001; + manhattanDistanceTo(v) { + return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z); + } - } + setFromSpherical(s) { + return this.setFromSphericalCoords(s.radius, s.phi, s.theta); + } - z.normalize(); - x.crossVectors( up, z ); + setFromSphericalCoords(radius, phi, theta) { + const sinPhiRadius = Math.sin(phi) * radius; + this.x = sinPhiRadius * Math.sin(theta); + this.y = Math.cos(phi) * radius; + this.z = sinPhiRadius * Math.cos(theta); + return this; + } - } + setFromCylindrical(c) { + return this.setFromCylindricalCoords(c.radius, c.theta, c.y); + } - x.normalize(); - y.crossVectors( z, x ); + setFromCylindricalCoords(radius, theta, y) { + this.x = radius * Math.sin(theta); + this.y = y; + this.z = radius * Math.cos(theta); + return this; + } - te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x; - te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y; - te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z; + setFromMatrixPosition(m) { + const e = m.elements; + this.x = e[12]; + this.y = e[13]; + this.z = e[14]; + return this; + } - return this; + setFromMatrixScale(m) { + const sx = this.setFromMatrixColumn(m, 0).length(); + const sy = this.setFromMatrixColumn(m, 1).length(); + const sz = this.setFromMatrixColumn(m, 2).length(); + this.x = sx; + this.y = sy; + this.z = sz; + return this; + } - }; + setFromMatrixColumn(m, index) { + return this.fromArray(m.elements, index * 4); + } - }(), + setFromMatrix3Column(m, index) { + return this.fromArray(m.elements, index * 3); + } - multiply: function ( m, n ) { + equals(v) { + return v.x === this.x && v.y === this.y && v.z === this.z; + } - if ( n !== undefined ) { + fromArray(array, offset = 0) { + this.x = array[offset]; + this.y = array[offset + 1]; + this.z = array[offset + 2]; + return this; + } - console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' ); - return this.multiplyMatrices( m, n ); + toArray(array = [], offset = 0) { + array[offset] = this.x; + array[offset + 1] = this.y; + array[offset + 2] = this.z; + return array; + } + fromBufferAttribute(attribute, index, offset) { + if (offset !== undefined) { + console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().'); } - return this.multiplyMatrices( this, m ); + this.x = attribute.getX(index); + this.y = attribute.getY(index); + this.z = attribute.getZ(index); + return this; + } - }, + random() { + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + return this; + } - premultiply: function ( m ) { + } - return this.multiplyMatrices( m, this ); + Vector3.prototype.isVector3 = true; - }, + const _vector$c = /*@__PURE__*/new Vector3(); - multiplyMatrices: function ( a, b ) { + const _quaternion$4 = /*@__PURE__*/new Quaternion(); - var ae = a.elements; - var be = b.elements; - var te = this.elements; + class Box3 { + constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) { + this.min = min; + this.max = max; + } - var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; - var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; - var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; - var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + set(min, max) { + this.min.copy(min); + this.max.copy(max); + return this; + } - var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; - var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; - var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; - var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + setFromArray(array) { + let minX = +Infinity; + let minY = +Infinity; + let minZ = +Infinity; + let maxX = -Infinity; + let maxY = -Infinity; + let maxZ = -Infinity; - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; - te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; - te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; - te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + for (let i = 0, l = array.length; i < l; i += 3) { + const x = array[i]; + const y = array[i + 1]; + const z = array[i + 2]; + if (x < minX) minX = x; + if (y < minY) minY = y; + if (z < minZ) minZ = z; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; + if (z > maxZ) maxZ = z; + } - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; - te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; - te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; - te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + this.min.set(minX, minY, minZ); + this.max.set(maxX, maxY, maxZ); + return this; + } - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; - te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; - te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; - te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + setFromBufferAttribute(attribute) { + let minX = +Infinity; + let minY = +Infinity; + let minZ = +Infinity; + let maxX = -Infinity; + let maxY = -Infinity; + let maxZ = -Infinity; - te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; - te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; - te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; - te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + for (let i = 0, l = attribute.count; i < l; i++) { + const x = attribute.getX(i); + const y = attribute.getY(i); + const z = attribute.getZ(i); + if (x < minX) minX = x; + if (y < minY) minY = y; + if (z < minZ) minZ = z; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; + if (z > maxZ) maxZ = z; + } + this.min.set(minX, minY, minZ); + this.max.set(maxX, maxY, maxZ); return this; + } - }, + setFromPoints(points) { + this.makeEmpty(); + + for (let i = 0, il = points.length; i < il; i++) { + this.expandByPoint(points[i]); + } + + return this; + } - multiplyScalar: function ( s ) { + setFromCenterAndSize(center, size) { + const halfSize = _vector$b.copy(size).multiplyScalar(0.5); - var te = this.elements; + this.min.copy(center).sub(halfSize); + this.max.copy(center).add(halfSize); + return this; + } + + setFromObject(object) { + this.makeEmpty(); + return this.expandByObject(object); + } - te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; - te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; - te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; - te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + clone() { + return new this.constructor().copy(this); + } + copy(box) { + this.min.copy(box.min); + this.max.copy(box.max); return this; + } - }, + makeEmpty() { + this.min.x = this.min.y = this.min.z = +Infinity; + this.max.x = this.max.y = this.max.z = -Infinity; + return this; + } - applyToBufferAttribute: function () { + isEmpty() { + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z; + } - var v1 = new Vector3(); + getCenter(target) { + return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5); + } - return function applyToBufferAttribute( attribute ) { + getSize(target) { + return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min); + } - for ( var i = 0, l = attribute.count; i < l; i ++ ) { + expandByPoint(point) { + this.min.min(point); + this.max.max(point); + return this; + } - v1.x = attribute.getX( i ); - v1.y = attribute.getY( i ); - v1.z = attribute.getZ( i ); + expandByVector(vector) { + this.min.sub(vector); + this.max.add(vector); + return this; + } - v1.applyMatrix4( this ); + expandByScalar(scalar) { + this.min.addScalar(-scalar); + this.max.addScalar(scalar); + return this; + } - attribute.setXYZ( i, v1.x, v1.y, v1.z ); + expandByObject(object) { + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + object.updateWorldMatrix(false, false); + const geometry = object.geometry; + if (geometry !== undefined) { + if (geometry.boundingBox === null) { + geometry.computeBoundingBox(); } - return attribute; + _box$3.copy(geometry.boundingBox); - }; + _box$3.applyMatrix4(object.matrixWorld); - }(), + this.union(_box$3); + } - determinant: function () { + const children = object.children; - var te = this.elements; + for (let i = 0, l = children.length; i < l; i++) { + this.expandByObject(children[i]); + } - var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; - var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; - var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; - var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + return this; + } - //TODO: make this more efficient - //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + containsPoint(point) { + return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true; + } - return ( - n41 * ( - + n14 * n23 * n32 - - n13 * n24 * n32 - - n14 * n22 * n33 - + n12 * n24 * n33 - + n13 * n22 * n34 - - n12 * n23 * n34 - ) + - n42 * ( - + n11 * n23 * n34 - - n11 * n24 * n33 - + n14 * n21 * n33 - - n13 * n21 * n34 - + n13 * n24 * n31 - - n14 * n23 * n31 - ) + - n43 * ( - + n11 * n24 * n32 - - n11 * n22 * n34 - - n14 * n21 * n32 - + n12 * n21 * n34 - + n14 * n22 * n31 - - n12 * n24 * n31 - ) + - n44 * ( - - n13 * n22 * n31 - - n11 * n23 * n32 - + n11 * n22 * n33 - + n13 * n21 * n32 - - n12 * n21 * n33 - + n12 * n23 * n31 - ) - - ); + containsBox(box) { + return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z; + } - }, + getParameter(point, target) { + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z)); + } - transpose: function () { + intersectsBox(box) { + // using 6 splitting planes to rule out intersections. + return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + } - var te = this.elements; - var tmp; + intersectsSphere(sphere) { + // Find the point on the AABB closest to the sphere center. + this.clampPoint(sphere.center, _vector$b); // If that point is inside the sphere, the AABB and sphere intersect. - tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; - tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; - tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius; + } - tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; - tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; - tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + intersectsPlane(plane) { + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + let min, max; - return this; + if (plane.normal.x > 0) { + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + } else { + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + } - }, + if (plane.normal.y > 0) { + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + } else { + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + } - setPosition: function ( v ) { + if (plane.normal.z > 0) { + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + } else { + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + } - var te = this.elements; + return min <= -plane.constant && max >= -plane.constant; + } - te[ 12 ] = v.x; - te[ 13 ] = v.y; - te[ 14 ] = v.z; + intersectsTriangle(triangle) { + if (this.isEmpty()) { + return false; + } // compute box center and extents - return this; - }, + this.getCenter(_center); - getInverse: function ( m, throwOnDegenerate ) { + _extents.subVectors(this.max, _center); // translate triangle to aabb origin - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - var te = this.elements, - me = m.elements, - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], - n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], - n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], - n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + _v0$2.subVectors(triangle.a, _center); - t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + _v1$7.subVectors(triangle.b, _center); - var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + _v2$3.subVectors(triangle.c, _center); // compute edge vectors for triangle - if ( det === 0 ) { - var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0"; + _f0.subVectors(_v1$7, _v0$2); - if ( throwOnDegenerate === true ) { + _f1.subVectors(_v2$3, _v1$7); - throw new Error( msg ); + _f2.subVectors(_v0$2, _v2$3); // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb + // 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 + // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) - } else { - console.warn( msg ); + let axes = [0, -_f0.z, _f0.y, 0, -_f1.z, _f1.y, 0, -_f2.z, _f2.y, _f0.z, 0, -_f0.x, _f1.z, 0, -_f1.x, _f2.z, 0, -_f2.x, -_f0.y, _f0.x, 0, -_f1.y, _f1.x, 0, -_f2.y, _f2.x, 0]; - } + if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) { + return false; + } // test 3 face normals from the aabb - return this.identity(); - } + axes = [1, 0, 0, 0, 1, 0, 0, 0, 1]; - var detInv = 1 / det; + if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) { + return false; + } // finally testing the face normal of the triangle + // use already existing triangle edge vectors here - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; - te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; - te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; - te[ 4 ] = t12 * detInv; - te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; - te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; - te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + _triangleNormal.crossVectors(_f0, _f1); - te[ 8 ] = t13 * detInv; - te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; - te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; - te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z]; + return satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents); + } - te[ 12 ] = t14 * detInv; - te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; - te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; - te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + clampPoint(point, target) { + return target.copy(point).clamp(this.min, this.max); + } - return this; + distanceToPoint(point) { + const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max); - }, + return clampedPoint.sub(point).length(); + } - scale: function ( v ) { + getBoundingSphere(target) { + this.getCenter(target.center); + target.radius = this.getSize(_vector$b).length() * 0.5; + return target; + } - var te = this.elements; - var x = v.x, y = v.y, z = v.z; + intersect(box) { + this.min.max(box.min); + this.max.min(box.max); // 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. - te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; - te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; - te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; - te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + if (this.isEmpty()) this.makeEmpty(); + return this; + } + union(box) { + this.min.min(box.min); + this.max.max(box.max); return this; + } - }, + applyMatrix4(matrix) { + // transform of empty box is an empty box. + if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below - getMaxScaleOnAxis: function () { + _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000 - var te = this.elements; - var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; - var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; - var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001 - return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); - }, + _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010 - makeTranslation: function ( x, y, z ) { - this.set( + _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011 - 1, 0, 0, x, - 0, 1, 0, y, - 0, 0, 1, z, - 0, 0, 0, 1 - ); + _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100 - return this; - }, + _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101 - makeRotationX: function ( theta ) { - var c = Math.cos( theta ), s = Math.sin( theta ); + _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110 - this.set( - 1, 0, 0, 0, - 0, c, - s, 0, - 0, s, c, 0, - 0, 0, 0, 1 + _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111 - ); + this.setFromPoints(_points); return this; + } - }, + translate(offset) { + this.min.add(offset); + this.max.add(offset); + return this; + } - makeRotationY: function ( theta ) { + equals(box) { + return box.min.equals(this.min) && box.max.equals(this.max); + } - var c = Math.cos( theta ), s = Math.sin( theta ); + } - this.set( + Box3.prototype.isBox3 = true; + const _points = [/*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3(), /*@__PURE__*/new Vector3()]; - c, 0, s, 0, - 0, 1, 0, 0, - - s, 0, c, 0, - 0, 0, 0, 1 + const _vector$b = /*@__PURE__*/new Vector3(); - ); + const _box$3 = /*@__PURE__*/new Box3(); // triangle centered vertices - return this; - }, + const _v0$2 = /*@__PURE__*/new Vector3(); - makeRotationZ: function ( theta ) { + const _v1$7 = /*@__PURE__*/new Vector3(); - var c = Math.cos( theta ), s = Math.sin( theta ); + const _v2$3 = /*@__PURE__*/new Vector3(); // triangle edge vectors - this.set( - c, - s, 0, 0, - s, c, 0, 0, - 0, 0, 1, 0, - 0, 0, 0, 1 + const _f0 = /*@__PURE__*/new Vector3(); - ); + const _f1 = /*@__PURE__*/new Vector3(); - return this; + const _f2 = /*@__PURE__*/new Vector3(); - }, + const _center = /*@__PURE__*/new Vector3(); - makeRotationAxis: function ( axis, angle ) { + const _extents = /*@__PURE__*/new Vector3(); - // Based on http://www.gamedev.net/reference/articles/article1199.asp + const _triangleNormal = /*@__PURE__*/new Vector3(); - var c = Math.cos( angle ); - var s = Math.sin( angle ); - var t = 1 - c; - var x = axis.x, y = axis.y, z = axis.z; - var tx = t * x, ty = t * y; + const _testAxis = /*@__PURE__*/new Vector3(); - this.set( + function satForAxes(axes, v0, v1, v2, extents) { + for (let i = 0, j = axes.length - 3; i <= j; i += 3) { + _testAxis.fromArray(axes, i); // project the aabb onto the seperating axis - tx * x + c, tx * y - s * z, tx * z + s * y, 0, - tx * y + s * z, ty * y + c, ty * z - s * x, 0, - tx * z - s * y, ty * z + s * x, t * z * z + c, 0, - 0, 0, 0, 1 - ); + const r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z); // project all 3 vertices of the triangle onto the seperating axis - return this; + const p0 = v0.dot(_testAxis); + const p1 = v1.dot(_testAxis); + const p2 = v2.dot(_testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r - }, + if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) { + // points of the projected triangle are outside the projected half-length of the aabb + // the axis is seperating and we can exit + return false; + } + } + + return true; + } - makeScale: function ( x, y, z ) { + const _box$2 = /*@__PURE__*/new Box3(); - this.set( + const _v1$6 = /*@__PURE__*/new Vector3(); - x, 0, 0, 0, - 0, y, 0, 0, - 0, 0, z, 0, - 0, 0, 0, 1 + const _toFarthestPoint = /*@__PURE__*/new Vector3(); - ); + const _toPoint = /*@__PURE__*/new Vector3(); - return this; + class Sphere { + constructor(center = new Vector3(), radius = -1) { + this.center = center; + this.radius = radius; + } - }, + set(center, radius) { + this.center.copy(center); + this.radius = radius; + return this; + } - makeShear: function ( x, y, z ) { + setFromPoints(points, optionalCenter) { + const center = this.center; - this.set( + if (optionalCenter !== undefined) { + center.copy(optionalCenter); + } else { + _box$2.setFromPoints(points).getCenter(center); + } - 1, y, z, 0, - x, 1, z, 0, - x, y, 1, 0, - 0, 0, 0, 1 + let maxRadiusSq = 0; - ); + for (let i = 0, il = points.length; i < il; i++) { + maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i])); + } + this.radius = Math.sqrt(maxRadiusSq); return this; + } - }, - - compose: function ( position, quaternion, scale ) { + copy(sphere) { + this.center.copy(sphere.center); + this.radius = sphere.radius; + return this; + } - this.makeRotationFromQuaternion( quaternion ); - this.scale( scale ); - this.setPosition( position ); + isEmpty() { + return this.radius < 0; + } + makeEmpty() { + this.center.set(0, 0, 0); + this.radius = -1; return this; + } - }, - - decompose: function () { + containsPoint(point) { + return point.distanceToSquared(this.center) <= this.radius * this.radius; + } - var vector = new Vector3(); - var matrix = new Matrix4(); + distanceToPoint(point) { + return point.distanceTo(this.center) - this.radius; + } - return function decompose( position, quaternion, scale ) { + intersectsSphere(sphere) { + const radiusSum = this.radius + sphere.radius; + return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum; + } - var te = this.elements; + intersectsBox(box) { + return box.intersectsSphere(this); + } - var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); - var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); - var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + intersectsPlane(plane) { + return Math.abs(plane.distanceToPoint(this.center)) <= this.radius; + } - // if determine is negative, we need to invert one scale - var det = this.determinant(); - if ( det < 0 ) sx = - sx; + clampPoint(point, target) { + const deltaLengthSq = this.center.distanceToSquared(point); + target.copy(point); - position.x = te[ 12 ]; - position.y = te[ 13 ]; - position.z = te[ 14 ]; + if (deltaLengthSq > this.radius * this.radius) { + target.sub(this.center).normalize(); + target.multiplyScalar(this.radius).add(this.center); + } - // scale the rotation part - matrix.copy( this ); + return target; + } - var invSX = 1 / sx; - var invSY = 1 / sy; - var invSZ = 1 / sz; + getBoundingBox(target) { + if (this.isEmpty()) { + // Empty sphere produces empty bounding box + target.makeEmpty(); + return target; + } - matrix.elements[ 0 ] *= invSX; - matrix.elements[ 1 ] *= invSX; - matrix.elements[ 2 ] *= invSX; + target.set(this.center, this.center); + target.expandByScalar(this.radius); + return target; + } - matrix.elements[ 4 ] *= invSY; - matrix.elements[ 5 ] *= invSY; - matrix.elements[ 6 ] *= invSY; + applyMatrix4(matrix) { + this.center.applyMatrix4(matrix); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + return this; + } - matrix.elements[ 8 ] *= invSZ; - matrix.elements[ 9 ] *= invSZ; - matrix.elements[ 10 ] *= invSZ; + translate(offset) { + this.center.add(offset); + return this; + } - quaternion.setFromRotationMatrix( matrix ); + expandByPoint(point) { + // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671 + _toPoint.subVectors(point, this.center); - scale.x = sx; - scale.y = sy; - scale.z = sz; + const lengthSq = _toPoint.lengthSq(); - return this; + if (lengthSq > this.radius * this.radius) { + const length = Math.sqrt(lengthSq); + const missingRadiusHalf = (length - this.radius) * 0.5; // Nudge this sphere towards the target point. Add half the missing distance to radius, + // and the other half to position. This gives a tighter enclosure, instead of if + // the whole missing distance were just added to radius. - }; + this.center.add(_toPoint.multiplyScalar(missingRadiusHalf / length)); + this.radius += missingRadiusHalf; + } - }(), + return this; + } - makePerspective: function ( left, right, top, bottom, near, far ) { + union(sphere) { + // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769 + // To enclose another sphere into this sphere, we only need to enclose two points: + // 1) Enclose the farthest point on the other sphere into this sphere. + // 2) Enclose the opposite point of the farthest point into this sphere. + _toFarthestPoint.subVectors(sphere.center, this.center).normalize().multiplyScalar(sphere.radius); - if ( far === undefined ) { + this.expandByPoint(_v1$6.copy(sphere.center).add(_toFarthestPoint)); + this.expandByPoint(_v1$6.copy(sphere.center).sub(_toFarthestPoint)); + return this; + } - console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' ); + equals(sphere) { + return sphere.center.equals(this.center) && sphere.radius === this.radius; + } - } + clone() { + return new this.constructor().copy(this); + } - var te = this.elements; - var x = 2 * near / ( right - left ); - var y = 2 * near / ( top - bottom ); + } - var a = ( right + left ) / ( right - left ); - var b = ( top + bottom ) / ( top - bottom ); - var c = - ( far + near ) / ( far - near ); - var d = - 2 * far * near / ( far - near ); + const _vector$a = /*@__PURE__*/new Vector3(); - te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; - te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; - te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; + const _segCenter = /*@__PURE__*/new Vector3(); - return this; + const _segDir = /*@__PURE__*/new Vector3(); - }, + const _diff = /*@__PURE__*/new Vector3(); - makeOrthographic: function ( left, right, top, bottom, near, far ) { + const _edge1 = /*@__PURE__*/new Vector3(); - var te = this.elements; - var w = 1.0 / ( right - left ); - var h = 1.0 / ( top - bottom ); - var p = 1.0 / ( far - near ); + const _edge2 = /*@__PURE__*/new Vector3(); - var x = ( right + left ) * w; - var y = ( top + bottom ) * h; - var z = ( far + near ) * p; + const _normal$1 = /*@__PURE__*/new Vector3(); - te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; - te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; - te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z; - te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + class Ray { + constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) { + this.origin = origin; + this.direction = direction; + } + set(origin, direction) { + this.origin.copy(origin); + this.direction.copy(direction); return this; + } - }, + copy(ray) { + this.origin.copy(ray.origin); + this.direction.copy(ray.direction); + return this; + } - equals: function ( matrix ) { + at(t, target) { + return target.copy(this.direction).multiplyScalar(t).add(this.origin); + } - var te = this.elements; - var me = matrix.elements; + lookAt(v) { + this.direction.copy(v).sub(this.origin).normalize(); + return this; + } - for ( var i = 0; i < 16; i ++ ) { + recast(t) { + this.origin.copy(this.at(t, _vector$a)); + return this; + } - if ( te[ i ] !== me[ i ] ) return false; + closestPointToPoint(point, target) { + target.subVectors(point, this.origin); + const directionDistance = target.dot(this.direction); + if (directionDistance < 0) { + return target.copy(this.origin); } - return true; + return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin); + } - }, + distanceToPoint(point) { + return Math.sqrt(this.distanceSqToPoint(point)); + } - fromArray: function ( array, offset ) { + distanceSqToPoint(point) { + const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction); // point behind the ray - if ( offset === undefined ) offset = 0; - for ( var i = 0; i < 16; i ++ ) { + if (directionDistance < 0) { + return this.origin.distanceToSquared(point); + } - this.elements[ i ] = array[ i + offset ]; + _vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin); - } + return _vector$a.distanceToSquared(point); + } - return this; + distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) { + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + _segCenter.copy(v0).add(v1).multiplyScalar(0.5); - }, + _segDir.copy(v1).sub(v0).normalize(); - toArray: function ( array, offset ) { + _diff.copy(this.origin).sub(_segCenter); - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + const segExtent = v0.distanceTo(v1) * 0.5; + const a01 = -this.direction.dot(_segDir); - var te = this.elements; + const b0 = _diff.dot(this.direction); - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; - array[ offset + 3 ] = te[ 3 ]; + const b1 = -_diff.dot(_segDir); - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; + const c = _diff.lengthSq(); - array[ offset + 8 ] = te[ 8 ]; - array[ offset + 9 ] = te[ 9 ]; - array[ offset + 10 ] = te[ 10 ]; - array[ offset + 11 ] = te[ 11 ]; + const det = Math.abs(1 - a01 * a01); + let s0, s1, sqrDist, extDet; - array[ offset + 12 ] = te[ 12 ]; - array[ offset + 13 ] = te[ 13 ]; - array[ offset + 14 ] = te[ 14 ]; - array[ offset + 15 ] = te[ 15 ]; + if (det > 0) { + // The ray and segment are not parallel. + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; - return array; + if (s0 >= 0) { + if (s1 >= -extDet) { + if (s1 <= extDet) { + // region 0 + // Minimum at interior points of ray and segment. + const invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c; + } else { + // region 1 + s1 = segExtent; + s0 = Math.max(0, -(a01 * s1 + b0)); + sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; + } + } else { + // region 5 + s1 = -segExtent; + s0 = Math.max(0, -(a01 * s1 + b0)); + sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; + } + } else { + if (s1 <= -extDet) { + // region 4 + s0 = Math.max(0, -(-a01 * segExtent + b0)); + s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent); + sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; + } else if (s1 <= extDet) { + // region 3 + s0 = 0; + s1 = Math.min(Math.max(-segExtent, -b1), segExtent); + sqrDist = s1 * (s1 + 2 * b1) + c; + } else { + // region 2 + s0 = Math.max(0, -(a01 * segExtent + b0)); + s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent); + sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; + } + } + } else { + // Ray and segment are parallel. + s1 = a01 > 0 ? -segExtent : segExtent; + s0 = Math.max(0, -(a01 * s1 + b0)); + sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c; + } + + if (optionalPointOnRay) { + optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin); + } + + if (optionalPointOnSegment) { + optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter); + } + return sqrDist; } - } ); + intersectSphere(sphere, target) { + _vector$a.subVectors(sphere.center, this.origin); - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ + const tca = _vector$a.dot(this.direction); - function Quaternion( x, y, z, w ) { + const d2 = _vector$a.dot(_vector$a) - tca * tca; + const radius2 = sphere.radius * sphere.radius; + if (d2 > radius2) return null; + const thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._w = ( w !== undefined ) ? w : 1; + const t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere - } + const t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null - Object.assign( Quaternion, { + if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. - slerp: function ( qa, qb, qm, t ) { + if (t0 < 0) return this.at(t1, target); // else t0 is in front of the ray, so return the first collision point scaled by t0 - return qm.copy( qa ).slerp( qb, t ); + return this.at(t0, target); + } - }, + intersectsSphere(sphere) { + return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius; + } - slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + distanceToPlane(plane) { + const denominator = plane.normal.dot(this.direction); - // fuzz-free, array-based Quaternion SLERP operation + if (denominator === 0) { + // line is coplanar, return origin + if (plane.distanceToPoint(this.origin) === 0) { + return 0; + } // Null is preferable to undefined since undefined means.... it is undefined + + + return null; + } - var x0 = src0[ srcOffset0 + 0 ], - y0 = src0[ srcOffset0 + 1 ], - z0 = src0[ srcOffset0 + 2 ], - w0 = src0[ srcOffset0 + 3 ], + const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane - x1 = src1[ srcOffset1 + 0 ], - y1 = src1[ srcOffset1 + 1 ], - z1 = src1[ srcOffset1 + 2 ], - w1 = src1[ srcOffset1 + 3 ]; + return t >= 0 ? t : null; + } - if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + intersectPlane(plane, target) { + const t = this.distanceToPlane(plane); - var s = 1 - t, + if (t === null) { + return null; + } - cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + return this.at(t, target); + } - dir = ( cos >= 0 ? 1 : - 1 ), - sqrSin = 1 - cos * cos; + intersectsPlane(plane) { + // check if the ray lies on the plane first + const distToPoint = plane.distanceToPoint(this.origin); - // Skip the Slerp for tiny steps to avoid numeric problems: - if ( sqrSin > Number.EPSILON ) { + if (distToPoint === 0) { + return true; + } - var sin = Math.sqrt( sqrSin ), - len = Math.atan2( sin, cos * dir ); + const denominator = plane.normal.dot(this.direction); - s = Math.sin( s * len ) / sin; - t = Math.sin( t * len ) / sin; + if (denominator * distToPoint < 0) { + return true; + } // ray origin is behind the plane (and is pointing behind it) - } - var tDir = t * dir; + return false; + } - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; + intersectBox(box, target) { + let tmin, tmax, tymin, tymax, tzmin, tzmax; + const invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + const origin = this.origin; - // Normalize in case we just did a lerp: - if ( s === 1 - t ) { + if (invdirx >= 0) { + tmin = (box.min.x - origin.x) * invdirx; + tmax = (box.max.x - origin.x) * invdirx; + } else { + tmin = (box.max.x - origin.x) * invdirx; + tmax = (box.min.x - origin.x) * invdirx; + } - var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + if (invdiry >= 0) { + tymin = (box.min.y - origin.y) * invdiry; + tymax = (box.max.y - origin.y) * invdiry; + } else { + tymin = (box.max.y - origin.y) * invdiry; + tymax = (box.min.y - origin.y) * invdiry; + } - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; + if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN + // (result of 0 * Infinity). x !== x returns true if x is NaN - } + if (tymin > tmin || tmin !== tmin) tmin = tymin; + if (tymax < tmax || tmax !== tmax) tmax = tymax; + if (invdirz >= 0) { + tzmin = (box.min.z - origin.z) * invdirz; + tzmax = (box.max.z - origin.z) * invdirz; + } else { + tzmin = (box.max.z - origin.z) * invdirz; + tzmax = (box.min.z - origin.z) * invdirz; } - dst[ dstOffset ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; + if (tmin > tzmax || tzmin > tmax) return null; + if (tzmin > tmin || tmin !== tmin) tmin = tzmin; + if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side) + if (tmax < 0) return null; + return this.at(tmin >= 0 ? tmin : tmax, target); } - } ); + intersectsBox(box) { + return this.intersectBox(box, _vector$a) !== null; + } - Object.defineProperties( Quaternion.prototype, { + intersectTriangle(a, b, c, backfaceCulling, target) { + // Compute the offset origin, edges, and normal. + // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + _edge1.subVectors(b, a); - x: { + _edge2.subVectors(c, a); - get: function () { + _normal$1.crossVectors(_edge1, _edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) - return this._x; - }, + let DdN = this.direction.dot(_normal$1); + let sign; - set: function ( value ) { + if (DdN > 0) { + if (backfaceCulling) return null; + sign = 1; + } else if (DdN < 0) { + sign = -1; + DdN = -DdN; + } else { + return null; + } + + _diff.subVectors(this.origin, a); - this._x = value; - this.onChangeCallback(); + const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection + if (DdQxE2 < 0) { + return null; } - }, + const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection - y: { + if (DdE1xQ < 0) { + return null; + } // b1+b2 > 1, no intersection - get: function () { - return this._y; + if (DdQxE2 + DdE1xQ > DdN) { + return null; + } // Line intersects triangle, check if ray does. - }, - set: function ( value ) { + const QdN = -sign * _diff.dot(_normal$1); // t < 0, no intersection - this._y = value; - this.onChangeCallback(); - } + if (QdN < 0) { + return null; + } // Ray intersects triangle. - }, - z: { + return this.at(QdN / DdN, target); + } - get: function () { + applyMatrix4(matrix4) { + this.origin.applyMatrix4(matrix4); + this.direction.transformDirection(matrix4); + return this; + } - return this._z; + equals(ray) { + return ray.origin.equals(this.origin) && ray.direction.equals(this.direction); + } - }, + clone() { + return new this.constructor().copy(this); + } - set: function ( value ) { + } - this._z = value; - this.onChangeCallback(); + class Matrix4 { + constructor() { + this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; + if (arguments.length > 0) { + console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.'); } + } - }, + set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) { + const te = this.elements; + te[0] = n11; + te[4] = n12; + te[8] = n13; + te[12] = n14; + te[1] = n21; + te[5] = n22; + te[9] = n23; + te[13] = n24; + te[2] = n31; + te[6] = n32; + te[10] = n33; + te[14] = n34; + te[3] = n41; + te[7] = n42; + te[11] = n43; + te[15] = n44; + return this; + } - w: { + identity() { + this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); + return this; + } - get: function () { + clone() { + return new Matrix4().fromArray(this.elements); + } - return this._w; + copy(m) { + const te = this.elements; + const me = m.elements; + te[0] = me[0]; + te[1] = me[1]; + te[2] = me[2]; + te[3] = me[3]; + te[4] = me[4]; + te[5] = me[5]; + te[6] = me[6]; + te[7] = me[7]; + te[8] = me[8]; + te[9] = me[9]; + te[10] = me[10]; + te[11] = me[11]; + te[12] = me[12]; + te[13] = me[13]; + te[14] = me[14]; + te[15] = me[15]; + return this; + } - }, + copyPosition(m) { + const te = this.elements, + me = m.elements; + te[12] = me[12]; + te[13] = me[13]; + te[14] = me[14]; + return this; + } - set: function ( value ) { + setFromMatrix3(m) { + const me = m.elements; + this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1); + return this; + } - this._w = value; - this.onChangeCallback(); + extractBasis(xAxis, yAxis, zAxis) { + xAxis.setFromMatrixColumn(this, 0); + yAxis.setFromMatrixColumn(this, 1); + zAxis.setFromMatrixColumn(this, 2); + return this; + } + + makeBasis(xAxis, yAxis, zAxis) { + this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1); + return this; + } + + extractRotation(m) { + // this method does not support reflection matrices + const te = this.elements; + const me = m.elements; + + const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length(); + + const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length(); + + const scaleZ = 1 / _v1$5.setFromMatrixColumn(m, 2).length(); + + te[0] = me[0] * scaleX; + te[1] = me[1] * scaleX; + te[2] = me[2] * scaleX; + te[3] = 0; + te[4] = me[4] * scaleY; + te[5] = me[5] * scaleY; + te[6] = me[6] * scaleY; + te[7] = 0; + te[8] = me[8] * scaleZ; + te[9] = me[9] * scaleZ; + te[10] = me[10] * scaleZ; + te[11] = 0; + te[12] = 0; + te[13] = 0; + te[14] = 0; + te[15] = 1; + return this; + } + + makeRotationFromEuler(euler) { + if (!(euler && euler.isEuler)) { + console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.'); + } + + const te = this.elements; + const x = euler.x, + y = euler.y, + z = euler.z; + const a = Math.cos(x), + b = Math.sin(x); + const c = Math.cos(y), + d = Math.sin(y); + const e = Math.cos(z), + f = Math.sin(z); + + if (euler.order === 'XYZ') { + const ae = a * e, + af = a * f, + be = b * e, + bf = b * f; + te[0] = c * e; + te[4] = -c * f; + te[8] = d; + te[1] = af + be * d; + te[5] = ae - bf * d; + te[9] = -b * c; + te[2] = bf - ae * d; + te[6] = be + af * d; + te[10] = a * c; + } else if (euler.order === 'YXZ') { + const ce = c * e, + cf = c * f, + de = d * e, + df = d * f; + te[0] = ce + df * b; + te[4] = de * b - cf; + te[8] = a * d; + te[1] = a * f; + te[5] = a * e; + te[9] = -b; + te[2] = cf * b - de; + te[6] = df + ce * b; + te[10] = a * c; + } else if (euler.order === 'ZXY') { + const ce = c * e, + cf = c * f, + de = d * e, + df = d * f; + te[0] = ce - df * b; + te[4] = -a * f; + te[8] = de + cf * b; + te[1] = cf + de * b; + te[5] = a * e; + te[9] = df - ce * b; + te[2] = -a * d; + te[6] = b; + te[10] = a * c; + } else if (euler.order === 'ZYX') { + const ae = a * e, + af = a * f, + be = b * e, + bf = b * f; + te[0] = c * e; + te[4] = be * d - af; + te[8] = ae * d + bf; + te[1] = c * f; + te[5] = bf * d + ae; + te[9] = af * d - be; + te[2] = -d; + te[6] = b * c; + te[10] = a * c; + } else if (euler.order === 'YZX') { + const ac = a * c, + ad = a * d, + bc = b * c, + bd = b * d; + te[0] = c * e; + te[4] = bd - ac * f; + te[8] = bc * f + ad; + te[1] = f; + te[5] = a * e; + te[9] = -b * e; + te[2] = -d * e; + te[6] = ad * f + bc; + te[10] = ac - bd * f; + } else if (euler.order === 'XZY') { + const ac = a * c, + ad = a * d, + bc = b * c, + bd = b * d; + te[0] = c * e; + te[4] = -f; + te[8] = d * e; + te[1] = ac * f + bd; + te[5] = a * e; + te[9] = ad * f - bc; + te[2] = bc * f - ad; + te[6] = b * e; + te[10] = bd * f + ac; + } // bottom row + + + te[3] = 0; + te[7] = 0; + te[11] = 0; // last column + + te[12] = 0; + te[13] = 0; + te[14] = 0; + te[15] = 1; + return this; + } + + makeRotationFromQuaternion(q) { + return this.compose(_zero, q, _one); + } + + lookAt(eye, target, up) { + const te = this.elements; + + _z.subVectors(eye, target); + + if (_z.lengthSq() === 0) { + // eye and target are in the same position + _z.z = 1; + } + + _z.normalize(); + + _x.crossVectors(up, _z); + + if (_x.lengthSq() === 0) { + // up and z are parallel + if (Math.abs(up.z) === 1) { + _z.x += 0.0001; + } else { + _z.z += 0.0001; + } + + _z.normalize(); + + _x.crossVectors(up, _z); + } + + _x.normalize(); + + _y.crossVectors(_z, _x); + + te[0] = _x.x; + te[4] = _y.x; + te[8] = _z.x; + te[1] = _x.y; + te[5] = _y.y; + te[9] = _z.y; + te[2] = _x.z; + te[6] = _y.z; + te[10] = _z.z; + return this; + } + + multiply(m, n) { + if (n !== undefined) { + console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.'); + return this.multiplyMatrices(m, n); + } + + return this.multiplyMatrices(this, m); + } + + premultiply(m) { + return this.multiplyMatrices(m, this); + } + + multiplyMatrices(a, b) { + const ae = a.elements; + const be = b.elements; + const te = this.elements; + const a11 = ae[0], + a12 = ae[4], + a13 = ae[8], + a14 = ae[12]; + const a21 = ae[1], + a22 = ae[5], + a23 = ae[9], + a24 = ae[13]; + const a31 = ae[2], + a32 = ae[6], + a33 = ae[10], + a34 = ae[14]; + const a41 = ae[3], + a42 = ae[7], + a43 = ae[11], + a44 = ae[15]; + const b11 = be[0], + b12 = be[4], + b13 = be[8], + b14 = be[12]; + const b21 = be[1], + b22 = be[5], + b23 = be[9], + b24 = be[13]; + const b31 = be[2], + b32 = be[6], + b33 = be[10], + b34 = be[14]; + const b41 = be[3], + b42 = be[7], + b43 = be[11], + b44 = be[15]; + te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + return this; + } + + multiplyScalar(s) { + const te = this.elements; + te[0] *= s; + te[4] *= s; + te[8] *= s; + te[12] *= s; + te[1] *= s; + te[5] *= s; + te[9] *= s; + te[13] *= s; + te[2] *= s; + te[6] *= s; + te[10] *= s; + te[14] *= s; + te[3] *= s; + te[7] *= s; + te[11] *= s; + te[15] *= s; + return this; + } + + determinant() { + const te = this.elements; + const n11 = te[0], + n12 = te[4], + n13 = te[8], + n14 = te[12]; + const n21 = te[1], + n22 = te[5], + n23 = te[9], + n24 = te[13]; + const n31 = te[2], + n32 = te[6], + n33 = te[10], + n34 = te[14]; + const n41 = te[3], + n42 = te[7], + n43 = te[11], + n44 = te[15]; //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + return n41 * (+n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34) + n42 * (+n11 * n23 * n34 - n11 * n24 * n33 + n14 * n21 * n33 - n13 * n21 * n34 + n13 * n24 * n31 - n14 * n23 * n31) + n43 * (+n11 * n24 * n32 - n11 * n22 * n34 - n14 * n21 * n32 + n12 * n21 * n34 + n14 * n22 * n31 - n12 * n24 * n31) + n44 * (-n13 * n22 * n31 - n11 * n23 * n32 + n11 * n22 * n33 + n13 * n21 * n32 - n12 * n21 * n33 + n12 * n23 * n31); + } + + transpose() { + const te = this.elements; + let tmp; + tmp = te[1]; + te[1] = te[4]; + te[4] = tmp; + tmp = te[2]; + te[2] = te[8]; + te[8] = tmp; + tmp = te[6]; + te[6] = te[9]; + te[9] = tmp; + tmp = te[3]; + te[3] = te[12]; + te[12] = tmp; + tmp = te[7]; + te[7] = te[13]; + te[13] = tmp; + tmp = te[11]; + te[11] = te[14]; + te[14] = tmp; + return this; + } + + setPosition(x, y, z) { + const te = this.elements; + + if (x.isVector3) { + te[12] = x.x; + te[13] = x.y; + te[14] = x.z; + } else { + te[12] = x; + te[13] = y; + te[14] = z; } + return this; } - } ); + invert() { + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + const te = this.elements, + n11 = te[0], + n21 = te[1], + n31 = te[2], + n41 = te[3], + n12 = te[4], + n22 = te[5], + n32 = te[6], + n42 = te[7], + n13 = te[8], + n23 = te[9], + n33 = te[10], + n43 = te[11], + n14 = te[12], + n24 = te[13], + n34 = te[14], + n44 = te[15], + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); + const detInv = 1 / det; + te[0] = t11 * detInv; + te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv; + te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv; + te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv; + te[4] = t12 * detInv; + te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv; + te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv; + te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv; + te[8] = t13 * detInv; + te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv; + te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv; + te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv; + te[12] = t14 * detInv; + te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv; + te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv; + te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv; + return this; + } + + scale(v) { + const te = this.elements; + const x = v.x, + y = v.y, + z = v.z; + te[0] *= x; + te[4] *= y; + te[8] *= z; + te[1] *= x; + te[5] *= y; + te[9] *= z; + te[2] *= x; + te[6] *= y; + te[10] *= z; + te[3] *= x; + te[7] *= y; + te[11] *= z; + return this; + } + + getMaxScaleOnAxis() { + const te = this.elements; + const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2]; + const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6]; + const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10]; + return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq)); + } + + makeTranslation(x, y, z) { + this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1); + return this; + } + + makeRotationX(theta) { + const c = Math.cos(theta), + s = Math.sin(theta); + this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1); + return this; + } + + makeRotationY(theta) { + const c = Math.cos(theta), + s = Math.sin(theta); + this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1); + return this; + } + + makeRotationZ(theta) { + const c = Math.cos(theta), + s = Math.sin(theta); + this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); + return this; + } + + makeRotationAxis(axis, angle) { + // Based on http://www.gamedev.net/reference/articles/article1199.asp + const c = Math.cos(angle); + const s = Math.sin(angle); + const t = 1 - c; + const x = axis.x, + y = axis.y, + z = axis.z; + const tx = t * x, + ty = t * y; + this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1); + return this; + } + + makeScale(x, y, z) { + this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1); + return this; + } + + makeShear(xy, xz, yx, yz, zx, zy) { + this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1); + return this; + } + + compose(position, quaternion, scale) { + const te = this.elements; + const x = quaternion._x, + y = quaternion._y, + z = quaternion._z, + w = quaternion._w; + const x2 = x + x, + y2 = y + y, + z2 = z + z; + const xx = x * x2, + xy = x * y2, + xz = x * z2; + const yy = y * y2, + yz = y * z2, + zz = z * z2; + const wx = w * x2, + wy = w * y2, + wz = w * z2; + const sx = scale.x, + sy = scale.y, + sz = scale.z; + te[0] = (1 - (yy + zz)) * sx; + te[1] = (xy + wz) * sx; + te[2] = (xz - wy) * sx; + te[3] = 0; + te[4] = (xy - wz) * sy; + te[5] = (1 - (xx + zz)) * sy; + te[6] = (yz + wx) * sy; + te[7] = 0; + te[8] = (xz + wy) * sz; + te[9] = (yz - wx) * sz; + te[10] = (1 - (xx + yy)) * sz; + te[11] = 0; + te[12] = position.x; + te[13] = position.y; + te[14] = position.z; + te[15] = 1; + return this; + } + + decompose(position, quaternion, scale) { + const te = this.elements; + + let sx = _v1$5.set(te[0], te[1], te[2]).length(); + + const sy = _v1$5.set(te[4], te[5], te[6]).length(); + + const sz = _v1$5.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale + + + const det = this.determinant(); + if (det < 0) sx = -sx; + position.x = te[12]; + position.y = te[13]; + position.z = te[14]; // scale the rotation part + + _m1$2.copy(this); + + const invSX = 1 / sx; + const invSY = 1 / sy; + const invSZ = 1 / sz; + _m1$2.elements[0] *= invSX; + _m1$2.elements[1] *= invSX; + _m1$2.elements[2] *= invSX; + _m1$2.elements[4] *= invSY; + _m1$2.elements[5] *= invSY; + _m1$2.elements[6] *= invSY; + _m1$2.elements[8] *= invSZ; + _m1$2.elements[9] *= invSZ; + _m1$2.elements[10] *= invSZ; + quaternion.setFromRotationMatrix(_m1$2); + scale.x = sx; + scale.y = sy; + scale.z = sz; + return this; + } + + makePerspective(left, right, top, bottom, near, far) { + if (far === undefined) { + console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.'); + } + + const te = this.elements; + const x = 2 * near / (right - left); + const y = 2 * near / (top - bottom); + const a = (right + left) / (right - left); + const b = (top + bottom) / (top - bottom); + const c = -(far + near) / (far - near); + const d = -2 * far * near / (far - near); + te[0] = x; + te[4] = 0; + te[8] = a; + te[12] = 0; + te[1] = 0; + te[5] = y; + te[9] = b; + te[13] = 0; + te[2] = 0; + te[6] = 0; + te[10] = c; + te[14] = d; + te[3] = 0; + te[7] = 0; + te[11] = -1; + te[15] = 0; + return this; + } + + makeOrthographic(left, right, top, bottom, near, far) { + const te = this.elements; + const w = 1.0 / (right - left); + const h = 1.0 / (top - bottom); + const p = 1.0 / (far - near); + const x = (right + left) * w; + const y = (top + bottom) * h; + const z = (far + near) * p; + te[0] = 2 * w; + te[4] = 0; + te[8] = 0; + te[12] = -x; + te[1] = 0; + te[5] = 2 * h; + te[9] = 0; + te[13] = -y; + te[2] = 0; + te[6] = 0; + te[10] = -2 * p; + te[14] = -z; + te[3] = 0; + te[7] = 0; + te[11] = 0; + te[15] = 1; + return this; + } + + equals(matrix) { + const te = this.elements; + const me = matrix.elements; + + for (let i = 0; i < 16; i++) { + if (te[i] !== me[i]) return false; + } - Object.assign( Quaternion.prototype, { + return true; + } - set: function ( x, y, z, w ) { + fromArray(array, offset = 0) { + for (let i = 0; i < 16; i++) { + this.elements[i] = array[i + offset]; + } - this._x = x; - this._y = y; - this._z = z; - this._w = w; + return this; + } - this.onChangeCallback(); + toArray(array = [], offset = 0) { + const te = this.elements; + array[offset] = te[0]; + array[offset + 1] = te[1]; + array[offset + 2] = te[2]; + array[offset + 3] = te[3]; + array[offset + 4] = te[4]; + array[offset + 5] = te[5]; + array[offset + 6] = te[6]; + array[offset + 7] = te[7]; + array[offset + 8] = te[8]; + array[offset + 9] = te[9]; + array[offset + 10] = te[10]; + array[offset + 11] = te[11]; + array[offset + 12] = te[12]; + array[offset + 13] = te[13]; + array[offset + 14] = te[14]; + array[offset + 15] = te[15]; + return array; + } - return this; + } - }, + Matrix4.prototype.isMatrix4 = true; - clone: function () { + const _v1$5 = /*@__PURE__*/new Vector3(); - return new this.constructor( this._x, this._y, this._z, this._w ); + const _m1$2 = /*@__PURE__*/new Matrix4(); - }, + const _zero = /*@__PURE__*/new Vector3(0, 0, 0); - copy: function ( quaternion ) { + const _one = /*@__PURE__*/new Vector3(1, 1, 1); - this._x = quaternion.x; - this._y = quaternion.y; - this._z = quaternion.z; - this._w = quaternion.w; + const _x = /*@__PURE__*/new Vector3(); - this.onChangeCallback(); + const _y = /*@__PURE__*/new Vector3(); - return this; + const _z = /*@__PURE__*/new Vector3(); - }, + const _matrix$1 = /*@__PURE__*/new Matrix4(); - setFromEuler: function ( euler, update ) { + const _quaternion$3 = /*@__PURE__*/new Quaternion(); - if ( ! ( euler && euler.isEuler ) ) { + class Euler { + constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) { + this._x = x; + this._y = y; + this._z = z; + this._order = order; + } + + get x() { + return this._x; + } - throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + set x(value) { + this._x = value; - } + this._onChangeCallback(); + } - var x = euler._x, y = euler._y, z = euler._z, order = euler.order; + get y() { + return this._y; + } - // http://www.mathworks.com/matlabcentral/fileexchange/ - // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ - // content/SpinCalc.m + set y(value) { + this._y = value; - var cos = Math.cos; - var sin = Math.sin; + this._onChangeCallback(); + } - var c1 = cos( x / 2 ); - var c2 = cos( y / 2 ); - var c3 = cos( z / 2 ); + get z() { + return this._z; + } - var s1 = sin( x / 2 ); - var s2 = sin( y / 2 ); - var s3 = sin( z / 2 ); + set z(value) { + this._z = value; - if ( order === 'XYZ' ) { + this._onChangeCallback(); + } - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; + get order() { + return this._order; + } - } else if ( order === 'YXZ' ) { + set order(value) { + this._order = value; - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; + this._onChangeCallback(); + } - } else if ( order === 'ZXY' ) { + set(x, y, z, order = this._order) { + this._x = x; + this._y = y; + this._z = z; + this._order = order; - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; + this._onChangeCallback(); - } else if ( order === 'ZYX' ) { + return this; + } - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; + clone() { + return new this.constructor(this._x, this._y, this._z, this._order); + } - } else if ( order === 'YZX' ) { + copy(euler) { + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; - this._x = s1 * c2 * c3 + c1 * s2 * s3; - this._y = c1 * s2 * c3 + s1 * c2 * s3; - this._z = c1 * c2 * s3 - s1 * s2 * c3; - this._w = c1 * c2 * c3 - s1 * s2 * s3; + this._onChangeCallback(); - } else if ( order === 'XZY' ) { + return this; + } - this._x = s1 * c2 * c3 - c1 * s2 * s3; - this._y = c1 * s2 * c3 - s1 * c2 * s3; - this._z = c1 * c2 * s3 + s1 * s2 * c3; - this._w = c1 * c2 * c3 + s1 * s2 * s3; + setFromRotationMatrix(m, order = this._order, update = true) { + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + const te = m.elements; + const m11 = te[0], + m12 = te[4], + m13 = te[8]; + const m21 = te[1], + m22 = te[5], + m23 = te[9]; + const m31 = te[2], + m32 = te[6], + m33 = te[10]; + + switch (order) { + case 'XYZ': + this._y = Math.asin(clamp(m13, -1, 1)); + + if (Math.abs(m13) < 0.9999999) { + this._x = Math.atan2(-m23, m33); + this._z = Math.atan2(-m12, m11); + } else { + this._x = Math.atan2(m32, m22); + this._z = 0; + } - } + break; - if ( update !== false ) this.onChangeCallback(); + case 'YXZ': + this._x = Math.asin(-clamp(m23, -1, 1)); - return this; + if (Math.abs(m23) < 0.9999999) { + this._y = Math.atan2(m13, m33); + this._z = Math.atan2(m21, m22); + } else { + this._y = Math.atan2(-m31, m11); + this._z = 0; + } - }, + break; - setFromAxisAngle: function ( axis, angle ) { + case 'ZXY': + this._x = Math.asin(clamp(m32, -1, 1)); - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + if (Math.abs(m32) < 0.9999999) { + this._y = Math.atan2(-m31, m33); + this._z = Math.atan2(-m12, m22); + } else { + this._y = 0; + this._z = Math.atan2(m21, m11); + } - // assumes axis is normalized + break; - var halfAngle = angle / 2, s = Math.sin( halfAngle ); + case 'ZYX': + this._y = Math.asin(-clamp(m31, -1, 1)); - this._x = axis.x * s; - this._y = axis.y * s; - this._z = axis.z * s; - this._w = Math.cos( halfAngle ); + if (Math.abs(m31) < 0.9999999) { + this._x = Math.atan2(m32, m33); + this._z = Math.atan2(m21, m11); + } else { + this._x = 0; + this._z = Math.atan2(-m12, m22); + } - this.onChangeCallback(); + break; - return this; + case 'YZX': + this._z = Math.asin(clamp(m21, -1, 1)); - }, + if (Math.abs(m21) < 0.9999999) { + this._x = Math.atan2(-m23, m22); + this._y = Math.atan2(-m31, m11); + } else { + this._x = 0; + this._y = Math.atan2(m13, m33); + } - setFromRotationMatrix: function ( m ) { + break; - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + case 'XZY': + this._z = Math.asin(-clamp(m12, -1, 1)); - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + if (Math.abs(m12) < 0.9999999) { + this._x = Math.atan2(m32, m22); + this._y = Math.atan2(m13, m11); + } else { + this._x = Math.atan2(-m23, m33); + this._y = 0; + } - var te = m.elements, + break; - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + default: + console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order); + } - trace = m11 + m22 + m33, - s; + this._order = order; + if (update === true) this._onChangeCallback(); + return this; + } - if ( trace > 0 ) { + setFromQuaternion(q, order, update) { + _matrix$1.makeRotationFromQuaternion(q); - s = 0.5 / Math.sqrt( trace + 1.0 ); + return this.setFromRotationMatrix(_matrix$1, order, update); + } - this._w = 0.25 / s; - this._x = ( m32 - m23 ) * s; - this._y = ( m13 - m31 ) * s; - this._z = ( m21 - m12 ) * s; + setFromVector3(v, order = this._order) { + return this.set(v.x, v.y, v.z, order); + } - } else if ( m11 > m22 && m11 > m33 ) { + reorder(newOrder) { + // WARNING: this discards revolution information -bhouston + _quaternion$3.setFromEuler(this); - s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + return this.setFromQuaternion(_quaternion$3, newOrder); + } - this._w = ( m32 - m23 ) / s; - this._x = 0.25 * s; - this._y = ( m12 + m21 ) / s; - this._z = ( m13 + m31 ) / s; + equals(euler) { + return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order; + } - } else if ( m22 > m33 ) { + fromArray(array) { + this._x = array[0]; + this._y = array[1]; + this._z = array[2]; + if (array[3] !== undefined) this._order = array[3]; - s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + this._onChangeCallback(); - this._w = ( m13 - m31 ) / s; - this._x = ( m12 + m21 ) / s; - this._y = 0.25 * s; - this._z = ( m23 + m32 ) / s; + return this; + } + toArray(array = [], offset = 0) { + array[offset] = this._x; + array[offset + 1] = this._y; + array[offset + 2] = this._z; + array[offset + 3] = this._order; + return array; + } + + toVector3(optionalResult) { + if (optionalResult) { + return optionalResult.set(this._x, this._y, this._z); } else { + return new Vector3(this._x, this._y, this._z); + } + } - s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + _onChange(callback) { + this._onChangeCallback = callback; + return this; + } - this._w = ( m21 - m12 ) / s; - this._x = ( m13 + m31 ) / s; - this._y = ( m23 + m32 ) / s; - this._z = 0.25 * s; + _onChangeCallback() {} - } + } - this.onChangeCallback(); + Euler.prototype.isEuler = true; + Euler.DefaultOrder = 'XYZ'; + Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX']; - return this; + class Layers { + constructor() { + this.mask = 1 | 0; + } - }, + set(channel) { + this.mask = 1 << channel | 0; + } - setFromUnitVectors: function () { + enable(channel) { + this.mask |= 1 << channel | 0; + } - // assumes direction vectors vFrom and vTo are normalized + enableAll() { + this.mask = 0xffffffff | 0; + } - var v1 = new Vector3(); - var r; + toggle(channel) { + this.mask ^= 1 << channel | 0; + } - var EPS = 0.000001; + disable(channel) { + this.mask &= ~(1 << channel | 0); + } - return function setFromUnitVectors( vFrom, vTo ) { + disableAll() { + this.mask = 0; + } - if ( v1 === undefined ) v1 = new Vector3(); + test(layers) { + return (this.mask & layers.mask) !== 0; + } - r = vFrom.dot( vTo ) + 1; + } - if ( r < EPS ) { + let _object3DId = 0; - r = 0; + const _v1$4 = /*@__PURE__*/new Vector3(); - if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + const _q1 = /*@__PURE__*/new Quaternion(); - v1.set( - vFrom.y, vFrom.x, 0 ); + const _m1$1 = /*@__PURE__*/new Matrix4(); - } else { + const _target = /*@__PURE__*/new Vector3(); - v1.set( 0, - vFrom.z, vFrom.y ); + const _position$3 = /*@__PURE__*/new Vector3(); - } + const _scale$2 = /*@__PURE__*/new Vector3(); - } else { + const _quaternion$2 = /*@__PURE__*/new Quaternion(); - v1.crossVectors( vFrom, vTo ); + const _xAxis = /*@__PURE__*/new Vector3(1, 0, 0); - } + const _yAxis = /*@__PURE__*/new Vector3(0, 1, 0); - this._x = v1.x; - this._y = v1.y; - this._z = v1.z; - this._w = r; + const _zAxis = /*@__PURE__*/new Vector3(0, 0, 1); - return this.normalize(); + const _addedEvent = { + type: 'added' + }; + const _removedEvent = { + type: 'removed' + }; - }; + class Object3D extends EventDispatcher { + constructor() { + super(); + Object.defineProperty(this, 'id', { + value: _object3DId++ + }); + this.uuid = generateUUID(); + this.name = ''; + this.type = 'Object3D'; + this.parent = null; + this.children = []; + this.up = Object3D.DefaultUp.clone(); + const position = new Vector3(); + const rotation = new Euler(); + const quaternion = new Quaternion(); + const scale = new Vector3(1, 1, 1); - }(), + function onRotationChange() { + quaternion.setFromEuler(rotation, false); + } - inverse: function () { + function onQuaternionChange() { + rotation.setFromQuaternion(quaternion, undefined, false); + } - // quaternion is assumed to have unit length + rotation._onChange(onRotationChange); - return this.conjugate(); + quaternion._onChange(onQuaternionChange); - }, + Object.defineProperties(this, { + position: { + configurable: true, + enumerable: true, + value: position + }, + rotation: { + configurable: true, + enumerable: true, + value: rotation + }, + quaternion: { + configurable: true, + enumerable: true, + value: quaternion + }, + scale: { + configurable: true, + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + }); + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; + this.layers = new Layers(); + this.visible = true; + this.castShadow = false; + this.receiveShadow = false; + this.frustumCulled = true; + this.renderOrder = 0; + this.animations = []; + this.userData = {}; + } - conjugate: function () { + onBeforeRender() {} - this._x *= - 1; - this._y *= - 1; - this._z *= - 1; + onAfterRender() {} - this.onChangeCallback(); + applyMatrix4(matrix) { + if (this.matrixAutoUpdate) this.updateMatrix(); + this.matrix.premultiply(matrix); + this.matrix.decompose(this.position, this.quaternion, this.scale); + } + applyQuaternion(q) { + this.quaternion.premultiply(q); return this; + } - }, + setRotationFromAxisAngle(axis, angle) { + // assumes axis is normalized + this.quaternion.setFromAxisAngle(axis, angle); + } + + setRotationFromEuler(euler) { + this.quaternion.setFromEuler(euler, true); + } - dot: function ( v ) { + setRotationFromMatrix(m) { + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + this.quaternion.setFromRotationMatrix(m); + } - return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + setRotationFromQuaternion(q) { + // assumes q is normalized + this.quaternion.copy(q); + } - }, + rotateOnAxis(axis, angle) { + // rotate object on axis in object space + // axis is assumed to be normalized + _q1.setFromAxisAngle(axis, angle); - lengthSq: function () { + this.quaternion.multiply(_q1); + return this; + } - return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + rotateOnWorldAxis(axis, angle) { + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + _q1.setFromAxisAngle(axis, angle); - }, + this.quaternion.premultiply(_q1); + return this; + } - length: function () { + rotateX(angle) { + return this.rotateOnAxis(_xAxis, angle); + } - return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + rotateY(angle) { + return this.rotateOnAxis(_yAxis, angle); + } - }, + rotateZ(angle) { + return this.rotateOnAxis(_zAxis, angle); + } - normalize: function () { + translateOnAxis(axis, distance) { + // translate object by distance along axis in object space + // axis is assumed to be normalized + _v1$4.copy(axis).applyQuaternion(this.quaternion); - var l = this.length(); + this.position.add(_v1$4.multiplyScalar(distance)); + return this; + } - if ( l === 0 ) { + translateX(distance) { + return this.translateOnAxis(_xAxis, distance); + } - this._x = 0; - this._y = 0; - this._z = 0; - this._w = 1; + translateY(distance) { + return this.translateOnAxis(_yAxis, distance); + } - } else { + translateZ(distance) { + return this.translateOnAxis(_zAxis, distance); + } - l = 1 / l; + localToWorld(vector) { + return vector.applyMatrix4(this.matrixWorld); + } - this._x = this._x * l; - this._y = this._y * l; - this._z = this._z * l; - this._w = this._w * l; + worldToLocal(vector) { + return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert()); + } + lookAt(x, y, z) { + // This method does not support objects having non-uniformly-scaled parent(s) + if (x.isVector3) { + _target.copy(x); + } else { + _target.set(x, y, z); } - this.onChangeCallback(); + const parent = this.parent; + this.updateWorldMatrix(true, false); - return this; + _position$3.setFromMatrixPosition(this.matrixWorld); - }, + if (this.isCamera || this.isLight) { + _m1$1.lookAt(_position$3, _target, this.up); + } else { + _m1$1.lookAt(_target, _position$3, this.up); + } - multiply: function ( q, p ) { + this.quaternion.setFromRotationMatrix(_m1$1); - if ( p !== undefined ) { + if (parent) { + _m1$1.extractRotation(parent.matrixWorld); - console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); - return this.multiplyQuaternions( q, p ); + _q1.setFromRotationMatrix(_m1$1); + this.quaternion.premultiply(_q1.invert()); } + } - return this.multiplyQuaternions( this, q ); + add(object) { + if (arguments.length > 1) { + for (let i = 0; i < arguments.length; i++) { + this.add(arguments[i]); + } - }, + return this; + } - premultiply: function ( q ) { + if (object === this) { + console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object); + return this; + } - return this.multiplyQuaternions( q, this ); + if (object && object.isObject3D) { + if (object.parent !== null) { + object.parent.remove(object); + } - }, + object.parent = this; + this.children.push(object); + object.dispatchEvent(_addedEvent); + } else { + console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object); + } - multiplyQuaternions: function ( a, b ) { + return this; + } - // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + remove(object) { + if (arguments.length > 1) { + for (let i = 0; i < arguments.length; i++) { + this.remove(arguments[i]); + } - var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; - var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + return this; + } - this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; - this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; - this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; - this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + const index = this.children.indexOf(object); - this.onChangeCallback(); + if (index !== -1) { + object.parent = null; + this.children.splice(index, 1); + object.dispatchEvent(_removedEvent); + } return this; + } - }, + removeFromParent() { + const parent = this.parent; - slerp: function ( qb, t ) { - - if ( t === 0 ) return this; - if ( t === 1 ) return this.copy( qb ); - - var x = this._x, y = this._y, z = this._z, w = this._w; - - // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + if (parent !== null) { + parent.remove(this); + } - var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + return this; + } - if ( cosHalfTheta < 0 ) { + clear() { + for (let i = 0; i < this.children.length; i++) { + const object = this.children[i]; + object.parent = null; + object.dispatchEvent(_removedEvent); + } - this._w = - qb._w; - this._x = - qb._x; - this._y = - qb._y; - this._z = - qb._z; + this.children.length = 0; + return this; + } - cosHalfTheta = - cosHalfTheta; + attach(object) { + // adds object as a child of this, while maintaining the object's world transform + this.updateWorldMatrix(true, false); - } else { + _m1$1.copy(this.matrixWorld).invert(); - this.copy( qb ); + if (object.parent !== null) { + object.parent.updateWorldMatrix(true, false); + _m1$1.multiply(object.parent.matrixWorld); } - if ( cosHalfTheta >= 1.0 ) { - - this._w = w; - this._x = x; - this._y = y; - this._z = z; + object.applyMatrix4(_m1$1); + this.add(object); + object.updateWorldMatrix(false, true); + return this; + } - return this; + getObjectById(id) { + return this.getObjectByProperty('id', id); + } - } + getObjectByName(name) { + return this.getObjectByProperty('name', name); + } - var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); + getObjectByProperty(name, value) { + if (this[name] === value) return this; - if ( Math.abs( sinHalfTheta ) < 0.001 ) { + for (let i = 0, l = this.children.length; i < l; i++) { + const child = this.children[i]; + const object = child.getObjectByProperty(name, value); - this._w = 0.5 * ( w + this._w ); - this._x = 0.5 * ( x + this._x ); - this._y = 0.5 * ( y + this._y ); - this._z = 0.5 * ( z + this._z ); + if (object !== undefined) { + return object; + } + } - return this; + return undefined; + } - } + getWorldPosition(target) { + this.updateWorldMatrix(true, false); + return target.setFromMatrixPosition(this.matrixWorld); + } - var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); - var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, - ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + getWorldQuaternion(target) { + this.updateWorldMatrix(true, false); + this.matrixWorld.decompose(_position$3, target, _scale$2); + return target; + } - this._w = ( w * ratioA + this._w * ratioB ); - this._x = ( x * ratioA + this._x * ratioB ); - this._y = ( y * ratioA + this._y * ratioB ); - this._z = ( z * ratioA + this._z * ratioB ); + getWorldScale(target) { + this.updateWorldMatrix(true, false); + this.matrixWorld.decompose(_position$3, _quaternion$2, target); + return target; + } - this.onChangeCallback(); + getWorldDirection(target) { + this.updateWorldMatrix(true, false); + const e = this.matrixWorld.elements; + return target.set(e[8], e[9], e[10]).normalize(); + } - return this; + raycast() {} - }, + traverse(callback) { + callback(this); + const children = this.children; - equals: function ( quaternion ) { + for (let i = 0, l = children.length; i < l; i++) { + children[i].traverse(callback); + } + } - return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + traverseVisible(callback) { + if (this.visible === false) return; + callback(this); + const children = this.children; - }, + for (let i = 0, l = children.length; i < l; i++) { + children[i].traverseVisible(callback); + } + } - fromArray: function ( array, offset ) { + traverseAncestors(callback) { + const parent = this.parent; - if ( offset === undefined ) offset = 0; + if (parent !== null) { + callback(parent); + parent.traverseAncestors(callback); + } + } - this._x = array[ offset ]; - this._y = array[ offset + 1 ]; - this._z = array[ offset + 2 ]; - this._w = array[ offset + 3 ]; + updateMatrix() { + this.matrix.compose(this.position, this.quaternion, this.scale); + this.matrixWorldNeedsUpdate = true; + } - this.onChangeCallback(); + updateMatrixWorld(force) { + if (this.matrixAutoUpdate) this.updateMatrix(); - return this; + if (this.matrixWorldNeedsUpdate || force) { + if (this.parent === null) { + this.matrixWorld.copy(this.matrix); + } else { + this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix); + } - }, + this.matrixWorldNeedsUpdate = false; + force = true; + } // update children - toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + const children = this.children; - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._w; + for (let i = 0, l = children.length; i < l; i++) { + children[i].updateMatrixWorld(force); + } + } - return array; + updateWorldMatrix(updateParents, updateChildren) { + const parent = this.parent; - }, + if (updateParents === true && parent !== null) { + parent.updateWorldMatrix(true, false); + } - onChange: function ( callback ) { + if (this.matrixAutoUpdate) this.updateMatrix(); - this.onChangeCallback = callback; + if (this.parent === null) { + this.matrixWorld.copy(this.matrix); + } else { + this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix); + } // update children - return this; - }, + if (updateChildren === true) { + const children = this.children; - onChangeCallback: function () {} + for (let i = 0, l = children.length; i < l; i++) { + children[i].updateWorldMatrix(false, true); + } + } + } - } ); + toJSON(meta) { + // meta is a string when called from JSON.stringify + const isRootObject = meta === undefined || typeof meta === 'string'; + const output = {}; // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. - /** - * @author mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */ + if (isRootObject) { + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {}, + skeletons: {}, + animations: {} + }; + output.metadata = { + version: 4.5, + type: 'Object', + generator: 'Object3D.toJSON' + }; + } // standard Object3D serialization - function Vector3( x, y, z ) { - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; + const object = {}; + object.uuid = this.uuid; + object.type = this.type; + if (this.name !== '') object.name = this.name; + if (this.castShadow === true) object.castShadow = true; + if (this.receiveShadow === true) object.receiveShadow = true; + if (this.visible === false) object.visible = false; + if (this.frustumCulled === false) object.frustumCulled = false; + if (this.renderOrder !== 0) object.renderOrder = this.renderOrder; + if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData; + object.layers = this.layers.mask; + object.matrix = this.matrix.toArray(); + if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; // object specific properties - } + if (this.isInstancedMesh) { + object.type = 'InstancedMesh'; + object.count = this.count; + object.instanceMatrix = this.instanceMatrix.toJSON(); + if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON(); + } // - Object.assign( Vector3.prototype, { - isVector3: true, + function serialize(library, element) { + if (library[element.uuid] === undefined) { + library[element.uuid] = element.toJSON(meta); + } - set: function ( x, y, z ) { + return element.uuid; + } - this.x = x; - this.y = y; - this.z = z; + if (this.isScene) { + if (this.background) { + if (this.background.isColor) { + object.background = this.background.toJSON(); + } else if (this.background.isTexture) { + object.background = this.background.toJSON(meta).uuid; + } + } - return this; + if (this.environment && this.environment.isTexture) { + object.environment = this.environment.toJSON(meta).uuid; + } + } else if (this.isMesh || this.isLine || this.isPoints) { + object.geometry = serialize(meta.geometries, this.geometry); + const parameters = this.geometry.parameters; - }, + if (parameters !== undefined && parameters.shapes !== undefined) { + const shapes = parameters.shapes; - setScalar: function ( scalar ) { + if (Array.isArray(shapes)) { + for (let i = 0, l = shapes.length; i < l; i++) { + const shape = shapes[i]; + serialize(meta.shapes, shape); + } + } else { + serialize(meta.shapes, shapes); + } + } + } - this.x = scalar; - this.y = scalar; - this.z = scalar; + if (this.isSkinnedMesh) { + object.bindMode = this.bindMode; + object.bindMatrix = this.bindMatrix.toArray(); - return this; + if (this.skeleton !== undefined) { + serialize(meta.skeletons, this.skeleton); + object.skeleton = this.skeleton.uuid; + } + } - }, + if (this.material !== undefined) { + if (Array.isArray(this.material)) { + const uuids = []; - setX: function ( x ) { + for (let i = 0, l = this.material.length; i < l; i++) { + uuids.push(serialize(meta.materials, this.material[i])); + } - this.x = x; + object.material = uuids; + } else { + object.material = serialize(meta.materials, this.material); + } + } // - return this; - }, + if (this.children.length > 0) { + object.children = []; - setY: function ( y ) { + for (let i = 0; i < this.children.length; i++) { + object.children.push(this.children[i].toJSON(meta).object); + } + } // - this.y = y; - return this; + if (this.animations.length > 0) { + object.animations = []; - }, + for (let i = 0; i < this.animations.length; i++) { + const animation = this.animations[i]; + object.animations.push(serialize(meta.animations, animation)); + } + } - setZ: function ( z ) { + if (isRootObject) { + const geometries = extractFromCache(meta.geometries); + const materials = extractFromCache(meta.materials); + const textures = extractFromCache(meta.textures); + const images = extractFromCache(meta.images); + const shapes = extractFromCache(meta.shapes); + const skeletons = extractFromCache(meta.skeletons); + const animations = extractFromCache(meta.animations); + if (geometries.length > 0) output.geometries = geometries; + if (materials.length > 0) output.materials = materials; + if (textures.length > 0) output.textures = textures; + if (images.length > 0) output.images = images; + if (shapes.length > 0) output.shapes = shapes; + if (skeletons.length > 0) output.skeletons = skeletons; + if (animations.length > 0) output.animations = animations; + } - this.z = z; + output.object = object; + return output; // extract data from the cache hash + // remove metadata on each item + // and return as array - return this; + function extractFromCache(cache) { + const values = []; - }, + for (const key in cache) { + const data = cache[key]; + delete data.metadata; + values.push(data); + } - setComponent: function ( index, value ) { + return values; + } + } - switch ( index ) { + clone(recursive) { + return new this.constructor().copy(this, recursive); + } - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - default: throw new Error( 'index is out of range: ' + index ); + copy(source, recursive = true) { + this.name = source.name; + this.up.copy(source.up); + this.position.copy(source.position); + this.rotation.order = source.rotation.order; + this.quaternion.copy(source.quaternion); + this.scale.copy(source.scale); + this.matrix.copy(source.matrix); + this.matrixWorld.copy(source.matrixWorld); + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + this.layers.mask = source.layers.mask; + this.visible = source.visible; + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + this.userData = JSON.parse(JSON.stringify(source.userData)); + if (recursive === true) { + for (let i = 0; i < source.children.length; i++) { + const child = source.children[i]; + this.add(child.clone()); + } } return this; + } - }, + } - getComponent: function ( index ) { + Object3D.DefaultUp = new Vector3(0, 1, 0); + Object3D.DefaultMatrixAutoUpdate = true; + Object3D.prototype.isObject3D = true; - switch ( index ) { + const _v0$1 = /*@__PURE__*/new Vector3(); - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - default: throw new Error( 'index is out of range: ' + index ); + const _v1$3 = /*@__PURE__*/new Vector3(); - } + const _v2$2 = /*@__PURE__*/new Vector3(); - }, + const _v3$1 = /*@__PURE__*/new Vector3(); - clone: function () { + const _vab = /*@__PURE__*/new Vector3(); - return new this.constructor( this.x, this.y, this.z ); + const _vac = /*@__PURE__*/new Vector3(); - }, + const _vbc = /*@__PURE__*/new Vector3(); - copy: function ( v ) { + const _vap = /*@__PURE__*/new Vector3(); - this.x = v.x; - this.y = v.y; - this.z = v.z; + const _vbp = /*@__PURE__*/new Vector3(); - return this; + const _vcp = /*@__PURE__*/new Vector3(); - }, + class Triangle { + constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) { + this.a = a; + this.b = b; + this.c = c; + } - add: function ( v, w ) { + static getNormal(a, b, c, target) { + target.subVectors(c, b); - if ( w !== undefined ) { + _v0$1.subVectors(a, b); - console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + target.cross(_v0$1); + const targetLengthSq = target.lengthSq(); + if (targetLengthSq > 0) { + return target.multiplyScalar(1 / Math.sqrt(targetLengthSq)); } - this.x += v.x; - this.y += v.y; - this.z += v.z; + return target.set(0, 0, 0); + } // static/instance method to calculate barycentric coordinates + // based on: http://www.blackpawn.com/texts/pointinpoly/default.html - return this; - }, + static getBarycoord(point, a, b, c, target) { + _v0$1.subVectors(c, a); - addScalar: function ( s ) { + _v1$3.subVectors(b, a); - this.x += s; - this.y += s; - this.z += s; + _v2$2.subVectors(point, a); - return this; + const dot00 = _v0$1.dot(_v0$1); - }, + const dot01 = _v0$1.dot(_v1$3); - addVectors: function ( a, b ) { + const dot02 = _v0$1.dot(_v2$2); - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; + const dot11 = _v1$3.dot(_v1$3); - return this; + const dot12 = _v1$3.dot(_v2$2); - }, + const denom = dot00 * dot11 - dot01 * dot01; // collinear or singular triangle - addScaledVector: function ( v, s ) { + if (denom === 0) { + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return target.set(-2, -1, -1); + } - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; + const invDenom = 1 / denom; + const u = (dot11 * dot02 - dot01 * dot12) * invDenom; + const v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1 - return this; + return target.set(1 - u - v, v, u); + } - }, + static containsPoint(point, a, b, c) { + this.getBarycoord(point, a, b, c, _v3$1); + return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1; + } - sub: function ( v, w ) { + static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) { + this.getBarycoord(point, p1, p2, p3, _v3$1); + target.set(0, 0); + target.addScaledVector(uv1, _v3$1.x); + target.addScaledVector(uv2, _v3$1.y); + target.addScaledVector(uv3, _v3$1.z); + return target; + } - if ( w !== undefined ) { + static isFrontFacing(a, b, c, direction) { + _v0$1.subVectors(c, b); - console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + _v1$3.subVectors(a, b); // strictly front facing - } - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; + return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false; + } + set(a, b, c) { + this.a.copy(a); + this.b.copy(b); + this.c.copy(c); return this; + } - }, - - subScalar: function ( s ) { - - this.x -= s; - this.y -= s; - this.z -= s; - + setFromPointsAndIndices(points, i0, i1, i2) { + this.a.copy(points[i0]); + this.b.copy(points[i1]); + this.c.copy(points[i2]); return this; + } - }, - - subVectors: function ( a, b ) { - - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; + clone() { + return new this.constructor().copy(this); + } + copy(triangle) { + this.a.copy(triangle.a); + this.b.copy(triangle.b); + this.c.copy(triangle.c); return this; + } - }, + getArea() { + _v0$1.subVectors(this.c, this.b); - multiply: function ( v, w ) { + _v1$3.subVectors(this.a, this.b); - if ( w !== undefined ) { + return _v0$1.cross(_v1$3).length() * 0.5; + } - console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); - return this.multiplyVectors( v, w ); + getMidpoint(target) { + return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3); + } - } + getNormal(target) { + return Triangle.getNormal(this.a, this.b, this.c, target); + } - this.x *= v.x; - this.y *= v.y; - this.z *= v.z; + getPlane(target) { + return target.setFromCoplanarPoints(this.a, this.b, this.c); + } - return this; + getBarycoord(point, target) { + return Triangle.getBarycoord(point, this.a, this.b, this.c, target); + } - }, + getUV(point, uv1, uv2, uv3, target) { + return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target); + } - multiplyScalar: function ( scalar ) { + containsPoint(point) { + return Triangle.containsPoint(point, this.a, this.b, this.c); + } - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; + isFrontFacing(direction) { + return Triangle.isFrontFacing(this.a, this.b, this.c, direction); + } - return this; + intersectsBox(box) { + return box.intersectsTriangle(this); + } - }, + closestPointToPoint(p, target) { + const a = this.a, + b = this.b, + c = this.c; + let v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson, + // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., + // under the accompanying license; see chapter 5.1.5 for detailed explanation. + // basically, we're distinguishing which of the voronoi regions of the triangle + // the point lies in with the minimum amount of redundant computation. - multiplyVectors: function ( a, b ) { + _vab.subVectors(b, a); - this.x = a.x * b.x; - this.y = a.y * b.y; - this.z = a.z * b.z; + _vac.subVectors(c, a); - return this; + _vap.subVectors(p, a); - }, + const d1 = _vab.dot(_vap); - applyEuler: function () { + const d2 = _vac.dot(_vap); - var quaternion = new Quaternion(); + if (d1 <= 0 && d2 <= 0) { + // vertex region of A; barycentric coords (1, 0, 0) + return target.copy(a); + } - return function applyEuler( euler ) { + _vbp.subVectors(p, b); - if ( ! ( euler && euler.isEuler ) ) { + const d3 = _vab.dot(_vbp); - console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); + const d4 = _vac.dot(_vbp); - } + if (d3 >= 0 && d4 <= d3) { + // vertex region of B; barycentric coords (0, 1, 0) + return target.copy(b); + } - return this.applyQuaternion( quaternion.setFromEuler( euler ) ); + const vc = d1 * d4 - d3 * d2; - }; + if (vc <= 0 && d1 >= 0 && d3 <= 0) { + v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0) - }(), + return target.copy(a).addScaledVector(_vab, v); + } - applyAxisAngle: function () { + _vcp.subVectors(p, c); - var quaternion = new Quaternion(); + const d5 = _vab.dot(_vcp); - return function applyAxisAngle( axis, angle ) { + const d6 = _vac.dot(_vcp); - return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); + if (d6 >= 0 && d5 <= d6) { + // vertex region of C; barycentric coords (0, 0, 1) + return target.copy(c); + } - }; + const vb = d5 * d2 - d1 * d6; - }(), + if (vb <= 0 && d2 >= 0 && d6 <= 0) { + w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w) - applyMatrix3: function ( m ) { + return target.copy(a).addScaledVector(_vac, w); + } - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + const va = d3 * d6 - d5 * d4; - this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; - this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; - this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) { + _vbc.subVectors(c, b); - return this; + w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w) - }, + return target.copy(b).addScaledVector(_vbc, w); // edge region of BC + } // face region - applyMatrix4: function ( m ) { - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + const denom = 1 / (va + vb + vc); // u = va * denom - var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); + v = vb * denom; + w = vc * denom; + return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w); + } - this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; - this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; - this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; + equals(triangle) { + return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c); + } - return this; + } - }, + let materialId = 0; - applyQuaternion: function ( q ) { + class Material extends EventDispatcher { + constructor() { + super(); + Object.defineProperty(this, 'id', { + value: materialId++ + }); + this.uuid = generateUUID(); + this.name = ''; + this.type = 'Material'; + this.fog = true; + this.blending = NormalBlending; + this.side = FrontSide; + this.vertexColors = false; + this.opacity = 1; + this.transparent = false; + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + this.stencilWriteMask = 0xff; + this.stencilFunc = AlwaysStencilFunc; + this.stencilRef = 0; + this.stencilFuncMask = 0xff; + this.stencilFail = KeepStencilOp; + this.stencilZFail = KeepStencilOp; + this.stencilZPass = KeepStencilOp; + this.stencilWrite = false; + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; + this.shadowSide = null; + this.colorWrite = true; + this.precision = null; // override the renderer's default precision for this material - var x = this.x, y = this.y, z = this.z; - var qx = q.x, qy = q.y, qz = q.z, qw = q.w; + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + this.dithering = false; + this.alphaTest = 0; + this.alphaToCoverage = false; + this.premultipliedAlpha = false; + this.visible = true; + this.toneMapped = true; + this.userData = {}; + this.version = 0; + } - // calculate quat * vector + onBuild() + /* shaderobject, renderer */ + {} - var ix = qw * x + qy * z - qz * y; - var iy = qw * y + qz * x - qx * z; - var iz = qw * z + qx * y - qy * x; - var iw = - qx * x - qy * y - qz * z; + onBeforeCompile() + /* shaderobject, renderer */ + {} - // calculate result * inverse quat + customProgramCacheKey() { + return this.onBeforeCompile.toString(); + } - this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; - this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; - this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; + setValues(values) { + if (values === undefined) return; - return this; + for (const key in values) { + const newValue = values[key]; - }, + if (newValue === undefined) { + console.warn('THREE.Material: \'' + key + '\' parameter is undefined.'); + continue; + } // for backward compatability if shading is set in the constructor - project: function () { - var matrix = new Matrix4(); + if (key === 'shading') { + console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.'); + this.flatShading = newValue === FlatShading ? true : false; + continue; + } - return function project( camera ) { + const currentValue = this[key]; - matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) ); - return this.applyMatrix4( matrix ); + if (currentValue === undefined) { + console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.'); + continue; + } - }; + if (currentValue && currentValue.isColor) { + currentValue.set(newValue); + } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) { + currentValue.copy(newValue); + } else { + this[key] = newValue; + } + } + } - }(), + toJSON(meta) { + const isRoot = meta === undefined || typeof meta === 'string'; - unproject: function () { + if (isRoot) { + meta = { + textures: {}, + images: {} + }; + } - var matrix = new Matrix4(); + const data = { + metadata: { + version: 4.5, + type: 'Material', + generator: 'Material.toJSON' + } + }; // standard Material serialization - return function unproject( camera ) { + data.uuid = this.uuid; + data.type = this.type; + if (this.name !== '') data.name = this.name; + if (this.color && this.color.isColor) data.color = this.color.getHex(); + if (this.roughness !== undefined) data.roughness = this.roughness; + if (this.metalness !== undefined) data.metalness = this.metalness; + if (this.sheen && this.sheen.isColor) data.sheen = this.sheen.getHex(); + if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex(); + if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity; + if (this.specular && this.specular.isColor) data.specular = this.specular.getHex(); + if (this.shininess !== undefined) data.shininess = this.shininess; + if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat; + if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness; - matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) ); - return this.applyMatrix4( matrix ); + if (this.clearcoatMap && this.clearcoatMap.isTexture) { + data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid; + } - }; + if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) { + data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid; + } - }(), + if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) { + data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid; + data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); + } - transformDirection: function ( m ) { + if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid; + if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid; + if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid; - // input: THREE.Matrix4 affine matrix - // vector interpreted as a direction + if (this.lightMap && this.lightMap.isTexture) { + data.lightMap = this.lightMap.toJSON(meta).uuid; + data.lightMapIntensity = this.lightMapIntensity; + } - var x = this.x, y = this.y, z = this.z; - var e = m.elements; + if (this.aoMap && this.aoMap.isTexture) { + data.aoMap = this.aoMap.toJSON(meta).uuid; + data.aoMapIntensity = this.aoMapIntensity; + } - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + if (this.bumpMap && this.bumpMap.isTexture) { + data.bumpMap = this.bumpMap.toJSON(meta).uuid; + data.bumpScale = this.bumpScale; + } - return this.normalize(); + if (this.normalMap && this.normalMap.isTexture) { + data.normalMap = this.normalMap.toJSON(meta).uuid; + data.normalMapType = this.normalMapType; + data.normalScale = this.normalScale.toArray(); + } - }, + if (this.displacementMap && this.displacementMap.isTexture) { + data.displacementMap = this.displacementMap.toJSON(meta).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + } - divide: function ( v ) { + if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid; + if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid; + if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid; + if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid; - this.x /= v.x; - this.y /= v.y; - this.z /= v.z; + if (this.envMap && this.envMap.isTexture) { + data.envMap = this.envMap.toJSON(meta).uuid; + if (this.combine !== undefined) data.combine = this.combine; + } - return this; + if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity; + if (this.reflectivity !== undefined) data.reflectivity = this.reflectivity; + if (this.refractionRatio !== undefined) data.refractionRatio = this.refractionRatio; - }, + if (this.gradientMap && this.gradientMap.isTexture) { + data.gradientMap = this.gradientMap.toJSON(meta).uuid; + } - divideScalar: function ( scalar ) { + if (this.transmission !== undefined) data.transmission = this.transmission; + if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid; + if (this.thickness !== undefined) data.thickness = this.thickness; + if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid; + if (this.attenuationDistance !== undefined) data.attenuationDistance = this.attenuationDistance; + if (this.attenuationColor !== undefined) data.attenuationColor = this.attenuationColor.getHex(); + if (this.size !== undefined) data.size = this.size; + if (this.shadowSide !== null) data.shadowSide = this.shadowSide; + if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation; + if (this.blending !== NormalBlending) data.blending = this.blending; + if (this.side !== FrontSide) data.side = this.side; + if (this.vertexColors) data.vertexColors = true; + if (this.opacity < 1) data.opacity = this.opacity; + if (this.transparent === true) data.transparent = this.transparent; + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + data.colorWrite = this.colorWrite; + data.stencilWrite = this.stencilWrite; + data.stencilWriteMask = this.stencilWriteMask; + data.stencilFunc = this.stencilFunc; + data.stencilRef = this.stencilRef; + data.stencilFuncMask = this.stencilFuncMask; + data.stencilFail = this.stencilFail; + data.stencilZFail = this.stencilZFail; + data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial) + + if (this.rotation && this.rotation !== 0) data.rotation = this.rotation; + if (this.polygonOffset === true) data.polygonOffset = true; + if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor; + if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits; + if (this.linewidth && this.linewidth !== 1) data.linewidth = this.linewidth; + if (this.dashSize !== undefined) data.dashSize = this.dashSize; + if (this.gapSize !== undefined) data.gapSize = this.gapSize; + if (this.scale !== undefined) data.scale = this.scale; + if (this.dithering === true) data.dithering = true; + if (this.alphaTest > 0) data.alphaTest = this.alphaTest; + if (this.alphaToCoverage === true) data.alphaToCoverage = this.alphaToCoverage; + if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha; + if (this.wireframe === true) data.wireframe = this.wireframe; + if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth; + if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap; + if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin; + if (this.morphTargets === true) data.morphTargets = true; + if (this.morphNormals === true) data.morphNormals = true; + if (this.flatShading === true) data.flatShading = this.flatShading; + if (this.visible === false) data.visible = false; + if (this.toneMapped === false) data.toneMapped = false; + if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON + + function extractFromCache(cache) { + const values = []; + + for (const key in cache) { + const data = cache[key]; + delete data.metadata; + values.push(data); + } - return this.multiplyScalar( 1 / scalar ); + return values; + } - }, + if (isRoot) { + const textures = extractFromCache(meta.textures); + const images = extractFromCache(meta.images); + if (textures.length > 0) data.textures = textures; + if (images.length > 0) data.images = images; + } - min: function ( v ) { + return data; + } - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); + clone() { + return new this.constructor().copy(this); + } - return this; + copy(source) { + this.name = source.name; + this.fog = source.fog; + this.blending = source.blending; + this.side = source.side; + this.vertexColors = source.vertexColors; + this.opacity = source.opacity; + this.transparent = source.transparent; + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + this.stencilWriteMask = source.stencilWriteMask; + this.stencilFunc = source.stencilFunc; + this.stencilRef = source.stencilRef; + this.stencilFuncMask = source.stencilFuncMask; + this.stencilFail = source.stencilFail; + this.stencilZFail = source.stencilZFail; + this.stencilZPass = source.stencilZPass; + this.stencilWrite = source.stencilWrite; + const srcPlanes = source.clippingPlanes; + let dstPlanes = null; - }, + if (srcPlanes !== null) { + const n = srcPlanes.length; + dstPlanes = new Array(n); - max: function ( v ) { + for (let i = 0; i !== n; ++i) { + dstPlanes[i] = srcPlanes[i].clone(); + } + } - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); + this.clippingPlanes = dstPlanes; + this.clipIntersection = source.clipIntersection; + this.clipShadows = source.clipShadows; + this.shadowSide = source.shadowSide; + this.colorWrite = source.colorWrite; + this.precision = source.precision; + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + this.dithering = source.dithering; + this.alphaTest = source.alphaTest; + this.alphaToCoverage = source.alphaToCoverage; + this.premultipliedAlpha = source.premultipliedAlpha; + this.visible = source.visible; + this.toneMapped = source.toneMapped; + this.userData = JSON.parse(JSON.stringify(source.userData)); + return this; + } + + dispose() { + this.dispatchEvent({ + type: 'dispose' + }); + } + + set needsUpdate(value) { + if (value === true) this.version++; + } + + } + + Material.prototype.isMaterial = true; + + const _colorKeywords = { + 'aliceblue': 0xF0F8FF, + 'antiquewhite': 0xFAEBD7, + 'aqua': 0x00FFFF, + 'aquamarine': 0x7FFFD4, + 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, + 'bisque': 0xFFE4C4, + 'black': 0x000000, + 'blanchedalmond': 0xFFEBCD, + 'blue': 0x0000FF, + 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, + 'burlywood': 0xDEB887, + 'cadetblue': 0x5F9EA0, + 'chartreuse': 0x7FFF00, + 'chocolate': 0xD2691E, + 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, + 'cornsilk': 0xFFF8DC, + 'crimson': 0xDC143C, + 'cyan': 0x00FFFF, + 'darkblue': 0x00008B, + 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, + 'darkgray': 0xA9A9A9, + 'darkgreen': 0x006400, + 'darkgrey': 0xA9A9A9, + 'darkkhaki': 0xBDB76B, + 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, + 'darkorange': 0xFF8C00, + 'darkorchid': 0x9932CC, + 'darkred': 0x8B0000, + 'darksalmon': 0xE9967A, + 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, + 'darkslategray': 0x2F4F4F, + 'darkslategrey': 0x2F4F4F, + 'darkturquoise': 0x00CED1, + 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, + 'deepskyblue': 0x00BFFF, + 'dimgray': 0x696969, + 'dimgrey': 0x696969, + 'dodgerblue': 0x1E90FF, + 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, + 'forestgreen': 0x228B22, + 'fuchsia': 0xFF00FF, + 'gainsboro': 0xDCDCDC, + 'ghostwhite': 0xF8F8FF, + 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, + 'gray': 0x808080, + 'green': 0x008000, + 'greenyellow': 0xADFF2F, + 'grey': 0x808080, + 'honeydew': 0xF0FFF0, + 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, + 'indigo': 0x4B0082, + 'ivory': 0xFFFFF0, + 'khaki': 0xF0E68C, + 'lavender': 0xE6E6FA, + 'lavenderblush': 0xFFF0F5, + 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, + 'lightblue': 0xADD8E6, + 'lightcoral': 0xF08080, + 'lightcyan': 0xE0FFFF, + 'lightgoldenrodyellow': 0xFAFAD2, + 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, + 'lightgrey': 0xD3D3D3, + 'lightpink': 0xFFB6C1, + 'lightsalmon': 0xFFA07A, + 'lightseagreen': 0x20B2AA, + 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, + 'lightslategrey': 0x778899, + 'lightsteelblue': 0xB0C4DE, + 'lightyellow': 0xFFFFE0, + 'lime': 0x00FF00, + 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, + 'magenta': 0xFF00FF, + 'maroon': 0x800000, + 'mediumaquamarine': 0x66CDAA, + 'mediumblue': 0x0000CD, + 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, + 'mediumseagreen': 0x3CB371, + 'mediumslateblue': 0x7B68EE, + 'mediumspringgreen': 0x00FA9A, + 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, + 'midnightblue': 0x191970, + 'mintcream': 0xF5FFFA, + 'mistyrose': 0xFFE4E1, + 'moccasin': 0xFFE4B5, + 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, + 'oldlace': 0xFDF5E6, + 'olive': 0x808000, + 'olivedrab': 0x6B8E23, + 'orange': 0xFFA500, + 'orangered': 0xFF4500, + 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, + 'palegreen': 0x98FB98, + 'paleturquoise': 0xAFEEEE, + 'palevioletred': 0xDB7093, + 'papayawhip': 0xFFEFD5, + 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, + 'pink': 0xFFC0CB, + 'plum': 0xDDA0DD, + 'powderblue': 0xB0E0E6, + 'purple': 0x800080, + 'rebeccapurple': 0x663399, + 'red': 0xFF0000, + 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, + 'saddlebrown': 0x8B4513, + 'salmon': 0xFA8072, + 'sandybrown': 0xF4A460, + 'seagreen': 0x2E8B57, + 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, + 'silver': 0xC0C0C0, + 'skyblue': 0x87CEEB, + 'slateblue': 0x6A5ACD, + 'slategray': 0x708090, + 'slategrey': 0x708090, + 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, + 'steelblue': 0x4682B4, + 'tan': 0xD2B48C, + 'teal': 0x008080, + 'thistle': 0xD8BFD8, + 'tomato': 0xFF6347, + 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, + 'wheat': 0xF5DEB3, + 'white': 0xFFFFFF, + 'whitesmoke': 0xF5F5F5, + 'yellow': 0xFFFF00, + 'yellowgreen': 0x9ACD32 + }; + const _hslA = { + h: 0, + s: 0, + l: 0 + }; + const _hslB = { + h: 0, + s: 0, + l: 0 + }; - return this; + function hue2rgb(p, q, t) { + if (t < 0) t += 1; + if (t > 1) t -= 1; + if (t < 1 / 6) return p + (q - p) * 6 * t; + if (t < 1 / 2) return q; + if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t); + return p; + } - }, + function SRGBToLinear(c) { + return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4); + } - clamp: function ( min, max ) { + function LinearToSRGB(c) { + return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055; + } - // assumes min < max, componentwise + class Color { + constructor(r, g, b) { + if (g === undefined && b === undefined) { + // r is THREE.Color, hex or string + return this.set(r); + } - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + return this.setRGB(r, g, b); + } - return this; + set(value) { + if (value && value.isColor) { + this.copy(value); + } else if (typeof value === 'number') { + this.setHex(value); + } else if (typeof value === 'string') { + this.setStyle(value); + } - }, + return this; + } - clampScalar: function () { + setScalar(scalar) { + this.r = scalar; + this.g = scalar; + this.b = scalar; + return this; + } - var min = new Vector3(); - var max = new Vector3(); + setHex(hex) { + hex = Math.floor(hex); + this.r = (hex >> 16 & 255) / 255; + this.g = (hex >> 8 & 255) / 255; + this.b = (hex & 255) / 255; + return this; + } - return function clampScalar( minVal, maxVal ) { + setRGB(r, g, b) { + this.r = r; + this.g = g; + this.b = b; + return this; + } - min.set( minVal, minVal, minVal ); - max.set( maxVal, maxVal, maxVal ); + setHSL(h, s, l) { + // h,s,l ranges are in 0.0 - 1.0 + h = euclideanModulo(h, 1); + s = clamp(s, 0, 1); + l = clamp(l, 0, 1); - return this.clamp( min, max ); + if (s === 0) { + this.r = this.g = this.b = l; + } else { + const p = l <= 0.5 ? l * (1 + s) : l + s - l * s; + const q = 2 * l - p; + this.r = hue2rgb(q, p, h + 1 / 3); + this.g = hue2rgb(q, p, h); + this.b = hue2rgb(q, p, h - 1 / 3); + } - }; + return this; + } - }(), + setStyle(style) { + function handleAlpha(string) { + if (string === undefined) return; - clampLength: function ( min, max ) { + if (parseFloat(string) < 1) { + console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.'); + } + } - var length = this.length(); + let m; - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + if (m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(style)) { + // rgb / hsl + let color; + const name = m[1]; + const components = m[2]; - }, + switch (name) { + case 'rgb': + case 'rgba': + if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) { + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min(255, parseInt(color[1], 10)) / 255; + this.g = Math.min(255, parseInt(color[2], 10)) / 255; + this.b = Math.min(255, parseInt(color[3], 10)) / 255; + handleAlpha(color[4]); + return this; + } - floor: function () { + if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) { + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + this.r = Math.min(100, parseInt(color[1], 10)) / 100; + this.g = Math.min(100, parseInt(color[2], 10)) / 100; + this.b = Math.min(100, parseInt(color[3], 10)) / 100; + handleAlpha(color[4]); + return this; + } - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); + break; - return this; + case 'hsl': + case 'hsla': + if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) { + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + const h = parseFloat(color[1]) / 360; + const s = parseInt(color[2], 10) / 100; + const l = parseInt(color[3], 10) / 100; + handleAlpha(color[4]); + return this.setHSL(h, s, l); + } - }, + break; + } + } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) { + // hex color + const hex = m[1]; + const size = hex.length; - ceil: function () { + if (size === 3) { + // #ff0 + this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255; + this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255; + this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255; + return this; + } else if (size === 6) { + // #ff0000 + this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255; + this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255; + this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255; + return this; + } + } - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); + if (style && style.length > 0) { + return this.setColorName(style); + } return this; + } - }, - - round: function () { + setColorName(style) { + // color keywords + const hex = _colorKeywords[style.toLowerCase()]; - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); + if (hex !== undefined) { + // red + this.setHex(hex); + } else { + // unknown color + console.warn('THREE.Color: Unknown color ' + style); + } return this; + } - }, - - roundToZero: function () { - - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); - this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + clone() { + return new this.constructor(this.r, this.g, this.b); + } + copy(color) { + this.r = color.r; + this.g = color.g; + this.b = color.b; return this; + } - }, + copyGammaToLinear(color, gammaFactor = 2.0) { + this.r = Math.pow(color.r, gammaFactor); + this.g = Math.pow(color.g, gammaFactor); + this.b = Math.pow(color.b, gammaFactor); + return this; + } - negate: function () { + copyLinearToGamma(color, gammaFactor = 2.0) { + const safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0; + this.r = Math.pow(color.r, safeInverse); + this.g = Math.pow(color.g, safeInverse); + this.b = Math.pow(color.b, safeInverse); + return this; + } - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; + convertGammaToLinear(gammaFactor) { + this.copyGammaToLinear(this, gammaFactor); + return this; + } + convertLinearToGamma(gammaFactor) { + this.copyLinearToGamma(this, gammaFactor); return this; + } - }, + copySRGBToLinear(color) { + this.r = SRGBToLinear(color.r); + this.g = SRGBToLinear(color.g); + this.b = SRGBToLinear(color.b); + return this; + } - dot: function ( v ) { + copyLinearToSRGB(color) { + this.r = LinearToSRGB(color.r); + this.g = LinearToSRGB(color.g); + this.b = LinearToSRGB(color.b); + return this; + } - return this.x * v.x + this.y * v.y + this.z * v.z; + convertSRGBToLinear() { + this.copySRGBToLinear(this); + return this; + } - }, + convertLinearToSRGB() { + this.copyLinearToSRGB(this); + return this; + } - // TODO lengthSquared? + getHex() { + return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0; + } - lengthSq: function () { + getHexString() { + return ('000000' + this.getHex().toString(16)).slice(-6); + } - return this.x * this.x + this.y * this.y + this.z * this.z; + getHSL(target) { + // h,s,l ranges are in 0.0 - 1.0 + const r = this.r, + g = this.g, + b = this.b; + const max = Math.max(r, g, b); + const min = Math.min(r, g, b); + let hue, saturation; + const lightness = (min + max) / 2.0; + + if (min === max) { + hue = 0; + saturation = 0; + } else { + const delta = max - min; + saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min); - }, + switch (max) { + case r: + hue = (g - b) / delta + (g < b ? 6 : 0); + break; - length: function () { + case g: + hue = (b - r) / delta + 2; + break; - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + case b: + hue = (r - g) / delta + 4; + break; + } - }, + hue /= 6; + } - manhattanLength: function () { + target.h = hue; + target.s = saturation; + target.l = lightness; + return target; + } - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + getStyle() { + return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')'; + } - }, + offsetHSL(h, s, l) { + this.getHSL(_hslA); + _hslA.h += h; + _hslA.s += s; + _hslA.l += l; + this.setHSL(_hslA.h, _hslA.s, _hslA.l); + return this; + } - normalize: function () { + add(color) { + this.r += color.r; + this.g += color.g; + this.b += color.b; + return this; + } - return this.divideScalar( this.length() || 1 ); + addColors(color1, color2) { + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + return this; + } - }, + addScalar(s) { + this.r += s; + this.g += s; + this.b += s; + return this; + } - setLength: function ( length ) { + sub(color) { + this.r = Math.max(0, this.r - color.r); + this.g = Math.max(0, this.g - color.g); + this.b = Math.max(0, this.b - color.b); + return this; + } - return this.normalize().multiplyScalar( length ); + multiply(color) { + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + return this; + } - }, + multiplyScalar(s) { + this.r *= s; + this.g *= s; + this.b *= s; + return this; + } - lerp: function ( v, alpha ) { + lerp(color, alpha) { + this.r += (color.r - this.r) * alpha; + this.g += (color.g - this.g) * alpha; + this.b += (color.b - this.b) * alpha; + return this; + } - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; + lerpColors(color1, color2, alpha) { + this.r = color1.r + (color2.r - color1.r) * alpha; + this.g = color1.g + (color2.g - color1.g) * alpha; + this.b = color1.b + (color2.b - color1.b) * alpha; + return this; + } + lerpHSL(color, alpha) { + this.getHSL(_hslA); + color.getHSL(_hslB); + const h = lerp(_hslA.h, _hslB.h, alpha); + const s = lerp(_hslA.s, _hslB.s, alpha); + const l = lerp(_hslA.l, _hslB.l, alpha); + this.setHSL(h, s, l); return this; + } - }, + equals(c) { + return c.r === this.r && c.g === this.g && c.b === this.b; + } - lerpVectors: function ( v1, v2, alpha ) { + fromArray(array, offset = 0) { + this.r = array[offset]; + this.g = array[offset + 1]; + this.b = array[offset + 2]; + return this; + } - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + toArray(array = [], offset = 0) { + array[offset] = this.r; + array[offset + 1] = this.g; + array[offset + 2] = this.b; + return array; + } - }, + fromBufferAttribute(attribute, index) { + this.r = attribute.getX(index); + this.g = attribute.getY(index); + this.b = attribute.getZ(index); - cross: function ( v, w ) { + if (attribute.normalized === true) { + // assuming Uint8Array + this.r /= 255; + this.g /= 255; + this.b /= 255; + } - if ( w !== undefined ) { + return this; + } - console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); - return this.crossVectors( v, w ); + toJSON() { + return this.getHex(); + } - } + } - return this.crossVectors( this, v ); + Color.NAMES = _colorKeywords; + Color.prototype.isColor = true; + Color.prototype.r = 1; + Color.prototype.g = 1; + Color.prototype.b = 1; - }, - - crossVectors: function ( a, b ) { + /** + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * morphTargets: + * } + */ - var ax = a.x, ay = a.y, az = a.z; - var bx = b.x, by = b.y, bz = b.z; + class MeshBasicMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'MeshBasicMaterial'; + this.color = new Color(0xffffff); // emissive + + this.map = null; + this.lightMap = null; + this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; + this.specularMap = null; + this.alphaMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + this.morphTargets = false; + this.setValues(parameters); + } + + copy(source) { + super.copy(source); + this.color.copy(source.color); + this.map = source.map; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + this.specularMap = source.specularMap; + this.alphaMap = source.alphaMap; + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + this.morphTargets = source.morphTargets; + return this; + } - this.x = ay * bz - az * by; - this.y = az * bx - ax * bz; - this.z = ax * by - ay * bx; + } - return this; + MeshBasicMaterial.prototype.isMeshBasicMaterial = true; - }, + const _vector$9 = /*@__PURE__*/new Vector3(); - projectOnVector: function ( vector ) { + const _vector2$1 = /*@__PURE__*/new Vector2(); - var scalar = vector.dot( this ) / vector.lengthSq(); + class BufferAttribute { + constructor(array, itemSize, normalized) { + if (Array.isArray(array)) { + throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.'); + } - return this.copy( vector ).multiplyScalar( scalar ); + this.name = ''; + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized === true; + this.usage = StaticDrawUsage; + this.updateRange = { + offset: 0, + count: -1 + }; + this.version = 0; + } - }, + onUploadCallback() {} - projectOnPlane: function () { + set needsUpdate(value) { + if (value === true) this.version++; + } - var v1 = new Vector3(); + setUsage(value) { + this.usage = value; + return this; + } - return function projectOnPlane( planeNormal ) { + copy(source) { + this.name = source.name; + this.array = new source.array.constructor(source.array); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; + this.usage = source.usage; + return this; + } - v1.copy( this ).projectOnVector( planeNormal ); + copyAt(index1, attribute, index2) { + index1 *= this.itemSize; + index2 *= attribute.itemSize; - return this.sub( v1 ); + for (let i = 0, l = this.itemSize; i < l; i++) { + this.array[index1 + i] = attribute.array[index2 + i]; + } - }; + return this; + } - }(), + copyArray(array) { + this.array.set(array); + return this; + } - reflect: function () { + copyColorsArray(colors) { + const array = this.array; + let offset = 0; - // reflect incident vector off plane orthogonal to normal - // normal is assumed to have unit length + for (let i = 0, l = colors.length; i < l; i++) { + let color = colors[i]; - var v1 = new Vector3(); + if (color === undefined) { + console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i); + color = new Color(); + } - return function reflect( normal ) { + array[offset++] = color.r; + array[offset++] = color.g; + array[offset++] = color.b; + } - return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + return this; + } - }; + copyVector2sArray(vectors) { + const array = this.array; + let offset = 0; - }(), + for (let i = 0, l = vectors.length; i < l; i++) { + let vector = vectors[i]; - angleTo: function ( v ) { + if (vector === undefined) { + console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i); + vector = new Vector2(); + } - var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); + array[offset++] = vector.x; + array[offset++] = vector.y; + } - // clamp, to handle numerical problems + return this; + } - return Math.acos( _Math.clamp( theta, - 1, 1 ) ); + copyVector3sArray(vectors) { + const array = this.array; + let offset = 0; - }, + for (let i = 0, l = vectors.length; i < l; i++) { + let vector = vectors[i]; - distanceTo: function ( v ) { + if (vector === undefined) { + console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i); + vector = new Vector3(); + } - return Math.sqrt( this.distanceToSquared( v ) ); + array[offset++] = vector.x; + array[offset++] = vector.y; + array[offset++] = vector.z; + } - }, + return this; + } - distanceToSquared: function ( v ) { + copyVector4sArray(vectors) { + const array = this.array; + let offset = 0; - var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + for (let i = 0, l = vectors.length; i < l; i++) { + let vector = vectors[i]; - return dx * dx + dy * dy + dz * dz; + if (vector === undefined) { + console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i); + vector = new Vector4(); + } - }, + array[offset++] = vector.x; + array[offset++] = vector.y; + array[offset++] = vector.z; + array[offset++] = vector.w; + } - manhattanDistanceTo: function ( v ) { + return this; + } - return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + applyMatrix3(m) { + if (this.itemSize === 2) { + for (let i = 0, l = this.count; i < l; i++) { + _vector2$1.fromBufferAttribute(this, i); - }, + _vector2$1.applyMatrix3(m); - setFromSpherical: function ( s ) { + this.setXY(i, _vector2$1.x, _vector2$1.y); + } + } else if (this.itemSize === 3) { + for (let i = 0, l = this.count; i < l; i++) { + _vector$9.fromBufferAttribute(this, i); - var sinPhiRadius = Math.sin( s.phi ) * s.radius; + _vector$9.applyMatrix3(m); - this.x = sinPhiRadius * Math.sin( s.theta ); - this.y = Math.cos( s.phi ) * s.radius; - this.z = sinPhiRadius * Math.cos( s.theta ); + this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); + } + } return this; + } - }, + applyMatrix4(m) { + for (let i = 0, l = this.count; i < l; i++) { + _vector$9.x = this.getX(i); + _vector$9.y = this.getY(i); + _vector$9.z = this.getZ(i); - setFromCylindrical: function ( c ) { + _vector$9.applyMatrix4(m); - this.x = c.radius * Math.sin( c.theta ); - this.y = c.y; - this.z = c.radius * Math.cos( c.theta ); + this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); + } return this; + } - }, - - setFromMatrixPosition: function ( m ) { + applyNormalMatrix(m) { + for (let i = 0, l = this.count; i < l; i++) { + _vector$9.x = this.getX(i); + _vector$9.y = this.getY(i); + _vector$9.z = this.getZ(i); - var e = m.elements; + _vector$9.applyNormalMatrix(m); - this.x = e[ 12 ]; - this.y = e[ 13 ]; - this.z = e[ 14 ]; + this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); + } return this; + } - }, + transformDirection(m) { + for (let i = 0, l = this.count; i < l; i++) { + _vector$9.x = this.getX(i); + _vector$9.y = this.getY(i); + _vector$9.z = this.getZ(i); - setFromMatrixScale: function ( m ) { + _vector$9.transformDirection(m); - var sx = this.setFromMatrixColumn( m, 0 ).length(); - var sy = this.setFromMatrixColumn( m, 1 ).length(); - var sz = this.setFromMatrixColumn( m, 2 ).length(); + this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z); + } - this.x = sx; - this.y = sy; - this.z = sz; + return this; + } + set(value, offset = 0) { + this.array.set(value, offset); return this; + } - }, + getX(index) { + return this.array[index * this.itemSize]; + } + + setX(index, x) { + this.array[index * this.itemSize] = x; + return this; + } - setFromMatrixColumn: function ( m, index ) { + getY(index) { + return this.array[index * this.itemSize + 1]; + } - return this.fromArray( m.elements, index * 4 ); + setY(index, y) { + this.array[index * this.itemSize + 1] = y; + return this; + } - }, + getZ(index) { + return this.array[index * this.itemSize + 2]; + } - equals: function ( v ) { + setZ(index, z) { + this.array[index * this.itemSize + 2] = z; + return this; + } - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + getW(index) { + return this.array[index * this.itemSize + 3]; + } - }, + setW(index, w) { + this.array[index * this.itemSize + 3] = w; + return this; + } - fromArray: function ( array, offset ) { + setXY(index, x, y) { + index *= this.itemSize; + this.array[index + 0] = x; + this.array[index + 1] = y; + return this; + } - if ( offset === undefined ) offset = 0; + setXYZ(index, x, y, z) { + index *= this.itemSize; + this.array[index + 0] = x; + this.array[index + 1] = y; + this.array[index + 2] = z; + return this; + } - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; + setXYZW(index, x, y, z, w) { + index *= this.itemSize; + this.array[index + 0] = x; + this.array[index + 1] = y; + this.array[index + 2] = z; + this.array[index + 3] = w; + return this; + } + onUpload(callback) { + this.onUploadCallback = callback; return this; + } - }, + clone() { + return new this.constructor(this.array, this.itemSize).copy(this); + } - toArray: function ( array, offset ) { + toJSON() { + const data = { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: Array.prototype.slice.call(this.array), + normalized: this.normalized + }; + if (this.name !== '') data.name = this.name; + if (this.usage !== StaticDrawUsage) data.usage = this.usage; + if (this.updateRange.offset !== 0 || this.updateRange.count !== -1) data.updateRange = this.updateRange; + return data; + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + } - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; + BufferAttribute.prototype.isBufferAttribute = true; // - return array; + class Int8BufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Int8Array(array), itemSize, normalized); + } - }, + } - fromBufferAttribute: function ( attribute, index, offset ) { + class Uint8BufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Uint8Array(array), itemSize, normalized); + } - if ( offset !== undefined ) { + } - console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); + class Uint8ClampedBufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Uint8ClampedArray(array), itemSize, normalized); + } - } + } - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); + class Int16BufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Int16Array(array), itemSize, normalized); + } - return this; + } + class Uint16BufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Uint16Array(array), itemSize, normalized); } - } ); + } - /** - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - * @author tschw - */ + class Int32BufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Int32Array(array), itemSize, normalized); + } - function Matrix3() { + } - this.elements = [ + class Uint32BufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Uint32Array(array), itemSize, normalized); + } - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 + } - ]; + class Float16BufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Uint16Array(array), itemSize, normalized); + } - if ( arguments.length > 0 ) { + } - console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' ); + Float16BufferAttribute.prototype.isFloat16BufferAttribute = true; + class Float32BufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Float32Array(array), itemSize, normalized); } } - Object.assign( Matrix3.prototype, { + class Float64BufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized) { + super(new Float64Array(array), itemSize, normalized); + } - isMatrix3: true, + } // - set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + function arrayMax(array) { + if (array.length === 0) return -Infinity; + let max = array[0]; - var te = this.elements; + for (let i = 1, l = array.length; i < l; ++i) { + if (array[i] > max) max = array[i]; + } - te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; - te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; - te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + return max; + } - return this; + const TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + Uint8ClampedArray: Uint8ClampedArray, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array + }; - }, + function getTypedArray(type, buffer) { + return new TYPED_ARRAYS[type](buffer); + } - identity: function () { + let _id = 0; - this.set( + const _m1 = /*@__PURE__*/new Matrix4(); - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 + const _obj = /*@__PURE__*/new Object3D(); - ); + const _offset = /*@__PURE__*/new Vector3(); - return this; + const _box$1 = /*@__PURE__*/new Box3(); - }, + const _boxMorphTargets = /*@__PURE__*/new Box3(); - clone: function () { + const _vector$8 = /*@__PURE__*/new Vector3(); - return new this.constructor().fromArray( this.elements ); + class BufferGeometry extends EventDispatcher { + constructor() { + super(); + Object.defineProperty(this, 'id', { + value: _id++ + }); + this.uuid = generateUUID(); + this.name = ''; + this.type = 'BufferGeometry'; + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.morphTargetsRelative = false; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + this.drawRange = { + start: 0, + count: Infinity + }; + this.userData = {}; + } - }, + getIndex() { + return this.index; + } - copy: function ( m ) { + setIndex(index) { + if (Array.isArray(index)) { + this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1); + } else { + this.index = index; + } - var te = this.elements; - var me = m.elements; + return this; + } - te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; - te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; - te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; + getAttribute(name) { + return this.attributes[name]; + } + setAttribute(name, attribute) { + this.attributes[name] = attribute; return this; + } - }, + deleteAttribute(name) { + delete this.attributes[name]; + return this; + } - setFromMatrix4: function ( m ) { + hasAttribute(name) { + return this.attributes[name] !== undefined; + } - var me = m.elements; + addGroup(start, count, materialIndex = 0) { + this.groups.push({ + start: start, + count: count, + materialIndex: materialIndex + }); + } - this.set( + clearGroups() { + this.groups = []; + } - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] + setDrawRange(start, count) { + this.drawRange.start = start; + this.drawRange.count = count; + } - ); + applyMatrix4(matrix) { + const position = this.attributes.position; - return this; + if (position !== undefined) { + position.applyMatrix4(matrix); + position.needsUpdate = true; + } - }, + const normal = this.attributes.normal; - applyToBufferAttribute: function () { + if (normal !== undefined) { + const normalMatrix = new Matrix3().getNormalMatrix(matrix); + normal.applyNormalMatrix(normalMatrix); + normal.needsUpdate = true; + } - var v1 = new Vector3(); + const tangent = this.attributes.tangent; - return function applyToBufferAttribute( attribute ) { + if (tangent !== undefined) { + tangent.transformDirection(matrix); + tangent.needsUpdate = true; + } - for ( var i = 0, l = attribute.count; i < l; i ++ ) { + if (this.boundingBox !== null) { + this.computeBoundingBox(); + } - v1.x = attribute.getX( i ); - v1.y = attribute.getY( i ); - v1.z = attribute.getZ( i ); + if (this.boundingSphere !== null) { + this.computeBoundingSphere(); + } - v1.applyMatrix3( this ); + return this; + } - attribute.setXYZ( i, v1.x, v1.y, v1.z ); + applyQuaternion(q) { + _m1.makeRotationFromQuaternion(q); - } + this.applyMatrix4(_m1); + return this; + } - return attribute; + rotateX(angle) { + // rotate geometry around world x-axis + _m1.makeRotationX(angle); - }; + this.applyMatrix4(_m1); + return this; + } - }(), + rotateY(angle) { + // rotate geometry around world y-axis + _m1.makeRotationY(angle); - multiply: function ( m ) { + this.applyMatrix4(_m1); + return this; + } - return this.multiplyMatrices( this, m ); + rotateZ(angle) { + // rotate geometry around world z-axis + _m1.makeRotationZ(angle); - }, + this.applyMatrix4(_m1); + return this; + } - premultiply: function ( m ) { + translate(x, y, z) { + // translate geometry + _m1.makeTranslation(x, y, z); - return this.multiplyMatrices( m, this ); + this.applyMatrix4(_m1); + return this; + } - }, + scale(x, y, z) { + // scale geometry + _m1.makeScale(x, y, z); - multiplyMatrices: function ( a, b ) { + this.applyMatrix4(_m1); + return this; + } - var ae = a.elements; - var be = b.elements; - var te = this.elements; + lookAt(vector) { + _obj.lookAt(vector); - var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; - var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; - var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + _obj.updateMatrix(); - var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; - var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; - var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; + this.applyMatrix4(_obj.matrix); + return this; + } - te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; - te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; - te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + center() { + this.computeBoundingBox(); + this.boundingBox.getCenter(_offset).negate(); + this.translate(_offset.x, _offset.y, _offset.z); + return this; + } - te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; - te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; - te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; + setFromPoints(points) { + const position = []; - te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; - te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; - te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; + for (let i = 0, l = points.length; i < l; i++) { + const point = points[i]; + position.push(point.x, point.y, point.z || 0); + } + this.setAttribute('position', new Float32BufferAttribute(position, 3)); return this; + } - }, - - multiplyScalar: function ( s ) { + computeBoundingBox() { + if (this.boundingBox === null) { + this.boundingBox = new Box3(); + } - var te = this.elements; + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; - te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; - te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; - te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + if (position && position.isGLBufferAttribute) { + console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this); + this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity)); + return; + } - return this; + if (position !== undefined) { + this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present - }, + if (morphAttributesPosition) { + for (let i = 0, il = morphAttributesPosition.length; i < il; i++) { + const morphAttribute = morphAttributesPosition[i]; - determinant: function () { + _box$1.setFromBufferAttribute(morphAttribute); - var te = this.elements; + if (this.morphTargetsRelative) { + _vector$8.addVectors(this.boundingBox.min, _box$1.min); - var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], - d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], - g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + this.boundingBox.expandByPoint(_vector$8); - return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + _vector$8.addVectors(this.boundingBox.max, _box$1.max); - }, + this.boundingBox.expandByPoint(_vector$8); + } else { + this.boundingBox.expandByPoint(_box$1.min); + this.boundingBox.expandByPoint(_box$1.max); + } + } + } + } else { + this.boundingBox.makeEmpty(); + } - getInverse: function ( matrix, throwOnDegenerate ) { + if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) { + console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this); + } + } - if ( matrix && matrix.isMatrix4 ) { + computeBoundingSphere() { + if (this.boundingSphere === null) { + this.boundingSphere = new Sphere(); + } - console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." ); + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + if (position && position.isGLBufferAttribute) { + console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this); + this.boundingSphere.set(new Vector3(), Infinity); + return; } - var me = matrix.elements, - te = this.elements, + if (position) { + // first, find the center of the bounding sphere + const center = this.boundingSphere.center; - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], - n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], - n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], + _box$1.setFromBufferAttribute(position); // process morph attributes if present - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, - det = n11 * t11 + n21 * t12 + n31 * t13; + if (morphAttributesPosition) { + for (let i = 0, il = morphAttributesPosition.length; i < il; i++) { + const morphAttribute = morphAttributesPosition[i]; - if ( det === 0 ) { + _boxMorphTargets.setFromBufferAttribute(morphAttribute); - var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0"; + if (this.morphTargetsRelative) { + _vector$8.addVectors(_box$1.min, _boxMorphTargets.min); - if ( throwOnDegenerate === true ) { + _box$1.expandByPoint(_vector$8); - throw new Error( msg ); + _vector$8.addVectors(_box$1.max, _boxMorphTargets.max); - } else { - - console.warn( msg ); + _box$1.expandByPoint(_vector$8); + } else { + _box$1.expandByPoint(_boxMorphTargets.min); + _box$1.expandByPoint(_boxMorphTargets.max); + } + } } - return this.identity(); + _box$1.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case - } - var detInv = 1 / det; + let maxRadiusSq = 0; - te[ 0 ] = t11 * detInv; - te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; - te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + for (let i = 0, il = position.count; i < il; i++) { + _vector$8.fromBufferAttribute(position, i); - te[ 3 ] = t12 * detInv; - te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; - te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8)); + } // process morph attributes if present - te[ 6 ] = t13 * detInv; - te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; - te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; - return this; + if (morphAttributesPosition) { + for (let i = 0, il = morphAttributesPosition.length; i < il; i++) { + const morphAttribute = morphAttributesPosition[i]; + const morphTargetsRelative = this.morphTargetsRelative; - }, + for (let j = 0, jl = morphAttribute.count; j < jl; j++) { + _vector$8.fromBufferAttribute(morphAttribute, j); - transpose: function () { + if (morphTargetsRelative) { + _offset.fromBufferAttribute(position, j); - var tmp, m = this.elements; + _vector$8.add(_offset); + } - tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; - tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; - tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; + maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8)); + } + } + } - return this; + this.boundingSphere.radius = Math.sqrt(maxRadiusSq); - }, + if (isNaN(this.boundingSphere.radius)) { + console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this); + } + } + } - getNormalMatrix: function ( matrix4 ) { + computeFaceNormals() {// backwards compatibility + } - return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + computeTangents() { + const index = this.index; + const attributes = this.attributes; // based on http://www.terathon.com/code/tangent.html + // (per vertex tangents) - }, + if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) { + console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)'); + return; + } - transposeIntoArray: function ( r ) { + const indices = index.array; + const positions = attributes.position.array; + const normals = attributes.normal.array; + const uvs = attributes.uv.array; + const nVertices = positions.length / 3; - var m = this.elements; + if (attributes.tangent === undefined) { + this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4)); + } - r[ 0 ] = m[ 0 ]; - r[ 1 ] = m[ 3 ]; - r[ 2 ] = m[ 6 ]; - r[ 3 ] = m[ 1 ]; - r[ 4 ] = m[ 4 ]; - r[ 5 ] = m[ 7 ]; - r[ 6 ] = m[ 2 ]; - r[ 7 ] = m[ 5 ]; - r[ 8 ] = m[ 8 ]; + const tangents = attributes.tangent.array; + const tan1 = [], + tan2 = []; - return this; + for (let i = 0; i < nVertices; i++) { + tan1[i] = new Vector3(); + tan2[i] = new Vector3(); + } - }, + const vA = new Vector3(), + vB = new Vector3(), + vC = new Vector3(), + uvA = new Vector2(), + uvB = new Vector2(), + uvC = new Vector2(), + sdir = new Vector3(), + tdir = new Vector3(); - setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) { + function handleTriangle(a, b, c) { + vA.fromArray(positions, a * 3); + vB.fromArray(positions, b * 3); + vC.fromArray(positions, c * 3); + uvA.fromArray(uvs, a * 2); + uvB.fromArray(uvs, b * 2); + uvC.fromArray(uvs, c * 2); + vB.sub(vA); + vC.sub(vA); + uvB.sub(uvA); + uvC.sub(uvA); + const r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); // silently ignore degenerate uv triangles having coincident or colinear vertices - var c = Math.cos( rotation ); - var s = Math.sin( rotation ); + if (!isFinite(r)) return; + sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r); + tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r); + tan1[a].add(sdir); + tan1[b].add(sdir); + tan1[c].add(sdir); + tan2[a].add(tdir); + tan2[b].add(tdir); + tan2[c].add(tdir); + } - this.set( - sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, - - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, - 0, 0, 1 - ); + let groups = this.groups; - }, + if (groups.length === 0) { + groups = [{ + start: 0, + count: indices.length + }]; + } - scale: function ( sx, sy ) { + for (let i = 0, il = groups.length; i < il; ++i) { + const group = groups[i]; + const start = group.start; + const count = group.count; - var te = this.elements; + for (let j = start, jl = start + count; j < jl; j += 3) { + handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]); + } + } - te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx; - te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy; + const tmp = new Vector3(), + tmp2 = new Vector3(); + const n = new Vector3(), + n2 = new Vector3(); - return this; + function handleVertex(v) { + n.fromArray(normals, v * 3); + n2.copy(n); + const t = tan1[v]; // Gram-Schmidt orthogonalize - }, + tmp.copy(t); + tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); // Calculate handedness - rotate: function ( theta ) { + tmp2.crossVectors(n2, t); + const test = tmp2.dot(tan2[v]); + const w = test < 0.0 ? -1.0 : 1.0; + tangents[v * 4] = tmp.x; + tangents[v * 4 + 1] = tmp.y; + tangents[v * 4 + 2] = tmp.z; + tangents[v * 4 + 3] = w; + } - var c = Math.cos( theta ); - var s = Math.sin( theta ); + for (let i = 0, il = groups.length; i < il; ++i) { + const group = groups[i]; + const start = group.start; + const count = group.count; - var te = this.elements; + for (let j = start, jl = start + count; j < jl; j += 3) { + handleVertex(indices[j + 0]); + handleVertex(indices[j + 1]); + handleVertex(indices[j + 2]); + } + } + } - var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ]; - var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ]; + computeVertexNormals() { + const index = this.index; + const positionAttribute = this.getAttribute('position'); - te[ 0 ] = c * a11 + s * a21; - te[ 3 ] = c * a12 + s * a22; - te[ 6 ] = c * a13 + s * a23; + if (positionAttribute !== undefined) { + let normalAttribute = this.getAttribute('normal'); - te[ 1 ] = - s * a11 + c * a21; - te[ 4 ] = - s * a12 + c * a22; - te[ 7 ] = - s * a13 + c * a23; + if (normalAttribute === undefined) { + normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3); + this.setAttribute('normal', normalAttribute); + } else { + // reset existing normals to zero + for (let i = 0, il = normalAttribute.count; i < il; i++) { + normalAttribute.setXYZ(i, 0, 0, 0); + } + } - return this; + const pA = new Vector3(), + pB = new Vector3(), + pC = new Vector3(); + const nA = new Vector3(), + nB = new Vector3(), + nC = new Vector3(); + const cb = new Vector3(), + ab = new Vector3(); // indexed elements + + if (index) { + for (let i = 0, il = index.count; i < il; i += 3) { + const vA = index.getX(i + 0); + const vB = index.getX(i + 1); + const vC = index.getX(i + 2); + pA.fromBufferAttribute(positionAttribute, vA); + pB.fromBufferAttribute(positionAttribute, vB); + pC.fromBufferAttribute(positionAttribute, vC); + cb.subVectors(pC, pB); + ab.subVectors(pA, pB); + cb.cross(ab); + nA.fromBufferAttribute(normalAttribute, vA); + nB.fromBufferAttribute(normalAttribute, vB); + nC.fromBufferAttribute(normalAttribute, vC); + nA.add(cb); + nB.add(cb); + nC.add(cb); + normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z); + normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z); + normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z); + } + } else { + // non-indexed elements (unconnected triangle soup) + for (let i = 0, il = positionAttribute.count; i < il; i += 3) { + pA.fromBufferAttribute(positionAttribute, i + 0); + pB.fromBufferAttribute(positionAttribute, i + 1); + pC.fromBufferAttribute(positionAttribute, i + 2); + cb.subVectors(pC, pB); + ab.subVectors(pA, pB); + cb.cross(ab); + normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z); + normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z); + normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z); + } + } - }, + this.normalizeNormals(); + normalAttribute.needsUpdate = true; + } + } - translate: function ( tx, ty ) { + merge(geometry, offset) { + if (!(geometry && geometry.isBufferGeometry)) { + console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry); + return; + } - var te = this.elements; + if (offset === undefined) { + offset = 0; + console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'); + } - te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ]; - te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ]; + const attributes = this.attributes; - return this; + for (const key in attributes) { + if (geometry.attributes[key] === undefined) continue; + const attribute1 = attributes[key]; + const attributeArray1 = attribute1.array; + const attribute2 = geometry.attributes[key]; + const attributeArray2 = attribute2.array; + const attributeOffset = attribute2.itemSize * offset; + const length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset); - }, + for (let i = 0, j = attributeOffset; i < length; i++, j++) { + attributeArray1[j] = attributeArray2[i]; + } + } - equals: function ( matrix ) { + return this; + } - var te = this.elements; - var me = matrix.elements; + normalizeNormals() { + const normals = this.attributes.normal; - for ( var i = 0; i < 9; i ++ ) { + for (let i = 0, il = normals.count; i < il; i++) { + _vector$8.fromBufferAttribute(normals, i); - if ( te[ i ] !== me[ i ] ) return false; + _vector$8.normalize(); + normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z); } + } - return true; - - }, + toNonIndexed() { + function convertBufferAttribute(attribute, indices) { + const array = attribute.array; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; + const array2 = new array.constructor(indices.length * itemSize); + let index = 0, + index2 = 0; - fromArray: function ( array, offset ) { + for (let i = 0, l = indices.length; i < l; i++) { + if (attribute.isInterleavedBufferAttribute) { + index = indices[i] * attribute.data.stride + attribute.offset; + } else { + index = indices[i] * itemSize; + } - if ( offset === undefined ) offset = 0; + for (let j = 0; j < itemSize; j++) { + array2[index2++] = array[index++]; + } + } - for ( var i = 0; i < 9; i ++ ) { + return new BufferAttribute(array2, itemSize, normalized); + } // - this.elements[ i ] = array[ i + offset ]; + if (this.index === null) { + console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.'); + return this; } - return this; + const geometry2 = new BufferGeometry(); + const indices = this.index.array; + const attributes = this.attributes; // attributes - }, + for (const name in attributes) { + const attribute = attributes[name]; + const newAttribute = convertBufferAttribute(attribute, indices); + geometry2.setAttribute(name, newAttribute); + } // morph attributes - toArray: function ( array, offset ) { - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + const morphAttributes = this.morphAttributes; - var te = this.elements; + for (const name in morphAttributes) { + const morphArray = []; + const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes + + for (let i = 0, il = morphAttribute.length; i < il; i++) { + const attribute = morphAttribute[i]; + const newAttribute = convertBufferAttribute(attribute, indices); + morphArray.push(newAttribute); + } - array[ offset ] = te[ 0 ]; - array[ offset + 1 ] = te[ 1 ]; - array[ offset + 2 ] = te[ 2 ]; + geometry2.morphAttributes[name] = morphArray; + } - array[ offset + 3 ] = te[ 3 ]; - array[ offset + 4 ] = te[ 4 ]; - array[ offset + 5 ] = te[ 5 ]; + geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups - array[ offset + 6 ] = te[ 6 ]; - array[ offset + 7 ] = te[ 7 ]; - array[ offset + 8 ] = te[ 8 ]; + const groups = this.groups; - return array; + for (let i = 0, l = groups.length; i < l; i++) { + const group = groups[i]; + geometry2.addGroup(group.start, group.count, group.materialIndex); + } + return geometry2; } - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - */ + toJSON() { + const data = { + metadata: { + version: 4.5, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; // standard BufferGeometry serialization - var textureId = 0; + data.uuid = this.uuid; + data.type = this.type; + if (this.name !== '') data.name = this.name; + if (Object.keys(this.userData).length > 0) data.userData = this.userData; - function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + if (this.parameters !== undefined) { + const parameters = this.parameters; - Object.defineProperty( this, 'id', { value: textureId ++ } ); + for (const key in parameters) { + if (parameters[key] !== undefined) data[key] = parameters[key]; + } - this.uuid = _Math.generateUUID(); + return data; + } // for simplicity the code assumes attributes are not shared across geometries, see #15811 - this.name = ''; - this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE; - this.mipmaps = []; + data.data = { + attributes: {} + }; + const index = this.index; - this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING; + if (index !== null) { + data.data.index = { + type: index.array.constructor.name, + array: Array.prototype.slice.call(index.array) + }; + } - this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping; - this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping; + const attributes = this.attributes; - this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; - this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter; + for (const key in attributes) { + const attribute = attributes[key]; + data.data.attributes[key] = attribute.toJSON(data.data); + } - this.anisotropy = anisotropy !== undefined ? anisotropy : 1; + const morphAttributes = {}; + let hasMorphAttributes = false; - this.format = format !== undefined ? format : RGBAFormat; - this.type = type !== undefined ? type : UnsignedByteType; + for (const key in this.morphAttributes) { + const attributeArray = this.morphAttributes[key]; + const array = []; - this.offset = new Vector2( 0, 0 ); - this.repeat = new Vector2( 1, 1 ); - this.center = new Vector2( 0, 0 ); - this.rotation = 0; + for (let i = 0, il = attributeArray.length; i < il; i++) { + const attribute = attributeArray[i]; + array.push(attribute.toJSON(data.data)); + } - this.matrixAutoUpdate = true; - this.matrix = new Matrix3(); + if (array.length > 0) { + morphAttributes[key] = array; + hasMorphAttributes = true; + } + } - this.generateMipmaps = true; - this.premultiplyAlpha = false; - this.flipY = true; - this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + if (hasMorphAttributes) { + data.data.morphAttributes = morphAttributes; + data.data.morphTargetsRelative = this.morphTargetsRelative; + } - // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. - // - // Also changing the encoding after already used by a Material will not automatically make the Material - // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. - this.encoding = encoding !== undefined ? encoding : LinearEncoding; + const groups = this.groups; - this.version = 0; - this.onUpdate = null; + if (groups.length > 0) { + data.data.groups = JSON.parse(JSON.stringify(groups)); + } - } + const boundingSphere = this.boundingSphere; - Texture.DEFAULT_IMAGE = undefined; - Texture.DEFAULT_MAPPING = UVMapping; + if (boundingSphere !== null) { + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + } - Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + return data; + } - constructor: Texture, + clone() { + /* + // Handle primitives + const parameters = this.parameters; + if ( parameters !== undefined ) { + const values = []; + for ( const key in parameters ) { + values.push( parameters[ key ] ); + } + const geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + } + return new this.constructor().copy( this ); + */ + return new BufferGeometry().copy(this); + } - isTexture: true, + copy(source) { + // reset + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; // used for storing cloned, shared data - clone: function () { + const data = {}; // name - return new this.constructor().copy( this ); + this.name = source.name; // index - }, + const index = source.index; - copy: function ( source ) { + if (index !== null) { + this.setIndex(index.clone(data)); + } // attributes - this.name = source.name; - this.image = source.image; - this.mipmaps = source.mipmaps.slice( 0 ); + const attributes = source.attributes; - this.mapping = source.mapping; + for (const name in attributes) { + const attribute = attributes[name]; + this.setAttribute(name, attribute.clone(data)); + } // morph attributes - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; + const morphAttributes = source.morphAttributes; - this.anisotropy = source.anisotropy; + for (const name in morphAttributes) { + const array = []; + const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes - this.format = source.format; - this.type = source.type; + for (let i = 0, l = morphAttribute.length; i < l; i++) { + array.push(morphAttribute[i].clone(data)); + } - this.offset.copy( source.offset ); - this.repeat.copy( source.repeat ); - this.center.copy( source.center ); - this.rotation = source.rotation; + this.morphAttributes[name] = array; + } - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrix.copy( source.matrix ); + this.morphTargetsRelative = source.morphTargetsRelative; // groups - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.encoding = source.encoding; + const groups = source.groups; - return this; + for (let i = 0, l = groups.length; i < l; i++) { + const group = groups[i]; + this.addGroup(group.start, group.count, group.materialIndex); + } // bounding box - }, - toJSON: function ( meta ) { + const boundingBox = source.boundingBox; - var isRootObject = ( meta === undefined || typeof meta === 'string' ); + if (boundingBox !== null) { + this.boundingBox = boundingBox.clone(); + } // bounding sphere - if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { - return meta.textures[ this.uuid ]; + const boundingSphere = source.boundingSphere; - } + if (boundingSphere !== null) { + this.boundingSphere = boundingSphere.clone(); + } // draw range - function getDataURL( image ) { - var canvas; + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; // user data - if ( image instanceof HTMLCanvasElement ) { + this.userData = source.userData; + return this; + } - canvas = image; + dispose() { + this.dispatchEvent({ + type: 'dispose' + }); + } - } else { + } - canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = image.width; - canvas.height = image.height; + BufferGeometry.prototype.isBufferGeometry = true; - var context = canvas.getContext( '2d' ); + const _inverseMatrix$2 = /*@__PURE__*/new Matrix4(); - if ( image instanceof ImageData ) { + const _ray$2 = /*@__PURE__*/new Ray(); - context.putImageData( image, 0, 0 ); + const _sphere$3 = /*@__PURE__*/new Sphere(); - } else { + const _vA$1 = /*@__PURE__*/new Vector3(); - context.drawImage( image, 0, 0, image.width, image.height ); + const _vB$1 = /*@__PURE__*/new Vector3(); - } + const _vC$1 = /*@__PURE__*/new Vector3(); - } + const _tempA = /*@__PURE__*/new Vector3(); - if ( canvas.width > 2048 || canvas.height > 2048 ) { + const _tempB = /*@__PURE__*/new Vector3(); - return canvas.toDataURL( 'image/jpeg', 0.6 ); + const _tempC = /*@__PURE__*/new Vector3(); - } else { + const _morphA = /*@__PURE__*/new Vector3(); - return canvas.toDataURL( 'image/png' ); + const _morphB = /*@__PURE__*/new Vector3(); - } + const _morphC = /*@__PURE__*/new Vector3(); - } + const _uvA$1 = /*@__PURE__*/new Vector2(); - var output = { + const _uvB$1 = /*@__PURE__*/new Vector2(); - metadata: { - version: 4.5, - type: 'Texture', - generator: 'Texture.toJSON' - }, + const _uvC$1 = /*@__PURE__*/new Vector2(); - uuid: this.uuid, - name: this.name, + const _intersectionPoint = /*@__PURE__*/new Vector3(); - mapping: this.mapping, + const _intersectionPointWorld = /*@__PURE__*/new Vector3(); - repeat: [ this.repeat.x, this.repeat.y ], - offset: [ this.offset.x, this.offset.y ], - center: [ this.center.x, this.center.y ], - rotation: this.rotation, + class Mesh extends Object3D { + constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) { + super(); + this.type = 'Mesh'; + this.geometry = geometry; + this.material = material; + this.updateMorphTargets(); + } - wrap: [ this.wrapS, this.wrapT ], + copy(source) { + super.copy(source); - format: this.format, - minFilter: this.minFilter, - magFilter: this.magFilter, - anisotropy: this.anisotropy, + if (source.morphTargetInfluences !== undefined) { + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + } - flipY: this.flipY + if (source.morphTargetDictionary !== undefined) { + this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary); + } - }; + this.material = source.material; + this.geometry = source.geometry; + return this; + } - if ( this.image !== undefined ) { + updateMorphTargets() { + const geometry = this.geometry; - // TODO: Move to THREE.Image + if (geometry.isBufferGeometry) { + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys(morphAttributes); - var image = this.image; + if (keys.length > 0) { + const morphAttribute = morphAttributes[keys[0]]; - if ( image.uuid === undefined ) { + if (morphAttribute !== undefined) { + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; - image.uuid = _Math.generateUUID(); // UGH + for (let m = 0, ml = morphAttribute.length; m < ml; m++) { + const name = morphAttribute[m].name || String(m); + this.morphTargetInfluences.push(0); + this.morphTargetDictionary[name] = m; + } + } + } + } else { + const morphTargets = geometry.morphTargets; + if (morphTargets !== undefined && morphTargets.length > 0) { + console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.'); } + } + } - if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) { + raycast(raycaster, intersects) { + const geometry = this.geometry; + const material = this.material; + const matrixWorld = this.matrixWorld; + if (material === undefined) return; // Checking boundingSphere distance to ray - meta.images[ image.uuid ] = { - uuid: image.uuid, - url: getDataURL( image ) - }; + if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); - } + _sphere$3.copy(geometry.boundingSphere); - output.image = image.uuid; + _sphere$3.applyMatrix4(matrixWorld); - } + if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; // - if ( ! isRootObject ) { + _inverseMatrix$2.copy(matrixWorld).invert(); - meta.textures[ this.uuid ] = output; + _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2); // Check boundingBox before continuing + + if (geometry.boundingBox !== null) { + if (_ray$2.intersectsBox(geometry.boundingBox) === false) return; } - return output; + let intersection; - }, + if (geometry.isBufferGeometry) { + const index = geometry.index; + const position = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + const uv = geometry.attributes.uv; + const uv2 = geometry.attributes.uv2; + const groups = geometry.groups; + const drawRange = geometry.drawRange; - dispose: function () { + if (index !== null) { + // indexed buffer geometry + if (Array.isArray(material)) { + for (let i = 0, il = groups.length; i < il; i++) { + const group = groups[i]; + const groupMaterial = material[group.materialIndex]; + const start = Math.max(group.start, drawRange.start); + const end = Math.min(group.start + group.count, drawRange.start + drawRange.count); - this.dispatchEvent( { type: 'dispose' } ); + for (let j = start, jl = end; j < jl; j += 3) { + const a = index.getX(j); + const b = index.getX(j + 1); + const c = index.getX(j + 2); + intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c); - }, + if (intersection) { + intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics - transformUv: function ( uv ) { + intersection.face.materialIndex = group.materialIndex; + intersects.push(intersection); + } + } + } + } else { + const start = Math.max(0, drawRange.start); + const end = Math.min(index.count, drawRange.start + drawRange.count); - if ( this.mapping !== UVMapping ) return; + for (let i = start, il = end; i < il; i += 3) { + const a = index.getX(i); + const b = index.getX(i + 1); + const c = index.getX(i + 2); + intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c); - uv.applyMatrix3( this.matrix ); + if (intersection) { + intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics - if ( uv.x < 0 || uv.x > 1 ) { + intersects.push(intersection); + } + } + } + } else if (position !== undefined) { + // non-indexed buffer geometry + if (Array.isArray(material)) { + for (let i = 0, il = groups.length; i < il; i++) { + const group = groups[i]; + const groupMaterial = material[group.materialIndex]; + const start = Math.max(group.start, drawRange.start); + const end = Math.min(group.start + group.count, drawRange.start + drawRange.count); + + for (let j = start, jl = end; j < jl; j += 3) { + const a = j; + const b = j + 1; + const c = j + 2; + intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c); + + if (intersection) { + intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics + + intersection.face.materialIndex = group.materialIndex; + intersects.push(intersection); + } + } + } + } else { + const start = Math.max(0, drawRange.start); + const end = Math.min(position.count, drawRange.start + drawRange.count); - switch ( this.wrapS ) { + for (let i = start, il = end; i < il; i += 3) { + const a = i; + const b = i + 1; + const c = i + 2; + intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c); - case RepeatWrapping: + if (intersection) { + intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics - uv.x = uv.x - Math.floor( uv.x ); - break; + intersects.push(intersection); + } + } + } + } + } else if (geometry.isGeometry) { + console.error('THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.'); + } + } - case ClampToEdgeWrapping: + } - uv.x = uv.x < 0 ? 0 : 1; - break; + Mesh.prototype.isMesh = true; - case MirroredRepeatWrapping: + function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) { + let intersect; - if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + if (material.side === BackSide) { + intersect = ray.intersectTriangle(pC, pB, pA, true, point); + } else { + intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point); + } - uv.x = Math.ceil( uv.x ) - uv.x; + if (intersect === null) return null; - } else { + _intersectionPointWorld.copy(point); - uv.x = uv.x - Math.floor( uv.x ); + _intersectionPointWorld.applyMatrix4(object.matrixWorld); - } - break; + const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld); + if (distance < raycaster.near || distance > raycaster.far) return null; + return { + distance: distance, + point: _intersectionPointWorld.clone(), + object: object + }; + } - } + function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) { + _vA$1.fromBufferAttribute(position, a); - } + _vB$1.fromBufferAttribute(position, b); - if ( uv.y < 0 || uv.y > 1 ) { + _vC$1.fromBufferAttribute(position, c); - switch ( this.wrapT ) { + const morphInfluences = object.morphTargetInfluences; - case RepeatWrapping: + if (material.morphTargets && morphPosition && morphInfluences) { + _morphA.set(0, 0, 0); - uv.y = uv.y - Math.floor( uv.y ); - break; + _morphB.set(0, 0, 0); - case ClampToEdgeWrapping: + _morphC.set(0, 0, 0); - uv.y = uv.y < 0 ? 0 : 1; - break; + for (let i = 0, il = morphPosition.length; i < il; i++) { + const influence = morphInfluences[i]; + const morphAttribute = morphPosition[i]; + if (influence === 0) continue; - case MirroredRepeatWrapping: + _tempA.fromBufferAttribute(morphAttribute, a); - if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + _tempB.fromBufferAttribute(morphAttribute, b); - uv.y = Math.ceil( uv.y ) - uv.y; + _tempC.fromBufferAttribute(morphAttribute, c); - } else { + if (morphTargetsRelative) { + _morphA.addScaledVector(_tempA, influence); - uv.y = uv.y - Math.floor( uv.y ); + _morphB.addScaledVector(_tempB, influence); - } - break; + _morphC.addScaledVector(_tempC, influence); + } else { + _morphA.addScaledVector(_tempA.sub(_vA$1), influence); - } + _morphB.addScaledVector(_tempB.sub(_vB$1), influence); + _morphC.addScaledVector(_tempC.sub(_vC$1), influence); + } } - if ( this.flipY ) { + _vA$1.add(_morphA); - uv.y = 1 - uv.y; + _vB$1.add(_morphB); - } + _vC$1.add(_morphC); + } + if (object.isSkinnedMesh) { + object.boneTransform(a, _vA$1); + object.boneTransform(b, _vB$1); + object.boneTransform(c, _vC$1); } - } ); + const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint); - Object.defineProperty( Texture.prototype, "needsUpdate", { + if (intersection) { + if (uv) { + _uvA$1.fromBufferAttribute(uv, a); - set: function ( value ) { + _uvB$1.fromBufferAttribute(uv, b); - if ( value === true ) this.version ++; + _uvC$1.fromBufferAttribute(uv, c); - } + intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()); + } - } ); + if (uv2) { + _uvA$1.fromBufferAttribute(uv2, a); - /** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author philogb / http://blog.thejit.org/ - * @author mikael emtinger / http://gomo.se/ - * @author egraether / http://egraether.com/ - * @author WestLangley / http://github.com/WestLangley - */ + _uvB$1.fromBufferAttribute(uv2, b); + + _uvC$1.fromBufferAttribute(uv2, c); - function Vector4( x, y, z, w ) { + intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2()); + } - this.x = x || 0; - this.y = y || 0; - this.z = z || 0; - this.w = ( w !== undefined ) ? w : 1; + const face = { + a: a, + b: b, + c: c, + normal: new Vector3(), + materialIndex: 0 + }; + Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal); + intersection.face = face; + } + return intersection; } - Object.assign( Vector4.prototype, { + class BoxGeometry extends BufferGeometry { + constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) { + super(); + this.type = 'BoxGeometry'; + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + const scope = this; // segments - isVector4: true, + widthSegments = Math.floor(widthSegments); + heightSegments = Math.floor(heightSegments); + depthSegments = Math.floor(depthSegments); // buffers - set: function ( x, y, z, w ) { + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; // helper variables - this.x = x; - this.y = y; - this.z = z; - this.w = w; + let numberOfVertices = 0; + let groupStart = 0; // build each side of the box geometry - return this; + buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px - }, + buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx - setScalar: function ( scalar ) { + buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; + buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny - return this; + buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz - }, + buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz + // build geometry - setX: function ( x ) { + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); - this.x = x; + function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) { + const segmentWidth = width / gridX; + const segmentHeight = height / gridY; + const widthHalf = width / 2; + const heightHalf = height / 2; + const depthHalf = depth / 2; + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + let vertexCounter = 0; + let groupCount = 0; + const vector = new Vector3(); // generate vertices, normals and uvs - return this; + for (let iy = 0; iy < gridY1; iy++) { + const y = iy * segmentHeight - heightHalf; - }, + for (let ix = 0; ix < gridX1; ix++) { + const x = ix * segmentWidth - widthHalf; // set values to correct vector component - setY: function ( y ) { + vector[u] = x * udir; + vector[v] = y * vdir; + vector[w] = depthHalf; // now apply vector to vertex buffer - this.y = y; + vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component - return this; + vector[u] = 0; + vector[v] = 0; + vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer - }, + normals.push(vector.x, vector.y, vector.z); // uvs - setZ: function ( z ) { + uvs.push(ix / gridX); + uvs.push(1 - iy / gridY); // counters - this.z = z; + vertexCounter += 1; + } + } // indices + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment - return this; - }, + for (let iy = 0; iy < gridY; iy++) { + for (let ix = 0; ix < gridX; ix++) { + const a = numberOfVertices + ix + gridX1 * iy; + const b = numberOfVertices + ix + gridX1 * (iy + 1); + const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1); + const d = numberOfVertices + (ix + 1) + gridX1 * iy; // faces - setW: function ( w ) { + indices.push(a, b, d); + indices.push(b, c, d); // increase counter - this.w = w; + groupCount += 6; + } + } // add a group to the geometry. this will ensure multi material support - return this; - }, + scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups - setComponent: function ( index, value ) { + groupStart += groupCount; // update total number of vertices - switch ( index ) { + numberOfVertices += vertexCounter; + } + } - case 0: this.x = value; break; - case 1: this.y = value; break; - case 2: this.z = value; break; - case 3: this.w = value; break; - default: throw new Error( 'index is out of range: ' + index ); + static fromJSON(data) { + return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments); + } - } + } - return this; + /** + * Uniform Utilities + */ + function cloneUniforms(src) { + const dst = {}; - }, + for (const u in src) { + dst[u] = {}; - getComponent: function ( index ) { + for (const p in src[u]) { + const property = src[u][p]; + + if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) { + dst[u][p] = property.clone(); + } else if (Array.isArray(property)) { + dst[u][p] = property.slice(); + } else { + dst[u][p] = property; + } + } + } - switch ( index ) { + return dst; + } + function mergeUniforms(uniforms) { + const merged = {}; - case 0: return this.x; - case 1: return this.y; - case 2: return this.z; - case 3: return this.w; - default: throw new Error( 'index is out of range: ' + index ); + for (let u = 0; u < uniforms.length; u++) { + const tmp = cloneUniforms(uniforms[u]); + for (const p in tmp) { + merged[p] = tmp[p]; } + } - }, + return merged; + } // Legacy - clone: function () { + const UniformsUtils = { + clone: cloneUniforms, + merge: mergeUniforms + }; - return new this.constructor( this.x, this.y, this.z, this.w ); + var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; - }, + var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; - copy: function ( v ) { + /** + * parameters = { + * defines: { "label" : "value" }, + * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, + * + * fragmentShader: , + * vertexShader: , + * + * wireframe: , + * wireframeLinewidth: , + * + * lights: , + * + * morphTargets: , + * morphNormals: + * } + */ - this.x = v.x; - this.y = v.y; - this.z = v.z; - this.w = ( v.w !== undefined ) ? v.w : 1; + class ShaderMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'ShaderMaterial'; + this.defines = {}; + this.uniforms = {}; + this.vertexShader = default_vertex; + this.fragmentShader = default_fragment; + this.linewidth = 1; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.fog = false; // set to use scene fog + + this.lights = false; // set to use scene lights + + this.clipping = false; // set to use user-defined clipping planes + + this.morphTargets = false; // set to use morph targets + + this.morphNormals = false; // set to use morph normals + + this.extensions = { + derivatives: false, + // set to use derivatives + fragDepth: false, + // set to use fragment depth values + drawBuffers: false, + // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + + }; // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + + this.defaultAttributeValues = { + 'color': [1, 1, 1], + 'uv': [0, 0], + 'uv2': [0, 0] + }; + this.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; + this.glslVersion = null; - return this; + if (parameters !== undefined) { + if (parameters.attributes !== undefined) { + console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.'); + } - }, + this.setValues(parameters); + } + } - add: function ( v, w ) { + copy(source) { + super.copy(source); + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + this.uniforms = cloneUniforms(source.uniforms); + this.defines = Object.assign({}, source.defines); + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.lights = source.lights; + this.clipping = source.clipping; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + this.extensions = Object.assign({}, source.extensions); + this.glslVersion = source.glslVersion; + return this; + } - if ( w !== undefined ) { + toJSON(meta) { + const data = super.toJSON(meta); + data.glslVersion = this.glslVersion; + data.uniforms = {}; - console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); - return this.addVectors( v, w ); + for (const name in this.uniforms) { + const uniform = this.uniforms[name]; + const value = uniform.value; + if (value && value.isTexture) { + data.uniforms[name] = { + type: 't', + value: value.toJSON(meta).uuid + }; + } else if (value && value.isColor) { + data.uniforms[name] = { + type: 'c', + value: value.getHex() + }; + } else if (value && value.isVector2) { + data.uniforms[name] = { + type: 'v2', + value: value.toArray() + }; + } else if (value && value.isVector3) { + data.uniforms[name] = { + type: 'v3', + value: value.toArray() + }; + } else if (value && value.isVector4) { + data.uniforms[name] = { + type: 'v4', + value: value.toArray() + }; + } else if (value && value.isMatrix3) { + data.uniforms[name] = { + type: 'm3', + value: value.toArray() + }; + } else if (value && value.isMatrix4) { + data.uniforms[name] = { + type: 'm4', + value: value.toArray() + }; + } else { + data.uniforms[name] = { + value: value + }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far + } } - this.x += v.x; - this.y += v.y; - this.z += v.z; - this.w += v.w; + if (Object.keys(this.defines).length > 0) data.defines = this.defines; + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + const extensions = {}; - return this; + for (const key in this.extensions) { + if (this.extensions[key] === true) extensions[key] = true; + } - }, + if (Object.keys(extensions).length > 0) data.extensions = extensions; + return data; + } - addScalar: function ( s ) { + } - this.x += s; - this.y += s; - this.z += s; - this.w += s; + ShaderMaterial.prototype.isShaderMaterial = true; + class Camera extends Object3D { + constructor() { + super(); + this.type = 'Camera'; + this.matrixWorldInverse = new Matrix4(); + this.projectionMatrix = new Matrix4(); + this.projectionMatrixInverse = new Matrix4(); + } + + copy(source, recursive) { + super.copy(source, recursive); + this.matrixWorldInverse.copy(source.matrixWorldInverse); + this.projectionMatrix.copy(source.projectionMatrix); + this.projectionMatrixInverse.copy(source.projectionMatrixInverse); return this; + } - }, + getWorldDirection(target) { + this.updateWorldMatrix(true, false); + const e = this.matrixWorld.elements; + return target.set(-e[8], -e[9], -e[10]).normalize(); + } - addVectors: function ( a, b ) { + updateMatrixWorld(force) { + super.updateMatrixWorld(force); + this.matrixWorldInverse.copy(this.matrixWorld).invert(); + } - this.x = a.x + b.x; - this.y = a.y + b.y; - this.z = a.z + b.z; - this.w = a.w + b.w; + updateWorldMatrix(updateParents, updateChildren) { + super.updateWorldMatrix(updateParents, updateChildren); + this.matrixWorldInverse.copy(this.matrixWorld).invert(); + } - return this; + clone() { + return new this.constructor().copy(this); + } - }, + } - addScaledVector: function ( v, s ) { + Camera.prototype.isCamera = true; - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; + class PerspectiveCamera extends Camera { + constructor(fov = 50, aspect = 1, near = 0.1, far = 2000) { + super(); + this.type = 'PerspectiveCamera'; + this.fov = fov; + this.zoom = 1; + this.near = near; + this.far = far; + this.focus = 10; + this.aspect = aspect; + this.view = null; + this.filmGauge = 35; // width of the film (default in millimeters) - return this; + this.filmOffset = 0; // horizontal film offset (same unit as gauge) - }, + this.updateProjectionMatrix(); + } - sub: function ( v, w ) { + copy(source, recursive) { + super.copy(source, recursive); + this.fov = source.fov; + this.zoom = source.zoom; + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign({}, source.view); + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + return this; + } + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ - if ( w !== undefined ) { - console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); - return this.subVectors( v, w ); + setFocalLength(focalLength) { + /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ + const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope); + this.updateProjectionMatrix(); + } + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ - } - this.x -= v.x; - this.y -= v.y; - this.z -= v.z; - this.w -= v.w; + getFocalLength() { + const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov); + return 0.5 * this.getFilmHeight() / vExtentSlope; + } - return this; + getEffectiveFOV() { + return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom); + } - }, + getFilmWidth() { + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min(this.aspect, 1); + } - subScalar: function ( s ) { + getFilmHeight() { + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max(this.aspect, 1); + } + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * const w = 1920; + * const h = 1080; + * const fullWidth = w * 3; + * const fullHeight = h * 2; + * + * --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ - this.x -= s; - this.y -= s; - this.z -= s; - this.w -= s; - return this; + setViewOffset(fullWidth, fullHeight, x, y, width, height) { + this.aspect = fullWidth / fullHeight; - }, + if (this.view === null) { + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + } - subVectors: function ( a, b ) { + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + this.updateProjectionMatrix(); + } - this.x = a.x - b.x; - this.y = a.y - b.y; - this.z = a.z - b.z; - this.w = a.w - b.w; + clearViewOffset() { + if (this.view !== null) { + this.view.enabled = false; + } - return this; + this.updateProjectionMatrix(); + } - }, + updateProjectionMatrix() { + const near = this.near; + let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom; + let height = 2 * top; + let width = this.aspect * height; + let left = -0.5 * width; + const view = this.view; - multiplyScalar: function ( scalar ) { + if (this.view !== null && this.view.enabled) { + const fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + } - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; + const skew = this.filmOffset; + if (skew !== 0) left += near * skew / this.getFilmWidth(); + this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far); + this.projectionMatrixInverse.copy(this.projectionMatrix).invert(); + } - return this; + toJSON(meta) { + const data = super.toJSON(meta); + data.object.fov = this.fov; + data.object.zoom = this.zoom; + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + data.object.aspect = this.aspect; + if (this.view !== null) data.object.view = Object.assign({}, this.view); + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + return data; + } - }, + } - applyMatrix4: function ( m ) { + PerspectiveCamera.prototype.isPerspectiveCamera = true; - var x = this.x, y = this.y, z = this.z, w = this.w; - var e = m.elements; + const fov = 90, + aspect = 1; - this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; - this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; - this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; - this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + class CubeCamera extends Object3D { + constructor(near, far, renderTarget) { + super(); + this.type = 'CubeCamera'; - return this; + if (renderTarget.isWebGLCubeRenderTarget !== true) { + console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.'); + return; + } - }, + this.renderTarget = renderTarget; + const cameraPX = new PerspectiveCamera(fov, aspect, near, far); + cameraPX.layers = this.layers; + cameraPX.up.set(0, -1, 0); + cameraPX.lookAt(new Vector3(1, 0, 0)); + this.add(cameraPX); + const cameraNX = new PerspectiveCamera(fov, aspect, near, far); + cameraNX.layers = this.layers; + cameraNX.up.set(0, -1, 0); + cameraNX.lookAt(new Vector3(-1, 0, 0)); + this.add(cameraNX); + const cameraPY = new PerspectiveCamera(fov, aspect, near, far); + cameraPY.layers = this.layers; + cameraPY.up.set(0, 0, 1); + cameraPY.lookAt(new Vector3(0, 1, 0)); + this.add(cameraPY); + const cameraNY = new PerspectiveCamera(fov, aspect, near, far); + cameraNY.layers = this.layers; + cameraNY.up.set(0, 0, -1); + cameraNY.lookAt(new Vector3(0, -1, 0)); + this.add(cameraNY); + const cameraPZ = new PerspectiveCamera(fov, aspect, near, far); + cameraPZ.layers = this.layers; + cameraPZ.up.set(0, -1, 0); + cameraPZ.lookAt(new Vector3(0, 0, 1)); + this.add(cameraPZ); + const cameraNZ = new PerspectiveCamera(fov, aspect, near, far); + cameraNZ.layers = this.layers; + cameraNZ.up.set(0, -1, 0); + cameraNZ.lookAt(new Vector3(0, 0, -1)); + this.add(cameraNZ); + } + + update(renderer, scene) { + if (this.parent === null) this.updateMatrixWorld(); + const renderTarget = this.renderTarget; + const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children; + const currentXrEnabled = renderer.xr.enabled; + const currentRenderTarget = renderer.getRenderTarget(); + renderer.xr.enabled = false; + const generateMipmaps = renderTarget.texture.generateMipmaps; + renderTarget.texture.generateMipmaps = false; + renderer.setRenderTarget(renderTarget, 0); + renderer.render(scene, cameraPX); + renderer.setRenderTarget(renderTarget, 1); + renderer.render(scene, cameraNX); + renderer.setRenderTarget(renderTarget, 2); + renderer.render(scene, cameraPY); + renderer.setRenderTarget(renderTarget, 3); + renderer.render(scene, cameraNY); + renderer.setRenderTarget(renderTarget, 4); + renderer.render(scene, cameraPZ); + renderTarget.texture.generateMipmaps = generateMipmaps; + renderer.setRenderTarget(renderTarget, 5); + renderer.render(scene, cameraNZ); + renderer.setRenderTarget(currentRenderTarget); + renderer.xr.enabled = currentXrEnabled; + } - divideScalar: function ( scalar ) { + } - return this.multiplyScalar( 1 / scalar ); + class CubeTexture extends Texture { + constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) { + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + format = format !== undefined ? format : RGBFormat; + super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); // Why CubeTexture._needsFlipEnvMap is necessary: + // + // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) + // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, + // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. + // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped + // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false) + // when using WebGLCubeRenderTarget.texture as a cube texture. - }, + this._needsFlipEnvMap = true; + this.flipY = false; + } - setAxisAngleFromQuaternion: function ( q ) { + get images() { + return this.image; + } - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + set images(value) { + this.image = value; + } - // q is assumed to be normalized + } - this.w = 2 * Math.acos( q.w ); + CubeTexture.prototype.isCubeTexture = true; - var s = Math.sqrt( 1 - q.w * q.w ); + class WebGLCubeRenderTarget extends WebGLRenderTarget { + constructor(size, options, dummy) { + if (Number.isInteger(options)) { + console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )'); + options = dummy; + } + + super(size, size, options); + options = options || {}; + this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding); + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + this.texture._needsFlipEnvMap = false; + } + + fromEquirectangularTexture(renderer, texture) { + this.texture.type = texture.type; + this.texture.format = RGBAFormat; // see #18859 + + this.texture.encoding = texture.encoding; + this.texture.generateMipmaps = texture.generateMipmaps; + this.texture.minFilter = texture.minFilter; + this.texture.magFilter = texture.magFilter; + const shader = { + uniforms: { + tEquirect: { + value: null + } + }, + vertexShader: + /* glsl */ + ` - if ( s < 0.0001 ) { + varying vec3 vWorldDirection; - this.x = 1; - this.y = 0; - this.z = 0; + vec3 transformDirection( in vec3 dir, in mat4 matrix ) { - } else { + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); - this.x = q.x / s; - this.y = q.y / s; - this.z = q.z / s; + } - } + void main() { - return this; + vWorldDirection = transformDirection( position, modelMatrix ); - }, + #include + #include - setAxisAngleFromRotationMatrix: function ( m ) { + } + `, + fragmentShader: + /* glsl */ + ` - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + uniform sampler2D tEquirect; - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + varying vec3 vWorldDirection; - var angle, x, y, z, // variables for result - epsilon = 0.01, // margin to allow for rounding errors - epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + #include - te = m.elements, + void main() { - m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], - m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], - m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + vec3 direction = normalize( vWorldDirection ); - if ( ( Math.abs( m12 - m21 ) < epsilon ) && - ( Math.abs( m13 - m31 ) < epsilon ) && - ( Math.abs( m23 - m32 ) < epsilon ) ) { + vec2 sampleUV = equirectUv( direction ); - // singularity found - // first check for identity matrix which must have +1 for all terms - // in leading diagonal and zero in other terms - - if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && - ( Math.abs( m13 + m31 ) < epsilon2 ) && - ( Math.abs( m23 + m32 ) < epsilon2 ) && - ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { - - // this singularity is identity matrix so angle = 0 - - this.set( 1, 0, 0, 0 ); - - return this; // zero angle, arbitrary axis + gl_FragColor = texture2D( tEquirect, sampleUV ); } + ` + }; + const geometry = new BoxGeometry(5, 5, 5); + const material = new ShaderMaterial({ + name: 'CubemapFromEquirect', + uniforms: cloneUniforms(shader.uniforms), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader, + side: BackSide, + blending: NoBlending + }); + material.uniforms.tEquirect.value = texture; + const mesh = new Mesh(geometry, material); + const currentMinFilter = texture.minFilter; // Avoid blurred poles - // otherwise this singularity is angle = 180 + if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter; + const camera = new CubeCamera(1, 10, this); + camera.update(renderer, mesh); + texture.minFilter = currentMinFilter; + mesh.geometry.dispose(); + mesh.material.dispose(); + return this; + } - angle = Math.PI; + clear(renderer, color, depth, stencil) { + const currentRenderTarget = renderer.getRenderTarget(); - var xx = ( m11 + 1 ) / 2; - var yy = ( m22 + 1 ) / 2; - var zz = ( m33 + 1 ) / 2; - var xy = ( m12 + m21 ) / 4; - var xz = ( m13 + m31 ) / 4; - var yz = ( m23 + m32 ) / 4; + for (let i = 0; i < 6; i++) { + renderer.setRenderTarget(this, i); + renderer.clear(color, depth, stencil); + } - if ( ( xx > yy ) && ( xx > zz ) ) { + renderer.setRenderTarget(currentRenderTarget); + } - // m11 is the largest diagonal term + } - if ( xx < epsilon ) { + WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true; - x = 0; - y = 0.707106781; - z = 0.707106781; + const _vector1 = /*@__PURE__*/new Vector3(); - } else { + const _vector2 = /*@__PURE__*/new Vector3(); - x = Math.sqrt( xx ); - y = xy / x; - z = xz / x; + const _normalMatrix = /*@__PURE__*/new Matrix3(); - } + class Plane { + constructor(normal = new Vector3(1, 0, 0), constant = 0) { + // normal is assumed to be normalized + this.normal = normal; + this.constant = constant; + } - } else if ( yy > zz ) { + set(normal, constant) { + this.normal.copy(normal); + this.constant = constant; + return this; + } - // m22 is the largest diagonal term + setComponents(x, y, z, w) { + this.normal.set(x, y, z); + this.constant = w; + return this; + } - if ( yy < epsilon ) { + setFromNormalAndCoplanarPoint(normal, point) { + this.normal.copy(normal); + this.constant = -point.dot(this.normal); + return this; + } - x = 0.707106781; - y = 0; - z = 0.707106781; + setFromCoplanarPoints(a, b, c) { + const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? - } else { - y = Math.sqrt( yy ); - x = xy / y; - z = yz / y; + this.setFromNormalAndCoplanarPoint(normal, a); + return this; + } - } + copy(plane) { + this.normal.copy(plane.normal); + this.constant = plane.constant; + return this; + } - } else { + normalize() { + // Note: will lead to a divide by zero if the plane is invalid. + const inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar(inverseNormalLength); + this.constant *= inverseNormalLength; + return this; + } - // m33 is the largest diagonal term so base result on this + negate() { + this.constant *= -1; + this.normal.negate(); + return this; + } - if ( zz < epsilon ) { + distanceToPoint(point) { + return this.normal.dot(point) + this.constant; + } - x = 0.707106781; - y = 0.707106781; - z = 0; + distanceToSphere(sphere) { + return this.distanceToPoint(sphere.center) - sphere.radius; + } - } else { + projectPoint(point, target) { + return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point); + } - z = Math.sqrt( zz ); - x = xz / z; - y = yz / z; + intersectLine(line, target) { + const direction = line.delta(_vector1); + const denominator = this.normal.dot(direction); - } + if (denominator === 0) { + // line is coplanar, return origin + if (this.distanceToPoint(line.start) === 0) { + return target.copy(line.start); + } // Unsure if this is the correct method to handle this case. - } - this.set( x, y, z, angle ); + return null; + } - return this; // return 180 deg rotation + const t = -(line.start.dot(this.normal) + this.constant) / denominator; + if (t < 0 || t > 1) { + return null; } - // as we have reached here there are no singularities so we can handle normally + return target.copy(direction).multiplyScalar(t).add(line.start); + } + + intersectsLine(line) { + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + const startSign = this.distanceToPoint(line.start); + const endSign = this.distanceToPoint(line.end); + return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0; + } + + intersectsBox(box) { + return box.intersectsPlane(this); + } - var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + - ( m13 - m31 ) * ( m13 - m31 ) + - ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + intersectsSphere(sphere) { + return sphere.intersectsPlane(this); + } - if ( Math.abs( s ) < 0.001 ) s = 1; + coplanarPoint(target) { + return target.copy(this.normal).multiplyScalar(-this.constant); + } - // prevent divide by zero, should not happen if matrix is orthogonal and should be - // caught by singularity test above, but I've left it in just in case + applyMatrix4(matrix, optionalNormalMatrix) { + const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix); - this.x = ( m32 - m23 ) / s; - this.y = ( m13 - m31 ) / s; - this.z = ( m21 - m12 ) / s; - this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix); + const normal = this.normal.applyMatrix3(normalMatrix).normalize(); + this.constant = -referencePoint.dot(normal); + return this; + } + translate(offset) { + this.constant -= offset.dot(this.normal); return this; + } - }, + equals(plane) { + return plane.normal.equals(this.normal) && plane.constant === this.constant; + } - min: function ( v ) { + clone() { + return new this.constructor().copy(this); + } - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - this.w = Math.min( this.w, v.w ); + } - return this; + Plane.prototype.isPlane = true; - }, + const _sphere$2 = /*@__PURE__*/new Sphere(); - max: function ( v ) { + const _vector$7 = /*@__PURE__*/new Vector3(); - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - this.w = Math.max( this.w, v.w ); + class Frustum { + constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) { + this.planes = [p0, p1, p2, p3, p4, p5]; + } + set(p0, p1, p2, p3, p4, p5) { + const planes = this.planes; + planes[0].copy(p0); + planes[1].copy(p1); + planes[2].copy(p2); + planes[3].copy(p3); + planes[4].copy(p4); + planes[5].copy(p5); return this; + } - }, - - clamp: function ( min, max ) { + copy(frustum) { + const planes = this.planes; - // assumes min < max, componentwise + for (let i = 0; i < 6; i++) { + planes[i].copy(frustum.planes[i]); + } - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); - this.w = Math.max( min.w, Math.min( max.w, this.w ) ); + return this; + } + setFromProjectionMatrix(m) { + const planes = this.planes; + const me = m.elements; + const me0 = me[0], + me1 = me[1], + me2 = me[2], + me3 = me[3]; + const me4 = me[4], + me5 = me[5], + me6 = me[6], + me7 = me[7]; + const me8 = me[8], + me9 = me[9], + me10 = me[10], + me11 = me[11]; + const me12 = me[12], + me13 = me[13], + me14 = me[14], + me15 = me[15]; + planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize(); + planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize(); + planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize(); + planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize(); + planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize(); + planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize(); return this; + } - }, + intersectsObject(object) { + const geometry = object.geometry; + if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); - clampScalar: function () { + _sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld); - var min, max; + return this.intersectsSphere(_sphere$2); + } - return function clampScalar( minVal, maxVal ) { + intersectsSprite(sprite) { + _sphere$2.center.set(0, 0, 0); - if ( min === undefined ) { + _sphere$2.radius = 0.7071067811865476; - min = new Vector4(); - max = new Vector4(); + _sphere$2.applyMatrix4(sprite.matrixWorld); - } + return this.intersectsSphere(_sphere$2); + } - min.set( minVal, minVal, minVal, minVal ); - max.set( maxVal, maxVal, maxVal, maxVal ); + intersectsSphere(sphere) { + const planes = this.planes; + const center = sphere.center; + const negRadius = -sphere.radius; - return this.clamp( min, max ); + for (let i = 0; i < 6; i++) { + const distance = planes[i].distanceToPoint(center); - }; + if (distance < negRadius) { + return false; + } + } - }(), + return true; + } - clampLength: function ( min, max ) { + intersectsBox(box) { + const planes = this.planes; - var length = this.length(); + for (let i = 0; i < 6; i++) { + const plane = planes[i]; // corner at max distance - return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x; + _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y; + _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z; - }, + if (plane.distanceToPoint(_vector$7) < 0) { + return false; + } + } - floor: function () { + return true; + } - this.x = Math.floor( this.x ); - this.y = Math.floor( this.y ); - this.z = Math.floor( this.z ); - this.w = Math.floor( this.w ); + containsPoint(point) { + const planes = this.planes; - return this; + for (let i = 0; i < 6; i++) { + if (planes[i].distanceToPoint(point) < 0) { + return false; + } + } - }, + return true; + } - ceil: function () { + clone() { + return new this.constructor().copy(this); + } - this.x = Math.ceil( this.x ); - this.y = Math.ceil( this.y ); - this.z = Math.ceil( this.z ); - this.w = Math.ceil( this.w ); + } - return this; + function WebGLAnimation() { + let context = null; + let isAnimating = false; + let animationLoop = null; + let requestId = null; - }, + function onAnimationFrame(time, frame) { + animationLoop(time, frame); + requestId = context.requestAnimationFrame(onAnimationFrame); + } - round: function () { + return { + start: function () { + if (isAnimating === true) return; + if (animationLoop === null) return; + requestId = context.requestAnimationFrame(onAnimationFrame); + isAnimating = true; + }, + stop: function () { + context.cancelAnimationFrame(requestId); + isAnimating = false; + }, + setAnimationLoop: function (callback) { + animationLoop = callback; + }, + setContext: function (value) { + context = value; + } + }; + } - this.x = Math.round( this.x ); - this.y = Math.round( this.y ); - this.z = Math.round( this.z ); - this.w = Math.round( this.w ); + function WebGLAttributes(gl, capabilities) { + const isWebGL2 = capabilities.isWebGL2; + const buffers = new WeakMap(); - return this; + function createBuffer(attribute, bufferType) { + const array = attribute.array; + const usage = attribute.usage; + const buffer = gl.createBuffer(); + gl.bindBuffer(bufferType, buffer); + gl.bufferData(bufferType, array, usage); + attribute.onUploadCallback(); + let type = gl.FLOAT; - }, + if (array instanceof Float32Array) { + type = gl.FLOAT; + } else if (array instanceof Float64Array) { + console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.'); + } else if (array instanceof Uint16Array) { + if (attribute.isFloat16BufferAttribute) { + if (isWebGL2) { + type = gl.HALF_FLOAT; + } else { + console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.'); + } + } else { + type = gl.UNSIGNED_SHORT; + } + } else if (array instanceof Int16Array) { + type = gl.SHORT; + } else if (array instanceof Uint32Array) { + type = gl.UNSIGNED_INT; + } else if (array instanceof Int32Array) { + type = gl.INT; + } else if (array instanceof Int8Array) { + type = gl.BYTE; + } else if (array instanceof Uint8Array) { + type = gl.UNSIGNED_BYTE; + } else if (array instanceof Uint8ClampedArray) { + type = gl.UNSIGNED_BYTE; + } - roundToZero: function () { + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version + }; + } - this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); - this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); - this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); - this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + function updateBuffer(buffer, attribute, bufferType) { + const array = attribute.array; + const updateRange = attribute.updateRange; + gl.bindBuffer(bufferType, buffer); - return this; + if (updateRange.count === -1) { + // Not using update ranges + gl.bufferSubData(bufferType, 0, array); + } else { + if (isWebGL2) { + gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count); + } else { + gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count)); + } - }, + updateRange.count = -1; // reset range + } + } // - negate: function () { - this.x = - this.x; - this.y = - this.y; - this.z = - this.z; - this.w = - this.w; + function get(attribute) { + if (attribute.isInterleavedBufferAttribute) attribute = attribute.data; + return buffers.get(attribute); + } - return this; + function remove(attribute) { + if (attribute.isInterleavedBufferAttribute) attribute = attribute.data; + const data = buffers.get(attribute); - }, + if (data) { + gl.deleteBuffer(data.buffer); + buffers.delete(attribute); + } + } - dot: function ( v ) { + function update(attribute, bufferType) { + if (attribute.isGLBufferAttribute) { + const cached = buffers.get(attribute); - return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + if (!cached || cached.version < attribute.version) { + buffers.set(attribute, { + buffer: attribute.buffer, + type: attribute.type, + bytesPerElement: attribute.elementSize, + version: attribute.version + }); + } - }, + return; + } - lengthSq: function () { + if (attribute.isInterleavedBufferAttribute) attribute = attribute.data; + const data = buffers.get(attribute); - return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + if (data === undefined) { + buffers.set(attribute, createBuffer(attribute, bufferType)); + } else if (data.version < attribute.version) { + updateBuffer(data.buffer, attribute, bufferType); + data.version = attribute.version; + } + } - }, + return { + get: get, + remove: remove, + update: update + }; + } - length: function () { + class PlaneGeometry extends BufferGeometry { + constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) { + super(); + this.type = 'PlaneGeometry'; + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + const width_half = width / 2; + const height_half = height / 2; + const gridX = Math.floor(widthSegments); + const gridY = Math.floor(heightSegments); + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + const segment_width = width / gridX; + const segment_height = height / gridY; // - return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; - }, + for (let iy = 0; iy < gridY1; iy++) { + const y = iy * segment_height - height_half; - manhattanLength: function () { + for (let ix = 0; ix < gridX1; ix++) { + const x = ix * segment_width - width_half; + vertices.push(x, -y, 0); + normals.push(0, 0, 1); + uvs.push(ix / gridX); + uvs.push(1 - iy / gridY); + } + } - return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + for (let iy = 0; iy < gridY; iy++) { + for (let ix = 0; ix < gridX; ix++) { + const a = ix + gridX1 * iy; + const b = ix + gridX1 * (iy + 1); + const c = ix + 1 + gridX1 * (iy + 1); + const d = ix + 1 + gridX1 * iy; + indices.push(a, b, d); + indices.push(b, c, d); + } + } - }, + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); + } - normalize: function () { + static fromJSON(data) { + return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments); + } - return this.divideScalar( this.length() || 1 ); + } - }, + var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif"; - setLength: function ( length ) { + var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - return this.normalize().multiplyScalar( length ); + var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif"; - }, + 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"; - lerp: function ( v, alpha ) { + var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; - this.x += ( v.x - this.x ) * alpha; - this.y += ( v.y - this.y ) * alpha; - this.z += ( v.z - this.z ) * alpha; - this.w += ( v.w - this.w ) * alpha; + var begin_vertex = "vec3 transformed = vec3( position );"; - return this; + var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; - }, + 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 dotVH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotVH - 6.98316 ) * dotVH );\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"; - lerpVectors: function ( v1, v2, alpha ) { + 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, float faceDirection ) {\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 ) * faceDirection;\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"; - return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); + var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif"; - }, + var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; - equals: function ( v ) { + var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; - return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; - }, + var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif"; - fromArray: function ( array, offset ) { + var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif"; - if ( offset === undefined ) offset = 0; + var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif"; - this.x = array[ offset ]; - this.y = array[ offset + 1 ]; - this.z = array[ offset + 2 ]; - this.w = array[ offset + 3 ]; + var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif"; - return this; + var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\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\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}"; - }, + var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; - toArray: function ( array, offset ) { + var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; - array[ offset ] = this.x; - array[ offset + 1 ] = this.y; - array[ offset + 2 ] = this.z; - array[ offset + 3 ] = this.w; + var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif"; - return array; + var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; - }, + var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; - fromBufferAttribute: function ( attribute, index, offset ) { + var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; - if ( offset !== undefined ) { + var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}"; - console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); + var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif"; - } + 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"; - this.x = attribute.getX( index ); - this.y = attribute.getY( index ); - this.z = attribute.getZ( index ); - this.w = attribute.getW( index ); + 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"; - return this; + 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"; - } + var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; - } ); + var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif"; - /** - * @author szimek / https://github.com/szimek/ - * @author alteredq / http://alteredqualia.com/ - * @author Marius Kintel / https://github.com/kintel - */ + var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif"; - /* - In options, we can specify: - * Texture parameters for an auto-generated target texture - * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers - */ - function WebGLRenderTarget( width, height, options ) { + 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"; - this.width = width; - this.height = height; + 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"; - this.scissor = new Vector4( 0, 0, width, height ); - this.scissorTest = false; + var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}"; - this.viewport = new Vector4( 0, 0, width, height ); + var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif"; - options = options || {}; + var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; - if ( options.minFilter === undefined ) options.minFilter = LinearFilter; + var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif"; - this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding ); + var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\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"; - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; - this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif"; - } + var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; - WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)"; - constructor: WebGLRenderTarget, + var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; - isWebGLRenderTarget: true, + var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)"; - setSize: function ( width, height ) { + var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif"; - if ( this.width !== width || this.height !== height ) { + var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\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}"; - this.width = width; - this.height = height; + var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; - this.dispose(); + var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif"; - } + 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"; - this.viewport.set( 0, 0, width, height ); - this.scissor.set( 0, 0, width, height ); + var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; - }, + 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"; - clone: function () { + 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"; - return new this.constructor().copy( this ); + 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"; - }, + var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif"; - copy: function ( source ) { + var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; - this.width = source.width; - this.height = source.height; + var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; - this.viewport.copy( source.viewport ); + var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; - this.texture = source.texture.clone(); + var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; - this.depthTexture = source.depthTexture; + var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; - return this; + var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif"; - }, + var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif"; - dispose: function () { + var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif"; - this.dispatchEvent( { type: 'dispose' } ); + var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#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 * faceDirection;\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 * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;"; - } + 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 * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; - } ); + var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\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\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif"; - /** - * @author alteredq / http://alteredqualia.com - */ + var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif"; - function WebGLRenderTargetCube( width, height, options ) { + var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif"; - WebGLRenderTarget.call( this, width, height, options ); + var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif"; - this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5 - this.activeMipMapLevel = 0; + var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}"; - } + var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; - WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype ); - WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube; + 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;"; - WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true; + var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; - /** - * @author alteredq / http://alteredqualia.com/ - */ + 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"; - function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { + var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; - this.image = { data: data, width: width, height: height }; + 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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + 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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; - this.generateMipmaps = false; - this.flipY = false; - this.unpackAlignment = 1; + var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif"; - } + var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; - DataTexture.prototype = Object.create( Texture.prototype ); - DataTexture.prototype.constructor = DataTexture; + 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"; - DataTexture.prototype.isDataTexture = true; + 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"; - /** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - */ + 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"; - function Box3( min, max ) { + 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"; - this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); + 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"; - } + var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; - Object.assign( Box3.prototype, { + var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; - isBox3: true, + var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\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}\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 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; - set: function ( min, max ) { + var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSNMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition.xyz / vWorldPosition.w;\n\tvec3 v = normalize( cameraPosition - pos );\n\tfloat ior = ( 1.0 + 0.4 * reflectivity ) / ( 1.0 - 0.4 * reflectivity );\n\tvec3 transmission = transmissionFactor * getIBLVolumeRefraction(\n\t\tnormal, v, roughnessFactor, material.diffuseColor, totalSpecular,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission, transmissionFactor );\n#endif"; - this.min.copy( min ); - this.max.copy( max ); + var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec4 vWorldPosition;\n\tvec3 getVolumeTransmissionRay(vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix) {\n\t\tvec3 refractionVector = refract(-v, normalize(n), 1.0 / ior);\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length(vec3(modelMatrix[0].xyz));\n\t\tmodelScale.y = length(vec3(modelMatrix[1].xyz));\n\t\tmodelScale.z = length(vec3(modelMatrix[2].xyz));\n\t\treturn normalize(refractionVector) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness(float roughness, float ior) {\n\t\treturn roughness * clamp(ior * 2.0 - 2.0, 0.0, 1.0);\n\t}\n\tvec3 getTransmissionSample(vec2 fragCoord, float roughness, float ior) {\n\t\tfloat framebufferLod = log2(transmissionSamplerSize.x) * applyIorToRoughness(roughness, ior);\n\t\treturn texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod).rgb;\n\t}\n\tvec3 applyVolumeAttenuation(vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance) {\n\t\tif (attenuationDistance == 0.0) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log(attenuationColor) / attenuationDistance;\n\t\t\tvec3 transmittance = exp(-attenuationCoefficient * transmissionDistance);\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec3 getIBLVolumeRefraction(vec3 n, vec3 v, float perceptualRoughness, vec3 baseColor, vec3 specularColor,\n\t\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\n\t\tvec3 attenuationColor, float attenuationDistance) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay(n, v, thickness, ior, modelMatrix);\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4(refractedRayExit, 1.0);\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec3 transmittedLight = getTransmissionSample(refractionCoords, perceptualRoughness, ior);\n\t\tvec3 attenuatedColor = applyVolumeAttenuation(transmittedLight, length(transmissionRay), attenuationColor, attenuationDistance);\n\t\treturn (1.0 - specularColor) * attenuatedColor * baseColor;\n\t}\n#endif"; - return this; + var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif"; - }, + var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif"; - setFromArray: function ( array ) { + var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; - var minX = + Infinity; - var minY = + Infinity; - var minZ = + Infinity; + var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; - var maxX = - Infinity; - var maxY = - Infinity; - var maxZ = - Infinity; + var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif"; - for ( var i = 0, l = array.length; i < l; i += 3 ) { + var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif"; - var x = array[ i ]; - var y = array[ i + 1 ]; - var z = array[ i + 2 ]; + var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\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"; - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( z < minZ ) minZ = z; + 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 \n\t#include \n}"; - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - if ( z > maxZ ) maxZ = z; + 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}"; - } + var cube_frag = "#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; - this.min.set( minX, minY, minZ ); - this.max.set( maxX, maxY, maxZ ); + var cube_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; - return this; + var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; - }, + var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; - setFromBufferAttribute: function ( attribute ) { + var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; - var minX = + Infinity; - var minY = + Infinity; - var minZ = + Infinity; + var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; - var maxX = - Infinity; - var maxY = - Infinity; - var maxZ = - Infinity; + var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}"; - for ( var i = 0, l = attribute.count; i < l; i ++ ) { + var equirect_vert = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; - var x = attribute.getX( i ); - var y = attribute.getY( i ); - var z = attribute.getZ( i ); + var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( z < minZ ) minZ = z; + var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - if ( z > maxZ ) maxZ = z; + var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - } + var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - this.min.set( minX, minY, minZ ); - this.max.set( maxX, maxY, maxZ ); + 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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \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 \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - return this; + 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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - }, + 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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - setFromPoints: function ( points ) { + var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; - this.makeEmpty(); + var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - for ( var i = 0, il = points.length; i < il; i ++ ) { + var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; - this.expandByPoint( points[ i ] ); + var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - } - - return this; + var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - }, + var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform vec3 attenuationColor;\n\tuniform float attenuationDistance;\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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - setFromCenterAndSize: function () { + 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#ifdef USE_TRANSMISSION\n\tvarying vec4 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition;\n#endif\n}"; - var v1 = new Vector3(); + 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 \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}"; - return function setFromCenterAndSize( center, size ) { + 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 \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; - var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); + var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); + var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n}"; - return this; + var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; - }; + var shadow_vert = "#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; - }(), + var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}"; - setFromObject: function ( object ) { + var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n}"; - this.makeEmpty(); + const ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + encodings_fragment: encodings_fragment, + encodings_pars_fragment: encodings_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_common_pars_fragment: envmap_common_pars_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_vertex: lights_lambert_vertex, + lights_pars_begin: lights_pars_begin, + lights_toon_fragment: lights_toon_fragment, + lights_toon_pars_fragment: lights_toon_pars_fragment, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normalmap_pars_fragment: normalmap_pars_fragment, + clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, + clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, + clearcoat_pars_fragment: clearcoat_pars_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + transmission_fragment: transmission_fragment, + transmission_pars_fragment: transmission_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, + background_frag: background_frag, + background_vert: background_vert, + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshmatcap_frag: meshmatcap_frag, + meshmatcap_vert: meshmatcap_vert, + meshtoon_frag: meshtoon_frag, + meshtoon_vert: meshtoon_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert, + sprite_frag: sprite_frag, + sprite_vert: sprite_vert + }; - return this.expandByObject( object ); + /** + * Uniforms library for shared webgl shaders + */ + const UniformsLib = { + common: { + diffuse: { + value: new Color(0xffffff) + }, + opacity: { + value: 1.0 + }, + map: { + value: null + }, + uvTransform: { + value: new Matrix3() + }, + uv2Transform: { + value: new Matrix3() + }, + alphaMap: { + value: null + } }, - - clone: function () { - - return new this.constructor().copy( this ); - + specularmap: { + specularMap: { + value: null + } }, - - copy: function ( box ) { - - this.min.copy( box.min ); - this.max.copy( box.max ); - - return this; - + envmap: { + envMap: { + value: null + }, + flipEnvMap: { + value: -1 + }, + reflectivity: { + value: 1.0 + }, + refractionRatio: { + value: 0.98 + }, + maxMipLevel: { + value: 0 + } }, - - makeEmpty: function () { - - this.min.x = this.min.y = this.min.z = + Infinity; - this.max.x = this.max.y = this.max.z = - Infinity; - - return this; - + aomap: { + aoMap: { + value: null + }, + aoMapIntensity: { + value: 1 + } }, - - isEmpty: function () { - - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); - + lightmap: { + lightMap: { + value: null + }, + lightMapIntensity: { + value: 1 + } }, - - getCenter: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box3: .getCenter() target is now required' ); - target = new Vector3(); - + emissivemap: { + emissiveMap: { + value: null } - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - }, - - getSize: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box3: .getSize() target is now required' ); - target = new Vector3(); - + bumpmap: { + bumpMap: { + value: null + }, + bumpScale: { + value: 1 } - - return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); - }, - - expandByPoint: function ( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - + normalmap: { + normalMap: { + value: null + }, + normalScale: { + value: new Vector2(1, 1) + } }, - - expandByVector: function ( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - + displacementmap: { + displacementMap: { + value: null + }, + displacementScale: { + value: 1 + }, + displacementBias: { + value: 0 + } }, - - expandByScalar: function ( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - + roughnessmap: { + roughnessMap: { + value: null + } }, - - expandByObject: function () { - - // Computes the world-axis-aligned bounding box of an object (including its children), - // accounting for both the object's, and children's, world transforms - - var scope, i, l; - - var v1 = new Vector3(); - - function traverse( node ) { - - var geometry = node.geometry; - - if ( geometry !== undefined ) { - - if ( geometry.isGeometry ) { - - var vertices = geometry.vertices; - - for ( i = 0, l = vertices.length; i < l; i ++ ) { - - v1.copy( vertices[ i ] ); - v1.applyMatrix4( node.matrixWorld ); - - scope.expandByPoint( v1 ); - - } - - } else if ( geometry.isBufferGeometry ) { - - var attribute = geometry.attributes.position; - - if ( attribute !== undefined ) { - - for ( i = 0, l = attribute.count; i < l; i ++ ) { - - v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); - - scope.expandByPoint( v1 ); - - } - - } - - } - - } - + metalnessmap: { + metalnessMap: { + value: null } - - return function expandByObject( object ) { - - scope = this; - - object.updateMatrixWorld( true ); - - object.traverse( traverse ); - - return this; - - }; - - }(), - - containsPoint: function ( point ) { - - return point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y || - point.z < this.min.z || point.z > this.max.z ? false : true; - }, - - containsBox: function ( box ) { - - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y && - this.min.z <= box.min.z && box.max.z <= this.max.z; - + gradientmap: { + gradientMap: { + value: null + } }, - - getParameter: function ( point, target ) { - - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - - if ( target === undefined ) { - - console.warn( 'THREE.Box3: .getParameter() target is now required' ); - target = new Vector3(); - + fog: { + fogDensity: { + value: 0.00025 + }, + fogNear: { + value: 1 + }, + fogFar: { + value: 2000 + }, + fogColor: { + value: new Color(0xffffff) + } + }, + lights: { + ambientLightColor: { + value: [] + }, + lightProbe: { + value: [] + }, + directionalLights: { + value: [], + properties: { + direction: {}, + color: {} + } + }, + directionalLightShadows: { + value: [], + properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } + }, + directionalShadowMap: { + value: [] + }, + directionalShadowMatrix: { + value: [] + }, + spotLights: { + value: [], + properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {} + } + }, + spotLightShadows: { + value: [], + properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } + }, + spotShadowMap: { + value: [] + }, + spotShadowMatrix: { + value: [] + }, + pointLights: { + value: [], + properties: { + color: {}, + position: {}, + decay: {}, + distance: {} + } + }, + pointLightShadows: { + value: [], + properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } + }, + pointShadowMap: { + value: [] + }, + pointShadowMatrix: { + value: [] + }, + hemisphereLights: { + value: [], + properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } + }, + // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + rectAreaLights: { + value: [], + properties: { + color: {}, + position: {}, + width: {}, + height: {} + } + }, + ltc_1: { + value: null + }, + ltc_2: { + value: null + } + }, + points: { + diffuse: { + value: new Color(0xffffff) + }, + opacity: { + value: 1.0 + }, + size: { + value: 1.0 + }, + scale: { + value: 1.0 + }, + map: { + value: null + }, + alphaMap: { + value: null + }, + uvTransform: { + value: new Matrix3() + } + }, + sprite: { + diffuse: { + value: new Color(0xffffff) + }, + opacity: { + value: 1.0 + }, + center: { + value: new Vector2(0.5, 0.5) + }, + rotation: { + value: 0.0 + }, + map: { + value: null + }, + alphaMap: { + value: null + }, + uvTransform: { + value: new Matrix3() } + } + }; + + const ShaderLib = { + basic: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]), + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + }, + lambert: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, { + emissive: { + value: new Color(0x000000) + } + }]), + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag + }, + phong: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, { + emissive: { + value: new Color(0x000000) + }, + specular: { + value: new Color(0x111111) + }, + shininess: { + value: 30 + } + }]), + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + }, + standard: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.fog, UniformsLib.lights, { + emissive: { + value: new Color(0x000000) + }, + roughness: { + value: 1.0 + }, + metalness: { + value: 0.0 + }, + envMapIntensity: { + value: 1 + } // temporary - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ), - ( point.z - this.min.z ) / ( this.max.z - this.min.z ) - ); + }]), + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + }, + toon: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, { + emissive: { + value: new Color(0x000000) + } + }]), + vertexShader: ShaderChunk.meshtoon_vert, + fragmentShader: ShaderChunk.meshtoon_frag + }, + matcap: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, { + matcap: { + value: null + } + }]), + vertexShader: ShaderChunk.meshmatcap_vert, + fragmentShader: ShaderChunk.meshmatcap_frag + }, + points: { + uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]), + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + }, + dashed: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, { + scale: { + value: 1 + }, + dashSize: { + value: 1 + }, + totalSize: { + value: 2 + } + }]), + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + }, + depth: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]), + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + }, + normal: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, { + opacity: { + value: 1.0 + } + }]), + vertexShader: ShaderChunk.normal_vert, + fragmentShader: ShaderChunk.normal_frag + }, + sprite: { + uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]), + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag + }, + background: { + uniforms: { + uvTransform: { + value: new Matrix3() + }, + t2D: { + value: null + } + }, + vertexShader: ShaderChunk.background_vert, + fragmentShader: ShaderChunk.background_frag + }, + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + cube: { + uniforms: mergeUniforms([UniformsLib.envmap, { + opacity: { + value: 1.0 + } + }]), + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + }, + equirect: { + uniforms: { + tEquirect: { + value: null + } + }, + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + }, + distanceRGBA: { + uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, { + referencePosition: { + value: new Vector3() + }, + nearDistance: { + value: 1 + }, + farDistance: { + value: 1000 + } + }]), + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag }, + shadow: { + uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, { + color: { + value: new Color(0x00000) + }, + opacity: { + value: 1.0 + } + }]), + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + } + }; + ShaderLib.physical = { + uniforms: mergeUniforms([ShaderLib.standard.uniforms, { + clearcoat: { + value: 0 + }, + clearcoatMap: { + value: null + }, + clearcoatRoughness: { + value: 0 + }, + clearcoatRoughnessMap: { + value: null + }, + clearcoatNormalScale: { + value: new Vector2(1, 1) + }, + clearcoatNormalMap: { + value: null + }, + sheen: { + value: new Color(0x000000) + }, + transmission: { + value: 0 + }, + transmissionMap: { + value: null + }, + transmissionSamplerSize: { + value: new Vector2() + }, + transmissionSamplerMap: { + value: null + }, + thickness: { + value: 0 + }, + thicknessMap: { + value: null + }, + attenuationDistance: { + value: 0 + }, + attenuationColor: { + value: new Color(0x000000) + } + }]), + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + }; - intersectsBox: function ( box ) { + function WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) { + const clearColor = new Color(0x000000); + let clearAlpha = 0; + let planeMesh; + let boxMesh; + let currentBackground = null; + let currentBackgroundVersion = 0; + let currentTonemapping = null; - // using 6 splitting planes to rule out intersections. - return box.max.x < this.min.x || box.min.x > this.max.x || - box.max.y < this.min.y || box.min.y > this.max.y || - box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + function render(renderList, scene) { + let forceClear = false; + let background = scene.isScene === true ? scene.background : null; - }, + if (background && background.isTexture) { + background = cubemaps.get(background); + } // Ignore background in AR + // TODO: Reconsider this. - intersectsSphere: ( function () { - var closestPoint = new Vector3(); + const xr = renderer.xr; + const session = xr.getSession && xr.getSession(); - return function intersectsSphere( sphere ) { + if (session && session.environmentBlendMode === 'additive') { + background = null; + } - // Find the point on the AABB closest to the sphere center. - this.clampPoint( sphere.center, closestPoint ); + if (background === null) { + setClear(clearColor, clearAlpha); + } else if (background && background.isColor) { + setClear(background, 1); + forceClear = true; + } - // If that point is inside the sphere, the AABB and sphere intersect. - return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + if (renderer.autoClear || forceClear) { + renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil); + } - }; + if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) { + if (boxMesh === undefined) { + boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({ + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms(ShaderLib.cube.uniforms), + vertexShader: ShaderLib.cube.vertexShader, + fragmentShader: ShaderLib.cube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + })); + boxMesh.geometry.deleteAttribute('normal'); + boxMesh.geometry.deleteAttribute('uv'); - } )(), + boxMesh.onBeforeRender = function (renderer, scene, camera) { + this.matrixWorld.copyPosition(camera.matrixWorld); + }; // enable code injection for non-built-in material - intersectsPlane: function ( plane ) { - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. + Object.defineProperty(boxMesh.material, 'envMap', { + get: function () { + return this.uniforms.envMap.value; + } + }); + objects.update(boxMesh); + } + + boxMesh.material.uniforms.envMap.value = background; + boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background._needsFlipEnvMap ? -1 : 1; + + if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { + boxMesh.material.needsUpdate = true; + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + } // push to the pre-sorted opaque render list + + + renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null); + } else if (background && background.isTexture) { + if (planeMesh === undefined) { + planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({ + name: 'BackgroundMaterial', + uniforms: cloneUniforms(ShaderLib.background.uniforms), + vertexShader: ShaderLib.background.vertexShader, + fragmentShader: ShaderLib.background.fragmentShader, + side: FrontSide, + depthTest: false, + depthWrite: false, + fog: false + })); + planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material + + Object.defineProperty(planeMesh.material, 'map', { + get: function () { + return this.uniforms.t2D.value; + } + }); + objects.update(planeMesh); + } - var min, max; + planeMesh.material.uniforms.t2D.value = background; - if ( plane.normal.x > 0 ) { + if (background.matrixAutoUpdate === true) { + background.updateMatrix(); + } - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; + planeMesh.material.uniforms.uvTransform.value.copy(background.matrix); - } else { + if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) { + planeMesh.material.needsUpdate = true; + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + } // push to the pre-sorted opaque render list - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; + renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null); } + } - if ( plane.normal.y > 0 ) { - - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; + function setClear(color, alpha) { + state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha); + } - } else { + return { + getClearColor: function () { + return clearColor; + }, + setClearColor: function (color, alpha = 1) { + clearColor.set(color); + clearAlpha = alpha; + setClear(clearColor, clearAlpha); + }, + getClearAlpha: function () { + return clearAlpha; + }, + setClearAlpha: function (alpha) { + clearAlpha = alpha; + setClear(clearColor, clearAlpha); + }, + render: render + }; + } - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; + function WebGLBindingStates(gl, extensions, attributes, capabilities) { + const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); + const extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object'); + const vaoAvailable = capabilities.isWebGL2 || extension !== null; + const bindingStates = {}; + const defaultState = createBindingState(null); + let currentState = defaultState; - } + function setup(object, material, program, geometry, index) { + let updateBuffers = false; - if ( plane.normal.z > 0 ) { + if (vaoAvailable) { + const state = getBindingState(geometry, program, material); - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; + if (currentState !== state) { + currentState = state; + bindVertexArrayObject(currentState.object); + } + updateBuffers = needsUpdate(geometry, index); + if (updateBuffers) saveCache(geometry, index); } else { + const wireframe = material.wireframe === true; - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; + if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) { + currentState.geometry = geometry.id; + currentState.program = program.id; + currentState.wireframe = wireframe; + updateBuffers = true; + } + } + + if (object.isInstancedMesh === true) { + updateBuffers = true; + } + if (index !== null) { + attributes.update(index, gl.ELEMENT_ARRAY_BUFFER); } - return ( min <= plane.constant && max >= plane.constant ); + if (updateBuffers) { + setupVertexAttributes(object, material, program, geometry); - }, + if (index !== null) { + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer); + } + } + } - intersectsTriangle: ( function () { + function createVertexArrayObject() { + if (capabilities.isWebGL2) return gl.createVertexArray(); + return extension.createVertexArrayOES(); + } - // triangle centered vertices - var v0 = new Vector3(); - var v1 = new Vector3(); - var v2 = new Vector3(); + function bindVertexArrayObject(vao) { + if (capabilities.isWebGL2) return gl.bindVertexArray(vao); + return extension.bindVertexArrayOES(vao); + } - // triangle edge vectors - var f0 = new Vector3(); - var f1 = new Vector3(); - var f2 = new Vector3(); + function deleteVertexArrayObject(vao) { + if (capabilities.isWebGL2) return gl.deleteVertexArray(vao); + return extension.deleteVertexArrayOES(vao); + } - var testAxis = new Vector3(); + function getBindingState(geometry, program, material) { + const wireframe = material.wireframe === true; + let programMap = bindingStates[geometry.id]; - var center = new Vector3(); - var extents = new Vector3(); + if (programMap === undefined) { + programMap = {}; + bindingStates[geometry.id] = programMap; + } - var triangleNormal = new Vector3(); + let stateMap = programMap[program.id]; - function satForAxes( axes ) { + if (stateMap === undefined) { + stateMap = {}; + programMap[program.id] = stateMap; + } - var i, j; + let state = stateMap[wireframe]; - for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) { + if (state === undefined) { + state = createBindingState(createVertexArrayObject()); + stateMap[wireframe] = state; + } - testAxis.fromArray( axes, i ); - // project the aabb onto the seperating axis - var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z ); - // project all 3 vertices of the triangle onto the seperating axis - var p0 = v0.dot( testAxis ); - var p1 = v1.dot( testAxis ); - var p2 = v2.dot( testAxis ); - // actual test, basically see if either of the most extreme of the triangle points intersects r - if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { + return state; + } - // points of the projected triangle are outside the projected half-length of the aabb - // the axis is seperating and we can exit - return false; + function createBindingState(vao) { + const newAttributes = []; + const enabledAttributes = []; + const attributeDivisors = []; - } + for (let i = 0; i < maxVertexAttributes; i++) { + newAttributes[i] = 0; + enabledAttributes[i] = 0; + attributeDivisors[i] = 0; + } - } + return { + // for backward compatibility on non-VAO support browser + geometry: null, + program: null, + wireframe: false, + newAttributes: newAttributes, + enabledAttributes: enabledAttributes, + attributeDivisors: attributeDivisors, + object: vao, + attributes: {}, + index: null + }; + } - return true; + function needsUpdate(geometry, index) { + const cachedAttributes = currentState.attributes; + const geometryAttributes = geometry.attributes; + let attributesNum = 0; + for (const key in geometryAttributes) { + const cachedAttribute = cachedAttributes[key]; + const geometryAttribute = geometryAttributes[key]; + if (cachedAttribute === undefined) return true; + if (cachedAttribute.attribute !== geometryAttribute) return true; + if (cachedAttribute.data !== geometryAttribute.data) return true; + attributesNum++; } - return function intersectsTriangle( triangle ) { + if (currentState.attributesNum !== attributesNum) return true; + if (currentState.index !== index) return true; + return false; + } - if ( this.isEmpty() ) { + function saveCache(geometry, index) { + const cache = {}; + const attributes = geometry.attributes; + let attributesNum = 0; - return false; + for (const key in attributes) { + const attribute = attributes[key]; + const data = {}; + data.attribute = attribute; + if (attribute.data) { + data.data = attribute.data; } - // compute box center and extents - this.getCenter( center ); - extents.subVectors( this.max, center ); + cache[key] = data; + attributesNum++; + } + + currentState.attributes = cache; + currentState.attributesNum = attributesNum; + currentState.index = index; + } - // translate triangle to aabb origin - v0.subVectors( triangle.a, center ); - v1.subVectors( triangle.b, center ); - v2.subVectors( triangle.c, center ); + function initAttributes() { + const newAttributes = currentState.newAttributes; - // compute edge vectors for triangle - f0.subVectors( v1, v0 ); - f1.subVectors( v2, v1 ); - f2.subVectors( v0, v2 ); + for (let i = 0, il = newAttributes.length; i < il; i++) { + newAttributes[i] = 0; + } + } - // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb - // 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 - // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) - var axes = [ - 0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y, - f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x, - - f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0 - ]; - if ( ! satForAxes( axes ) ) { + function enableAttribute(attribute) { + enableAttributeAndDivisor(attribute, 0); + } - return false; + function enableAttributeAndDivisor(attribute, meshPerAttribute) { + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + const attributeDivisors = currentState.attributeDivisors; + newAttributes[attribute] = 1; - } + if (enabledAttributes[attribute] === 0) { + gl.enableVertexAttribArray(attribute); + enabledAttributes[attribute] = 1; + } - // test 3 face normals from the aabb - axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; - if ( ! satForAxes( axes ) ) { + if (attributeDivisors[attribute] !== meshPerAttribute) { + const extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays'); + extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute); + attributeDivisors[attribute] = meshPerAttribute; + } + } - return false; + function disableUnusedAttributes() { + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + for (let i = 0, il = enabledAttributes.length; i < il; i++) { + if (enabledAttributes[i] !== newAttributes[i]) { + gl.disableVertexAttribArray(i); + enabledAttributes[i] = 0; } + } + } - // finally testing the face normal of the triangle - // use already existing triangle edge vectors here - triangleNormal.crossVectors( f0, f1 ); - axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ]; - return satForAxes( axes ); - - }; - - } )(), - - clampPoint: function ( point, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box3: .clampPoint() target is now required' ); - target = new Vector3(); + function vertexAttribPointer(index, size, type, normalized, stride, offset) { + if (capabilities.isWebGL2 === true && (type === gl.INT || type === gl.UNSIGNED_INT)) { + gl.vertexAttribIPointer(index, size, type, stride, offset); + } else { + gl.vertexAttribPointer(index, size, type, normalized, stride, offset); + } + } + function setupVertexAttributes(object, material, program, geometry) { + if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) { + if (extensions.get('ANGLE_instanced_arrays') === null) return; } - return target.copy( point ).clamp( this.min, this.max ); + initAttributes(); + const geometryAttributes = geometry.attributes; + const programAttributes = program.getAttributes(); + const materialDefaultAttributeValues = material.defaultAttributeValues; - }, + for (const name in programAttributes) { + const programAttribute = programAttributes[name]; - distanceToPoint: function () { + if (programAttribute >= 0) { + const geometryAttribute = geometryAttributes[name]; - var v1 = new Vector3(); + if (geometryAttribute !== undefined) { + const normalized = geometryAttribute.normalized; + const size = geometryAttribute.itemSize; + const attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore - return function distanceToPoint( point ) { + if (attribute === undefined) continue; + const buffer = attribute.buffer; + const type = attribute.type; + const bytesPerElement = attribute.bytesPerElement; - var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); + if (geometryAttribute.isInterleavedBufferAttribute) { + const data = geometryAttribute.data; + const stride = data.stride; + const offset = geometryAttribute.offset; - }; + if (data && data.isInstancedInterleavedBuffer) { + enableAttributeAndDivisor(programAttribute, data.meshPerAttribute); - }(), + if (geometry._maxInstanceCount === undefined) { + geometry._maxInstanceCount = data.meshPerAttribute * data.count; + } + } else { + enableAttribute(programAttribute); + } - getBoundingSphere: function () { + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + vertexAttribPointer(programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement); + } else { + if (geometryAttribute.isInstancedBufferAttribute) { + enableAttributeAndDivisor(programAttribute, geometryAttribute.meshPerAttribute); - var v1 = new Vector3(); + if (geometry._maxInstanceCount === undefined) { + geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + } + } else { + enableAttribute(programAttribute); + } - return function getBoundingSphere( target ) { + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + vertexAttribPointer(programAttribute, size, type, normalized, 0, 0); + } + } else if (name === 'instanceMatrix') { + const attribute = attributes.get(object.instanceMatrix); // TODO Attribute may not be available on context restore + + if (attribute === undefined) continue; + const buffer = attribute.buffer; + const type = attribute.type; + enableAttributeAndDivisor(programAttribute + 0, 1); + enableAttributeAndDivisor(programAttribute + 1, 1); + enableAttributeAndDivisor(programAttribute + 2, 1); + enableAttributeAndDivisor(programAttribute + 3, 1); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.vertexAttribPointer(programAttribute + 0, 4, type, false, 64, 0); + gl.vertexAttribPointer(programAttribute + 1, 4, type, false, 64, 16); + gl.vertexAttribPointer(programAttribute + 2, 4, type, false, 64, 32); + gl.vertexAttribPointer(programAttribute + 3, 4, type, false, 64, 48); + } else if (name === 'instanceColor') { + const attribute = attributes.get(object.instanceColor); // TODO Attribute may not be available on context restore + + if (attribute === undefined) continue; + const buffer = attribute.buffer; + const type = attribute.type; + enableAttributeAndDivisor(programAttribute, 1); + gl.bindBuffer(gl.ARRAY_BUFFER, buffer); + gl.vertexAttribPointer(programAttribute, 3, type, false, 12, 0); + } else if (materialDefaultAttributeValues !== undefined) { + const value = materialDefaultAttributeValues[name]; + + if (value !== undefined) { + switch (value.length) { + case 2: + gl.vertexAttrib2fv(programAttribute, value); + break; - if ( target === undefined ) { + case 3: + gl.vertexAttrib3fv(programAttribute, value); + break; - console.warn( 'THREE.Box3: .getBoundingSphere() target is now required' ); - target = new Sphere(); + case 4: + gl.vertexAttrib4fv(programAttribute, value); + break; + default: + gl.vertexAttrib1fv(programAttribute, value); + } + } + } } + } - this.getCenter( target.center ); + disableUnusedAttributes(); + } - target.radius = this.getSize( v1 ).length() * 0.5; + function dispose() { + reset(); - return target; + for (const geometryId in bindingStates) { + const programMap = bindingStates[geometryId]; - }; + for (const programId in programMap) { + const stateMap = programMap[programId]; - }(), + for (const wireframe in stateMap) { + deleteVertexArrayObject(stateMap[wireframe].object); + delete stateMap[wireframe]; + } - intersect: function ( box ) { + delete programMap[programId]; + } - this.min.max( box.min ); - this.max.min( box.max ); + delete bindingStates[geometryId]; + } + } - // 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. - if ( this.isEmpty() ) this.makeEmpty(); + function releaseStatesOfGeometry(geometry) { + if (bindingStates[geometry.id] === undefined) return; + const programMap = bindingStates[geometry.id]; - return this; + for (const programId in programMap) { + const stateMap = programMap[programId]; - }, + for (const wireframe in stateMap) { + deleteVertexArrayObject(stateMap[wireframe].object); + delete stateMap[wireframe]; + } - union: function ( box ) { + delete programMap[programId]; + } - this.min.min( box.min ); - this.max.max( box.max ); + delete bindingStates[geometry.id]; + } - return this; + function releaseStatesOfProgram(program) { + for (const geometryId in bindingStates) { + const programMap = bindingStates[geometryId]; + if (programMap[program.id] === undefined) continue; + const stateMap = programMap[program.id]; - }, + for (const wireframe in stateMap) { + deleteVertexArrayObject(stateMap[wireframe].object); + delete stateMap[wireframe]; + } - applyMatrix4: function () { + delete programMap[program.id]; + } + } - var points = [ - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3(), - new Vector3() - ]; + function reset() { + resetDefaultState(); + if (currentState === defaultState) return; + currentState = defaultState; + bindVertexArrayObject(currentState.object); + } // for backward-compatilibity - return function applyMatrix4( matrix ) { - // transform of empty box is an empty box. - if ( this.isEmpty() ) return this; + function resetDefaultState() { + defaultState.geometry = null; + defaultState.program = null; + defaultState.wireframe = false; + } - // NOTE: I am using a binary pattern to specify all 2^3 combinations below - points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 - points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 - points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 - points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 - points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 - points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 - points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 - points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + return { + setup: setup, + reset: reset, + resetDefaultState: resetDefaultState, + dispose: dispose, + releaseStatesOfGeometry: releaseStatesOfGeometry, + releaseStatesOfProgram: releaseStatesOfProgram, + initAttributes: initAttributes, + enableAttribute: enableAttribute, + disableUnusedAttributes: disableUnusedAttributes + }; + } - this.setFromPoints( points ); + function WebGLBufferRenderer(gl, extensions, info, capabilities) { + const isWebGL2 = capabilities.isWebGL2; + let mode; - return this; + function setMode(value) { + mode = value; + } - }; + function render(start, count) { + gl.drawArrays(mode, start, count); + info.update(count, mode, 1); + } - }(), + function renderInstances(start, count, primcount) { + if (primcount === 0) return; + let extension, methodName; - translate: function ( offset ) { + if (isWebGL2) { + extension = gl; + methodName = 'drawArraysInstanced'; + } else { + extension = extensions.get('ANGLE_instanced_arrays'); + methodName = 'drawArraysInstancedANGLE'; - this.min.add( offset ); - this.max.add( offset ); + if (extension === null) { + console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'); + return; + } + } - return this; + extension[methodName](mode, start, count, primcount); + info.update(count, mode, primcount); + } // - }, - equals: function ( box ) { + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + } - return box.min.equals( this.min ) && box.max.equals( this.max ); + function WebGLCapabilities(gl, extensions, parameters) { + let maxAnisotropy; - } + function getMaxAnisotropy() { + if (maxAnisotropy !== undefined) return maxAnisotropy; - } ); + if (extensions.has('EXT_texture_filter_anisotropic') === true) { + const extension = extensions.get('EXT_texture_filter_anisotropic'); + maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT); + } else { + maxAnisotropy = 0; + } - /** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + return maxAnisotropy; + } - function Sphere( center, radius ) { + function getMaxPrecision(precision) { + if (precision === 'highp') { + if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) { + return 'highp'; + } - this.center = ( center !== undefined ) ? center : new Vector3(); - this.radius = ( radius !== undefined ) ? radius : 0; + precision = 'mediump'; + } - } + if (precision === 'mediump') { + if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) { + return 'mediump'; + } + } - Object.assign( Sphere.prototype, { + return 'lowp'; + } + /* eslint-disable no-undef */ - set: function ( center, radius ) { - this.center.copy( center ); - this.radius = radius; + const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext; + /* eslint-enable no-undef */ - return this; + let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + const maxPrecision = getMaxPrecision(precision); - }, + if (maxPrecision !== precision) { + console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.'); + precision = maxPrecision; + } - setFromPoints: function () { + const drawBuffers = isWebGL2 || extensions.has('WEBGL_draw_buffers'); + const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); + const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS); + const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE); + const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE); + const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); + const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS); + const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS); + const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS); + const vertexTextures = maxVertexTextures > 0; + const floatFragmentTextures = isWebGL2 || extensions.has('OES_texture_float'); + const floatVertexTextures = vertexTextures && floatFragmentTextures; + const maxSamples = isWebGL2 ? gl.getParameter(gl.MAX_SAMPLES) : 0; + return { + isWebGL2: isWebGL2, + drawBuffers: drawBuffers, + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures, + maxSamples: maxSamples + }; + } - var box = new Box3(); + function WebGLClipping(properties) { + const scope = this; + let globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false; + const plane = new Plane(), + viewNormalMatrix = new Matrix3(), + uniform = { + value: null, + needsUpdate: false + }; + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; - return function setFromPoints( points, optionalCenter ) { + this.init = function (planes, enableLocalClipping, camera) { + const enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || localClippingEnabled; + localClippingEnabled = enableLocalClipping; + globalState = projectPlanes(planes, camera, 0); + numGlobalPlanes = planes.length; + return enabled; + }; - var center = this.center; + this.beginShadows = function () { + renderingShadows = true; + projectPlanes(null); + }; - if ( optionalCenter !== undefined ) { + this.endShadows = function () { + renderingShadows = false; + resetGlobalState(); + }; - center.copy( optionalCenter ); + this.setState = function (material, camera, useCache) { + const planes = material.clippingPlanes, + clipIntersection = material.clipIntersection, + clipShadows = material.clipShadows; + const materialProperties = properties.get(material); + if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) { + // there's no local clipping + if (renderingShadows) { + // there's no global clipping + projectPlanes(null); } else { + resetGlobalState(); + } + } else { + const nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4; + let dstArray = materialProperties.clippingState || null; + uniform.value = dstArray; // ensure unique state - box.setFromPoints( points ).getCenter( center ); + dstArray = projectPlanes(planes, camera, lGlobal, useCache); + for (let i = 0; i !== lGlobal; ++i) { + dstArray[i] = globalState[i]; } - var maxRadiusSq = 0; - - for ( var i = 0, il = points.length; i < il; i ++ ) { + materialProperties.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; + } + }; - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + function resetGlobalState() { + if (uniform.value !== globalState) { + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + } - } + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; + } - this.radius = Math.sqrt( maxRadiusSq ); + function projectPlanes(planes, camera, dstOffset, skipTransform) { + const nPlanes = planes !== null ? planes.length : 0; + let dstArray = null; - return this; + if (nPlanes !== 0) { + dstArray = uniform.value; - }; + if (skipTransform !== true || dstArray === null) { + const flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + viewNormalMatrix.getNormalMatrix(viewMatrix); - }(), + if (dstArray === null || dstArray.length < flatSize) { + dstArray = new Float32Array(flatSize); + } - clone: function () { + for (let i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) { + plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix); + plane.normal.toArray(dstArray, i4); + dstArray[i4 + 3] = plane.constant; + } + } - return new this.constructor().copy( this ); + uniform.value = dstArray; + uniform.needsUpdate = true; + } - }, + scope.numPlanes = nPlanes; + scope.numIntersection = 0; + return dstArray; + } + } - copy: function ( sphere ) { + function WebGLCubeMaps(renderer) { + let cubemaps = new WeakMap(); - this.center.copy( sphere.center ); - this.radius = sphere.radius; + function mapTextureMapping(texture, mapping) { + if (mapping === EquirectangularReflectionMapping) { + texture.mapping = CubeReflectionMapping; + } else if (mapping === EquirectangularRefractionMapping) { + texture.mapping = CubeRefractionMapping; + } - return this; + return texture; + } - }, + function get(texture) { + if (texture && texture.isTexture) { + const mapping = texture.mapping; - empty: function () { + if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) { + if (cubemaps.has(texture)) { + const cubemap = cubemaps.get(texture).texture; + return mapTextureMapping(cubemap, texture.mapping); + } else { + const image = texture.image; + + if (image && image.height > 0) { + const currentRenderTarget = renderer.getRenderTarget(); + const renderTarget = new WebGLCubeRenderTarget(image.height / 2); + renderTarget.fromEquirectangularTexture(renderer, texture); + cubemaps.set(texture, renderTarget); + renderer.setRenderTarget(currentRenderTarget); + texture.addEventListener('dispose', onTextureDispose); + return mapTextureMapping(renderTarget.texture, texture.mapping); + } else { + // image not yet ready. try the conversion next frame + return null; + } + } + } + } - return ( this.radius <= 0 ); + return texture; + } - }, + function onTextureDispose(event) { + const texture = event.target; + texture.removeEventListener('dispose', onTextureDispose); + const cubemap = cubemaps.get(texture); - containsPoint: function ( point ) { + if (cubemap !== undefined) { + cubemaps.delete(texture); + cubemap.dispose(); + } + } - return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + function dispose() { + cubemaps = new WeakMap(); + } - }, + return { + get: get, + dispose: dispose + }; + } - distanceToPoint: function ( point ) { + function WebGLExtensions(gl) { + const extensions = {}; - return ( point.distanceTo( this.center ) - this.radius ); + function getExtension(name) { + if (extensions[name] !== undefined) { + return extensions[name]; + } - }, + let extension; - intersectsSphere: function ( sphere ) { + switch (name) { + case 'WEBGL_depth_texture': + extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture'); + break; - var radiusSum = this.radius + sphere.radius; + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic'); + break; - return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc'); + break; - }, + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc'); + break; - intersectsBox: function ( box ) { + default: + extension = gl.getExtension(name); + } - return box.intersectsSphere( this ); + extensions[name] = extension; + return extension; + } - }, + return { + has: function (name) { + return getExtension(name) !== null; + }, + init: function (capabilities) { + if (capabilities.isWebGL2) { + getExtension('EXT_color_buffer_float'); + } else { + getExtension('WEBGL_depth_texture'); + getExtension('OES_texture_float'); + getExtension('OES_texture_half_float'); + getExtension('OES_texture_half_float_linear'); + getExtension('OES_standard_derivatives'); + getExtension('OES_element_index_uint'); + getExtension('OES_vertex_array_object'); + getExtension('ANGLE_instanced_arrays'); + } + + getExtension('OES_texture_float_linear'); + getExtension('EXT_color_buffer_half_float'); + }, + get: function (name) { + const extension = getExtension(name); - intersectsPlane: function ( plane ) { + if (extension === null) { + console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.'); + } - return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + return extension; + } + }; + } - }, + function WebGLGeometries(gl, attributes, info, bindingStates) { + const geometries = {}; + const wireframeAttributes = new WeakMap(); - clampPoint: function ( point, target ) { + function onGeometryDispose(event) { + const geometry = event.target; - var deltaLengthSq = this.center.distanceToSquared( point ); + if (geometry.index !== null) { + attributes.remove(geometry.index); + } - if ( target === undefined ) { + for (const name in geometry.attributes) { + attributes.remove(geometry.attributes[name]); + } - console.warn( 'THREE.Sphere: .clampPoint() target is now required' ); - target = new Vector3(); + geometry.removeEventListener('dispose', onGeometryDispose); + delete geometries[geometry.id]; + const attribute = wireframeAttributes.get(geometry); + if (attribute) { + attributes.remove(attribute); + wireframeAttributes.delete(geometry); } - target.copy( point ); + bindingStates.releaseStatesOfGeometry(geometry); - if ( deltaLengthSq > ( this.radius * this.radius ) ) { + if (geometry.isInstancedBufferGeometry === true) { + delete geometry._maxInstanceCount; + } // - target.sub( this.center ).normalize(); - target.multiplyScalar( this.radius ).add( this.center ); - } + info.memory.geometries--; + } - return target; + function get(object, geometry) { + if (geometries[geometry.id] === true) return geometry; + geometry.addEventListener('dispose', onGeometryDispose); + geometries[geometry.id] = true; + info.memory.geometries++; + return geometry; + } - }, + function update(geometry) { + const geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates. + + for (const name in geometryAttributes) { + attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER); + } // morph targets - getBoundingBox: function ( target ) { - if ( target === undefined ) { + const morphAttributes = geometry.morphAttributes; - console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' ); - target = new Box3(); + for (const name in morphAttributes) { + const array = morphAttributes[name]; + for (let i = 0, l = array.length; i < l; i++) { + attributes.update(array[i], gl.ARRAY_BUFFER); + } } + } - target.set( this.center, this.center ); - target.expandByScalar( this.radius ); + function updateWireframeAttribute(geometry) { + const indices = []; + const geometryIndex = geometry.index; + const geometryPosition = geometry.attributes.position; + let version = 0; - return target; + if (geometryIndex !== null) { + const array = geometryIndex.array; + version = geometryIndex.version; - }, + for (let i = 0, l = array.length; i < l; i += 3) { + const a = array[i + 0]; + const b = array[i + 1]; + const c = array[i + 2]; + indices.push(a, b, b, c, c, a); + } + } else { + const array = geometryPosition.array; + version = geometryPosition.version; - applyMatrix4: function ( matrix ) { + for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) { + const a = i + 0; + const b = i + 1; + const c = i + 2; + indices.push(a, b, b, c, c, a); + } + } - this.center.applyMatrix4( matrix ); - this.radius = this.radius * matrix.getMaxScaleOnAxis(); + const attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1); + attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates + // - return this; + const previousAttribute = wireframeAttributes.get(geometry); + if (previousAttribute) attributes.remove(previousAttribute); // - }, + wireframeAttributes.set(geometry, attribute); + } - translate: function ( offset ) { + function getWireframeAttribute(geometry) { + const currentAttribute = wireframeAttributes.get(geometry); - this.center.add( offset ); + if (currentAttribute) { + const geometryIndex = geometry.index; - return this; + if (geometryIndex !== null) { + // if the attribute is obsolete, create a new one + if (currentAttribute.version < geometryIndex.version) { + updateWireframeAttribute(geometry); + } + } + } else { + updateWireframeAttribute(geometry); + } - }, + return wireframeAttributes.get(geometry); + } - equals: function ( sphere ) { + return { + get: get, + update: update, + getWireframeAttribute: getWireframeAttribute + }; + } - return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) { + const isWebGL2 = capabilities.isWebGL2; + let mode; + function setMode(value) { + mode = value; } - } ); - - /** - * @author bhouston / http://clara.io - */ + let type, bytesPerElement; - function Plane( normal, constant ) { + function setIndex(value) { + type = value.type; + bytesPerElement = value.bytesPerElement; + } - // normal is assumed to be normalized + function render(start, count) { + gl.drawElements(mode, count, type, start * bytesPerElement); + info.update(count, mode, 1); + } - this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 ); - this.constant = ( constant !== undefined ) ? constant : 0; + function renderInstances(start, count, primcount) { + if (primcount === 0) return; + let extension, methodName; - } + if (isWebGL2) { + extension = gl; + methodName = 'drawElementsInstanced'; + } else { + extension = extensions.get('ANGLE_instanced_arrays'); + methodName = 'drawElementsInstancedANGLE'; - Object.assign( Plane.prototype, { + if (extension === null) { + console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.'); + return; + } + } - set: function ( normal, constant ) { + extension[methodName](mode, count, type, start * bytesPerElement, primcount); + info.update(count, mode, primcount); + } // - this.normal.copy( normal ); - this.constant = constant; - return this; - - }, - - setComponents: function ( x, y, z, w ) { - - this.normal.set( x, y, z ); - this.constant = w; - - return this; - - }, + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + } - setFromNormalAndCoplanarPoint: function ( normal, point ) { + function WebGLInfo(gl) { + const memory = { + geometries: 0, + textures: 0 + }; + const render = { + frame: 0, + calls: 0, + triangles: 0, + points: 0, + lines: 0 + }; - this.normal.copy( normal ); - this.constant = - point.dot( this.normal ); + function update(count, mode, instanceCount) { + render.calls++; - return this; + switch (mode) { + case gl.TRIANGLES: + render.triangles += instanceCount * (count / 3); + break; - }, + case gl.LINES: + render.lines += instanceCount * (count / 2); + break; - setFromCoplanarPoints: function () { + case gl.LINE_STRIP: + render.lines += instanceCount * (count - 1); + break; - var v1 = new Vector3(); - var v2 = new Vector3(); + case gl.LINE_LOOP: + render.lines += instanceCount * count; + break; - return function setFromCoplanarPoints( a, b, c ) { + case gl.POINTS: + render.points += instanceCount * count; + break; - var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize(); + default: + console.error('THREE.WebGLInfo: Unknown draw mode:', mode); + break; + } + } - // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + function reset() { + render.frame++; + render.calls = 0; + render.triangles = 0; + render.points = 0; + render.lines = 0; + } - this.setFromNormalAndCoplanarPoint( normal, a ); + return { + memory: memory, + render: render, + programs: null, + autoReset: true, + reset: reset, + update: update + }; + } - return this; + function numericalSort(a, b) { + return a[0] - b[0]; + } - }; + function absNumericalSort(a, b) { + return Math.abs(b[1]) - Math.abs(a[1]); + } - }(), + function WebGLMorphtargets(gl) { + const influencesList = {}; + const morphInfluences = new Float32Array(8); + const workInfluences = []; - clone: function () { + for (let i = 0; i < 8; i++) { + workInfluences[i] = [i, 0]; + } - return new this.constructor().copy( this ); + function update(object, geometry, material, program) { + const objectInfluences = object.morphTargetInfluences; // When object doesn't have morph target influences defined, we treat it as a 0-length array + // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences - }, + const length = objectInfluences === undefined ? 0 : objectInfluences.length; + let influences = influencesList[geometry.id]; - copy: function ( plane ) { + if (influences === undefined || influences.length !== length) { + // initialise list + influences = []; - this.normal.copy( plane.normal ); - this.constant = plane.constant; + for (let i = 0; i < length; i++) { + influences[i] = [i, 0]; + } - return this; + influencesList[geometry.id] = influences; + } // Collect influences - }, - normalize: function () { + for (let i = 0; i < length; i++) { + const influence = influences[i]; + influence[0] = i; + influence[1] = objectInfluences[i]; + } - // Note: will lead to a divide by zero if the plane is invalid. + influences.sort(absNumericalSort); - var inverseNormalLength = 1.0 / this.normal.length(); - this.normal.multiplyScalar( inverseNormalLength ); - this.constant *= inverseNormalLength; + for (let i = 0; i < 8; i++) { + if (i < length && influences[i][1]) { + workInfluences[i][0] = influences[i][0]; + workInfluences[i][1] = influences[i][1]; + } else { + workInfluences[i][0] = Number.MAX_SAFE_INTEGER; + workInfluences[i][1] = 0; + } + } - return this; + workInfluences.sort(numericalSort); + const morphTargets = material.morphTargets && geometry.morphAttributes.position; + const morphNormals = material.morphNormals && geometry.morphAttributes.normal; + let morphInfluencesSum = 0; - }, + for (let i = 0; i < 8; i++) { + const influence = workInfluences[i]; + const index = influence[0]; + const value = influence[1]; - negate: function () { + if (index !== Number.MAX_SAFE_INTEGER && value) { + if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) { + geometry.setAttribute('morphTarget' + i, morphTargets[index]); + } - this.constant *= - 1; - this.normal.negate(); + if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) { + geometry.setAttribute('morphNormal' + i, morphNormals[index]); + } - return this; + morphInfluences[i] = value; + morphInfluencesSum += value; + } else { + if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) { + geometry.deleteAttribute('morphTarget' + i); + } - }, + if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) { + geometry.deleteAttribute('morphNormal' + i); + } - distanceToPoint: function ( point ) { + morphInfluences[i] = 0; + } + } // GLSL shader uses formula baseinfluence * base + sum(target * influence) + // This allows us to switch between absolute morphs and relative morphs without changing shader code + // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) - return this.normal.dot( point ) + this.constant; - }, + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence); + program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences); + } - distanceToSphere: function ( sphere ) { + return { + update: update + }; + } - return this.distanceToPoint( sphere.center ) - sphere.radius; + function WebGLObjects(gl, geometries, attributes, info) { + let updateMap = new WeakMap(); - }, + function update(object) { + const frame = info.render.frame; + const geometry = object.geometry; + const buffergeometry = geometries.get(object, geometry); // Update once per frame - projectPoint: function ( point, target ) { + if (updateMap.get(buffergeometry) !== frame) { + geometries.update(buffergeometry); + updateMap.set(buffergeometry, frame); + } - if ( target === undefined ) { + if (object.isInstancedMesh) { + if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) { + object.addEventListener('dispose', onInstancedMeshDispose); + } - console.warn( 'THREE.Plane: .projectPoint() target is now required' ); - target = new Vector3(); + attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER); + if (object.instanceColor !== null) { + attributes.update(object.instanceColor, gl.ARRAY_BUFFER); + } } - return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point ); - - }, + return buffergeometry; + } - intersectLine: function () { + function dispose() { + updateMap = new WeakMap(); + } - var v1 = new Vector3(); + function onInstancedMeshDispose(event) { + const instancedMesh = event.target; + instancedMesh.removeEventListener('dispose', onInstancedMeshDispose); + attributes.remove(instancedMesh.instanceMatrix); + if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor); + } - return function intersectLine( line, target ) { + return { + update: update, + dispose: dispose + }; + } - if ( target === undefined ) { + class DataTexture2DArray extends Texture { + constructor(data = null, width = 1, height = 1, depth = 1) { + super(null); + this.image = { + data, + width, + height, + depth + }; + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + this.wrapR = ClampToEdgeWrapping; + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + this.needsUpdate = true; + } - console.warn( 'THREE.Plane: .intersectLine() target is now required' ); - target = new Vector3(); + } - } + DataTexture2DArray.prototype.isDataTexture2DArray = true; - var direction = line.delta( v1 ); + class DataTexture3D extends Texture { + constructor(data = null, width = 1, height = 1, depth = 1) { + // We're going to add .setXXX() methods for setting properties later. + // Users can still set in DataTexture3D directly. + // + // const texture = new THREE.DataTexture3D( data, width, height, depth ); + // texture.anisotropy = 16; + // + // See #14839 + super(null); + this.image = { + data, + width, + height, + depth + }; + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + this.wrapR = ClampToEdgeWrapping; + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + this.needsUpdate = true; + } - var denominator = this.normal.dot( direction ); + } - if ( denominator === 0 ) { + DataTexture3D.prototype.isDataTexture3D = true; - // line is coplanar, return origin - if ( this.distanceToPoint( line.start ) === 0 ) { + /** + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + const emptyTexture = new Texture(); + const emptyTexture2dArray = new DataTexture2DArray(); + const emptyTexture3d = new DataTexture3D(); + const emptyCubeTexture = new CubeTexture(); // --- Utilities --- + // Array Caches (provide typed arrays for temporary by size) - return target.copy( line.start ); + const arrayCacheF32 = []; + const arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms - } + const mat4array = new Float32Array(16); + const mat3array = new Float32Array(9); + const mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices - // Unsure if this is the correct method to handle this case. - return undefined; + function flatten(array, nBlocks, blockSize) { + const firstElem = array[0]; + if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 - } + const n = nBlocks * blockSize; + let r = arrayCacheF32[n]; - var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + if (r === undefined) { + r = new Float32Array(n); + arrayCacheF32[n] = r; + } - if ( t < 0 || t > 1 ) { + if (nBlocks !== 0) { + firstElem.toArray(r, 0); - return undefined; + for (let i = 1, offset = 0; i !== nBlocks; ++i) { + offset += blockSize; + array[i].toArray(r, offset); + } + } - } + return r; + } - return target.copy( direction ).multiplyScalar( t ).add( line.start ); + function arraysEqual(a, b) { + if (a.length !== b.length) return false; - }; + for (let i = 0, l = a.length; i < l; i++) { + if (a[i] !== b[i]) return false; + } - }(), + return true; + } - intersectsLine: function ( line ) { + function copyArray(a, b) { + for (let i = 0, l = b.length; i < l; i++) { + a[i] = b[i]; + } + } // Texture unit allocation - // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. - var startSign = this.distanceToPoint( line.start ); - var endSign = this.distanceToPoint( line.end ); + function allocTexUnits(textures, n) { + let r = arrayCacheI32[n]; - return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + if (r === undefined) { + r = new Int32Array(n); + arrayCacheI32[n] = r; + } - }, + for (let i = 0; i !== n; ++i) { + r[i] = textures.allocateTextureUnit(); + } - intersectsBox: function ( box ) { + return r; + } // --- Setters --- + // Note: Defining these methods externally, because they come in a bunch + // and this way their names minify. + // Single scalar - return box.intersectsPlane( this ); - }, + function setValueV1f(gl, v) { + const cache = this.cache; + if (cache[0] === v) return; + gl.uniform1f(this.addr, v); + cache[0] = v; + } // Single float vector (from flat array or THREE.VectorN) - intersectsSphere: function ( sphere ) { - return sphere.intersectsPlane( this ); + function setValueV2f(gl, v) { + const cache = this.cache; - }, + if (v.x !== undefined) { + if (cache[0] !== v.x || cache[1] !== v.y) { + gl.uniform2f(this.addr, v.x, v.y); + cache[0] = v.x; + cache[1] = v.y; + } + } else { + if (arraysEqual(cache, v)) return; + gl.uniform2fv(this.addr, v); + copyArray(cache, v); + } + } - coplanarPoint: function ( target ) { + function setValueV3f(gl, v) { + const cache = this.cache; - if ( target === undefined ) { + if (v.x !== undefined) { + if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) { + gl.uniform3f(this.addr, v.x, v.y, v.z); + cache[0] = v.x; + cache[1] = v.y; + cache[2] = v.z; + } + } else if (v.r !== undefined) { + if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) { + gl.uniform3f(this.addr, v.r, v.g, v.b); + cache[0] = v.r; + cache[1] = v.g; + cache[2] = v.b; + } + } else { + if (arraysEqual(cache, v)) return; + gl.uniform3fv(this.addr, v); + copyArray(cache, v); + } + } - console.warn( 'THREE.Plane: .coplanarPoint() target is now required' ); - target = new Vector3(); + function setValueV4f(gl, v) { + const cache = this.cache; + if (v.x !== undefined) { + if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) { + gl.uniform4f(this.addr, v.x, v.y, v.z, v.w); + cache[0] = v.x; + cache[1] = v.y; + cache[2] = v.z; + cache[3] = v.w; } + } else { + if (arraysEqual(cache, v)) return; + gl.uniform4fv(this.addr, v); + copyArray(cache, v); + } + } // Single matrix (from flat array or THREE.MatrixN) - return target.copy( this.normal ).multiplyScalar( - this.constant ); - }, + function setValueM2(gl, v) { + const cache = this.cache; + const elements = v.elements; - applyMatrix4: function () { + if (elements === undefined) { + if (arraysEqual(cache, v)) return; + gl.uniformMatrix2fv(this.addr, false, v); + copyArray(cache, v); + } else { + if (arraysEqual(cache, elements)) return; + mat2array.set(elements); + gl.uniformMatrix2fv(this.addr, false, mat2array); + copyArray(cache, elements); + } + } - var v1 = new Vector3(); - var m1 = new Matrix3(); + function setValueM3(gl, v) { + const cache = this.cache; + const elements = v.elements; - return function applyMatrix4( matrix, optionalNormalMatrix ) { + if (elements === undefined) { + if (arraysEqual(cache, v)) return; + gl.uniformMatrix3fv(this.addr, false, v); + copyArray(cache, v); + } else { + if (arraysEqual(cache, elements)) return; + mat3array.set(elements); + gl.uniformMatrix3fv(this.addr, false, mat3array); + copyArray(cache, elements); + } + } - var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix ); + function setValueM4(gl, v) { + const cache = this.cache; + const elements = v.elements; - var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix ); + if (elements === undefined) { + if (arraysEqual(cache, v)) return; + gl.uniformMatrix4fv(this.addr, false, v); + copyArray(cache, v); + } else { + if (arraysEqual(cache, elements)) return; + mat4array.set(elements); + gl.uniformMatrix4fv(this.addr, false, mat4array); + copyArray(cache, elements); + } + } // Single integer / boolean - var normal = this.normal.applyMatrix3( normalMatrix ).normalize(); - this.constant = - referencePoint.dot( normal ); + function setValueV1i(gl, v) { + const cache = this.cache; + if (cache[0] === v) return; + gl.uniform1i(this.addr, v); + cache[0] = v; + } // Single integer / boolean vector (from flat array) - return this; - }; + function setValueV2i(gl, v) { + const cache = this.cache; + if (arraysEqual(cache, v)) return; + gl.uniform2iv(this.addr, v); + copyArray(cache, v); + } - }(), + function setValueV3i(gl, v) { + const cache = this.cache; + if (arraysEqual(cache, v)) return; + gl.uniform3iv(this.addr, v); + copyArray(cache, v); + } - translate: function ( offset ) { + function setValueV4i(gl, v) { + const cache = this.cache; + if (arraysEqual(cache, v)) return; + gl.uniform4iv(this.addr, v); + copyArray(cache, v); + } // Single unsigned integer - this.constant -= offset.dot( this.normal ); - return this; + function setValueV1ui(gl, v) { + const cache = this.cache; + if (cache[0] === v) return; + gl.uniform1ui(this.addr, v); + cache[0] = v; + } // Single unsigned integer vector (from flat array) - }, - equals: function ( plane ) { + function setValueV2ui(gl, v) { + const cache = this.cache; + if (arraysEqual(cache, v)) return; + gl.uniform2uiv(this.addr, v); + copyArray(cache, v); + } - return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + function setValueV3ui(gl, v) { + const cache = this.cache; + if (arraysEqual(cache, v)) return; + gl.uniform3uiv(this.addr, v); + copyArray(cache, v); + } - } + function setValueV4ui(gl, v) { + const cache = this.cache; + if (arraysEqual(cache, v)) return; + gl.uniform4uiv(this.addr, v); + copyArray(cache, v); + } // Single texture (2D / Cube) - } ); - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / http://clara.io - */ + function setValueT1(gl, v, textures) { + const cache = this.cache; + const unit = textures.allocateTextureUnit(); - function Frustum( p0, p1, p2, p3, p4, p5 ) { + if (cache[0] !== unit) { + gl.uniform1i(this.addr, unit); + cache[0] = unit; + } - this.planes = [ + textures.safeSetTexture2D(v || emptyTexture, unit); + } - ( p0 !== undefined ) ? p0 : new Plane(), - ( p1 !== undefined ) ? p1 : new Plane(), - ( p2 !== undefined ) ? p2 : new Plane(), - ( p3 !== undefined ) ? p3 : new Plane(), - ( p4 !== undefined ) ? p4 : new Plane(), - ( p5 !== undefined ) ? p5 : new Plane() + function setValueT3D1(gl, v, textures) { + const cache = this.cache; + const unit = textures.allocateTextureUnit(); - ]; + if (cache[0] !== unit) { + gl.uniform1i(this.addr, unit); + cache[0] = unit; + } + textures.setTexture3D(v || emptyTexture3d, unit); } - Object.assign( Frustum.prototype, { - - set: function ( p0, p1, p2, p3, p4, p5 ) { + function setValueT6(gl, v, textures) { + const cache = this.cache; + const unit = textures.allocateTextureUnit(); - var planes = this.planes; - - planes[ 0 ].copy( p0 ); - planes[ 1 ].copy( p1 ); - planes[ 2 ].copy( p2 ); - planes[ 3 ].copy( p3 ); - planes[ 4 ].copy( p4 ); - planes[ 5 ].copy( p5 ); + if (cache[0] !== unit) { + gl.uniform1i(this.addr, unit); + cache[0] = unit; + } - return this; + textures.safeSetTextureCube(v || emptyCubeTexture, unit); + } - }, + function setValueT2DArray1(gl, v, textures) { + const cache = this.cache; + const unit = textures.allocateTextureUnit(); - clone: function () { + if (cache[0] !== unit) { + gl.uniform1i(this.addr, unit); + cache[0] = unit; + } - return new this.constructor().copy( this ); + textures.setTexture2DArray(v || emptyTexture2dArray, unit); + } // Helper to pick the right setter for the singular case - }, - copy: function ( frustum ) { + function getSingularSetter(type) { + switch (type) { + case 0x1406: + return setValueV1f; + // FLOAT - var planes = this.planes; + case 0x8b50: + return setValueV2f; + // _VEC2 - for ( var i = 0; i < 6; i ++ ) { + case 0x8b51: + return setValueV3f; + // _VEC3 - planes[ i ].copy( frustum.planes[ i ] ); + case 0x8b52: + return setValueV4f; + // _VEC4 - } + case 0x8b5a: + return setValueM2; + // _MAT2 - return this; + case 0x8b5b: + return setValueM3; + // _MAT3 - }, + case 0x8b5c: + return setValueM4; + // _MAT4 - setFromMatrix: function ( m ) { + case 0x1404: + case 0x8b56: + return setValueV1i; + // INT, BOOL - var planes = this.planes; - var me = m.elements; - var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; - var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; - var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; - var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + case 0x8b53: + case 0x8b57: + return setValueV2i; + // _VEC2 - planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); - planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); - planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); - planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); - planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); - planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + case 0x8b54: + case 0x8b58: + return setValueV3i; + // _VEC3 - return this; + case 0x8b55: + case 0x8b59: + return setValueV4i; + // _VEC4 - }, + case 0x1405: + return setValueV1ui; + // UINT - intersectsObject: function () { + case 0x8dc6: + return setValueV2ui; + // _VEC2 - var sphere = new Sphere(); + case 0x8dc7: + return setValueV3ui; + // _VEC3 - return function intersectsObject( object ) { + case 0x8dc8: + return setValueV4ui; + // _VEC4 - var geometry = object.geometry; + case 0x8b5e: // SAMPLER_2D - if ( geometry.boundingSphere === null ) - geometry.computeBoundingSphere(); + case 0x8d66: // SAMPLER_EXTERNAL_OES - sphere.copy( geometry.boundingSphere ) - .applyMatrix4( object.matrixWorld ); + case 0x8dca: // INT_SAMPLER_2D - return this.intersectsSphere( sphere ); + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - }; + case 0x8b62: + // SAMPLER_2D_SHADOW + return setValueT1; - }(), + case 0x8b5f: // SAMPLER_3D - intersectsSprite: function () { + case 0x8dcb: // INT_SAMPLER_3D - var sphere = new Sphere(); + case 0x8dd3: + // UNSIGNED_INT_SAMPLER_3D + return setValueT3D1; - return function intersectsSprite( sprite ) { + case 0x8b60: // SAMPLER_CUBE - sphere.center.set( 0, 0, 0 ); - sphere.radius = 0.7071067811865476; - sphere.applyMatrix4( sprite.matrixWorld ); + case 0x8dcc: // INT_SAMPLER_CUBE - return this.intersectsSphere( sphere ); + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE - }; + case 0x8dc5: + // SAMPLER_CUBE_SHADOW + return setValueT6; - }(), + case 0x8dc1: // SAMPLER_2D_ARRAY - intersectsSphere: function ( sphere ) { + case 0x8dcf: // INT_SAMPLER_2D_ARRAY - var planes = this.planes; - var center = sphere.center; - var negRadius = - sphere.radius; + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY - for ( var i = 0; i < 6; i ++ ) { + case 0x8dc4: + // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArray1; + } + } // Array of scalars - var distance = planes[ i ].distanceToPoint( center ); - if ( distance < negRadius ) { + function setValueV1fArray(gl, v) { + gl.uniform1fv(this.addr, v); + } // Array of vectors (from flat array or array of THREE.VectorN) - return false; - } + function setValueV2fArray(gl, v) { + const data = flatten(v, this.size, 2); + gl.uniform2fv(this.addr, data); + } - } + function setValueV3fArray(gl, v) { + const data = flatten(v, this.size, 3); + gl.uniform3fv(this.addr, data); + } - return true; + function setValueV4fArray(gl, v) { + const data = flatten(v, this.size, 4); + gl.uniform4fv(this.addr, data); + } // Array of matrices (from flat array or array of THREE.MatrixN) - }, - intersectsBox: function () { + function setValueM2Array(gl, v) { + const data = flatten(v, this.size, 4); + gl.uniformMatrix2fv(this.addr, false, data); + } - var p1 = new Vector3(), - p2 = new Vector3(); + function setValueM3Array(gl, v) { + const data = flatten(v, this.size, 9); + gl.uniformMatrix3fv(this.addr, false, data); + } - return function intersectsBox( box ) { + function setValueM4Array(gl, v) { + const data = flatten(v, this.size, 16); + gl.uniformMatrix4fv(this.addr, false, data); + } // Array of integer / boolean - var planes = this.planes; - for ( var i = 0; i < 6; i ++ ) { + function setValueV1iArray(gl, v) { + gl.uniform1iv(this.addr, v); + } // Array of integer / boolean vectors (from flat array) - var plane = planes[ i ]; - p1.x = plane.normal.x > 0 ? box.min.x : box.max.x; - p2.x = plane.normal.x > 0 ? box.max.x : box.min.x; - p1.y = plane.normal.y > 0 ? box.min.y : box.max.y; - p2.y = plane.normal.y > 0 ? box.max.y : box.min.y; - p1.z = plane.normal.z > 0 ? box.min.z : box.max.z; - p2.z = plane.normal.z > 0 ? box.max.z : box.min.z; + function setValueV2iArray(gl, v) { + gl.uniform2iv(this.addr, v); + } - var d1 = plane.distanceToPoint( p1 ); - var d2 = plane.distanceToPoint( p2 ); + function setValueV3iArray(gl, v) { + gl.uniform3iv(this.addr, v); + } - // if both outside plane, no intersection + function setValueV4iArray(gl, v) { + gl.uniform4iv(this.addr, v); + } // Array of unsigned integer - if ( d1 < 0 && d2 < 0 ) { - return false; + function setValueV1uiArray(gl, v) { + gl.uniform1uiv(this.addr, v); + } // Array of unsigned integer vectors (from flat array) - } - } + function setValueV2uiArray(gl, v) { + gl.uniform2uiv(this.addr, v); + } - return true; + function setValueV3uiArray(gl, v) { + gl.uniform3uiv(this.addr, v); + } - }; + function setValueV4uiArray(gl, v) { + gl.uniform4uiv(this.addr, v); + } // Array of textures (2D / Cube) - }(), - containsPoint: function ( point ) { + function setValueT1Array(gl, v, textures) { + const n = v.length; + const units = allocTexUnits(textures, n); + gl.uniform1iv(this.addr, units); - var planes = this.planes; + for (let i = 0; i !== n; ++i) { + textures.safeSetTexture2D(v[i] || emptyTexture, units[i]); + } + } - for ( var i = 0; i < 6; i ++ ) { + function setValueT6Array(gl, v, textures) { + const n = v.length; + const units = allocTexUnits(textures, n); + gl.uniform1iv(this.addr, units); - if ( planes[ i ].distanceToPoint( point ) < 0 ) { + for (let i = 0; i !== n; ++i) { + textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]); + } + } // Helper to pick the right setter for a pure (bottom-level) array - return false; - } + function getPureArraySetter(type) { + switch (type) { + case 0x1406: + return setValueV1fArray; + // FLOAT - } + case 0x8b50: + return setValueV2fArray; + // _VEC2 - return true; + case 0x8b51: + return setValueV3fArray; + // _VEC3 - } + case 0x8b52: + return setValueV4fArray; + // _VEC4 - } ); + case 0x8b5a: + return setValueM2Array; + // _MAT2 - var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; + case 0x8b5b: + return setValueM3Array; + // _MAT3 - var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n"; + case 0x8b5c: + return setValueM4Array; + // _MAT4 - var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; + case 0x1404: + case 0x8b56: + return setValueV1iArray; + // INT, BOOL - var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n"; + case 0x8b53: + case 0x8b57: + return setValueV2iArray; + // _VEC2 - var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + case 0x8b54: + case 0x8b58: + return setValueV3iArray; + // _VEC3 - var begin_vertex = "\nvec3 transformed = vec3( position );\n"; + case 0x8b55: + case 0x8b59: + return setValueV4iArray; + // _VEC4 - var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n"; + case 0x1405: + return setValueV1uiArray; + // UINT - var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\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}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\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\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\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"; + case 0x8dc6: + return setValueV2uiArray; + // _VEC2 - 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\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n"; + case 0x8dc7: + return setValueV3uiArray; + // _VEC3 - 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\n"; + case 0x8dc8: + return setValueV4uiArray; + // _VEC4 - var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n"; + case 0x8b5e: // SAMPLER_2D - var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n"; + case 0x8d66: // SAMPLER_EXTERNAL_OES - var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n"; + case 0x8dca: // INT_SAMPLER_2D - var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif"; + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D - var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n"; + case 0x8b62: + // SAMPLER_2D_SHADOW + return setValueT1Array; - var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif"; + case 0x8b60: // SAMPLER_CUBE - var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif"; + case 0x8dcc: // INT_SAMPLER_CUBE - var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n"; + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE - 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(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\n"; + case 0x8dc5: + // SAMPLER_CUBE_SHADOW + return setValueT6Array; + } + } // --- Uniform Classes --- - var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n"; - var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n"; - - var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; - - var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; - - var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n"; + function SingleUniform(id, activeInfo, addr) { + this.id = id; + this.addr = addr; + this.cache = []; + this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG + } - var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; + function PureArrayUniform(id, activeInfo, addr) { + this.id = id; + this.addr = addr; + this.cache = []; + this.size = activeInfo.size; + this.setValue = getPureArraySetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG + } - 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.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\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.w );\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.w );\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.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, 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.x, 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 = value.rgb * cLogLuvM;\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 = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n"; + PureArrayUniform.prototype.updateCache = function (data) { + const cache = this.cache; - var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n"; + if (data instanceof Float32Array && cache.length !== data.length) { + this.cache = new Float32Array(data.length); + } - var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n"; + copyArray(cache, data); + }; - var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n"; + function StructuredUniform(id) { + this.id = id; + this.seq = []; + this.map = {}; + } - var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n"; + StructuredUniform.prototype.setValue = function (gl, value, textures) { + const seq = this.seq; - var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif"; + for (let i = 0, n = seq.length; i !== n; ++i) { + const u = seq[i]; + u.setValue(gl, value[u.id], textures); + } + }; // --- Top-level --- + // Parser - builds up the property tree from the path strings - var fog_pars_vertex = "#ifdef USE_FOG\n varying float fogDepth;\n#endif\n"; - var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; + const RePathPart = /(\w+)(\])?(\[|\.)?/g; // extracts + // - the identifier (member name or array index) + // - followed by an optional right bracket (found when array index) + // - followed by an optional left bracket or dot (type of subscript) + // + // Note: These portions can be read in a non-overlapping fashion and + // allow straightforward parsing of the hierarchy that WebGL encodes + // in the uniform names. - 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\n"; + function addUniform(container, uniformObject) { + container.seq.push(uniformObject); + container.map[uniformObject.id] = uniformObject; + } - 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\n"; + function parseUniform(activeInfo, addr, container) { + const path = activeInfo.name, + pathLength = path.length; // reset RegExp object, because of the early exit of a previous run - var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; + RePathPart.lastIndex = 0; - var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + while (true) { + const match = RePathPart.exec(path), + matchEnd = RePathPart.lastIndex; + let id = match[1]; + const idIsIndex = match[2] === ']', + subscript = match[3]; + if (idIsIndex) id = id | 0; // convert to integer - 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 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = 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\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n"; + if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) { + // bare name or "pure" bottom-level array "[0]" suffix + addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr)); + break; + } else { + // step into inner node / create it in case it doesn't exist + const map = container.map; + let next = map[id]; - var lights_pars_begin = "uniform vec3 ambientLightColor;\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\n"; + if (next === undefined) { + next = new StructuredUniform(id); + addUniform(container, next); + } - var lights_pars_maps = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n"; + container = next; + } + } + } // Root Container - var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; - 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)\n"; + function WebGLUniforms(gl, program) { + this.seq = []; + this.map = {}; + const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); - var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n"; + for (let i = 0; i < n; ++i) { + const info = gl.getActiveUniform(program, i), + addr = gl.getUniformLocation(program, info.name); + parseUniform(info, addr, this); + } + } - var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; + WebGLUniforms.prototype.setValue = function (gl, name, value, textures) { + const u = this.map[name]; + if (u !== undefined) u.setValue(gl, value, textures); + }; - var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\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\n"; + WebGLUniforms.prototype.setOptional = function (gl, object, name) { + const v = object[name]; + if (v !== undefined) this.setValue(gl, name, v); + }; // Static interface - var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif\n"; - 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, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n"; + WebGLUniforms.upload = function (gl, seq, values, textures) { + for (let i = 0, n = seq.length; i !== n; ++i) { + const u = seq[i], + v = values[u.id]; - var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + if (v.needsUpdate !== false) { + // note: always updating when .needsUpdate is undefined + u.setValue(gl, v.value, textures); + } + } + }; - var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n"; + WebGLUniforms.seqWithValue = function (seq, values) { + const r = []; - var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif"; + for (let i = 0, n = seq.length; i !== n; ++i) { + const u = seq[i]; + if (u.id in values) r.push(u); + } - var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n"; + return r; + }; - var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n"; + function WebGLShader(gl, type, string) { + const shader = gl.createShader(type); + gl.shaderSource(shader, string); + gl.compileShader(shader); + return shader; + } - var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n"; + let programIdCount = 0; - 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\n"; + function addLineNumbers(string) { + const lines = string.split('\n'); - var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n"; + for (let i = 0; i < lines.length; i++) { + lines[i] = i + 1 + ': ' + lines[i]; + } - var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n"; + return lines.join('\n'); + } - var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + function getEncodingComponents(encoding) { + switch (encoding) { + case LinearEncoding: + return ['Linear', '( value )']; - 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\n"; + case sRGBEncoding: + return ['sRGB', '( value )']; - 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"; + case RGBEEncoding: + return ['RGBE', '( value )']; - 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\n"; + case RGBM7Encoding: + return ['RGBM', '( value, 7.0 )']; - 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#endif\n"; + case RGBM16Encoding: + return ['RGBM', '( value, 16.0 )']; - var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; + case RGBDEncoding: + return ['RGBD', '( value, 256.0 )']; - var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\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\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n"; + case GammaEncoding: + return ['Gamma', '( value, float( GAMMA_FACTOR ) )']; - var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n"; + case LogLuvEncoding: + return ['LogLuv', '( value )']; - var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; + default: + console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding); + return ['Linear', '( value )']; + } + } - var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n"; + function getShaderErrors(gl, shader, type) { + const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS); + const log = gl.getShaderInfoLog(shader).trim(); + if (status && log === '') return ''; // --enable-privileged-webgl-extension + // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); - var dithering_fragment = "#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n"; + const source = gl.getShaderSource(shader); + return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers(source); + } - var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n"; + function getTexelDecodingFunction(functionName, encoding) { + const components = getEncodingComponents(encoding); + return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }'; + } - var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n"; + function getTexelEncodingFunction(functionName, encoding) { + const components = getEncodingComponents(encoding); + return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }'; + } - var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + function getToneMappingFunction(functionName, toneMapping) { + let toneMappingName; - var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n"; + switch (toneMapping) { + case LinearToneMapping: + toneMappingName = 'Linear'; + break; - var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n"; + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; - var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n"; + case CineonToneMapping: + toneMappingName = 'OptimizedCineon'; + break; - var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n"; + case ACESFilmicToneMapping: + toneMappingName = 'ACESFilmic'; + break; - 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"; + case CustomToneMapping: + toneMappingName = 'Custom'; + break; - var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform 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\n"; + default: + console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping); + toneMappingName = 'Linear'; + } - 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\n"; + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + } - 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#endif\n"; + function generateExtensions(parameters) { + const chunks = [parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ? '#extension GL_OES_standard_derivatives : enable' : '', (parameters.extensionFragDepth || parameters.logarithmicDepthBuffer) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ? '#extension GL_EXT_draw_buffers : require' : '', (parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission > 0.0) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '']; + return chunks.filter(filterEmptyLine).join('\n'); + } - 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"; + function generateDefines(defines) { + const chunks = []; - var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + for (const name in defines) { + const value = defines[name]; + if (value === false) continue; + chunks.push('#define ' + name + ' ' + value); + } - var tonemapping_fragment = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; + return chunks.join('\n'); + } - var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; + function fetchAttributeLocations(gl, program) { + const attributes = {}; + const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); - var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif"; + for (let i = 0; i < n; i++) { + const info = gl.getActiveAttrib(program, i); + const name = info.name; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); - var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n"; + attributes[name] = gl.getAttribLocation(program, name); + } - var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif"; + return attributes; + } - var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif"; + function filterEmptyLine(string) { + return string !== ''; + } - var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif"; + function replaceLightNums(string, parameters) { + return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows); + } - var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif"; + function replaceClippingPlaneNums(string, parameters) { + return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection); + } // Resolve Includes - var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n"; - var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n"; + const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; - var cube_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}\n"; + function resolveIncludes(string) { + return string.replace(includePattern, includeReplacer); + } - var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \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}\n"; + function includeReplacer(match, include) { + const string = ShaderChunk[include]; - var depth_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + if (string === undefined) { + throw new Error('Can not resolve #include <' + include + '>'); + } - var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n"; + return resolveIncludes(string); + } // Unroll Loops - var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}\n"; - var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\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\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n"; + const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; - var equirect_vert = "varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n"; + function unrollLoops(string) { + return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer); + } - var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + function deprecatedLoopReplacer(match, start, end, snippet) { + console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.'); + return loopReplacer(match, start, end, snippet); + } - var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n"; + function loopReplacer(match, start, end, snippet) { + let string = ''; - var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + for (let i = parseInt(start); i < parseInt(end); i++) { + string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i); + } - var meshbasic_vert = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + return string; + } // - var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \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 \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; - var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + function generatePrecision(parameters) { + let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;'; - var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + if (parameters.precision === 'highp') { + precisionstring += '\n#define HIGH_PRECISION'; + } else if (parameters.precision === 'mediump') { + precisionstring += '\n#define MEDIUM_PRECISION'; + } else if (parameters.precision === 'lowp') { + precisionstring += '\n#define LOW_PRECISION'; + } - var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + return precisionstring; + } - var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + function generateShadowMapTypeDefine(parameters) { + let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; - var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n"; + if (parameters.shadowMapType === PCFShadowMap) { + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + } else if (parameters.shadowMapType === PCFSoftShadowMap) { + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + } else if (parameters.shadowMapType === VSMShadowMap) { + shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; + } - var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n"; + return shadowMapTypeDefine; + } - var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n"; + function generateEnvMapTypeDefine(parameters) { + let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + if (parameters.envMap) { + switch (parameters.envMapMode) { + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; - var points_vert = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + case CubeUVReflectionMapping: + case CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + } + } - var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}\n"; + return envMapTypeDefine; + } - var shadow_vert = "#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"; + function generateEnvMapModeDefine(parameters) { + let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; - var ShaderChunk = { - alphamap_fragment: alphamap_fragment, - alphamap_pars_fragment: alphamap_pars_fragment, - alphatest_fragment: alphatest_fragment, - aomap_fragment: aomap_fragment, - aomap_pars_fragment: aomap_pars_fragment, - begin_vertex: begin_vertex, - beginnormal_vertex: beginnormal_vertex, - bsdfs: bsdfs, - bumpmap_pars_fragment: bumpmap_pars_fragment, - clipping_planes_fragment: clipping_planes_fragment, - clipping_planes_pars_fragment: clipping_planes_pars_fragment, - clipping_planes_pars_vertex: clipping_planes_pars_vertex, - clipping_planes_vertex: clipping_planes_vertex, - color_fragment: color_fragment, - color_pars_fragment: color_pars_fragment, - color_pars_vertex: color_pars_vertex, - color_vertex: color_vertex, - common: common, - cube_uv_reflection_fragment: cube_uv_reflection_fragment, - defaultnormal_vertex: defaultnormal_vertex, - displacementmap_pars_vertex: displacementmap_pars_vertex, - displacementmap_vertex: displacementmap_vertex, - emissivemap_fragment: emissivemap_fragment, - emissivemap_pars_fragment: emissivemap_pars_fragment, - encodings_fragment: encodings_fragment, - encodings_pars_fragment: encodings_pars_fragment, - envmap_fragment: envmap_fragment, - envmap_pars_fragment: envmap_pars_fragment, - envmap_pars_vertex: envmap_pars_vertex, - envmap_vertex: envmap_vertex, - fog_vertex: fog_vertex, - fog_pars_vertex: fog_pars_vertex, - fog_fragment: fog_fragment, - fog_pars_fragment: fog_pars_fragment, - gradientmap_pars_fragment: gradientmap_pars_fragment, - lightmap_fragment: lightmap_fragment, - lightmap_pars_fragment: lightmap_pars_fragment, - lights_lambert_vertex: lights_lambert_vertex, - lights_pars_begin: lights_pars_begin, - lights_pars_maps: lights_pars_maps, - lights_phong_fragment: lights_phong_fragment, - lights_phong_pars_fragment: lights_phong_pars_fragment, - lights_physical_fragment: lights_physical_fragment, - lights_physical_pars_fragment: lights_physical_pars_fragment, - lights_fragment_begin: lights_fragment_begin, - lights_fragment_maps: lights_fragment_maps, - lights_fragment_end: lights_fragment_end, - logdepthbuf_fragment: logdepthbuf_fragment, - logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, - logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, - logdepthbuf_vertex: logdepthbuf_vertex, - map_fragment: map_fragment, - map_pars_fragment: map_pars_fragment, - map_particle_fragment: map_particle_fragment, - map_particle_pars_fragment: map_particle_pars_fragment, - metalnessmap_fragment: metalnessmap_fragment, - metalnessmap_pars_fragment: metalnessmap_pars_fragment, - morphnormal_vertex: morphnormal_vertex, - morphtarget_pars_vertex: morphtarget_pars_vertex, - morphtarget_vertex: morphtarget_vertex, - normal_fragment_begin: normal_fragment_begin, - normal_fragment_maps: normal_fragment_maps, - normalmap_pars_fragment: normalmap_pars_fragment, - packing: packing, - premultiplied_alpha_fragment: premultiplied_alpha_fragment, - project_vertex: project_vertex, - dithering_fragment: dithering_fragment, - dithering_pars_fragment: dithering_pars_fragment, - roughnessmap_fragment: roughnessmap_fragment, - roughnessmap_pars_fragment: roughnessmap_pars_fragment, - shadowmap_pars_fragment: shadowmap_pars_fragment, - shadowmap_pars_vertex: shadowmap_pars_vertex, - shadowmap_vertex: shadowmap_vertex, - shadowmask_pars_fragment: shadowmask_pars_fragment, - skinbase_vertex: skinbase_vertex, - skinning_pars_vertex: skinning_pars_vertex, - skinning_vertex: skinning_vertex, - skinnormal_vertex: skinnormal_vertex, - specularmap_fragment: specularmap_fragment, - specularmap_pars_fragment: specularmap_pars_fragment, - tonemapping_fragment: tonemapping_fragment, - tonemapping_pars_fragment: tonemapping_pars_fragment, - uv_pars_fragment: uv_pars_fragment, - uv_pars_vertex: uv_pars_vertex, - uv_vertex: uv_vertex, - uv2_pars_fragment: uv2_pars_fragment, - uv2_pars_vertex: uv2_pars_vertex, - uv2_vertex: uv2_vertex, - worldpos_vertex: worldpos_vertex, + if (parameters.envMap) { + switch (parameters.envMapMode) { + case CubeRefractionMapping: + case CubeUVRefractionMapping: + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + } + } - cube_frag: cube_frag, - cube_vert: cube_vert, - depth_frag: depth_frag, - depth_vert: depth_vert, - distanceRGBA_frag: distanceRGBA_frag, - distanceRGBA_vert: distanceRGBA_vert, - equirect_frag: equirect_frag, - equirect_vert: equirect_vert, - linedashed_frag: linedashed_frag, - linedashed_vert: linedashed_vert, - meshbasic_frag: meshbasic_frag, - meshbasic_vert: meshbasic_vert, - meshlambert_frag: meshlambert_frag, - meshlambert_vert: meshlambert_vert, - meshphong_frag: meshphong_frag, - meshphong_vert: meshphong_vert, - meshphysical_frag: meshphysical_frag, - meshphysical_vert: meshphysical_vert, - normal_frag: normal_frag, - normal_vert: normal_vert, - points_frag: points_frag, - points_vert: points_vert, - shadow_frag: shadow_frag, - shadow_vert: shadow_vert - }; + return envMapModeDefine; + } - /** - * Uniform Utilities - */ + function generateEnvMapBlendingDefine(parameters) { + let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; - var UniformsUtils = { + if (parameters.envMap) { + switch (parameters.combine) { + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; - merge: function ( uniforms ) { + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; - var merged = {}; + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + } + } - for ( var u = 0; u < uniforms.length; u ++ ) { + return envMapBlendingDefine; + } - var tmp = this.clone( uniforms[ u ] ); + function WebGLProgram(renderer, cacheKey, parameters, bindingStates) { + const gl = renderer.getContext(); + const defines = parameters.defines; + let vertexShader = parameters.vertexShader; + let fragmentShader = parameters.fragmentShader; + const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters); + const envMapTypeDefine = generateEnvMapTypeDefine(parameters); + const envMapModeDefine = generateEnvMapModeDefine(parameters); + const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters); + const gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0; + const customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters); + const customDefines = generateDefines(defines); + const program = gl.createProgram(); + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; - for ( var p in tmp ) { + if (parameters.isRawShaderMaterial) { + prefixVertex = [customDefines].filter(filterEmptyLine).join('\n'); - merged[ p ] = tmp[ p ]; + if (prefixVertex.length > 0) { + prefixVertex += '\n'; + } - } + prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n'); + if (prefixFragment.length > 0) { + prefixFragment += '\n'; } + } else { + prefixVertex = [generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.instancing ? '#define USE_INSTANCING' : '', parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', '#define GAMMA_FACTOR ' + gammaFactorDefine, '#define MAX_BONES ' + parameters.maxBones, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.skinning ? '#define USE_SKINNING' : '', parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', 'uniform mat4 modelMatrix;', 'uniform mat4 modelViewMatrix;', 'uniform mat4 projectionMatrix;', 'uniform mat4 viewMatrix;', 'uniform mat3 normalMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', '#ifdef USE_INSTANCING', ' attribute mat4 instanceMatrix;', '#endif', '#ifdef USE_INSTANCING_COLOR', ' attribute vec3 instanceColor;', '#endif', 'attribute vec3 position;', 'attribute vec3 normal;', 'attribute vec2 uv;', '#ifdef USE_TANGENT', ' attribute vec4 tangent;', '#endif', '#if defined( USE_COLOR_ALPHA )', ' attribute vec4 color;', '#elif defined( USE_COLOR )', ' attribute vec3 color;', '#endif', '#ifdef USE_MORPHTARGETS', ' attribute vec3 morphTarget0;', ' attribute vec3 morphTarget1;', ' attribute vec3 morphTarget2;', ' attribute vec3 morphTarget3;', ' #ifdef USE_MORPHNORMALS', ' attribute vec3 morphNormal0;', ' attribute vec3 morphNormal1;', ' attribute vec3 morphNormal2;', ' attribute vec3 morphNormal3;', ' #else', ' attribute vec3 morphTarget4;', ' attribute vec3 morphTarget5;', ' attribute vec3 morphTarget6;', ' attribute vec3 morphTarget7;', ' #endif', '#endif', '#ifdef USE_SKINNING', ' attribute vec4 skinIndex;', ' attribute vec4 skinWeight;', '#endif', '\n'].filter(filterEmptyLine).join('\n'); + prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + (parameters.alphaTest % 1 ? '' : '.0') : '', // add '.0' if integer + '#define GAMMA_FACTOR ' + gammaFactorDefine, parameters.useFog && parameters.fog ? '#define USE_FOG' : '', parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', parameters.map ? '#define USE_MAP' : '', parameters.matcap ? '#define USE_MATCAP' : '', parameters.envMap ? '#define USE_ENVMAP' : '', parameters.envMap ? '#define ' + envMapTypeDefine : '', parameters.envMap ? '#define ' + envMapModeDefine : '', parameters.envMap ? '#define ' + envMapBlendingDefine : '', parameters.lightMap ? '#define USE_LIGHTMAP' : '', parameters.aoMap ? '#define USE_AOMAP' : '', parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', parameters.bumpMap ? '#define USE_BUMPMAP' : '', parameters.normalMap ? '#define USE_NORMALMAP' : '', parameters.normalMap && parameters.objectSpaceNormalMap ? '#define OBJECTSPACE_NORMALMAP' : '', parameters.normalMap && parameters.tangentSpaceNormalMap ? '#define TANGENTSPACE_NORMALMAP' : '', parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', parameters.specularMap ? '#define USE_SPECULARMAP' : '', parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', parameters.alphaMap ? '#define USE_ALPHAMAP' : '', parameters.sheen ? '#define USE_SHEEN' : '', parameters.transmission ? '#define USE_TRANSMISSION' : '', parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', parameters.vertexTangents ? '#define USE_TANGENT' : '', parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', parameters.vertexUvs ? '#define USE_UV' : '', parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '', parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', parameters.flatShading ? '#define FLAT_SHADED' : '', parameters.doubleSided ? '#define DOUBLE_SIDED' : '', parameters.flipSided ? '#define FLIP_SIDED' : '', parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '', (parameters.extensionShaderTextureLOD || parameters.envMap) && parameters.rendererExtensionShaderTextureLod ? '#define TEXTURE_LOD_EXT' : '', 'uniform mat4 viewMatrix;', 'uniform vec3 cameraPosition;', 'uniform bool isOrthographic;', parameters.toneMapping !== NoToneMapping ? '#define TONE_MAPPING' : '', parameters.toneMapping !== NoToneMapping ? ShaderChunk['tonemapping_pars_fragment'] : '', // this code is required here because it is used by the toneMapping() function defined below + parameters.toneMapping !== NoToneMapping ? getToneMappingFunction('toneMapping', parameters.toneMapping) : '', parameters.dithering ? '#define DITHERING' : '', ShaderChunk['encodings_pars_fragment'], // this code is required here because it is used by the various encoding/decoding function defined below + parameters.map ? getTexelDecodingFunction('mapTexelToLinear', parameters.mapEncoding) : '', parameters.matcap ? getTexelDecodingFunction('matcapTexelToLinear', parameters.matcapEncoding) : '', parameters.envMap ? getTexelDecodingFunction('envMapTexelToLinear', parameters.envMapEncoding) : '', parameters.emissiveMap ? getTexelDecodingFunction('emissiveMapTexelToLinear', parameters.emissiveMapEncoding) : '', parameters.lightMap ? getTexelDecodingFunction('lightMapTexelToLinear', parameters.lightMapEncoding) : '', getTexelEncodingFunction('linearToOutputTexel', parameters.outputEncoding), parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', '\n'].filter(filterEmptyLine).join('\n'); + } + + vertexShader = resolveIncludes(vertexShader); + vertexShader = replaceLightNums(vertexShader, parameters); + vertexShader = replaceClippingPlaneNums(vertexShader, parameters); + fragmentShader = resolveIncludes(fragmentShader); + fragmentShader = replaceLightNums(fragmentShader, parameters); + fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters); + vertexShader = unrollLoops(vertexShader); + fragmentShader = unrollLoops(fragmentShader); + + if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) { + // GLSL 3.0 conversion for built-in materials and ShaderMaterial + versionString = '#version 300 es\n'; + prefixVertex = ['#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex; + prefixFragment = ['#define varying in', parameters.glslVersion === GLSL3 ? '' : 'out highp vec4 pc_fragColor;', parameters.glslVersion === GLSL3 ? '' : '#define gl_FragColor pc_fragColor', '#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2DGradEXT textureGrad', '#define texture2DProjGradEXT textureProjGrad', '#define textureCubeGradEXT textureGrad'].join('\n') + '\n' + prefixFragment; + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; + const fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); - return merged; + const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl); + const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl); + gl.attachShader(program, glVertexShader); + gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0. - }, + if (parameters.index0AttributeName !== undefined) { + gl.bindAttribLocation(program, 0, parameters.index0AttributeName); + } else if (parameters.morphTargets === true) { + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation(program, 0, 'position'); + } + + gl.linkProgram(program); // check for link errors + + if (renderer.debug.checkShaderErrors) { + const programLog = gl.getProgramInfoLog(program).trim(); + const vertexLog = gl.getShaderInfoLog(glVertexShader).trim(); + const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim(); + let runnable = true; + let haveDiagnostics = true; + + if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) { + runnable = false; + const vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex'); + const fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment'); + console.error('THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors); + } else if (programLog !== '') { + console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()', programLog); + } else if (vertexLog === '' || fragmentLog === '') { + haveDiagnostics = false; + } + + if (haveDiagnostics) { + this.diagnostics = { + runnable: runnable, + programLog: programLog, + vertexShader: { + log: vertexLog, + prefix: prefixVertex + }, + fragmentShader: { + log: fragmentLog, + prefix: prefixFragment + } + }; + } + } // Clean up + // Crashes in iOS9 and iOS10. #18402 + // gl.detachShader( program, glVertexShader ); + // gl.detachShader( program, glFragmentShader ); - clone: function ( uniforms_src ) { - var uniforms_dst = {}; + gl.deleteShader(glVertexShader); + gl.deleteShader(glFragmentShader); // set up caching for uniform locations - for ( var u in uniforms_src ) { + let cachedUniforms; - uniforms_dst[ u ] = {}; + this.getUniforms = function () { + if (cachedUniforms === undefined) { + cachedUniforms = new WebGLUniforms(gl, program); + } - for ( var p in uniforms_src[ u ] ) { + return cachedUniforms; + }; // set up caching for attribute locations - var parameter_src = uniforms_src[ u ][ p ]; - if ( parameter_src && ( parameter_src.isColor || - parameter_src.isMatrix3 || parameter_src.isMatrix4 || - parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 || - parameter_src.isTexture ) ) { + let cachedAttributes; - uniforms_dst[ u ][ p ] = parameter_src.clone(); + this.getAttributes = function () { + if (cachedAttributes === undefined) { + cachedAttributes = fetchAttributeLocations(gl, program); + } - } else if ( Array.isArray( parameter_src ) ) { + return cachedAttributes; + }; // free resource - uniforms_dst[ u ][ p ] = parameter_src.slice(); - } else { + this.destroy = function () { + bindingStates.releaseStatesOfProgram(this); + gl.deleteProgram(program); + this.program = undefined; + }; // - uniforms_dst[ u ][ p ] = parameter_src; - } + this.name = parameters.shaderName; + this.id = programIdCount++; + this.cacheKey = cacheKey; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + return this; + } + + function WebGLPrograms(renderer, cubemaps, extensions, capabilities, bindingStates, clipping) { + const programs = []; + const isWebGL2 = capabilities.isWebGL2; + const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; + const floatVertexTextures = capabilities.floatVertexTextures; + const maxVertexUniforms = capabilities.maxVertexUniforms; + const vertexTextures = capabilities.vertexTextures; + let precision = capabilities.precision; + const shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'toon', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + MeshMatcapMaterial: 'matcap', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; + const parameterNames = ['precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor', 'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV', 'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap', 'roughnessMap', 'metalnessMap', 'gradientMap', 'alphaMap', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2', 'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning', 'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha', 'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights', 'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows', 'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights', 'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'sheen', 'transmission', 'transmissionMap', 'thicknessMap']; + + function getMaxBones(object) { + const skeleton = object.skeleton; + const bones = skeleton.bones; + if (floatVertexTextures) { + return 1024; + } else { + // default for when object is not specified + // ( for example when prebuilding shader to be used with multiple objects ) + // + // - leave some extra space for other uniforms + // - limit here is ANGLE's 254 max uniform vectors + // (up to 54 should be safe) + const nVertexUniforms = maxVertexUniforms; + const nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4); + const maxBones = Math.min(nVertexMatrices, bones.length); + + if (maxBones < bones.length) { + console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.'); + return 0; } + return maxBones; } + } - return uniforms_dst; + function getTextureEncodingFromMap(map) { + let encoding; + + if (map && map.isTexture) { + encoding = map.encoding; + } else if (map && map.isWebGLRenderTarget) { + console.warn('THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.'); + encoding = map.texture.encoding; + } else { + encoding = LinearEncoding; + } + return encoding; } - }; + function getParameters(material, lights, shadows, scene, object) { + const fog = scene.fog; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + const envMap = cubemaps.get(material.envMap || environment); + const shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) - /** - * @author mrdoob / http://mrdoob.com/ - */ + const maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0; - var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, - 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, - 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, - 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, - 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, - 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, - 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, - 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, - 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, - 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, - 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, - 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, - 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, - 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, - 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, - 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, - 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, - 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, - 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, - 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, - 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, - 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, - 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, - 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + if (material.precision !== null) { + precision = capabilities.getMaxPrecision(material.precision); - function Color( r, g, b ) { + if (precision !== material.precision) { + console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.'); + } + } - if ( g === undefined && b === undefined ) { + let vertexShader, fragmentShader; - // r is THREE.Color, hex or string - return this.set( r ); + if (shaderID) { + const shader = ShaderLib[shaderID]; + vertexShader = shader.vertexShader; + fragmentShader = shader.fragmentShader; + } else { + vertexShader = material.vertexShader; + fragmentShader = material.fragmentShader; + } + const currentRenderTarget = renderer.getRenderTarget(); + const parameters = { + isWebGL2: isWebGL2, + shaderID: shaderID, + shaderName: material.type, + vertexShader: vertexShader, + fragmentShader: fragmentShader, + defines: material.defines, + isRawShaderMaterial: material.isRawShaderMaterial === true, + glslVersion: material.glslVersion, + precision: precision, + instancing: object.isInstancedMesh === true, + instancingColor: object.isInstancedMesh === true && object.instanceColor !== null, + supportsVertexTextures: vertexTextures, + outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding, + map: !!material.map, + mapEncoding: getTextureEncodingFromMap(material.map), + matcap: !!material.matcap, + matcapEncoding: getTextureEncodingFromMap(material.matcap), + envMap: !!envMap, + envMapMode: envMap && envMap.mapping, + envMapEncoding: getTextureEncodingFromMap(envMap), + envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping), + lightMap: !!material.lightMap, + lightMapEncoding: getTextureEncodingFromMap(material.lightMap), + aoMap: !!material.aoMap, + emissiveMap: !!material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap), + bumpMap: !!material.bumpMap, + normalMap: !!material.normalMap, + objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap, + tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap, + clearcoatMap: !!material.clearcoatMap, + clearcoatRoughnessMap: !!material.clearcoatRoughnessMap, + clearcoatNormalMap: !!material.clearcoatNormalMap, + displacementMap: !!material.displacementMap, + roughnessMap: !!material.roughnessMap, + metalnessMap: !!material.metalnessMap, + specularMap: !!material.specularMap, + alphaMap: !!material.alphaMap, + gradientMap: !!material.gradientMap, + sheen: !!material.sheen, + transmission: !!material.transmission, + transmissionMap: !!material.transmissionMap, + thicknessMap: !!material.thicknessMap, + combine: material.combine, + vertexTangents: material.normalMap && material.vertexTangents, + vertexColors: material.vertexColors, + vertexAlphas: material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4, + vertexUvs: !!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatMap || !!material.clearcoatRoughnessMap || !!material.clearcoatNormalMap || !!material.displacementMap || !!material.transmissionMap || !!material.thicknessMap, + uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.transmission || !!material.transmissionMap || !!material.thicknessMap) && !!material.displacementMap, + fog: !!fog, + useFog: material.fog, + fogExp2: fog && fog.isFogExp2, + flatShading: !!material.flatShading, + sizeAttenuation: material.sizeAttenuation, + logarithmicDepthBuffer: logarithmicDepthBuffer, + skinning: object.isSkinnedMesh === true && maxBones > 0, + maxBones: maxBones, + useVertexTexture: floatVertexTextures, + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + numDirLightShadows: lights.directionalShadowMap.length, + numPointLightShadows: lights.pointShadowMap.length, + numSpotLightShadows: lights.spotShadowMap.length, + numClippingPlanes: clipping.numPlanes, + numClipIntersection: clipping.numIntersection, + dithering: material.dithering, + shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, + premultipliedAlpha: material.premultipliedAlpha, + alphaTest: material.alphaTest, + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + depthPacking: material.depthPacking !== undefined ? material.depthPacking : false, + index0AttributeName: material.index0AttributeName, + extensionDerivatives: material.extensions && material.extensions.derivatives, + extensionFragDepth: material.extensions && material.extensions.fragDepth, + extensionDrawBuffers: material.extensions && material.extensions.drawBuffers, + extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD, + rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'), + rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'), + rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'), + customProgramCacheKey: material.customProgramCacheKey() + }; + return parameters; } - return this.setRGB( r, g, b ); + function getProgramCacheKey(parameters) { + const array = []; - } + if (parameters.shaderID) { + array.push(parameters.shaderID); + } else { + array.push(parameters.fragmentShader); + array.push(parameters.vertexShader); + } - Object.assign( Color.prototype, { + if (parameters.defines !== undefined) { + for (const name in parameters.defines) { + array.push(name); + array.push(parameters.defines[name]); + } + } - isColor: true, + if (parameters.isRawShaderMaterial === false) { + for (let i = 0; i < parameterNames.length; i++) { + array.push(parameters[parameterNames[i]]); + } - r: 1, g: 1, b: 1, + array.push(renderer.outputEncoding); + array.push(renderer.gammaFactor); + } - set: function ( value ) { + array.push(parameters.customProgramCacheKey); + return array.join(); + } - if ( value && value.isColor ) { + function getUniforms(material) { + const shaderID = shaderIDs[material.type]; + let uniforms; - this.copy( value ); + if (shaderID) { + const shader = ShaderLib[shaderID]; + uniforms = UniformsUtils.clone(shader.uniforms); + } else { + uniforms = material.uniforms; + } - } else if ( typeof value === 'number' ) { + return uniforms; + } - this.setHex( value ); + function acquireProgram(parameters, cacheKey) { + let program; // Check if code has been already compiled - } else if ( typeof value === 'string' ) { + for (let p = 0, pl = programs.length; p < pl; p++) { + const preexistingProgram = programs[p]; - this.setStyle( value ); + if (preexistingProgram.cacheKey === cacheKey) { + program = preexistingProgram; + ++program.usedTimes; + break; + } + } + if (program === undefined) { + program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates); + programs.push(program); } - return this; + return program; + } - }, + function releaseProgram(program) { + if (--program.usedTimes === 0) { + // Remove from unordered set + const i = programs.indexOf(program); + programs[i] = programs[programs.length - 1]; + programs.pop(); // Free WebGL resources - setScalar: function ( scalar ) { + program.destroy(); + } + } - this.r = scalar; - this.g = scalar; - this.b = scalar; + return { + getParameters: getParameters, + getProgramCacheKey: getProgramCacheKey, + getUniforms: getUniforms, + acquireProgram: acquireProgram, + releaseProgram: releaseProgram, + // Exposed for resource monitoring & error feedback via renderer.info: + programs: programs + }; + } - return this; + function WebGLProperties() { + let properties = new WeakMap(); - }, + function get(object) { + let map = properties.get(object); - setHex: function ( hex ) { + if (map === undefined) { + map = {}; + properties.set(object, map); + } - hex = Math.floor( hex ); + return map; + } - this.r = ( hex >> 16 & 255 ) / 255; - this.g = ( hex >> 8 & 255 ) / 255; - this.b = ( hex & 255 ) / 255; + function remove(object) { + properties.delete(object); + } - return this; + function update(object, key, value) { + properties.get(object)[key] = value; + } - }, + function dispose() { + properties = new WeakMap(); + } + + return { + get: get, + remove: remove, + update: update, + dispose: dispose + }; + } - setRGB: function ( r, g, b ) { + function painterSortStable(a, b) { + if (a.groupOrder !== b.groupOrder) { + return a.groupOrder - b.groupOrder; + } else if (a.renderOrder !== b.renderOrder) { + return a.renderOrder - b.renderOrder; + } else if (a.program !== b.program) { + return a.program.id - b.program.id; + } else if (a.material.id !== b.material.id) { + return a.material.id - b.material.id; + } else if (a.z !== b.z) { + return a.z - b.z; + } else { + return a.id - b.id; + } + } - this.r = r; - this.g = g; - this.b = b; + function reversePainterSortStable(a, b) { + if (a.groupOrder !== b.groupOrder) { + return a.groupOrder - b.groupOrder; + } else if (a.renderOrder !== b.renderOrder) { + return a.renderOrder - b.renderOrder; + } else if (a.z !== b.z) { + return b.z - a.z; + } else { + return a.id - b.id; + } + } - return this; + function WebGLRenderList(properties) { + const renderItems = []; + let renderItemsIndex = 0; + const opaque = []; + const transmissive = []; + const transparent = []; + const defaultProgram = { + id: -1 + }; - }, + function init() { + renderItemsIndex = 0; + opaque.length = 0; + transmissive.length = 0; + transparent.length = 0; + } - setHSL: function () { + function getNextRenderItem(object, geometry, material, groupOrder, z, group) { + let renderItem = renderItems[renderItemsIndex]; + const materialProperties = properties.get(material); + + if (renderItem === undefined) { + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + program: materialProperties.program || defaultProgram, + groupOrder: groupOrder, + renderOrder: object.renderOrder, + z: z, + group: group + }; + renderItems[renderItemsIndex] = renderItem; + } else { + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.program = materialProperties.program || defaultProgram; + renderItem.groupOrder = groupOrder; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + } - function hue2rgb( p, q, t ) { + renderItemsIndex++; + return renderItem; + } - if ( t < 0 ) t += 1; - if ( t > 1 ) t -= 1; - if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; - if ( t < 1 / 2 ) return q; - if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); - return p; + function push(object, geometry, material, groupOrder, z, group) { + const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group); + if (material.transmission > 0.0) { + transmissive.push(renderItem); + } else if (material.transparent === true) { + transparent.push(renderItem); + } else { + opaque.push(renderItem); } + } - return function setHSL( h, s, l ) { + function unshift(object, geometry, material, groupOrder, z, group) { + const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group); - // h,s,l ranges are in 0.0 - 1.0 - h = _Math.euclideanModulo( h, 1 ); - s = _Math.clamp( s, 0, 1 ); - l = _Math.clamp( l, 0, 1 ); + if (material.transmission > 0.0) { + transmissive.unshift(renderItem); + } else if (material.transparent === true) { + transparent.unshift(renderItem); + } else { + opaque.unshift(renderItem); + } + } - if ( s === 0 ) { + function sort(customOpaqueSort, customTransparentSort) { + if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable); + if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable); + if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable); + } - this.r = this.g = this.b = l; + function finish() { + // Clear references from inactive renderItems in the list + for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) { + const renderItem = renderItems[i]; + if (renderItem.id === null) break; + renderItem.id = null; + renderItem.object = null; + renderItem.geometry = null; + renderItem.material = null; + renderItem.program = null; + renderItem.group = null; + } + } - } else { + return { + opaque: opaque, + transmissive: transmissive, + transparent: transparent, + init: init, + push: push, + unshift: unshift, + finish: finish, + sort: sort + }; + } - var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); - var q = ( 2 * l ) - p; + function WebGLRenderLists(properties) { + let lists = new WeakMap(); - this.r = hue2rgb( q, p, h + 1 / 3 ); - this.g = hue2rgb( q, p, h ); - this.b = hue2rgb( q, p, h - 1 / 3 ); + function get(scene, renderCallDepth) { + let list; + if (lists.has(scene) === false) { + list = new WebGLRenderList(properties); + lists.set(scene, [list]); + } else { + if (renderCallDepth >= lists.get(scene).length) { + list = new WebGLRenderList(properties); + lists.get(scene).push(list); + } else { + list = lists.get(scene)[renderCallDepth]; } + } - return this; + return list; + } - }; + function dispose() { + lists = new WeakMap(); + } + + return { + get: get, + dispose: dispose + }; + } - }(), + function UniformsCache() { + const lights = {}; + return { + get: function (light) { + if (lights[light.id] !== undefined) { + return lights[light.id]; + } - setStyle: function ( style ) { + let uniforms; - function handleAlpha( string ) { + switch (light.type) { + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color() + }; + break; - if ( string === undefined ) return; + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0 + }; + break; - if ( parseFloat( string ) < 1 ) { + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0 + }; + break; - console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + }; + break; } + lights[light.id] = uniforms; + return uniforms; } + }; + } + function ShadowUniformsCache() { + const lights = {}; + return { + get: function (light) { + if (lights[light.id] !== undefined) { + return lights[light.id]; + } - var m; - - if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + let uniforms; - // rgb / hsl + switch (light.type) { + case 'DirectionalLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; - var color; - var name = m[ 1 ]; - var components = m[ 2 ]; + case 'SpotLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; - switch ( name ) { + case 'PointLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + // TODO (abelnation): set RectAreaLight shadow uniforms + } - case 'rgb': - case 'rgba': + lights[light.id] = uniforms; + return uniforms; + } + }; + } - if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + let nextVersion = 0; - // rgb(255,0,0) rgba(255,0,0,0.5) - this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; - this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; - this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + function shadowCastingLightsFirst(lightA, lightB) { + return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0); + } - handleAlpha( color[ 5 ] ); + function WebGLLights(extensions, capabilities) { + const cache = new UniformsCache(); + const shadowCache = ShadowUniformsCache(); + const state = { + version: 0, + hash: { + directionalLength: -1, + pointLength: -1, + spotLength: -1, + rectAreaLength: -1, + hemiLength: -1, + numDirectionalShadows: -1, + numPointShadows: -1, + numSpotShadows: -1 + }, + ambient: [0, 0, 0], + probe: [], + directional: [], + directionalShadow: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadow: [], + spotShadowMap: [], + spotShadowMatrix: [], + rectArea: [], + rectAreaLTC1: null, + rectAreaLTC2: null, + point: [], + pointShadow: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [] + }; - return this; + for (let i = 0; i < 9; i++) state.probe.push(new Vector3()); + + const vector3 = new Vector3(); + const matrix4 = new Matrix4(); + const matrix42 = new Matrix4(); + + function setup(lights) { + let r = 0, + g = 0, + b = 0; + + for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0); + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + let numDirectionalShadows = 0; + let numPointShadows = 0; + let numSpotShadows = 0; + lights.sort(shadowCastingLightsFirst); + + for (let i = 0, l = lights.length; i < l; i++) { + const light = lights[i]; + const color = light.color; + const intensity = light.intensity; + const distance = light.distance; + const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null; + + if (light.isAmbientLight) { + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + } else if (light.isLightProbe) { + for (let j = 0; j < 9; j++) { + state.probe[j].addScaledVector(light.sh.coefficients[j], intensity); + } + } else if (light.isDirectionalLight) { + const uniforms = cache.get(light); + uniforms.color.copy(light.color).multiplyScalar(light.intensity); + + if (light.castShadow) { + const shadow = light.shadow; + const shadowUniforms = shadowCache.get(light); + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + state.directionalShadow[directionalLength] = shadowUniforms; + state.directionalShadowMap[directionalLength] = shadowMap; + state.directionalShadowMatrix[directionalLength] = light.shadow.matrix; + numDirectionalShadows++; + } - } + state.directional[directionalLength] = uniforms; + directionalLength++; + } else if (light.isSpotLight) { + const uniforms = cache.get(light); + uniforms.position.setFromMatrixPosition(light.matrixWorld); + uniforms.color.copy(color).multiplyScalar(intensity); + uniforms.distance = distance; + uniforms.coneCos = Math.cos(light.angle); + uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra)); + uniforms.decay = light.decay; + + if (light.castShadow) { + const shadow = light.shadow; + const shadowUniforms = shadowCache.get(light); + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + state.spotShadow[spotLength] = shadowUniforms; + state.spotShadowMap[spotLength] = shadowMap; + state.spotShadowMatrix[spotLength] = light.shadow.matrix; + numSpotShadows++; + } - if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + state.spot[spotLength] = uniforms; + spotLength++; + } else if (light.isRectAreaLight) { + const uniforms = cache.get(light); // (a) intensity is the total visible light emitted + //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); + // (b) intensity is the brightness of the light - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) - this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100; - this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100; - this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100; + uniforms.color.copy(color).multiplyScalar(intensity); + uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0); + uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0); + state.rectArea[rectAreaLength] = uniforms; + rectAreaLength++; + } else if (light.isPointLight) { + const uniforms = cache.get(light); + uniforms.color.copy(light.color).multiplyScalar(light.intensity); + uniforms.distance = light.distance; + uniforms.decay = light.decay; + + if (light.castShadow) { + const shadow = light.shadow; + const shadowUniforms = shadowCache.get(light); + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + shadowUniforms.shadowCameraNear = shadow.camera.near; + shadowUniforms.shadowCameraFar = shadow.camera.far; + state.pointShadow[pointLength] = shadowUniforms; + state.pointShadowMap[pointLength] = shadowMap; + state.pointShadowMatrix[pointLength] = light.shadow.matrix; + numPointShadows++; + } - handleAlpha( color[ 5 ] ); + state.point[pointLength] = uniforms; + pointLength++; + } else if (light.isHemisphereLight) { + const uniforms = cache.get(light); + uniforms.skyColor.copy(light.color).multiplyScalar(intensity); + uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity); + state.hemi[hemiLength] = uniforms; + hemiLength++; + } + } - return this; + if (rectAreaLength > 0) { + if (capabilities.isWebGL2) { + // WebGL 2 + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + } else { + // WebGL 1 + if (extensions.has('OES_texture_float_linear') === true) { + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + } else if (extensions.has('OES_texture_half_float_linear') === true) { + state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; + state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; + } else { + console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.'); + } + } + } - } + state.ambient[0] = r; + state.ambient[1] = g; + state.ambient[2] = b; + const hash = state.hash; + + if (hash.directionalLength !== directionalLength || hash.pointLength !== pointLength || hash.spotLength !== spotLength || hash.rectAreaLength !== rectAreaLength || hash.hemiLength !== hemiLength || hash.numDirectionalShadows !== numDirectionalShadows || hash.numPointShadows !== numPointShadows || hash.numSpotShadows !== numSpotShadows) { + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + state.directionalShadow.length = numDirectionalShadows; + state.directionalShadowMap.length = numDirectionalShadows; + state.pointShadow.length = numPointShadows; + state.pointShadowMap.length = numPointShadows; + state.spotShadow.length = numSpotShadows; + state.spotShadowMap.length = numSpotShadows; + state.directionalShadowMatrix.length = numDirectionalShadows; + state.pointShadowMatrix.length = numPointShadows; + state.spotShadowMatrix.length = numSpotShadows; + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; + hash.numDirectionalShadows = numDirectionalShadows; + hash.numPointShadows = numPointShadows; + hash.numSpotShadows = numSpotShadows; + state.version = nextVersion++; + } + } + + function setupView(lights, camera) { + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + const viewMatrix = camera.matrixWorldInverse; + + for (let i = 0, l = lights.length; i < l; i++) { + const light = lights[i]; + + if (light.isDirectionalLight) { + const uniforms = state.directional[directionalLength]; + uniforms.direction.setFromMatrixPosition(light.matrixWorld); + vector3.setFromMatrixPosition(light.target.matrixWorld); + uniforms.direction.sub(vector3); + uniforms.direction.transformDirection(viewMatrix); + directionalLength++; + } else if (light.isSpotLight) { + const uniforms = state.spot[spotLength]; + uniforms.position.setFromMatrixPosition(light.matrixWorld); + uniforms.position.applyMatrix4(viewMatrix); + uniforms.direction.setFromMatrixPosition(light.matrixWorld); + vector3.setFromMatrixPosition(light.target.matrixWorld); + uniforms.direction.sub(vector3); + uniforms.direction.transformDirection(viewMatrix); + spotLength++; + } else if (light.isRectAreaLight) { + const uniforms = state.rectArea[rectAreaLength]; + uniforms.position.setFromMatrixPosition(light.matrixWorld); + uniforms.position.applyMatrix4(viewMatrix); // extract local rotation of light to derive width/height half vectors - break; + matrix42.identity(); + matrix4.copy(light.matrixWorld); + matrix4.premultiply(viewMatrix); + matrix42.extractRotation(matrix4); + uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0); + uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0); + uniforms.halfWidth.applyMatrix4(matrix42); + uniforms.halfHeight.applyMatrix4(matrix42); + rectAreaLength++; + } else if (light.isPointLight) { + const uniforms = state.point[pointLength]; + uniforms.position.setFromMatrixPosition(light.matrixWorld); + uniforms.position.applyMatrix4(viewMatrix); + pointLength++; + } else if (light.isHemisphereLight) { + const uniforms = state.hemi[hemiLength]; + uniforms.direction.setFromMatrixPosition(light.matrixWorld); + uniforms.direction.transformDirection(viewMatrix); + uniforms.direction.normalize(); + hemiLength++; + } + } + } - case 'hsl': - case 'hsla': + return { + setup: setup, + setupView: setupView, + state: state + }; + } - if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + function WebGLRenderState(extensions, capabilities) { + const lights = new WebGLLights(extensions, capabilities); + const lightsArray = []; + const shadowsArray = []; - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - var h = parseFloat( color[ 1 ] ) / 360; - var s = parseInt( color[ 2 ], 10 ) / 100; - var l = parseInt( color[ 3 ], 10 ) / 100; + function init() { + lightsArray.length = 0; + shadowsArray.length = 0; + } - handleAlpha( color[ 5 ] ); + function pushLight(light) { + lightsArray.push(light); + } - return this.setHSL( h, s, l ); + function pushShadow(shadowLight) { + shadowsArray.push(shadowLight); + } - } + function setupLights() { + lights.setup(lightsArray); + } - break; + function setupLightsView(camera) { + lights.setupView(lightsArray, camera); + } - } + const state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, + lights: lights + }; + return { + init: init, + state: state, + setupLights: setupLights, + setupLightsView: setupLightsView, + pushLight: pushLight, + pushShadow: pushShadow + }; + } - } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + function WebGLRenderStates(extensions, capabilities) { + let renderStates = new WeakMap(); - // hex color + function get(scene, renderCallDepth = 0) { + let renderState; + + if (renderStates.has(scene) === false) { + renderState = new WebGLRenderState(extensions, capabilities); + renderStates.set(scene, [renderState]); + } else { + if (renderCallDepth >= renderStates.get(scene).length) { + renderState = new WebGLRenderState(extensions, capabilities); + renderStates.get(scene).push(renderState); + } else { + renderState = renderStates.get(scene)[renderCallDepth]; + } + } - var hex = m[ 1 ]; - var size = hex.length; + return renderState; + } - if ( size === 3 ) { + function dispose() { + renderStates = new WeakMap(); + } - // #ff0 - this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; - this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; - this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; + return { + get: get, + dispose: dispose + }; + } - return this; + /** + * parameters = { + * + * opacity: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * } + */ - } else if ( size === 6 ) { + class MeshDepthMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'MeshDepthMaterial'; + this.depthPacking = BasicDepthPacking; + this.morphTargets = false; + this.map = null; + this.alphaMap = null; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.fog = false; + this.setValues(parameters); + } - // #ff0000 - this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; - this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; - this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; + copy(source) { + super.copy(source); + this.depthPacking = source.depthPacking; + this.morphTargets = source.morphTargets; + this.map = source.map; + this.alphaMap = source.alphaMap; + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + return this; + } - return this; + } - } + MeshDepthMaterial.prototype.isMeshDepthMaterial = true; - } + /** + * parameters = { + * + * referencePosition: , + * nearDistance: , + * farDistance: , + * + * morphTargets: , + * + * map: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: + * + * } + */ - if ( style && style.length > 0 ) { + class MeshDistanceMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'MeshDistanceMaterial'; + this.referencePosition = new Vector3(); + this.nearDistance = 1; + this.farDistance = 1000; + this.morphTargets = false; + this.map = null; + this.alphaMap = null; + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + this.fog = false; + this.setValues(parameters); + } - // color keywords - var hex = ColorKeywords[ style ]; + copy(source) { + super.copy(source); + this.referencePosition.copy(source.referencePosition); + this.nearDistance = source.nearDistance; + this.farDistance = source.farDistance; + this.morphTargets = source.morphTargets; + this.map = source.map; + this.alphaMap = source.alphaMap; + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + return this; + } - if ( hex !== undefined ) { + } - // red - this.setHex( hex ); + MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; - } else { + var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); + var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; - } + function WebGLShadowMap(_renderer, _objects, _capabilities) { + let _frustum = new Frustum(); - } + const _shadowMapSize = new Vector2(), + _viewportSize = new Vector2(), + _viewport = new Vector4(), + _depthMaterials = [], + _distanceMaterials = [], + _materialCache = {}, + _maxTextureSize = _capabilities.maxTextureSize; - return this; + const shadowSide = { + 0: BackSide, + 1: FrontSide, + 2: DoubleSide + }; + const shadowMaterialVertical = new ShaderMaterial({ + defines: { + SAMPLE_RATE: 2.0 / 8.0, + HALF_SAMPLE_RATE: 1.0 / 8.0 + }, + uniforms: { + shadow_pass: { + value: null + }, + resolution: { + value: new Vector2() + }, + radius: { + value: 4.0 + } + }, + vertexShader: vsm_vert, + fragmentShader: vsm_frag + }); + const shadowMaterialHorizontal = shadowMaterialVertical.clone(); + shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; + const fullScreenTri = new BufferGeometry(); + fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3)); + const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical); + const scope = this; + this.enabled = false; + this.autoUpdate = true; + this.needsUpdate = false; + this.type = PCFShadowMap; - }, + this.render = function (lights, scene, camera) { + if (scope.enabled === false) return; + if (scope.autoUpdate === false && scope.needsUpdate === false) return; + if (lights.length === 0) return; - clone: function () { + const currentRenderTarget = _renderer.getRenderTarget(); - return new this.constructor( this.r, this.g, this.b ); + const activeCubeFace = _renderer.getActiveCubeFace(); - }, + const activeMipmapLevel = _renderer.getActiveMipmapLevel(); - copy: function ( color ) { + const _state = _renderer.state; // Set GL state for depth map. - this.r = color.r; - this.g = color.g; - this.b = color.b; + _state.setBlending(NoBlending); - return this; + _state.buffers.color.setClear(1, 1, 1, 1); - }, + _state.buffers.depth.setTest(true); - copyGammaToLinear: function ( color, gammaFactor ) { + _state.setScissorTest(false); // render depth map - if ( gammaFactor === undefined ) gammaFactor = 2.0; - this.r = Math.pow( color.r, gammaFactor ); - this.g = Math.pow( color.g, gammaFactor ); - this.b = Math.pow( color.b, gammaFactor ); + for (let i = 0, il = lights.length; i < il; i++) { + const light = lights[i]; + const shadow = light.shadow; - return this; + if (shadow === undefined) { + console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.'); + continue; + } - }, + if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue; - copyLinearToGamma: function ( color, gammaFactor ) { + _shadowMapSize.copy(shadow.mapSize); - if ( gammaFactor === undefined ) gammaFactor = 2.0; + const shadowFrameExtents = shadow.getFrameExtents(); - var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0; + _shadowMapSize.multiply(shadowFrameExtents); - this.r = Math.pow( color.r, safeInverse ); - this.g = Math.pow( color.g, safeInverse ); - this.b = Math.pow( color.b, safeInverse ); + _viewportSize.copy(shadow.mapSize); - return this; + if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) { + if (_shadowMapSize.x > _maxTextureSize) { + _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x); + _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; + shadow.mapSize.x = _viewportSize.x; + } - }, + if (_shadowMapSize.y > _maxTextureSize) { + _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y); + _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; + shadow.mapSize.y = _viewportSize.y; + } + } - convertGammaToLinear: function () { + if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) { + const pars = { + minFilter: LinearFilter, + magFilter: LinearFilter, + format: RGBAFormat + }; + shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars); + shadow.map.texture.name = light.name + '.shadowMap'; + shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars); + shadow.camera.updateProjectionMatrix(); + } - var r = this.r, g = this.g, b = this.b; + if (shadow.map === null) { + const pars = { + minFilter: NearestFilter, + magFilter: NearestFilter, + format: RGBAFormat + }; + shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars); + shadow.map.texture.name = light.name + '.shadowMap'; + shadow.camera.updateProjectionMatrix(); + } - this.r = r * r; - this.g = g * g; - this.b = b * b; + _renderer.setRenderTarget(shadow.map); - return this; + _renderer.clear(); - }, + const viewportCount = shadow.getViewportCount(); - convertLinearToGamma: function () { + for (let vp = 0; vp < viewportCount; vp++) { + const viewport = shadow.getViewport(vp); - this.r = Math.sqrt( this.r ); - this.g = Math.sqrt( this.g ); - this.b = Math.sqrt( this.b ); + _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w); - return this; + _state.viewport(_viewport); - }, + shadow.updateMatrices(light, vp); + _frustum = shadow.getFrustum(); + renderObject(scene, camera, shadow.camera, light, this.type); + } // do blur pass for VSM - getHex: function () { - return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0; + if (!shadow.isPointLightShadow && this.type === VSMShadowMap) { + VSMPass(shadow, camera); + } - }, + shadow.needsUpdate = false; + } - getHexString: function () { + scope.needsUpdate = false; - return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 ); + _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel); + }; - }, + function VSMPass(shadow, camera) { + const geometry = _objects.update(fullScreenMesh); // vertical pass - getHSL: function ( target ) { - // h,s,l ranges are in 0.0 - 1.0 + shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; + shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; + shadowMaterialVertical.uniforms.radius.value = shadow.radius; - if ( target === undefined ) { + _renderer.setRenderTarget(shadow.mapPass); - console.warn( 'THREE.Color: .getHSL() target is now required' ); - target = { h: 0, s: 0, l: 0 }; + _renderer.clear(); - } + _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizontal pass - var r = this.r, g = this.g, b = this.b; - var max = Math.max( r, g, b ); - var min = Math.min( r, g, b ); + shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; + shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; + shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; - var hue, saturation; - var lightness = ( min + max ) / 2.0; + _renderer.setRenderTarget(shadow.map); - if ( min === max ) { + _renderer.clear(); - hue = 0; - saturation = 0; + _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null); + } - } else { + function getDepthMaterialVariant(useMorphing) { + const index = useMorphing << 0; + let material = _depthMaterials[index]; - var delta = max - min; + if (material === undefined) { + material = new MeshDepthMaterial({ + depthPacking: RGBADepthPacking, + morphTargets: useMorphing + }); + _depthMaterials[index] = material; + } - saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + return material; + } - switch ( max ) { + function getDistanceMaterialVariant(useMorphing) { + const index = useMorphing << 0; + let material = _distanceMaterials[index]; - case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; - case g: hue = ( b - r ) / delta + 2; break; - case b: hue = ( r - g ) / delta + 4; break; + if (material === undefined) { + material = new MeshDistanceMaterial({ + morphTargets: useMorphing + }); + _distanceMaterials[index] = material; + } - } + return material; + } - hue /= 6; + function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) { + let result = null; + let getMaterialVariant = getDepthMaterialVariant; + let customMaterial = object.customDepthMaterial; + if (light.isPointLight === true) { + getMaterialVariant = getDistanceMaterialVariant; + customMaterial = object.customDistanceMaterial; } - target.h = hue; - target.s = saturation; - target.l = lightness; + if (customMaterial === undefined) { + let useMorphing = false; - return target; + if (material.morphTargets === true) { + useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; + } - }, + result = getMaterialVariant(useMorphing); + } else { + result = customMaterial; + } - getStyle: function () { + if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0) { + // in this case we need a unique material instance reflecting the + // appropriate state + const keyA = result.uuid, + keyB = material.uuid; + let materialsForVariant = _materialCache[keyA]; - return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')'; + if (materialsForVariant === undefined) { + materialsForVariant = {}; + _materialCache[keyA] = materialsForVariant; + } - }, + let cachedMaterial = materialsForVariant[keyB]; - offsetHSL: function () { + if (cachedMaterial === undefined) { + cachedMaterial = result.clone(); + materialsForVariant[keyB] = cachedMaterial; + } - var hsl = {}; + result = cachedMaterial; + } - return function ( h, s, l ) { + result.visible = material.visible; + result.wireframe = material.wireframe; - this.getHSL( hsl ); + if (type === VSMShadowMap) { + result.side = material.shadowSide !== null ? material.shadowSide : material.side; + } else { + result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side]; + } - hsl.h += h; hsl.s += s; hsl.l += l; + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; - this.setHSL( hsl.h, hsl.s, hsl.l ); + if (light.isPointLight === true && result.isMeshDistanceMaterial === true) { + result.referencePosition.setFromMatrixPosition(light.matrixWorld); + result.nearDistance = shadowCameraNear; + result.farDistance = shadowCameraFar; + } - return this; + return result; + } - }; + function renderObject(object, camera, shadowCamera, light, type) { + if (object.visible === false) return; + const visible = object.layers.test(camera.layers); - }(), + if (visible && (object.isMesh || object.isLine || object.isPoints)) { + if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) { + object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld); - add: function ( color ) { + const geometry = _objects.update(object); - this.r += color.r; - this.g += color.g; - this.b += color.b; + const material = object.material; - return this; + if (Array.isArray(material)) { + const groups = geometry.groups; - }, + for (let k = 0, kl = groups.length; k < kl; k++) { + const group = groups[k]; + const groupMaterial = material[group.materialIndex]; - addColors: function ( color1, color2 ) { + if (groupMaterial && groupMaterial.visible) { + const depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type); - this.r = color1.r + color2.r; - this.g = color1.g + color2.g; - this.b = color1.b + color2.b; - - return this; + _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group); + } + } + } else if (material.visible) { + const depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type); - }, + _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null); + } + } + } - addScalar: function ( s ) { + const children = object.children; - this.r += s; - this.g += s; - this.b += s; + for (let i = 0, l = children.length; i < l; i++) { + renderObject(children[i], camera, shadowCamera, light, type); + } + } + } - return this; + function WebGLState(gl, extensions, capabilities) { + const isWebGL2 = capabilities.isWebGL2; - }, + function ColorBuffer() { + let locked = false; + const color = new Vector4(); + let currentColorMask = null; + const currentColorClear = new Vector4(0, 0, 0, 0); + return { + setMask: function (colorMask) { + if (currentColorMask !== colorMask && !locked) { + gl.colorMask(colorMask, colorMask, colorMask, colorMask); + currentColorMask = colorMask; + } + }, + setLocked: function (lock) { + locked = lock; + }, + setClear: function (r, g, b, a, premultipliedAlpha) { + if (premultipliedAlpha === true) { + r *= a; + g *= a; + b *= a; + } - sub: function ( color ) { + color.set(r, g, b, a); - this.r = Math.max( 0, this.r - color.r ); - this.g = Math.max( 0, this.g - color.g ); - this.b = Math.max( 0, this.b - color.b ); + if (currentColorClear.equals(color) === false) { + gl.clearColor(r, g, b, a); + currentColorClear.copy(color); + } + }, + reset: function () { + locked = false; + currentColorMask = null; + currentColorClear.set(-1, 0, 0, 0); // set to invalid state + } + }; + } - return this; + function DepthBuffer() { + let locked = false; + let currentDepthMask = null; + let currentDepthFunc = null; + let currentDepthClear = null; + return { + setTest: function (depthTest) { + if (depthTest) { + enable(gl.DEPTH_TEST); + } else { + disable(gl.DEPTH_TEST); + } + }, + setMask: function (depthMask) { + if (currentDepthMask !== depthMask && !locked) { + gl.depthMask(depthMask); + currentDepthMask = depthMask; + } + }, + setFunc: function (depthFunc) { + if (currentDepthFunc !== depthFunc) { + if (depthFunc) { + switch (depthFunc) { + case NeverDepth: + gl.depthFunc(gl.NEVER); + break; - }, + case AlwaysDepth: + gl.depthFunc(gl.ALWAYS); + break; - multiply: function ( color ) { + case LessDepth: + gl.depthFunc(gl.LESS); + break; - this.r *= color.r; - this.g *= color.g; - this.b *= color.b; + case LessEqualDepth: + gl.depthFunc(gl.LEQUAL); + break; - return this; + case EqualDepth: + gl.depthFunc(gl.EQUAL); + break; - }, + case GreaterEqualDepth: + gl.depthFunc(gl.GEQUAL); + break; - multiplyScalar: function ( s ) { + case GreaterDepth: + gl.depthFunc(gl.GREATER); + break; - this.r *= s; - this.g *= s; - this.b *= s; + case NotEqualDepth: + gl.depthFunc(gl.NOTEQUAL); + break; - return this; + default: + gl.depthFunc(gl.LEQUAL); + } + } else { + gl.depthFunc(gl.LEQUAL); + } - }, + currentDepthFunc = depthFunc; + } + }, + setLocked: function (lock) { + locked = lock; + }, + setClear: function (depth) { + if (currentDepthClear !== depth) { + gl.clearDepth(depth); + currentDepthClear = depth; + } + }, + reset: function () { + locked = false; + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + } + }; + } - lerp: function ( color, alpha ) { + function StencilBuffer() { + let locked = false; + let currentStencilMask = null; + let currentStencilFunc = null; + let currentStencilRef = null; + let currentStencilFuncMask = null; + let currentStencilFail = null; + let currentStencilZFail = null; + let currentStencilZPass = null; + let currentStencilClear = null; + return { + setTest: function (stencilTest) { + if (!locked) { + if (stencilTest) { + enable(gl.STENCIL_TEST); + } else { + disable(gl.STENCIL_TEST); + } + } + }, + setMask: function (stencilMask) { + if (currentStencilMask !== stencilMask && !locked) { + gl.stencilMask(stencilMask); + currentStencilMask = stencilMask; + } + }, + setFunc: function (stencilFunc, stencilRef, stencilMask) { + if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) { + gl.stencilFunc(stencilFunc, stencilRef, stencilMask); + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + } + }, + setOp: function (stencilFail, stencilZFail, stencilZPass) { + if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) { + gl.stencilOp(stencilFail, stencilZFail, stencilZPass); + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + } + }, + setLocked: function (lock) { + locked = lock; + }, + setClear: function (stencil) { + if (currentStencilClear !== stencil) { + gl.clearStencil(stencil); + currentStencilClear = stencil; + } + }, + reset: function () { + locked = false; + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + } + }; + } // + + + const colorBuffer = new ColorBuffer(); + const depthBuffer = new DepthBuffer(); + const stencilBuffer = new StencilBuffer(); + let enabledCapabilities = {}; + let xrFramebuffer = null; + let currentBoundFramebuffers = {}; + let currentProgram = null; + let currentBlendingEnabled = false; + let currentBlending = null; + let currentBlendEquation = null; + let currentBlendSrc = null; + let currentBlendDst = null; + let currentBlendEquationAlpha = null; + let currentBlendSrcAlpha = null; + let currentBlendDstAlpha = null; + let currentPremultipledAlpha = false; + let currentFlipSided = null; + let currentCullFace = null; + let currentLineWidth = null; + let currentPolygonOffsetFactor = null; + let currentPolygonOffsetUnits = null; + const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS); + let lineWidthAvailable = false; + let version = 0; + const glVersion = gl.getParameter(gl.VERSION); + + if (glVersion.indexOf('WebGL') !== -1) { + version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]); + lineWidthAvailable = version >= 1.0; + } else if (glVersion.indexOf('OpenGL ES') !== -1) { + version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]); + lineWidthAvailable = version >= 2.0; + } + + let currentTextureSlot = null; + let currentBoundTextures = {}; + const scissorParam = gl.getParameter(gl.SCISSOR_BOX); + const viewportParam = gl.getParameter(gl.VIEWPORT); + const currentScissor = new Vector4().fromArray(scissorParam); + const currentViewport = new Vector4().fromArray(viewportParam); + + function createTexture(type, target, count) { + const data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4. + + const texture = gl.createTexture(); + gl.bindTexture(type, texture); + gl.texParameteri(type, gl.TEXTURE_MIN_FILTER, gl.NEAREST); + gl.texParameteri(type, gl.TEXTURE_MAG_FILTER, gl.NEAREST); + + for (let i = 0; i < count; i++) { + gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); + } - this.r += ( color.r - this.r ) * alpha; - this.g += ( color.g - this.g ) * alpha; - this.b += ( color.b - this.b ) * alpha; + return texture; + } - return this; + const emptyTextures = {}; + emptyTextures[gl.TEXTURE_2D] = createTexture(gl.TEXTURE_2D, gl.TEXTURE_2D, 1); + emptyTextures[gl.TEXTURE_CUBE_MAP] = createTexture(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6); // init - }, + colorBuffer.setClear(0, 0, 0, 1); + depthBuffer.setClear(1); + stencilBuffer.setClear(0); + enable(gl.DEPTH_TEST); + depthBuffer.setFunc(LessEqualDepth); + setFlipSided(false); + setCullFace(CullFaceBack); + enable(gl.CULL_FACE); + setBlending(NoBlending); // - equals: function ( c ) { + function enable(id) { + if (enabledCapabilities[id] !== true) { + gl.enable(id); + enabledCapabilities[id] = true; + } + } - return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + function disable(id) { + if (enabledCapabilities[id] !== false) { + gl.disable(id); + enabledCapabilities[id] = false; + } + } - }, + function bindXRFramebuffer(framebuffer) { + if (framebuffer !== xrFramebuffer) { + gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); + xrFramebuffer = framebuffer; + } + } - fromArray: function ( array, offset ) { + function bindFramebuffer(target, framebuffer) { + if (framebuffer === null && xrFramebuffer !== null) framebuffer = xrFramebuffer; // use active XR framebuffer if available - if ( offset === undefined ) offset = 0; + if (currentBoundFramebuffers[target] !== framebuffer) { + gl.bindFramebuffer(target, framebuffer); + currentBoundFramebuffers[target] = framebuffer; - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 2 ]; + if (isWebGL2) { + // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER + if (target === gl.DRAW_FRAMEBUFFER) { + currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer; + } - return this; + if (target === gl.FRAMEBUFFER) { + currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer; + } + } - }, + return true; + } - toArray: function ( array, offset ) { + return false; + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + function useProgram(program) { + if (currentProgram !== program) { + gl.useProgram(program); + currentProgram = program; + return true; + } - array[ offset ] = this.r; - array[ offset + 1 ] = this.g; - array[ offset + 2 ] = this.b; + return false; + } - return array; + const equationToGL = { + [AddEquation]: gl.FUNC_ADD, + [SubtractEquation]: gl.FUNC_SUBTRACT, + [ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT + }; - }, + if (isWebGL2) { + equationToGL[MinEquation] = gl.MIN; + equationToGL[MaxEquation] = gl.MAX; + } else { + const extension = extensions.get('EXT_blend_minmax'); + + if (extension !== null) { + equationToGL[MinEquation] = extension.MIN_EXT; + equationToGL[MaxEquation] = extension.MAX_EXT; + } + } + + const factorToGL = { + [ZeroFactor]: gl.ZERO, + [OneFactor]: gl.ONE, + [SrcColorFactor]: gl.SRC_COLOR, + [SrcAlphaFactor]: gl.SRC_ALPHA, + [SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE, + [DstColorFactor]: gl.DST_COLOR, + [DstAlphaFactor]: gl.DST_ALPHA, + [OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR, + [OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA, + [OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR, + [OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA + }; - toJSON: function () { + function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) { + if (blending === NoBlending) { + if (currentBlendingEnabled === true) { + disable(gl.BLEND); + currentBlendingEnabled = false; + } - return this.getHex(); + return; + } - } + if (currentBlendingEnabled === false) { + enable(gl.BLEND); + currentBlendingEnabled = true; + } - } ); + if (blending !== CustomBlending) { + if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) { + if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) { + gl.blendEquation(gl.FUNC_ADD); + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; + } - /** - * Uniforms library for shared webgl shaders - */ + if (premultipliedAlpha) { + switch (blending) { + case NormalBlending: + gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + break; - var UniformsLib = { + case AdditiveBlending: + gl.blendFunc(gl.ONE, gl.ONE); + break; - common: { + case SubtractiveBlending: + gl.blendFuncSeparate(gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA); + break; - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, + case MultiplyBlending: + gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA); + break; - map: { value: null }, - uvTransform: { value: new Matrix3() }, + default: + console.error('THREE.WebGLState: Invalid blending: ', blending); + break; + } + } else { + switch (blending) { + case NormalBlending: + gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + break; - alphaMap: { value: null }, + case AdditiveBlending: + gl.blendFunc(gl.SRC_ALPHA, gl.ONE); + break; - }, + case SubtractiveBlending: + gl.blendFunc(gl.ZERO, gl.ONE_MINUS_SRC_COLOR); + break; - specularmap: { + case MultiplyBlending: + gl.blendFunc(gl.ZERO, gl.SRC_COLOR); + break; - specularMap: { value: null }, + default: + console.error('THREE.WebGLState: Invalid blending: ', blending); + break; + } + } - }, + currentBlendSrc = null; + currentBlendDst = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + } - envmap: { + return; + } // custom blending - envMap: { value: null }, - flipEnvMap: { value: - 1 }, - reflectivity: { value: 1.0 }, - refractionRatio: { value: 0.98 }, - maxMipLevel: { value: 0 } - }, + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; - aomap: { + if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) { + gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]); + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + } - aoMap: { value: null }, - aoMapIntensity: { value: 1 } + if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) { + gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]); + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + } - }, + currentBlending = blending; + currentPremultipledAlpha = null; + } - lightmap: { + function setMaterial(material, frontFaceCW) { + material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE); + let flipSided = material.side === BackSide; + if (frontFaceCW) flipSided = !flipSided; + setFlipSided(flipSided); + material.blending === NormalBlending && material.transparent === false ? setBlending(NoBlending) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha); + depthBuffer.setFunc(material.depthFunc); + depthBuffer.setTest(material.depthTest); + depthBuffer.setMask(material.depthWrite); + colorBuffer.setMask(material.colorWrite); + const stencilWrite = material.stencilWrite; + stencilBuffer.setTest(stencilWrite); - lightMap: { value: null }, - lightMapIntensity: { value: 1 } + if (stencilWrite) { + stencilBuffer.setMask(material.stencilWriteMask); + stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask); + stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass); + } - }, + setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits); + material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE); + } // - emissivemap: { - emissiveMap: { value: null } + function setFlipSided(flipSided) { + if (currentFlipSided !== flipSided) { + if (flipSided) { + gl.frontFace(gl.CW); + } else { + gl.frontFace(gl.CCW); + } - }, + currentFlipSided = flipSided; + } + } - bumpmap: { + function setCullFace(cullFace) { + if (cullFace !== CullFaceNone) { + enable(gl.CULL_FACE); - bumpMap: { value: null }, - bumpScale: { value: 1 } + if (cullFace !== currentCullFace) { + if (cullFace === CullFaceBack) { + gl.cullFace(gl.BACK); + } else if (cullFace === CullFaceFront) { + gl.cullFace(gl.FRONT); + } else { + gl.cullFace(gl.FRONT_AND_BACK); + } + } + } else { + disable(gl.CULL_FACE); + } - }, + currentCullFace = cullFace; + } - normalmap: { + function setLineWidth(width) { + if (width !== currentLineWidth) { + if (lineWidthAvailable) gl.lineWidth(width); + currentLineWidth = width; + } + } - normalMap: { value: null }, - normalScale: { value: new Vector2( 1, 1 ) } + function setPolygonOffset(polygonOffset, factor, units) { + if (polygonOffset) { + enable(gl.POLYGON_OFFSET_FILL); - }, + if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) { + gl.polygonOffset(factor, units); + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + } + } else { + disable(gl.POLYGON_OFFSET_FILL); + } + } - displacementmap: { + function setScissorTest(scissorTest) { + if (scissorTest) { + enable(gl.SCISSOR_TEST); + } else { + disable(gl.SCISSOR_TEST); + } + } // texture - displacementMap: { value: null }, - displacementScale: { value: 1 }, - displacementBias: { value: 0 } - }, + function activeTexture(webglSlot) { + if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1; - roughnessmap: { + if (currentTextureSlot !== webglSlot) { + gl.activeTexture(webglSlot); + currentTextureSlot = webglSlot; + } + } - roughnessMap: { value: null } + function bindTexture(webglType, webglTexture) { + if (currentTextureSlot === null) { + activeTexture(); + } - }, + let boundTexture = currentBoundTextures[currentTextureSlot]; - metalnessmap: { + if (boundTexture === undefined) { + boundTexture = { + type: undefined, + texture: undefined + }; + currentBoundTextures[currentTextureSlot] = boundTexture; + } - metalnessMap: { value: null } + if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) { + gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]); + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + } + } - }, + function unbindTexture() { + const boundTexture = currentBoundTextures[currentTextureSlot]; - gradientmap: { + if (boundTexture !== undefined && boundTexture.type !== undefined) { + gl.bindTexture(boundTexture.type, null); + boundTexture.type = undefined; + boundTexture.texture = undefined; + } + } - gradientMap: { value: null } + function compressedTexImage2D() { + try { + gl.compressedTexImage2D.apply(gl, arguments); + } catch (error) { + console.error('THREE.WebGLState:', error); + } + } - }, + function texImage2D() { + try { + gl.texImage2D.apply(gl, arguments); + } catch (error) { + console.error('THREE.WebGLState:', error); + } + } - fog: { + function texImage3D() { + try { + gl.texImage3D.apply(gl, arguments); + } catch (error) { + console.error('THREE.WebGLState:', error); + } + } // - fogDensity: { value: 0.00025 }, - fogNear: { value: 1 }, - fogFar: { value: 2000 }, - fogColor: { value: new Color( 0xffffff ) } - }, + function scissor(scissor) { + if (currentScissor.equals(scissor) === false) { + gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w); + currentScissor.copy(scissor); + } + } - lights: { + function viewport(viewport) { + if (currentViewport.equals(viewport) === false) { + gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w); + currentViewport.copy(viewport); + } + } // - ambientLightColor: { value: [] }, - - directionalLights: { value: [], properties: { - direction: {}, - color: {}, - - shadow: {}, - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - directionalShadowMap: { value: [] }, - directionalShadowMatrix: { value: [] }, - - spotLights: { value: [], properties: { - color: {}, - position: {}, - direction: {}, - distance: {}, - coneCos: {}, - penumbraCos: {}, - decay: {}, - - shadow: {}, - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {} - } }, - - spotShadowMap: { value: [] }, - spotShadowMatrix: { value: [] }, - - pointLights: { value: [], properties: { - color: {}, - position: {}, - decay: {}, - distance: {}, - - shadow: {}, - shadowBias: {}, - shadowRadius: {}, - shadowMapSize: {}, - shadowCameraNear: {}, - shadowCameraFar: {} - } }, - - pointShadowMap: { value: [] }, - pointShadowMatrix: { value: [] }, - - hemisphereLights: { value: [], properties: { - direction: {}, - skyColor: {}, - groundColor: {} - } }, - // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src - rectAreaLights: { value: [], properties: { - color: {}, - position: {}, - width: {}, - height: {} - } } + function reset() { + // reset state + gl.disable(gl.BLEND); + gl.disable(gl.CULL_FACE); + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.POLYGON_OFFSET_FILL); + gl.disable(gl.SCISSOR_TEST); + gl.disable(gl.STENCIL_TEST); + gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE); + gl.blendEquation(gl.FUNC_ADD); + gl.blendFunc(gl.ONE, gl.ZERO); + gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO); + gl.colorMask(true, true, true, true); + gl.clearColor(0, 0, 0, 0); + gl.depthMask(true); + gl.depthFunc(gl.LESS); + gl.clearDepth(1); + gl.stencilMask(0xffffffff); + gl.stencilFunc(gl.ALWAYS, 0, 0xffffffff); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); + gl.clearStencil(0); + gl.cullFace(gl.BACK); + gl.frontFace(gl.CCW); + gl.polygonOffset(0, 0); + gl.activeTexture(gl.TEXTURE0); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + if (isWebGL2 === true) { + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); + gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null); + } + + gl.useProgram(null); + gl.lineWidth(1); + gl.scissor(0, 0, gl.canvas.width, gl.canvas.height); + gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // reset internals + + enabledCapabilities = {}; + currentTextureSlot = null; + currentBoundTextures = {}; + xrFramebuffer = null; + currentBoundFramebuffers = {}; + currentProgram = null; + currentBlendingEnabled = false; + currentBlending = null; + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentPremultipledAlpha = false; + currentFlipSided = null; + currentCullFace = null; + currentLineWidth = null; + currentPolygonOffsetFactor = null; + currentPolygonOffsetUnits = null; + currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height); + currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height); + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + } - }, + return { + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + enable: enable, + disable: disable, + bindFramebuffer: bindFramebuffer, + bindXRFramebuffer: bindXRFramebuffer, + useProgram: useProgram, + setBlending: setBlending, + setMaterial: setMaterial, + setFlipSided: setFlipSided, + setCullFace: setCullFace, + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + setScissorTest: setScissorTest, + activeTexture: activeTexture, + bindTexture: bindTexture, + unbindTexture: unbindTexture, + compressedTexImage2D: compressedTexImage2D, + texImage2D: texImage2D, + texImage3D: texImage3D, + scissor: scissor, + viewport: viewport, + reset: reset + }; + } - points: { + function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) { + const isWebGL2 = capabilities.isWebGL2; + const maxTextures = capabilities.maxTextures; + const maxCubemapSize = capabilities.maxCubemapSize; + const maxTextureSize = capabilities.maxTextureSize; + const maxSamples = capabilities.maxSamples; - diffuse: { value: new Color( 0xeeeeee ) }, - opacity: { value: 1.0 }, - size: { value: 1.0 }, - scale: { value: 1.0 }, - map: { value: null }, - uvTransform: { value: new Matrix3() } + const _videoTextures = new WeakMap(); - } + let _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). - }; - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - */ + let useOffscreenCanvas = false; - var ShaderLib = { + try { + useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null; + } catch (err) {// Ignore any errors + } - basic: { + function createCanvas(width, height) { + // Use OffscreenCanvas when available. Specially needed in web workers + return useOffscreenCanvas ? new OffscreenCanvas(width, height) : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas'); + } - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.fog - ] ), + function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) { + let scale = 1; // handle case if texture exceeds max size - vertexShader: ShaderChunk.meshbasic_vert, - fragmentShader: ShaderChunk.meshbasic_frag + if (image.width > maxSize || image.height > maxSize) { + scale = maxSize / Math.max(image.width, image.height); + } // only perform resize if necessary - }, - lambert: { + if (scale < 1 || needsPowerOfTwo === true) { + // only perform resize for certain image types + if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) { + const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor; + const width = floor(scale * image.width); + const height = floor(scale * image.height); + if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas + + const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas; + canvas.width = width; + canvas.height = height; + const context = canvas.getContext('2d'); + context.drawImage(image, 0, 0, width, height); + console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').'); + return canvas; + } else { + if ('data' in image) { + console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').'); + } - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) } + return image; } - ] ), + } - vertexShader: ShaderChunk.meshlambert_vert, - fragmentShader: ShaderChunk.meshlambert_frag + return image; + } - }, + function isPowerOfTwo$1(image) { + return isPowerOfTwo(image.width) && isPowerOfTwo(image.height); + } - phong: { + function textureNeedsPowerOfTwo(texture) { + if (isWebGL2) return false; + return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + } - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.specularmap, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.gradientmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) }, - specular: { value: new Color( 0x111111 ) }, - shininess: { value: 30 } - } - ] ), + function textureNeedsGenerateMipmaps(texture, supportsMips) { + return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + } - vertexShader: ShaderChunk.meshphong_vert, - fragmentShader: ShaderChunk.meshphong_frag + function generateMipmap(target, texture, width, height, depth = 1) { + _gl.generateMipmap(target); - }, + const textureProperties = properties.get(texture); + textureProperties.__maxMipLevel = Math.log2(Math.max(width, height, depth)); + } - standard: { + function getInternalFormat(internalFormatName, glFormat, glType) { + if (isWebGL2 === false) return glFormat; - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.envmap, - UniformsLib.aomap, - UniformsLib.lightmap, - UniformsLib.emissivemap, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - UniformsLib.roughnessmap, - UniformsLib.metalnessmap, - UniformsLib.fog, - UniformsLib.lights, - { - emissive: { value: new Color( 0x000000 ) }, - roughness: { value: 0.5 }, - metalness: { value: 0.5 }, - envMapIntensity: { value: 1 } // temporary - } - ] ), + if (internalFormatName !== null) { + if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName]; + console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\''); + } - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag + let internalFormat = glFormat; - }, + if (glFormat === _gl.RED) { + if (glType === _gl.FLOAT) internalFormat = _gl.R32F; + if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F; + if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8; + } - points: { + if (glFormat === _gl.RGB) { + if (glType === _gl.FLOAT) internalFormat = _gl.RGB32F; + if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGB16F; + if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGB8; + } - uniforms: UniformsUtils.merge( [ - UniformsLib.points, - UniformsLib.fog - ] ), + if (glFormat === _gl.RGBA) { + if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F; + if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F; + if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGBA8; + } - vertexShader: ShaderChunk.points_vert, - fragmentShader: ShaderChunk.points_frag + if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) { + extensions.get('EXT_color_buffer_float'); + } - }, + return internalFormat; + } // Fallback filters for non-power-of-2 textures - dashed: { - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.fog, - { - scale: { value: 1 }, - dashSize: { value: 1 }, - totalSize: { value: 2 } - } - ] ), + function filterFallback(f) { + if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) { + return _gl.NEAREST; + } - vertexShader: ShaderChunk.linedashed_vert, - fragmentShader: ShaderChunk.linedashed_frag + return _gl.LINEAR; + } // - }, - depth: { + function onTextureDispose(event) { + const texture = event.target; + texture.removeEventListener('dispose', onTextureDispose); + deallocateTexture(texture); - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.displacementmap - ] ), + if (texture.isVideoTexture) { + _videoTextures.delete(texture); + } - vertexShader: ShaderChunk.depth_vert, - fragmentShader: ShaderChunk.depth_frag + info.memory.textures--; + } - }, + function onRenderTargetDispose(event) { + const renderTarget = event.target; + renderTarget.removeEventListener('dispose', onRenderTargetDispose); + deallocateRenderTarget(renderTarget); + } // - normal: { - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.bumpmap, - UniformsLib.normalmap, - UniformsLib.displacementmap, - { - opacity: { value: 1.0 } - } - ] ), + function deallocateTexture(texture) { + const textureProperties = properties.get(texture); + if (textureProperties.__webglInit === undefined) return; - vertexShader: ShaderChunk.normal_vert, - fragmentShader: ShaderChunk.normal_frag + _gl.deleteTexture(textureProperties.__webglTexture); - }, + properties.remove(texture); + } - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ + function deallocateRenderTarget(renderTarget) { + const texture = renderTarget.texture; + const renderTargetProperties = properties.get(renderTarget); + const textureProperties = properties.get(texture); + if (!renderTarget) return; - cube: { + if (textureProperties.__webglTexture !== undefined) { + _gl.deleteTexture(textureProperties.__webglTexture); - uniforms: { - tCube: { value: null }, - tFlip: { value: - 1 }, - opacity: { value: 1.0 } - }, + info.memory.textures--; + } - vertexShader: ShaderChunk.cube_vert, - fragmentShader: ShaderChunk.cube_frag + if (renderTarget.depthTexture) { + renderTarget.depthTexture.dispose(); + } - }, + if (renderTarget.isWebGLCubeRenderTarget) { + for (let i = 0; i < 6; i++) { + _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]); - equirect: { + if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]); + } + } else { + _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer); - uniforms: { - tEquirect: { value: null }, - }, + if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer); + if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer); + if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer); + if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer); + } - vertexShader: ShaderChunk.equirect_vert, - fragmentShader: ShaderChunk.equirect_frag + if (renderTarget.isWebGLMultipleRenderTargets) { + for (let i = 0, il = texture.length; i < il; i++) { + const attachmentProperties = properties.get(texture[i]); - }, + if (attachmentProperties.__webglTexture) { + _gl.deleteTexture(attachmentProperties.__webglTexture); - distanceRGBA: { + info.memory.textures--; + } - uniforms: UniformsUtils.merge( [ - UniformsLib.common, - UniformsLib.displacementmap, - { - referencePosition: { value: new Vector3() }, - nearDistance: { value: 1 }, - farDistance: { value: 1000 } + properties.remove(texture[i]); } - ] ), - - vertexShader: ShaderChunk.distanceRGBA_vert, - fragmentShader: ShaderChunk.distanceRGBA_frag - - }, + } - shadow: { + properties.remove(texture); + properties.remove(renderTarget); + } // - uniforms: UniformsUtils.merge( [ - UniformsLib.lights, - UniformsLib.fog, - { - color: { value: new Color( 0x00000 ) }, - opacity: { value: 1.0 } - }, - ] ), - vertexShader: ShaderChunk.shadow_vert, - fragmentShader: ShaderChunk.shadow_frag + let textureUnits = 0; + function resetTextureUnits() { + textureUnits = 0; } - }; - - ShaderLib.physical = { + function allocateTextureUnit() { + const textureUnit = textureUnits; - uniforms: UniformsUtils.merge( [ - ShaderLib.standard.uniforms, - { - clearCoat: { value: 0 }, - clearCoatRoughness: { value: 0 } + if (textureUnit >= maxTextures) { + console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures); } - ] ), - - vertexShader: ShaderChunk.meshphysical_vert, - fragmentShader: ShaderChunk.meshphysical_frag - }; + textureUnits += 1; + return textureUnit; + } // - /** - * @author mrdoob / http://mrdoob.com/ - */ - function WebGLAttributes( gl ) { + function setTexture2D(texture, slot) { + const textureProperties = properties.get(texture); + if (texture.isVideoTexture) updateVideoTexture(texture); - var buffers = new WeakMap(); + if (texture.version > 0 && textureProperties.__version !== texture.version) { + const image = texture.image; - function createBuffer( attribute, bufferType ) { + if (image === undefined) { + console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined'); + } else if (image.complete === false) { + console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete'); + } else { + uploadTexture(textureProperties, texture, slot); + return; + } + } - var array = attribute.array; - var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; + state.activeTexture(_gl.TEXTURE0 + slot); + state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture); + } - var buffer = gl.createBuffer(); + function setTexture2DArray(texture, slot) { + const textureProperties = properties.get(texture); - gl.bindBuffer( bufferType, buffer ); - gl.bufferData( bufferType, array, usage ); + if (texture.version > 0 && textureProperties.__version !== texture.version) { + uploadTexture(textureProperties, texture, slot); + return; + } - attribute.onUploadCallback(); + state.activeTexture(_gl.TEXTURE0 + slot); + state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture); + } - var type = gl.FLOAT; + function setTexture3D(texture, slot) { + const textureProperties = properties.get(texture); - if ( array instanceof Float32Array ) { + if (texture.version > 0 && textureProperties.__version !== texture.version) { + uploadTexture(textureProperties, texture, slot); + return; + } - type = gl.FLOAT; + state.activeTexture(_gl.TEXTURE0 + slot); + state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture); + } - } else if ( array instanceof Float64Array ) { + function setTextureCube(texture, slot) { + const textureProperties = properties.get(texture); - console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' ); + if (texture.version > 0 && textureProperties.__version !== texture.version) { + uploadCubeTexture(textureProperties, texture, slot); + return; + } - } else if ( array instanceof Uint16Array ) { + state.activeTexture(_gl.TEXTURE0 + slot); + state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture); + } - type = gl.UNSIGNED_SHORT; + const wrappingToGL = { + [RepeatWrapping]: _gl.REPEAT, + [ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE, + [MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT + }; + const filterToGL = { + [NearestFilter]: _gl.NEAREST, + [NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST, + [NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR, + [LinearFilter]: _gl.LINEAR, + [LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST, + [LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR + }; - } else if ( array instanceof Int16Array ) { + function setTextureParameters(textureType, texture, supportsMips) { + if (supportsMips) { + _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]); - type = gl.SHORT; + _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]); - } else if ( array instanceof Uint32Array ) { + if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) { + _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]); + } - type = gl.UNSIGNED_INT; + _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]); - } else if ( array instanceof Int32Array ) { + _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]); + } else { + _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE); - type = gl.INT; + _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE); - } else if ( array instanceof Int8Array ) { + if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) { + _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE); + } - type = gl.BYTE; + if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) { + console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.'); + } - } else if ( array instanceof Uint8Array ) { + _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter)); - type = gl.UNSIGNED_BYTE; + _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter)); + if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) { + console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.'); + } } - return { - buffer: buffer, - type: type, - bytesPerElement: array.BYTES_PER_ELEMENT, - version: attribute.version - }; + if (extensions.has('EXT_texture_filter_anisotropic') === true) { + const extension = extensions.get('EXT_texture_filter_anisotropic'); + if (texture.type === FloatType && extensions.has('OES_texture_float_linear') === false) return; // verify extension for WebGL 1 and WebGL 2 + + if (isWebGL2 === false && texture.type === HalfFloatType && extensions.has('OES_texture_half_float_linear') === false) return; // verify extension for WebGL 1 only + if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) { + _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy())); + + properties.get(texture).__currentAnisotropy = texture.anisotropy; + } + } } - function updateBuffer( buffer, attribute, bufferType ) { + function initTexture(textureProperties, texture) { + if (textureProperties.__webglInit === undefined) { + textureProperties.__webglInit = true; + texture.addEventListener('dispose', onTextureDispose); + textureProperties.__webglTexture = _gl.createTexture(); + info.memory.textures++; + } + } - var array = attribute.array; - var updateRange = attribute.updateRange; + function uploadTexture(textureProperties, texture, slot) { + let textureType = _gl.TEXTURE_2D; + if (texture.isDataTexture2DArray) textureType = _gl.TEXTURE_2D_ARRAY; + if (texture.isDataTexture3D) textureType = _gl.TEXTURE_3D; + initTexture(textureProperties, texture); + state.activeTexture(_gl.TEXTURE0 + slot); + state.bindTexture(textureType, textureProperties.__webglTexture); - gl.bindBuffer( bufferType, buffer ); + _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY); - if ( attribute.dynamic === false ) { + _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha); - gl.bufferData( bufferType, array, gl.STATIC_DRAW ); + _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment); - } else if ( updateRange.count === - 1 ) { + _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE); - // Not using update ranges + const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false; + const image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize); + const supportsMips = isPowerOfTwo$1(image) || isWebGL2, + glFormat = utils.convert(texture.format); + let glType = utils.convert(texture.type), + glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType); + setTextureParameters(textureType, texture, supportsMips); + let mipmap; + const mipmaps = texture.mipmaps; - gl.bufferSubData( bufferType, 0, array ); + if (texture.isDepthTexture) { + // populate depth texture with dummy data + glInternalFormat = _gl.DEPTH_COMPONENT; + + if (isWebGL2) { + if (texture.type === FloatType) { + glInternalFormat = _gl.DEPTH_COMPONENT32F; + } else if (texture.type === UnsignedIntType) { + glInternalFormat = _gl.DEPTH_COMPONENT24; + } else if (texture.type === UnsignedInt248Type) { + glInternalFormat = _gl.DEPTH24_STENCIL8; + } else { + glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D + } + } else { + if (texture.type === FloatType) { + console.error('WebGLRenderer: Floating point depth texture requires WebGL2.'); + } + } // validation checks for WebGL 1 - } else if ( updateRange.count === 0 ) { - 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.' ); + if (texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT) { + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) { + console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.'); + texture.type = UnsignedShortType; + glType = utils.convert(texture.type); + } + } - } else { + if (texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT) { + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + glInternalFormat = _gl.DEPTH_STENCIL; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, - array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); + if (texture.type !== UnsignedInt248Type) { + console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.'); + texture.type = UnsignedInt248Type; + glType = utils.convert(texture.type); + } + } // - updateRange.count = - 1; // reset range - } + state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null); + } else if (texture.isDataTexture) { + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + if (mipmaps.length > 0 && supportsMips) { + for (let i = 0, il = mipmaps.length; i < il; i++) { + mipmap = mipmaps[i]; + state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); + } - } + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; + } else { + state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data); + textureProperties.__maxMipLevel = 0; + } + } else if (texture.isCompressedTexture) { + for (let i = 0, il = mipmaps.length; i < il; i++) { + mipmap = mipmaps[i]; - // + if (texture.format !== RGBAFormat && texture.format !== RGBFormat) { + if (glFormat !== null) { + state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data); + } else { + console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()'); + } + } else { + state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); + } + } - function get( attribute ) { + textureProperties.__maxMipLevel = mipmaps.length - 1; + } else if (texture.isDataTexture2DArray) { + state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data); + textureProperties.__maxMipLevel = 0; + } else if (texture.isDataTexture3D) { + state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data); + textureProperties.__maxMipLevel = 0; + } else { + // regular Texture (image, video, canvas) + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + if (mipmaps.length > 0 && supportsMips) { + for (let i = 0, il = mipmaps.length; i < il; i++) { + mipmap = mipmaps[i]; + state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap); + } - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + texture.generateMipmaps = false; + textureProperties.__maxMipLevel = mipmaps.length - 1; + } else { + state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image); + textureProperties.__maxMipLevel = 0; + } + } - return buffers.get( attribute ); + if (textureNeedsGenerateMipmaps(texture, supportsMips)) { + generateMipmap(textureType, texture, image.width, image.height); + } + textureProperties.__version = texture.version; + if (texture.onUpdate) texture.onUpdate(texture); } - function remove( attribute ) { + function uploadCubeTexture(textureProperties, texture, slot) { + if (texture.image.length !== 6) return; + initTexture(textureProperties, texture); + state.activeTexture(_gl.TEXTURE0 + slot); + state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture); - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY); - var data = buffers.get( attribute ); + _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha); - if ( data ) { + _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment); - gl.deleteBuffer( data.buffer ); + _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE); - buffers.delete( attribute ); + const isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture); + const isDataTexture = texture.image[0] && texture.image[0].isDataTexture; + const cubeImage = []; + for (let i = 0; i < 6; i++) { + if (!isCompressed && !isDataTexture) { + cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize); + } else { + cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i]; + } } - } - - function update( attribute, bufferType ) { + const image = cubeImage[0], + supportsMips = isPowerOfTwo$1(image) || isWebGL2, + glFormat = utils.convert(texture.format), + glType = utils.convert(texture.type), + glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType); + setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips); + let mipmaps; - if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + if (isCompressed) { + for (let i = 0; i < 6; i++) { + mipmaps = cubeImage[i].mipmaps; - var data = buffers.get( attribute ); + for (let j = 0; j < mipmaps.length; j++) { + const mipmap = mipmaps[j]; - if ( data === undefined ) { + if (texture.format !== RGBAFormat && texture.format !== RGBFormat) { + if (glFormat !== null) { + state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data); + } else { + console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()'); + } + } else { + state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data); + } + } + } - buffers.set( attribute, createBuffer( attribute, bufferType ) ); + textureProperties.__maxMipLevel = mipmaps.length - 1; + } else { + mipmaps = texture.mipmaps; - } else if ( data.version < attribute.version ) { + for (let i = 0; i < 6; i++) { + if (isDataTexture) { + state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data); - updateBuffer( data.buffer, attribute, bufferType ); + for (let j = 0; j < mipmaps.length; j++) { + const mipmap = mipmaps[j]; + const mipmapImage = mipmap.image[i].image; + state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data); + } + } else { + state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]); - data.version = attribute.version; + for (let j = 0; j < mipmaps.length; j++) { + const mipmap = mipmaps[j]; + state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]); + } + } + } + textureProperties.__maxMipLevel = mipmaps.length; } - } - - return { + if (textureNeedsGenerateMipmaps(texture, supportsMips)) { + // We assume images for cube map have the same size. + generateMipmap(_gl.TEXTURE_CUBE_MAP, texture, image.width, image.height); + } - get: get, - remove: remove, - update: update + textureProperties.__version = texture.version; + if (texture.onUpdate) texture.onUpdate(texture); + } // Render targets + // Setup storage for target texture and bind it to correct framebuffer - }; - } + function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) { + const glFormat = utils.convert(texture.format); + const glType = utils.convert(texture.type); + const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType); - /** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ + if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) { + state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null); + } else { + state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null); + } - function Euler( x, y, z, order ) { + state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); - this._x = x || 0; - this._y = y || 0; - this._z = z || 0; - this._order = order || Euler.DefaultOrder; + _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0); - } + state.bindFramebuffer(_gl.FRAMEBUFFER, null); + } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer - Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ]; - Euler.DefaultOrder = 'XYZ'; + function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) { + _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer); - Object.defineProperties( Euler.prototype, { + if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) { + let glInternalFormat = _gl.DEPTH_COMPONENT16; - x: { + if (isMultisample) { + const depthTexture = renderTarget.depthTexture; - get: function () { + if (depthTexture && depthTexture.isDepthTexture) { + if (depthTexture.type === FloatType) { + glInternalFormat = _gl.DEPTH_COMPONENT32F; + } else if (depthTexture.type === UnsignedIntType) { + glInternalFormat = _gl.DEPTH_COMPONENT24; + } + } - return this._x; + const samples = getRenderTargetSamples(renderTarget); - }, + _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); + } else { + _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height); + } - set: function ( value ) { + _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer); + } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) { + if (isMultisample) { + const samples = getRenderTargetSamples(renderTarget); - this._x = value; - this.onChangeCallback(); + _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height); + } else { + _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height); + } - } + _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer); + } else { + // Use the first texture for MRT so far + const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[0] : renderTarget.texture; + const glFormat = utils.convert(texture.format); + const glType = utils.convert(texture.type); + const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType); - }, + if (isMultisample) { + const samples = getRenderTargetSamples(renderTarget); - y: { + _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); + } else { + _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height); + } + } - get: function () { + _gl.bindRenderbuffer(_gl.RENDERBUFFER, null); + } // Setup resources for a Depth Texture for a FBO (needs an extension) - return this._y; - }, + function setupDepthTexture(framebuffer, renderTarget) { + const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget; + if (isCube) throw new Error('Depth Texture with cube render targets is not supported'); + state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); - set: function ( value ) { + if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) { + throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture'); + } // upload an empty depth texture with framebuffer size - this._y = value; - this.onChangeCallback(); + if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) { + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; } - }, - - z: { + setTexture2D(renderTarget.depthTexture, 0); - get: function () { + const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture; - return this._z; + if (renderTarget.depthTexture.format === DepthFormat) { + _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0); + } else if (renderTarget.depthTexture.format === DepthStencilFormat) { + _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0); + } else { + throw new Error('Unknown depthTexture format'); + } + } // Setup GL resources for a non-texture depth buffer - }, - set: function ( value ) { + function setupDepthRenderbuffer(renderTarget) { + const renderTargetProperties = properties.get(renderTarget); + const isCube = renderTarget.isWebGLCubeRenderTarget === true; - this._z = value; - this.onChangeCallback(); + if (renderTarget.depthTexture) { + if (isCube) throw new Error('target.depthTexture not supported in Cube render targets'); + setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget); + } else { + if (isCube) { + renderTargetProperties.__webglDepthbuffer = []; + for (let i = 0; i < 6; i++) { + state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]); + renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer(); + setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false); + } + } else { + state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false); + } } - }, + state.bindFramebuffer(_gl.FRAMEBUFFER, null); + } // Set up GL resources for the render target - order: { - get: function () { + function setupRenderTarget(renderTarget) { + const texture = renderTarget.texture; + const renderTargetProperties = properties.get(renderTarget); + const textureProperties = properties.get(texture); + renderTarget.addEventListener('dispose', onRenderTargetDispose); - return this._order; + if (renderTarget.isWebGLMultipleRenderTargets !== true) { + textureProperties.__webglTexture = _gl.createTexture(); + textureProperties.__version = texture.version; + info.memory.textures++; + } - }, + const isCube = renderTarget.isWebGLCubeRenderTarget === true; + const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true; + const isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true; + const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray; + const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; // Handles WebGL2 RGBFormat fallback - #18858 - set: function ( value ) { + if (isWebGL2 && texture.format === RGBFormat && (texture.type === FloatType || texture.type === HalfFloatType)) { + texture.format = RGBAFormat; + console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.'); + } // Setup framebuffer - this._order = value; - this.onChangeCallback(); - } + if (isCube) { + renderTargetProperties.__webglFramebuffer = []; - } + for (let i = 0; i < 6; i++) { + renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer(); + } + } else { + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - } ); + if (isMultipleRenderTargets) { + if (capabilities.drawBuffers) { + const textures = renderTarget.texture; - Object.assign( Euler.prototype, { + for (let i = 0, il = textures.length; i < il; i++) { + const attachmentProperties = properties.get(textures[i]); - isEuler: true, + if (attachmentProperties.__webglTexture === undefined) { + attachmentProperties.__webglTexture = _gl.createTexture(); + info.memory.textures++; + } + } + } else { + console.warn('THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.'); + } + } else if (isMultisample) { + if (isWebGL2) { + renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer(); - set: function ( x, y, z, order ) { + _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer); - this._x = x; - this._y = y; - this._z = z; - this._order = order || this._order; + const glFormat = utils.convert(texture.format); + const glType = utils.convert(texture.type); + const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType); + const samples = getRenderTargetSamples(renderTarget); - this.onChangeCallback(); + _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height); - return this; + state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); - }, + _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer); - clone: function () { + _gl.bindRenderbuffer(_gl.RENDERBUFFER, null); - return new this.constructor( this._x, this._y, this._z, this._order ); + if (renderTarget.depthBuffer) { + renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true); + } - }, + state.bindFramebuffer(_gl.FRAMEBUFFER, null); + } else { + console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.'); + } + } + } // Setup color buffer - copy: function ( euler ) { - this._x = euler._x; - this._y = euler._y; - this._z = euler._z; - this._order = euler._order; + if (isCube) { + state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture); + setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips); - this.onChangeCallback(); + for (let i = 0; i < 6; i++) { + setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i); + } - return this; + if (textureNeedsGenerateMipmaps(texture, supportsMips)) { + generateMipmap(_gl.TEXTURE_CUBE_MAP, texture, renderTarget.width, renderTarget.height); + } - }, + state.bindTexture(_gl.TEXTURE_CUBE_MAP, null); + } else if (isMultipleRenderTargets) { + const textures = renderTarget.texture; - setFromRotationMatrix: function ( m, order, update ) { + for (let i = 0, il = textures.length; i < il; i++) { + const attachment = textures[i]; + const attachmentProperties = properties.get(attachment); + state.bindTexture(_gl.TEXTURE_2D, attachmentProperties.__webglTexture); + setTextureParameters(_gl.TEXTURE_2D, attachment, supportsMips); + setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D); - var clamp = _Math.clamp; + if (textureNeedsGenerateMipmaps(attachment, supportsMips)) { + generateMipmap(_gl.TEXTURE_2D, attachment, renderTarget.width, renderTarget.height); + } + } - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + state.bindTexture(_gl.TEXTURE_2D, null); + } else { + let glTextureType = _gl.TEXTURE_2D; - var te = m.elements; - var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; - var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; - var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + if (isRenderTarget3D) { + // Render targets containing layers, i.e: Texture 3D and 2d arrays + if (isWebGL2) { + const isTexture3D = texture.isDataTexture3D; + glTextureType = isTexture3D ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; + } else { + console.warn('THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.'); + } + } - order = order || this._order; + state.bindTexture(glTextureType, textureProperties.__webglTexture); + setTextureParameters(glTextureType, texture, supportsMips); + setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType); - if ( order === 'XYZ' ) { + if (textureNeedsGenerateMipmaps(texture, supportsMips)) { + generateMipmap(glTextureType, texture, renderTarget.width, renderTarget.height, renderTarget.depth); + } - this._y = Math.asin( clamp( m13, - 1, 1 ) ); + state.bindTexture(glTextureType, null); + } // Setup depth and stencil buffers - if ( Math.abs( m13 ) < 0.99999 ) { - this._x = Math.atan2( - m23, m33 ); - this._z = Math.atan2( - m12, m11 ); + if (renderTarget.depthBuffer) { + setupDepthRenderbuffer(renderTarget); + } + } - } else { + function updateRenderTargetMipmap(renderTarget) { + const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; + const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture]; - this._x = Math.atan2( m32, m22 ); - this._z = 0; + for (let i = 0, il = textures.length; i < il; i++) { + const texture = textures[i]; - } + if (textureNeedsGenerateMipmaps(texture, supportsMips)) { + const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; - } else if ( order === 'YXZ' ) { + const webglTexture = properties.get(texture).__webglTexture; - this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + state.bindTexture(target, webglTexture); + generateMipmap(target, texture, renderTarget.width, renderTarget.height); + state.bindTexture(target, null); + } + } + } - if ( Math.abs( m23 ) < 0.99999 ) { + function updateMultisampleRenderTarget(renderTarget) { + if (renderTarget.isWebGLMultisampleRenderTarget) { + if (isWebGL2) { + const width = renderTarget.width; + const height = renderTarget.height; + let mask = _gl.COLOR_BUFFER_BIT; + if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT; + if (renderTarget.stencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT; + const renderTargetProperties = properties.get(renderTarget); + state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); + state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer); - this._y = Math.atan2( m13, m33 ); - this._z = Math.atan2( m21, m22 ); + _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST); + state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null); + state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer); } else { - - this._y = Math.atan2( - m31, m11 ); - this._z = 0; - + console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.'); } + } + } - } else if ( order === 'ZXY' ) { + function getRenderTargetSamples(renderTarget) { + return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ? Math.min(maxSamples, renderTarget.samples) : 0; + } - this._x = Math.asin( clamp( m32, - 1, 1 ) ); + function updateVideoTexture(texture) { + const frame = info.render.frame; // Check the last frame we updated the VideoTexture - if ( Math.abs( m32 ) < 0.99999 ) { + if (_videoTextures.get(texture) !== frame) { + _videoTextures.set(texture, frame); - this._y = Math.atan2( - m31, m33 ); - this._z = Math.atan2( - m12, m22 ); + texture.update(); + } + } // backwards compatibility - } else { - this._y = 0; - this._z = Math.atan2( m21, m11 ); + let warnedTexture2D = false; + let warnedTextureCube = false; + function safeSetTexture2D(texture, slot) { + if (texture && texture.isWebGLRenderTarget) { + if (warnedTexture2D === false) { + console.warn('THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.'); + warnedTexture2D = true; } - } else if ( order === 'ZYX' ) { + texture = texture.texture; + } - this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + setTexture2D(texture, slot); + } - if ( Math.abs( m31 ) < 0.99999 ) { + function safeSetTextureCube(texture, slot) { + if (texture && texture.isWebGLCubeRenderTarget) { + if (warnedTextureCube === false) { + console.warn('THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.'); + warnedTextureCube = true; + } - this._x = Math.atan2( m32, m33 ); - this._z = Math.atan2( m21, m11 ); + texture = texture.texture; + } - } else { + setTextureCube(texture, slot); + } // - this._x = 0; - this._z = Math.atan2( - m12, m22 ); + this.allocateTextureUnit = allocateTextureUnit; + this.resetTextureUnits = resetTextureUnits; + this.setTexture2D = setTexture2D; + this.setTexture2DArray = setTexture2DArray; + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; + this.safeSetTexture2D = safeSetTexture2D; + this.safeSetTextureCube = safeSetTextureCube; + } + + function WebGLUtils(gl, extensions, capabilities) { + const isWebGL2 = capabilities.isWebGL2; + + function convert(p) { + let extension; + if (p === UnsignedByteType) return gl.UNSIGNED_BYTE; + if (p === UnsignedShort4444Type) return gl.UNSIGNED_SHORT_4_4_4_4; + if (p === UnsignedShort5551Type) return gl.UNSIGNED_SHORT_5_5_5_1; + if (p === UnsignedShort565Type) return gl.UNSIGNED_SHORT_5_6_5; + if (p === ByteType) return gl.BYTE; + if (p === ShortType) return gl.SHORT; + if (p === UnsignedShortType) return gl.UNSIGNED_SHORT; + if (p === IntType) return gl.INT; + if (p === UnsignedIntType) return gl.UNSIGNED_INT; + if (p === FloatType) return gl.FLOAT; + + if (p === HalfFloatType) { + if (isWebGL2) return gl.HALF_FLOAT; + extension = extensions.get('OES_texture_half_float'); + + if (extension !== null) { + return extension.HALF_FLOAT_OES; + } else { + return null; } + } - } else if ( order === 'YZX' ) { - - this._z = Math.asin( clamp( m21, - 1, 1 ) ); + if (p === AlphaFormat) return gl.ALPHA; + if (p === RGBFormat) return gl.RGB; + if (p === RGBAFormat) return gl.RGBA; + if (p === LuminanceFormat) return gl.LUMINANCE; + if (p === LuminanceAlphaFormat) return gl.LUMINANCE_ALPHA; + if (p === DepthFormat) return gl.DEPTH_COMPONENT; + if (p === DepthStencilFormat) return gl.DEPTH_STENCIL; + if (p === RedFormat) return gl.RED; // WebGL2 formats. - if ( Math.abs( m21 ) < 0.99999 ) { + if (p === RedIntegerFormat) return gl.RED_INTEGER; + if (p === RGFormat) return gl.RG; + if (p === RGIntegerFormat) return gl.RG_INTEGER; + if (p === RGBIntegerFormat) return gl.RGB_INTEGER; + if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER; - this._x = Math.atan2( - m23, m22 ); - this._y = Math.atan2( - m31, m11 ); + if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) { + extension = extensions.get('WEBGL_compressed_texture_s3tc'); + if (extension !== null) { + if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; } else { - - this._x = 0; - this._y = Math.atan2( m13, m33 ); - + return null; } + } - } else if ( order === 'XZY' ) { - - this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) { + extension = extensions.get('WEBGL_compressed_texture_pvrtc'); - if ( Math.abs( m12 ) < 0.99999 ) { + if (extension !== null) { + if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + } else { + return null; + } + } - this._x = Math.atan2( m32, m22 ); - this._y = Math.atan2( m13, m11 ); + if (p === RGB_ETC1_Format) { + extension = extensions.get('WEBGL_compressed_texture_etc1'); + if (extension !== null) { + return extension.COMPRESSED_RGB_ETC1_WEBGL; } else { + return null; + } + } - this._x = Math.atan2( - m23, m33 ); - this._y = 0; + if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) { + extension = extensions.get('WEBGL_compressed_texture_etc'); + if (extension !== null) { + if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2; + if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC; } + } - } else { + if (p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format || p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format || p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format || p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format || p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format || p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format) { + extension = extensions.get('WEBGL_compressed_texture_astc'); + + if (extension !== null) { + // TODO Complete? + return p; + } else { + return null; + } + } - console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order ); + if (p === RGBA_BPTC_Format) { + extension = extensions.get('EXT_texture_compression_bptc'); + if (extension !== null) { + // TODO Complete? + return p; + } else { + return null; + } } - this._order = order; + if (p === UnsignedInt248Type) { + if (isWebGL2) return gl.UNSIGNED_INT_24_8; + extension = extensions.get('WEBGL_depth_texture'); - if ( update !== false ) this.onChangeCallback(); + if (extension !== null) { + return extension.UNSIGNED_INT_24_8_WEBGL; + } else { + return null; + } + } + } - return this; + return { + convert: convert + }; + } - }, + class ArrayCamera extends PerspectiveCamera { + constructor(array = []) { + super(); + this.cameras = array; + } - setFromQuaternion: function () { + } - var matrix = new Matrix4(); + ArrayCamera.prototype.isArrayCamera = true; - return function setFromQuaternion( q, order, update ) { + class Group extends Object3D { + constructor() { + super(); + this.type = 'Group'; + } - matrix.makeRotationFromQuaternion( q ); + } - return this.setFromRotationMatrix( matrix, order, update ); + Group.prototype.isGroup = true; - }; + const _moveEvent = { + type: 'move' + }; - }(), + class WebXRController { + constructor() { + this._targetRay = null; + this._grip = null; + this._hand = null; + } + + getHandSpace() { + if (this._hand === null) { + this._hand = new Group(); + this._hand.matrixAutoUpdate = false; + this._hand.visible = false; + this._hand.joints = {}; + this._hand.inputState = { + pinching: false + }; + } - setFromVector3: function ( v, order ) { + return this._hand; + } - return this.set( v.x, v.y, v.z, order || this._order ); + getTargetRaySpace() { + if (this._targetRay === null) { + this._targetRay = new Group(); + this._targetRay.matrixAutoUpdate = false; + this._targetRay.visible = false; + this._targetRay.hasLinearVelocity = false; + this._targetRay.linearVelocity = new Vector3(); + this._targetRay.hasAngularVelocity = false; + this._targetRay.angularVelocity = new Vector3(); + } - }, + return this._targetRay; + } - reorder: function () { + getGripSpace() { + if (this._grip === null) { + this._grip = new Group(); + this._grip.matrixAutoUpdate = false; + this._grip.visible = false; + this._grip.hasLinearVelocity = false; + this._grip.linearVelocity = new Vector3(); + this._grip.hasAngularVelocity = false; + this._grip.angularVelocity = new Vector3(); + } - // WARNING: this discards revolution information -bhouston + return this._grip; + } - var q = new Quaternion(); + dispatchEvent(event) { + if (this._targetRay !== null) { + this._targetRay.dispatchEvent(event); + } - return function reorder( newOrder ) { + if (this._grip !== null) { + this._grip.dispatchEvent(event); + } - q.setFromEuler( this ); + if (this._hand !== null) { + this._hand.dispatchEvent(event); + } - return this.setFromQuaternion( q, newOrder ); + return this; + } - }; + disconnect(inputSource) { + this.dispatchEvent({ + type: 'disconnected', + data: inputSource + }); - }(), + if (this._targetRay !== null) { + this._targetRay.visible = false; + } - equals: function ( euler ) { + if (this._grip !== null) { + this._grip.visible = false; + } - return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + if (this._hand !== null) { + this._hand.visible = false; + } - }, + return this; + } - fromArray: function ( array ) { + update(inputSource, frame, referenceSpace) { + let inputPose = null; + let gripPose = null; + let handPose = null; + const targetRay = this._targetRay; + const grip = this._grip; + const hand = this._hand; - this._x = array[ 0 ]; - this._y = array[ 1 ]; - this._z = array[ 2 ]; - if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + if (inputSource && frame.session.visibilityState !== 'visible-blurred') { + if (targetRay !== null) { + inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace); - this.onChangeCallback(); + if (inputPose !== null) { + targetRay.matrix.fromArray(inputPose.transform.matrix); + targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale); - return this; + if (inputPose.linearVelocity) { + targetRay.hasLinearVelocity = true; + targetRay.linearVelocity.copy(inputPose.linearVelocity); + } else { + targetRay.hasLinearVelocity = false; + } - }, + if (inputPose.angularVelocity) { + targetRay.hasAngularVelocity = true; + targetRay.angularVelocity.copy(inputPose.angularVelocity); + } else { + targetRay.hasAngularVelocity = false; + } - toArray: function ( array, offset ) { + this.dispatchEvent(_moveEvent); + } + } - if ( array === undefined ) array = []; - if ( offset === undefined ) offset = 0; + if (hand && inputSource.hand) { + handPose = true; - array[ offset ] = this._x; - array[ offset + 1 ] = this._y; - array[ offset + 2 ] = this._z; - array[ offset + 3 ] = this._order; + for (const inputjoint of inputSource.hand.values()) { + // Update the joints groups with the XRJoint poses + const jointPose = frame.getJointPose(inputjoint, referenceSpace); - return array; + if (hand.joints[inputjoint.jointName] === undefined) { + // The transform of this joint will be updated with the joint pose on each frame + const joint = new Group(); + joint.matrixAutoUpdate = false; + joint.visible = false; + hand.joints[inputjoint.jointName] = joint; // ?? - }, + hand.add(joint); + } - toVector3: function ( optionalResult ) { + const joint = hand.joints[inputjoint.jointName]; - if ( optionalResult ) { + if (jointPose !== null) { + joint.matrix.fromArray(jointPose.transform.matrix); + joint.matrix.decompose(joint.position, joint.rotation, joint.scale); + joint.jointRadius = jointPose.radius; + } - return optionalResult.set( this._x, this._y, this._z ); + joint.visible = jointPose !== null; + } // Custom events + // Check pinchz + + + const indexTip = hand.joints['index-finger-tip']; + const thumbTip = hand.joints['thumb-tip']; + const distance = indexTip.position.distanceTo(thumbTip.position); + const distanceToPinch = 0.02; + const threshold = 0.005; + + if (hand.inputState.pinching && distance > distanceToPinch + threshold) { + hand.inputState.pinching = false; + this.dispatchEvent({ + type: 'pinchend', + handedness: inputSource.handedness, + target: this + }); + } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) { + hand.inputState.pinching = true; + this.dispatchEvent({ + type: 'pinchstart', + handedness: inputSource.handedness, + target: this + }); + } + } else { + if (grip !== null && inputSource.gripSpace) { + gripPose = frame.getPose(inputSource.gripSpace, referenceSpace); - } else { + if (gripPose !== null) { + grip.matrix.fromArray(gripPose.transform.matrix); + grip.matrix.decompose(grip.position, grip.rotation, grip.scale); - return new Vector3( this._x, this._y, this._z ); + if (gripPose.linearVelocity) { + grip.hasLinearVelocity = true; + grip.linearVelocity.copy(gripPose.linearVelocity); + } else { + grip.hasLinearVelocity = false; + } + if (gripPose.angularVelocity) { + grip.hasAngularVelocity = true; + grip.angularVelocity.copy(gripPose.angularVelocity); + } else { + grip.hasAngularVelocity = false; + } + } + } + } } - }, + if (targetRay !== null) { + targetRay.visible = inputPose !== null; + } - onChange: function ( callback ) { + if (grip !== null) { + grip.visible = gripPose !== null; + } - this.onChangeCallback = callback; + if (hand !== null) { + hand.visible = handPose !== null; + } return this; + } - }, + } - onChangeCallback: function () {} + class WebXRManager extends EventDispatcher { + constructor(renderer, gl) { + super(); + const scope = this; + const state = renderer.state; + let session = null; + let framebufferScaleFactor = 1.0; + let referenceSpace = null; + let referenceSpaceType = 'local-floor'; + let pose = null; + let glBinding = null; + let glFramebuffer = null; + let glProjLayer = null; + const controllers = []; + const inputSourcesMap = new Map(); // - } ); + const cameraL = new PerspectiveCamera(); + cameraL.layers.enable(1); + cameraL.viewport = new Vector4(); + const cameraR = new PerspectiveCamera(); + cameraR.layers.enable(2); + cameraR.viewport = new Vector4(); + const cameras = [cameraL, cameraR]; + const cameraVR = new ArrayCamera(); + cameraVR.layers.enable(1); + cameraVR.layers.enable(2); + let _currentDepthNear = null; + let _currentDepthFar = null; // - /** - * @author mrdoob / http://mrdoob.com/ - */ + this.cameraAutoUpdate = true; + this.enabled = false; + this.isPresenting = false; - function Layers() { + this.getController = function (index) { + let controller = controllers[index]; - this.mask = 1 | 0; + if (controller === undefined) { + controller = new WebXRController(); + controllers[index] = controller; + } - } + return controller.getTargetRaySpace(); + }; - Object.assign( Layers.prototype, { + this.getControllerGrip = function (index) { + let controller = controllers[index]; - set: function ( channel ) { + if (controller === undefined) { + controller = new WebXRController(); + controllers[index] = controller; + } - this.mask = 1 << channel | 0; + return controller.getGripSpace(); + }; - }, + this.getHand = function (index) { + let controller = controllers[index]; - enable: function ( channel ) { + if (controller === undefined) { + controller = new WebXRController(); + controllers[index] = controller; + } - this.mask |= 1 << channel | 0; + return controller.getHandSpace(); + }; // - }, - toggle: function ( channel ) { + function onSessionEvent(event) { + const controller = inputSourcesMap.get(event.inputSource); - this.mask ^= 1 << channel | 0; + if (controller) { + controller.dispatchEvent({ + type: event.type, + data: event.inputSource + }); + } + } - }, + function onSessionEnd() { + inputSourcesMap.forEach(function (controller, inputSource) { + controller.disconnect(inputSource); + }); + inputSourcesMap.clear(); + _currentDepthNear = null; + _currentDepthFar = null; // restore framebuffer/rendering state - disable: function ( channel ) { + state.bindXRFramebuffer(null); + renderer.setRenderTarget(renderer.getRenderTarget()); // - this.mask &= ~ ( 1 << channel | 0 ); + animation.stop(); + scope.isPresenting = false; + scope.dispatchEvent({ + type: 'sessionend' + }); + } - }, + this.setFramebufferScaleFactor = function (value) { + framebufferScaleFactor = value; - test: function ( layers ) { + if (scope.isPresenting === true) { + console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.'); + } + }; - return ( this.mask & layers.mask ) !== 0; + this.setReferenceSpaceType = function (value) { + referenceSpaceType = value; - } + if (scope.isPresenting === true) { + console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.'); + } + }; - } ); + this.getReferenceSpace = function () { + return referenceSpace; + }; - /** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author elephantatwork / www.elephantatwork.ch - */ + this.getSession = function () { + return session; + }; - var object3DId = 0; + this.setSession = async function (value) { + session = value; + + if (session !== null) { + session.addEventListener('select', onSessionEvent); + session.addEventListener('selectstart', onSessionEvent); + session.addEventListener('selectend', onSessionEvent); + session.addEventListener('squeeze', onSessionEvent); + session.addEventListener('squeezestart', onSessionEvent); + session.addEventListener('squeezeend', onSessionEvent); + session.addEventListener('end', onSessionEnd); + session.addEventListener('inputsourceschange', onInputSourcesChange); + const attributes = gl.getContextAttributes(); + + if (attributes.xrCompatible !== true) { + await gl.makeXRCompatible(); + } - function Object3D() { + if (session.renderState.layers === undefined) { + const layerInit = { + antialias: attributes.antialias, + alpha: attributes.alpha, + depth: attributes.depth, + stencil: attributes.stencil, + framebufferScaleFactor: framebufferScaleFactor + }; // eslint-disable-next-line no-undef + + const baseLayer = new XRWebGLLayer(session, gl, layerInit); + session.updateRenderState({ + baseLayer: baseLayer + }); + } else { + let depthFormat = 0; - Object.defineProperty( this, 'id', { value: object3DId ++ } ); + if (attributes.depth) { + depthFormat = attributes.stencil ? gl.DEPTH_STENCIL : gl.DEPTH_COMPONENT; + } - this.uuid = _Math.generateUUID(); + const projectionlayerInit = { + colorFormat: attributes.alpha ? gl.RGBA : gl.RGB, + depthFormat: depthFormat, + scaleFactor: framebufferScaleFactor + }; // eslint-disable-next-line no-undef + + glBinding = new XRWebGLBinding(session, gl); + glProjLayer = glBinding.createProjectionLayer(projectionlayerInit); + glFramebuffer = gl.createFramebuffer(); + session.updateRenderState({ + layers: [glProjLayer] + }); + } - this.name = ''; - this.type = 'Object3D'; + referenceSpace = await session.requestReferenceSpace(referenceSpaceType); + animation.setContext(session); + animation.start(); + scope.isPresenting = true; + scope.dispatchEvent({ + type: 'sessionstart' + }); + } + }; - this.parent = null; - this.children = []; + function onInputSourcesChange(event) { + const inputSources = session.inputSources; // Assign inputSources to available controllers - this.up = Object3D.DefaultUp.clone(); + for (let i = 0; i < controllers.length; i++) { + inputSourcesMap.set(inputSources[i], controllers[i]); + } // Notify disconnected - var position = new Vector3(); - var rotation = new Euler(); - var quaternion = new Quaternion(); - var scale = new Vector3( 1, 1, 1 ); - function onRotationChange() { + for (let i = 0; i < event.removed.length; i++) { + const inputSource = event.removed[i]; + const controller = inputSourcesMap.get(inputSource); - quaternion.setFromEuler( rotation, false ); + if (controller) { + controller.dispatchEvent({ + type: 'disconnected', + data: inputSource + }); + inputSourcesMap.delete(inputSource); + } + } // Notify connected - } - function onQuaternionChange() { + for (let i = 0; i < event.added.length; i++) { + const inputSource = event.added[i]; + const controller = inputSourcesMap.get(inputSource); - rotation.setFromQuaternion( quaternion, undefined, false ); + if (controller) { + controller.dispatchEvent({ + type: 'connected', + data: inputSource + }); + } + } + } // - } - rotation.onChange( onRotationChange ); - quaternion.onChange( onQuaternionChange ); + const cameraLPos = new Vector3(); + const cameraRPos = new Vector3(); + /** + * Assumes 2 cameras that are parallel and share an X-axis, and that + * the cameras' projection and world matrices have already been set. + * And that near and far planes are identical for both cameras. + * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 + */ - Object.defineProperties( this, { - position: { - enumerable: true, - value: position - }, - rotation: { - enumerable: true, - value: rotation - }, - quaternion: { - enumerable: true, - value: quaternion - }, - scale: { - enumerable: true, - value: scale - }, - modelViewMatrix: { - value: new Matrix4() - }, - normalMatrix: { - value: new Matrix3() + function setProjectionFromUnion(camera, cameraL, cameraR) { + cameraLPos.setFromMatrixPosition(cameraL.matrixWorld); + cameraRPos.setFromMatrixPosition(cameraR.matrixWorld); + const ipd = cameraLPos.distanceTo(cameraRPos); + const projL = cameraL.projectionMatrix.elements; + const projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and + // most likely identical top and bottom frustum extents. + // Use the left camera for these values. + + const near = projL[14] / (projL[10] - 1); + const far = projL[14] / (projL[10] + 1); + const topFov = (projL[9] + 1) / projL[5]; + const bottomFov = (projL[9] - 1) / projL[5]; + const leftFov = (projL[8] - 1) / projL[0]; + const rightFov = (projR[8] + 1) / projR[0]; + const left = near * leftFov; + const right = near * rightFov; // Calculate the new camera's position offset from the + // left camera. xOffset should be roughly half `ipd`. + + const zOffset = ipd / (-leftFov + rightFov); + const xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset? + + cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale); + camera.translateX(xOffset); + camera.translateZ(zOffset); + camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale); + camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); // Find the union of the frustum values of the cameras and scale + // the values so that the near plane's position does not change in world space, + // although must now be relative to the new union camera. + + const near2 = near + zOffset; + const far2 = far + zOffset; + const left2 = left - xOffset; + const right2 = right + (ipd - xOffset); + const top2 = topFov * far / far2 * near2; + const bottom2 = bottomFov * far / far2 * near2; + camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2); + } + + function updateCamera(camera, parent) { + if (parent === null) { + camera.matrixWorld.copy(camera.matrix); + } else { + camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix); + } + + camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); } - } ); - this.matrix = new Matrix4(); - this.matrixWorld = new Matrix4(); + this.updateCamera = function (camera) { + if (session === null) return; + cameraVR.near = cameraR.near = cameraL.near = camera.near; + cameraVR.far = cameraR.far = cameraL.far = camera.far; - this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate; - this.matrixWorldNeedsUpdate = false; + if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) { + // Note that the new renderState won't apply until the next frame. See #18320 + session.updateRenderState({ + depthNear: cameraVR.near, + depthFar: cameraVR.far + }); + _currentDepthNear = cameraVR.near; + _currentDepthFar = cameraVR.far; + } - this.layers = new Layers(); - this.visible = true; + const parent = camera.parent; + const cameras = cameraVR.cameras; + updateCamera(cameraVR, parent); - this.castShadow = false; - this.receiveShadow = false; + for (let i = 0; i < cameras.length; i++) { + updateCamera(cameras[i], parent); + } - this.frustumCulled = true; - this.renderOrder = 0; + cameraVR.matrixWorld.decompose(cameraVR.position, cameraVR.quaternion, cameraVR.scale); // update user camera and its children - this.userData = {}; + camera.position.copy(cameraVR.position); + camera.quaternion.copy(cameraVR.quaternion); + camera.scale.copy(cameraVR.scale); + camera.matrix.copy(cameraVR.matrix); + camera.matrixWorld.copy(cameraVR.matrixWorld); + const children = camera.children; - } + for (let i = 0, l = children.length; i < l; i++) { + children[i].updateMatrixWorld(true); + } // update projection matrix for proper view frustum culling - Object3D.DefaultUp = new Vector3( 0, 1, 0 ); - Object3D.DefaultMatrixAutoUpdate = true; - Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + if (cameras.length === 2) { + setProjectionFromUnion(cameraVR, cameraL, cameraR); + } else { + // assume single camera setup (AR) + cameraVR.projectionMatrix.copy(cameraL.projectionMatrix); + } + }; - constructor: Object3D, + this.getCamera = function () { + return cameraVR; + }; // Animation Loop - isObject3D: true, - onBeforeRender: function () {}, - onAfterRender: function () {}, + let onAnimationFrameCallback = null; - applyMatrix: function ( matrix ) { + function onAnimationFrame(time, frame) { + pose = frame.getViewerPose(referenceSpace); - this.matrix.multiplyMatrices( matrix, this.matrix ); + if (pose !== null) { + const views = pose.views; + const baseLayer = session.renderState.baseLayer; - this.matrix.decompose( this.position, this.quaternion, this.scale ); + if (session.renderState.layers === undefined) { + state.bindXRFramebuffer(baseLayer.framebuffer); + } - }, + let cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list - applyQuaternion: function ( q ) { + if (views.length !== cameraVR.cameras.length) { + cameraVR.cameras.length = 0; + cameraVRNeedsUpdate = true; + } - this.quaternion.premultiply( q ); + for (let i = 0; i < views.length; i++) { + const view = views[i]; + let viewport = null; - return this; + if (session.renderState.layers === undefined) { + viewport = baseLayer.getViewport(view); + } else { + const glSubImage = glBinding.getViewSubImage(glProjLayer, view); + state.bindXRFramebuffer(glFramebuffer); + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glSubImage.colorTexture, 0); - }, + if (glSubImage.depthStencilTexture !== undefined) { + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, glSubImage.depthStencilTexture, 0); + } - setRotationFromAxisAngle: function ( axis, angle ) { + viewport = glSubImage.viewport; + } - // assumes axis is normalized + const camera = cameras[i]; + camera.matrix.fromArray(view.transform.matrix); + camera.projectionMatrix.fromArray(view.projectionMatrix); + camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height); - this.quaternion.setFromAxisAngle( axis, angle ); + if (i === 0) { + cameraVR.matrix.copy(camera.matrix); + } - }, + if (cameraVRNeedsUpdate === true) { + cameraVR.cameras.push(camera); + } + } + } // - setRotationFromEuler: function ( euler ) { - this.quaternion.setFromEuler( euler, true ); + const inputSources = session.inputSources; - }, + for (let i = 0; i < controllers.length; i++) { + const controller = controllers[i]; + const inputSource = inputSources[i]; + controller.update(inputSource, frame, referenceSpace); + } - setRotationFromMatrix: function ( m ) { + if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame); + } - // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + const animation = new WebGLAnimation(); + animation.setAnimationLoop(onAnimationFrame); - this.quaternion.setFromRotationMatrix( m ); + this.setAnimationLoop = function (callback) { + onAnimationFrameCallback = callback; + }; - }, + this.dispose = function () {}; + } - setRotationFromQuaternion: function ( q ) { + } - // assumes q is normalized + function WebGLMaterials(properties) { + function refreshFogUniforms(uniforms, fog) { + uniforms.fogColor.value.copy(fog.color); - this.quaternion.copy( q ); + if (fog.isFog) { + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + } else if (fog.isFogExp2) { + uniforms.fogDensity.value = fog.density; + } + } - }, + function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) { + if (material.isMeshBasicMaterial) { + refreshUniformsCommon(uniforms, material); + } else if (material.isMeshLambertMaterial) { + refreshUniformsCommon(uniforms, material); + refreshUniformsLambert(uniforms, material); + } else if (material.isMeshToonMaterial) { + refreshUniformsCommon(uniforms, material); + refreshUniformsToon(uniforms, material); + } else if (material.isMeshPhongMaterial) { + refreshUniformsCommon(uniforms, material); + refreshUniformsPhong(uniforms, material); + } else if (material.isMeshStandardMaterial) { + refreshUniformsCommon(uniforms, material); + + if (material.isMeshPhysicalMaterial) { + refreshUniformsPhysical(uniforms, material, transmissionRenderTarget); + } else { + refreshUniformsStandard(uniforms, material); + } + } else if (material.isMeshMatcapMaterial) { + refreshUniformsCommon(uniforms, material); + refreshUniformsMatcap(uniforms, material); + } else if (material.isMeshDepthMaterial) { + refreshUniformsCommon(uniforms, material); + refreshUniformsDepth(uniforms, material); + } else if (material.isMeshDistanceMaterial) { + refreshUniformsCommon(uniforms, material); + refreshUniformsDistance(uniforms, material); + } else if (material.isMeshNormalMaterial) { + refreshUniformsCommon(uniforms, material); + refreshUniformsNormal(uniforms, material); + } else if (material.isLineBasicMaterial) { + refreshUniformsLine(uniforms, material); + + if (material.isLineDashedMaterial) { + refreshUniformsDash(uniforms, material); + } + } else if (material.isPointsMaterial) { + refreshUniformsPoints(uniforms, material, pixelRatio, height); + } else if (material.isSpriteMaterial) { + refreshUniformsSprites(uniforms, material); + } else if (material.isShadowMaterial) { + uniforms.color.value.copy(material.color); + uniforms.opacity.value = material.opacity; + } else if (material.isShaderMaterial) { + material.uniformsNeedUpdate = false; // #15581 + } + } + + function refreshUniformsCommon(uniforms, material) { + uniforms.opacity.value = material.opacity; - rotateOnAxis: function () { + if (material.color) { + uniforms.diffuse.value.copy(material.color); + } - // rotate object on axis in object space - // axis is assumed to be normalized + if (material.emissive) { + uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity); + } - var q1 = new Quaternion(); + if (material.map) { + uniforms.map.value = material.map; + } - return function rotateOnAxis( axis, angle ) { + if (material.alphaMap) { + uniforms.alphaMap.value = material.alphaMap; + } - q1.setFromAxisAngle( axis, angle ); + if (material.specularMap) { + uniforms.specularMap.value = material.specularMap; + } - this.quaternion.multiply( q1 ); + const envMap = properties.get(material).envMap; - return this; + if (envMap) { + uniforms.envMap.value = envMap; + uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap._needsFlipEnvMap ? -1 : 1; + uniforms.reflectivity.value = material.reflectivity; + uniforms.refractionRatio.value = material.refractionRatio; - }; + const maxMipLevel = properties.get(envMap).__maxMipLevel; - }(), + if (maxMipLevel !== undefined) { + uniforms.maxMipLevel.value = maxMipLevel; + } + } - rotateOnWorldAxis: function () { + if (material.lightMap) { + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + } - // rotate object on axis in world space - // axis is assumed to be normalized - // method assumes no rotated parent + if (material.aoMap) { + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + } // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. displacementMap map + // 4. normal map + // 5. bump map + // 6. roughnessMap map + // 7. metalnessMap map + // 8. alphaMap map + // 9. emissiveMap map + // 10. clearcoat map + // 11. clearcoat normal map + // 12. clearcoat roughnessMap map - var q1 = new Quaternion(); - return function rotateOnWorldAxis( axis, angle ) { + let uvScaleMap; - q1.setFromAxisAngle( axis, angle ); + if (material.map) { + uvScaleMap = material.map; + } else if (material.specularMap) { + uvScaleMap = material.specularMap; + } else if (material.displacementMap) { + uvScaleMap = material.displacementMap; + } else if (material.normalMap) { + uvScaleMap = material.normalMap; + } else if (material.bumpMap) { + uvScaleMap = material.bumpMap; + } else if (material.roughnessMap) { + uvScaleMap = material.roughnessMap; + } else if (material.metalnessMap) { + uvScaleMap = material.metalnessMap; + } else if (material.alphaMap) { + uvScaleMap = material.alphaMap; + } else if (material.emissiveMap) { + uvScaleMap = material.emissiveMap; + } else if (material.clearcoatMap) { + uvScaleMap = material.clearcoatMap; + } else if (material.clearcoatNormalMap) { + uvScaleMap = material.clearcoatNormalMap; + } else if (material.clearcoatRoughnessMap) { + uvScaleMap = material.clearcoatRoughnessMap; + } - this.quaternion.premultiply( q1 ); + if (uvScaleMap !== undefined) { + // backwards compatibility + if (uvScaleMap.isWebGLRenderTarget) { + uvScaleMap = uvScaleMap.texture; + } - return this; + if (uvScaleMap.matrixAutoUpdate === true) { + uvScaleMap.updateMatrix(); + } - }; + uniforms.uvTransform.value.copy(uvScaleMap.matrix); + } // uv repeat and offset setting priorities for uv2 + // 1. ao map + // 2. light map - }(), - rotateX: function () { + let uv2ScaleMap; - var v1 = new Vector3( 1, 0, 0 ); + if (material.aoMap) { + uv2ScaleMap = material.aoMap; + } else if (material.lightMap) { + uv2ScaleMap = material.lightMap; + } - return function rotateX( angle ) { + if (uv2ScaleMap !== undefined) { + // backwards compatibility + if (uv2ScaleMap.isWebGLRenderTarget) { + uv2ScaleMap = uv2ScaleMap.texture; + } - return this.rotateOnAxis( v1, angle ); + if (uv2ScaleMap.matrixAutoUpdate === true) { + uv2ScaleMap.updateMatrix(); + } - }; + uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix); + } + } - }(), + function refreshUniformsLine(uniforms, material) { + uniforms.diffuse.value.copy(material.color); + uniforms.opacity.value = material.opacity; + } - rotateY: function () { + function refreshUniformsDash(uniforms, material) { + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + } - var v1 = new Vector3( 0, 1, 0 ); + function refreshUniformsPoints(uniforms, material, pixelRatio, height) { + uniforms.diffuse.value.copy(material.color); + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * pixelRatio; + uniforms.scale.value = height * 0.5; - return function rotateY( angle ) { + if (material.map) { + uniforms.map.value = material.map; + } - return this.rotateOnAxis( v1, angle ); + if (material.alphaMap) { + uniforms.alphaMap.value = material.alphaMap; + } // uv repeat and offset setting priorities + // 1. color map + // 2. alpha map - }; - }(), + let uvScaleMap; - rotateZ: function () { + if (material.map) { + uvScaleMap = material.map; + } else if (material.alphaMap) { + uvScaleMap = material.alphaMap; + } - var v1 = new Vector3( 0, 0, 1 ); + if (uvScaleMap !== undefined) { + if (uvScaleMap.matrixAutoUpdate === true) { + uvScaleMap.updateMatrix(); + } - return function rotateZ( angle ) { + uniforms.uvTransform.value.copy(uvScaleMap.matrix); + } + } - return this.rotateOnAxis( v1, angle ); + function refreshUniformsSprites(uniforms, material) { + uniforms.diffuse.value.copy(material.color); + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; - }; + if (material.map) { + uniforms.map.value = material.map; + } - }(), + if (material.alphaMap) { + uniforms.alphaMap.value = material.alphaMap; + } // uv repeat and offset setting priorities + // 1. color map + // 2. alpha map - translateOnAxis: function () { - // translate object by distance along axis in object space - // axis is assumed to be normalized + let uvScaleMap; - var v1 = new Vector3(); + if (material.map) { + uvScaleMap = material.map; + } else if (material.alphaMap) { + uvScaleMap = material.alphaMap; + } - return function translateOnAxis( axis, distance ) { + if (uvScaleMap !== undefined) { + if (uvScaleMap.matrixAutoUpdate === true) { + uvScaleMap.updateMatrix(); + } - v1.copy( axis ).applyQuaternion( this.quaternion ); + uniforms.uvTransform.value.copy(uvScaleMap.matrix); + } + } - this.position.add( v1.multiplyScalar( distance ) ); + function refreshUniformsLambert(uniforms, material) { + if (material.emissiveMap) { + uniforms.emissiveMap.value = material.emissiveMap; + } + } - return this; + function refreshUniformsPhong(uniforms, material) { + uniforms.specular.value.copy(material.specular); + uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 ) - }; + if (material.emissiveMap) { + uniforms.emissiveMap.value = material.emissiveMap; + } - }(), + if (material.bumpMap) { + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if (material.side === BackSide) uniforms.bumpScale.value *= -1; + } - translateX: function () { + if (material.normalMap) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy(material.normalScale); + if (material.side === BackSide) uniforms.normalScale.value.negate(); + } - var v1 = new Vector3( 1, 0, 0 ); + if (material.displacementMap) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + } + } - return function translateX( distance ) { + function refreshUniformsToon(uniforms, material) { + if (material.gradientMap) { + uniforms.gradientMap.value = material.gradientMap; + } - return this.translateOnAxis( v1, distance ); + if (material.emissiveMap) { + uniforms.emissiveMap.value = material.emissiveMap; + } - }; + if (material.bumpMap) { + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if (material.side === BackSide) uniforms.bumpScale.value *= -1; + } - }(), + if (material.normalMap) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy(material.normalScale); + if (material.side === BackSide) uniforms.normalScale.value.negate(); + } - translateY: function () { + if (material.displacementMap) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + } + } - var v1 = new Vector3( 0, 1, 0 ); + function refreshUniformsStandard(uniforms, material) { + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; - return function translateY( distance ) { + if (material.roughnessMap) { + uniforms.roughnessMap.value = material.roughnessMap; + } - return this.translateOnAxis( v1, distance ); + if (material.metalnessMap) { + uniforms.metalnessMap.value = material.metalnessMap; + } - }; + if (material.emissiveMap) { + uniforms.emissiveMap.value = material.emissiveMap; + } - }(), + if (material.bumpMap) { + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if (material.side === BackSide) uniforms.bumpScale.value *= -1; + } - translateZ: function () { + if (material.normalMap) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy(material.normalScale); + if (material.side === BackSide) uniforms.normalScale.value.negate(); + } - var v1 = new Vector3( 0, 0, 1 ); + if (material.displacementMap) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + } - return function translateZ( distance ) { + const envMap = properties.get(material).envMap; - return this.translateOnAxis( v1, distance ); + if (envMap) { + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; + } + } - }; + function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) { + refreshUniformsStandard(uniforms, material); + uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common - }(), + uniforms.clearcoat.value = material.clearcoat; + uniforms.clearcoatRoughness.value = material.clearcoatRoughness; + if (material.sheen) uniforms.sheen.value.copy(material.sheen); - localToWorld: function ( vector ) { + if (material.clearcoatMap) { + uniforms.clearcoatMap.value = material.clearcoatMap; + } - return vector.applyMatrix4( this.matrixWorld ); + if (material.clearcoatRoughnessMap) { + uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; + } - }, + if (material.clearcoatNormalMap) { + uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale); + uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; - worldToLocal: function () { + if (material.side === BackSide) { + uniforms.clearcoatNormalScale.value.negate(); + } + } - var m1 = new Matrix4(); + uniforms.transmission.value = material.transmission; - return function worldToLocal( vector ) { + if (material.transmissionMap) { + uniforms.transmissionMap.value = material.transmissionMap; + } - return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) ); + if (material.transmission > 0.0) { + uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture; + uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height); + } - }; + uniforms.thickness.value = material.thickness; - }(), + if (material.thicknessMap) { + uniforms.thicknessMap.value = material.thicknessMap; + } - lookAt: function () { + uniforms.attenuationDistance.value = material.attenuationDistance; + uniforms.attenuationColor.value.copy(material.attenuationColor); + } - // This method does not support objects with rotated and/or translated parent(s) + function refreshUniformsMatcap(uniforms, material) { + if (material.matcap) { + uniforms.matcap.value = material.matcap; + } - var m1 = new Matrix4(); - var vector = new Vector3(); + if (material.bumpMap) { + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if (material.side === BackSide) uniforms.bumpScale.value *= -1; + } - return function lookAt( x, y, z ) { + if (material.normalMap) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy(material.normalScale); + if (material.side === BackSide) uniforms.normalScale.value.negate(); + } - if ( x.isVector3 ) { + if (material.displacementMap) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + } + } - vector.copy( x ); + function refreshUniformsDepth(uniforms, material) { + if (material.displacementMap) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + } + } - } else { + function refreshUniformsDistance(uniforms, material) { + if (material.displacementMap) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + } - vector.set( x, y, z ); + uniforms.referencePosition.value.copy(material.referencePosition); + uniforms.nearDistance.value = material.nearDistance; + uniforms.farDistance.value = material.farDistance; + } - } + function refreshUniformsNormal(uniforms, material) { + if (material.bumpMap) { + uniforms.bumpMap.value = material.bumpMap; + uniforms.bumpScale.value = material.bumpScale; + if (material.side === BackSide) uniforms.bumpScale.value *= -1; + } - if ( this.isCamera ) { + if (material.normalMap) { + uniforms.normalMap.value = material.normalMap; + uniforms.normalScale.value.copy(material.normalScale); + if (material.side === BackSide) uniforms.normalScale.value.negate(); + } - m1.lookAt( this.position, vector, this.up ); + if (material.displacementMap) { + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + } + } - } else { + return { + refreshFogUniforms: refreshFogUniforms, + refreshMaterialUniforms: refreshMaterialUniforms + }; + } - m1.lookAt( vector, this.position, this.up ); + function createCanvasElement() { + const canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas'); + canvas.style.display = 'block'; + return canvas; + } - } + function WebGLRenderer(parameters = {}) { + const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(), + _context = parameters.context !== undefined ? parameters.context : null, + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, + _depth = parameters.depth !== undefined ? parameters.depth : true, + _stencil = parameters.stencil !== undefined ? parameters.stencil : true, + _antialias = parameters.antialias !== undefined ? parameters.antialias : false, + _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, + _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, + _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default', + _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false; - this.quaternion.setFromRotationMatrix( m1 ); + let currentRenderList = null; + let currentRenderState = null; // render() can be called from within a callback triggered by another render. + // We track this so that the nested render call gets its list and state isolated from the parent render call. - }; + const renderListStack = []; + const renderStateStack = []; // public properties - }(), + this.domElement = _canvas; // Debug configuration container - add: function ( object ) { + this.debug = { + /** + * Enables error checking and reporting when shader programs are being compiled + * @type {boolean} + */ + checkShaderErrors: true + }; // clearing - if ( arguments.length > 1 ) { + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; // scene graph - for ( var i = 0; i < arguments.length; i ++ ) { + this.sortObjects = true; // user-defined clipping - this.add( arguments[ i ] ); + this.clippingPlanes = []; + this.localClippingEnabled = false; // physically based shading - } + this.gammaFactor = 2.0; // for backwards compatibility - return this; + this.outputEncoding = LinearEncoding; // physical lights - } + this.physicallyCorrectLights = false; // tone mapping - if ( object === this ) { + this.toneMapping = NoToneMapping; + this.toneMappingExposure = 1.0; // internal properties - console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object ); - return this; + const _this = this; - } + let _isContextLost = false; // internal state cache - if ( ( object && object.isObject3D ) ) { + let _currentActiveCubeFace = 0; + let _currentActiveMipmapLevel = 0; + let _currentRenderTarget = null; - if ( object.parent !== null ) { + let _currentMaterialId = -1; - object.parent.remove( object ); + let _currentCamera = null; - } + const _currentViewport = new Vector4(); - object.parent = this; - object.dispatchEvent( { type: 'added' } ); + const _currentScissor = new Vector4(); - this.children.push( object ); + let _currentScissorTest = null; // - } else { + let _width = _canvas.width; + let _height = _canvas.height; + let _pixelRatio = 1; + let _opaqueSort = null; + let _transparentSort = null; - console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object ); + const _viewport = new Vector4(0, 0, _width, _height); - } + const _scissor = new Vector4(0, 0, _width, _height); - return this; + let _scissorTest = false; // - }, + const _currentDrawBuffers = []; // frustum - remove: function ( object ) { + const _frustum = new Frustum(); // clipping - if ( arguments.length > 1 ) { - for ( var i = 0; i < arguments.length; i ++ ) { + let _clippingEnabled = false; + let _localClippingEnabled = false; // transmission - this.remove( arguments[ i ] ); + let _transmissionRenderTarget = null; // camera matrices cache - } + const _projScreenMatrix = new Matrix4(); - return this; + const _vector3 = new Vector3(); - } + const _emptyScene = { + background: null, + fog: null, + environment: null, + overrideMaterial: null, + isScene: true + }; - var index = this.children.indexOf( object ); + function getTargetPixelRatio() { + return _currentRenderTarget === null ? _pixelRatio : 1; + } // initialize - if ( index !== - 1 ) { - object.parent = null; + let _gl = _context; - object.dispatchEvent( { type: 'removed' } ); + function getContext(contextNames, contextAttributes) { + for (let i = 0; i < contextNames.length; i++) { + const contextName = contextNames[i]; - this.children.splice( index, 1 ); + const context = _canvas.getContext(contextName, contextAttributes); + if (context !== null) return context; } - return this; + return null; + } - }, + try { + const contextAttributes = { + alpha: _alpha, + depth: _depth, + stencil: _stencil, + antialias: _antialias, + premultipliedAlpha: _premultipliedAlpha, + preserveDrawingBuffer: _preserveDrawingBuffer, + powerPreference: _powerPreference, + failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat + }; // event listeners must be registered before WebGL context is created, see #12753 - getObjectById: function ( id ) { + _canvas.addEventListener('webglcontextlost', onContextLost, false); - return this.getObjectByProperty( 'id', id ); + _canvas.addEventListener('webglcontextrestored', onContextRestore, false); - }, + if (_gl === null) { + const contextNames = ['webgl2', 'webgl', 'experimental-webgl']; - getObjectByName: function ( name ) { + if (_this.isWebGL1Renderer === true) { + contextNames.shift(); + } - return this.getObjectByProperty( 'name', name ); + _gl = getContext(contextNames, contextAttributes); - }, + if (_gl === null) { + if (getContext(contextNames)) { + throw new Error('Error creating WebGL context with your selected attributes.'); + } else { + throw new Error('Error creating WebGL context.'); + } + } + } // Some experimental-webgl implementations do not have getShaderPrecisionFormat - getObjectByProperty: function ( name, value ) { - if ( this[ name ] === value ) return this; + if (_gl.getShaderPrecisionFormat === undefined) { + _gl.getShaderPrecisionFormat = function () { + return { + 'rangeMin': 1, + 'rangeMax': 1, + 'precision': 1 + }; + }; + } + } catch (error) { + console.error('THREE.WebGLRenderer: ' + error.message); + throw error; + } - for ( var i = 0, l = this.children.length; i < l; i ++ ) { + let extensions, capabilities, state, info; + let properties, textures, cubemaps, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + let utils, bindingStates; - var child = this.children[ i ]; - var object = child.getObjectByProperty( name, value ); + function initGLContext() { + extensions = new WebGLExtensions(_gl); + capabilities = new WebGLCapabilities(_gl, extensions, parameters); + extensions.init(capabilities); + utils = new WebGLUtils(_gl, extensions, capabilities); + state = new WebGLState(_gl, extensions, capabilities); + _currentDrawBuffers[0] = _gl.BACK; + info = new WebGLInfo(_gl); + properties = new WebGLProperties(); + textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info); + cubemaps = new WebGLCubeMaps(_this); + attributes = new WebGLAttributes(_gl, capabilities); + bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities); + geometries = new WebGLGeometries(_gl, attributes, info, bindingStates); + objects = new WebGLObjects(_gl, geometries, attributes, info); + morphtargets = new WebGLMorphtargets(_gl); + clipping = new WebGLClipping(properties); + programCache = new WebGLPrograms(_this, cubemaps, extensions, capabilities, bindingStates, clipping); + materials = new WebGLMaterials(properties); + renderLists = new WebGLRenderLists(properties); + renderStates = new WebGLRenderStates(extensions, capabilities); + background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha); + shadowMap = new WebGLShadowMap(_this, objects, capabilities); + bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities); + indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities); + info.programs = programCache.programs; + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.shadowMap = shadowMap; + _this.state = state; + _this.info = info; + } - if ( object !== undefined ) { + initGLContext(); // xr - return object; + const xr = new WebXRManager(_this, _gl); + this.xr = xr; // API - } + this.getContext = function () { + return _gl; + }; - } + this.getContextAttributes = function () { + return _gl.getContextAttributes(); + }; - return undefined; + this.forceContextLoss = function () { + const extension = extensions.get('WEBGL_lose_context'); + if (extension) extension.loseContext(); + }; - }, + this.forceContextRestore = function () { + const extension = extensions.get('WEBGL_lose_context'); + if (extension) extension.restoreContext(); + }; - getWorldPosition: function ( target ) { + this.getPixelRatio = function () { + return _pixelRatio; + }; - if ( target === undefined ) { + this.setPixelRatio = function (value) { + if (value === undefined) return; + _pixelRatio = value; + this.setSize(_width, _height, false); + }; - console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' ); - target = new Vector3(); + this.getSize = function (target) { + return target.set(_width, _height); + }; + this.setSize = function (width, height, updateStyle) { + if (xr.isPresenting) { + console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.'); + return; } - this.updateMatrixWorld( true ); - - return target.setFromMatrixPosition( this.matrixWorld ); + _width = width; + _height = height; + _canvas.width = Math.floor(width * _pixelRatio); + _canvas.height = Math.floor(height * _pixelRatio); - }, + if (updateStyle !== false) { + _canvas.style.width = width + 'px'; + _canvas.style.height = height + 'px'; + } - getWorldQuaternion: function () { + this.setViewport(0, 0, width, height); + }; - var position = new Vector3(); - var scale = new Vector3(); + this.getDrawingBufferSize = function (target) { + return target.set(_width * _pixelRatio, _height * _pixelRatio).floor(); + }; - return function getWorldQuaternion( target ) { + this.setDrawingBufferSize = function (width, height, pixelRatio) { + _width = width; + _height = height; + _pixelRatio = pixelRatio; + _canvas.width = Math.floor(width * pixelRatio); + _canvas.height = Math.floor(height * pixelRatio); + this.setViewport(0, 0, width, height); + }; - if ( target === undefined ) { + this.getCurrentViewport = function (target) { + return target.copy(_currentViewport); + }; - console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' ); - target = new Quaternion(); + this.getViewport = function (target) { + return target.copy(_viewport); + }; - } + this.setViewport = function (x, y, width, height) { + if (x.isVector4) { + _viewport.set(x.x, x.y, x.z, x.w); + } else { + _viewport.set(x, y, width, height); + } - this.updateMatrixWorld( true ); + state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor()); + }; - this.matrixWorld.decompose( position, target, scale ); + this.getScissor = function (target) { + return target.copy(_scissor); + }; - return target; + this.setScissor = function (x, y, width, height) { + if (x.isVector4) { + _scissor.set(x.x, x.y, x.z, x.w); + } else { + _scissor.set(x, y, width, height); + } - }; + state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor()); + }; - }(), + this.getScissorTest = function () { + return _scissorTest; + }; - getWorldScale: function () { + this.setScissorTest = function (boolean) { + state.setScissorTest(_scissorTest = boolean); + }; - var position = new Vector3(); - var quaternion = new Quaternion(); + this.setOpaqueSort = function (method) { + _opaqueSort = method; + }; - return function getWorldScale( target ) { + this.setTransparentSort = function (method) { + _transparentSort = method; + }; // Clearing - if ( target === undefined ) { - console.warn( 'THREE.Object3D: .getWorldScale() target is now required' ); - target = new Vector3(); + this.getClearColor = function (target) { + return target.copy(background.getClearColor()); + }; - } + this.setClearColor = function () { + background.setClearColor.apply(background, arguments); + }; - this.updateMatrixWorld( true ); + this.getClearAlpha = function () { + return background.getClearAlpha(); + }; - this.matrixWorld.decompose( position, quaternion, target ); + this.setClearAlpha = function () { + background.setClearAlpha.apply(background, arguments); + }; - return target; + this.clear = function (color, depth, stencil) { + let bits = 0; + if (color === undefined || color) bits |= _gl.COLOR_BUFFER_BIT; + if (depth === undefined || depth) bits |= _gl.DEPTH_BUFFER_BIT; + if (stencil === undefined || stencil) bits |= _gl.STENCIL_BUFFER_BIT; - }; + _gl.clear(bits); + }; - }(), + this.clearColor = function () { + this.clear(true, false, false); + }; - getWorldDirection: function () { + this.clearDepth = function () { + this.clear(false, true, false); + }; - var quaternion = new Quaternion(); + this.clearStencil = function () { + this.clear(false, false, true); + }; // - return function getWorldDirection( target ) { - if ( target === undefined ) { + this.dispose = function () { + _canvas.removeEventListener('webglcontextlost', onContextLost, false); - console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' ); - target = new Vector3(); + _canvas.removeEventListener('webglcontextrestored', onContextRestore, false); - } + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + cubemaps.dispose(); + objects.dispose(); + bindingStates.dispose(); + xr.dispose(); + xr.removeEventListener('sessionstart', onXRSessionStart); + xr.removeEventListener('sessionend', onXRSessionEnd); - this.getWorldQuaternion( quaternion ); + if (_transmissionRenderTarget) { + _transmissionRenderTarget.dispose(); - return target.set( 0, 0, 1 ).applyQuaternion( quaternion ); + _transmissionRenderTarget = null; + } - }; + animation.stop(); + }; // Events - }(), - raycast: function () {}, + function onContextLost(event) { + event.preventDefault(); + console.log('THREE.WebGLRenderer: Context Lost.'); + _isContextLost = true; + } - traverse: function ( callback ) { + function onContextRestore() + /* event */ + { + console.log('THREE.WebGLRenderer: Context Restored.'); + _isContextLost = false; + const infoAutoReset = info.autoReset; + const shadowMapEnabled = shadowMap.enabled; + const shadowMapAutoUpdate = shadowMap.autoUpdate; + const shadowMapNeedsUpdate = shadowMap.needsUpdate; + const shadowMapType = shadowMap.type; + initGLContext(); + info.autoReset = infoAutoReset; + shadowMap.enabled = shadowMapEnabled; + shadowMap.autoUpdate = shadowMapAutoUpdate; + shadowMap.needsUpdate = shadowMapNeedsUpdate; + shadowMap.type = shadowMapType; + } - callback( this ); + function onMaterialDispose(event) { + const material = event.target; + material.removeEventListener('dispose', onMaterialDispose); + deallocateMaterial(material); + } // Buffer deallocation - var children = this.children; - for ( var i = 0, l = children.length; i < l; i ++ ) { + function deallocateMaterial(material) { + releaseMaterialProgramReferences(material); + properties.remove(material); + } - children[ i ].traverse( callback ); + function releaseMaterialProgramReferences(material) { + const programs = properties.get(material).programs; + if (programs !== undefined) { + programs.forEach(function (program) { + programCache.releaseProgram(program); + }); } + } // Buffer rendering - }, - - traverseVisible: function ( callback ) { - if ( this.visible === false ) return; + function renderObjectImmediate(object, program) { + object.render(function (object) { + _this.renderBufferImmediate(object, program); + }); + } - callback( this ); + this.renderBufferImmediate = function (object, program) { + bindingStates.initAttributes(); + const buffers = properties.get(object); + if (object.hasPositions && !buffers.position) buffers.position = _gl.createBuffer(); + if (object.hasNormals && !buffers.normal) buffers.normal = _gl.createBuffer(); + if (object.hasUvs && !buffers.uv) buffers.uv = _gl.createBuffer(); + if (object.hasColors && !buffers.color) buffers.color = _gl.createBuffer(); + const programAttributes = program.getAttributes(); - var children = this.children; + if (object.hasPositions) { + _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.position); - for ( var i = 0, l = children.length; i < l; i ++ ) { + _gl.bufferData(_gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW); - children[ i ].traverseVisible( callback ); + bindingStates.enableAttribute(programAttributes.position); + _gl.vertexAttribPointer(programAttributes.position, 3, _gl.FLOAT, false, 0, 0); } - }, + if (object.hasNormals) { + _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.normal); - traverseAncestors: function ( callback ) { + _gl.bufferData(_gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW); - var parent = this.parent; + bindingStates.enableAttribute(programAttributes.normal); - if ( parent !== null ) { + _gl.vertexAttribPointer(programAttributes.normal, 3, _gl.FLOAT, false, 0, 0); + } - callback( parent ); + if (object.hasUvs) { + _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.uv); - parent.traverseAncestors( callback ); + _gl.bufferData(_gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW); - } + bindingStates.enableAttribute(programAttributes.uv); - }, + _gl.vertexAttribPointer(programAttributes.uv, 2, _gl.FLOAT, false, 0, 0); + } - updateMatrix: function () { + if (object.hasColors) { + _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.color); - this.matrix.compose( this.position, this.quaternion, this.scale ); + _gl.bufferData(_gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW); - this.matrixWorldNeedsUpdate = true; + bindingStates.enableAttribute(programAttributes.color); - }, + _gl.vertexAttribPointer(programAttributes.color, 3, _gl.FLOAT, false, 0, 0); + } - updateMatrixWorld: function ( force ) { + bindingStates.disableUnusedAttributes(); - if ( this.matrixAutoUpdate ) this.updateMatrix(); + _gl.drawArrays(_gl.TRIANGLES, 0, object.count); - if ( this.matrixWorldNeedsUpdate || force ) { + object.count = 0; + }; - if ( this.parent === null ) { + this.renderBufferDirect = function (camera, scene, geometry, material, object, group) { + if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) - this.matrixWorld.copy( this.matrix ); + const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0; + const program = setProgram(camera, scene, material, object); + state.setMaterial(material, frontFaceCW); // - } else { + let index = geometry.index; + const position = geometry.attributes.position; // - this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + if (index === null) { + if (position === undefined || position.count === 0) return; + } else if (index.count === 0) { + return; + } // - } - this.matrixWorldNeedsUpdate = false; + let rangeFactor = 1; - force = true; + if (material.wireframe === true) { + index = geometries.getWireframeAttribute(geometry); + rangeFactor = 2; + } + if (material.morphTargets || material.morphNormals) { + morphtargets.update(object, geometry, material, program); } - // update children + bindingStates.setup(object, material, program, geometry, index); + let attribute; + let renderer = bufferRenderer; - var children = this.children; + if (index !== null) { + attribute = attributes.get(index); + renderer = indexedBufferRenderer; + renderer.setIndex(attribute); + } // + + + const dataCount = index !== null ? index.count : position.count; + const rangeStart = geometry.drawRange.start * rangeFactor; + const rangeCount = geometry.drawRange.count * rangeFactor; + const groupStart = group !== null ? group.start * rangeFactor : 0; + const groupCount = group !== null ? group.count * rangeFactor : Infinity; + const drawStart = Math.max(rangeStart, groupStart); + const drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1; + const drawCount = Math.max(0, drawEnd - drawStart + 1); + if (drawCount === 0) return; // + + if (object.isMesh) { + if (material.wireframe === true) { + state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio()); + renderer.setMode(_gl.LINES); + } else { + renderer.setMode(_gl.TRIANGLES); + } + } else if (object.isLine) { + let lineWidth = material.linewidth; + if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material - for ( var i = 0, l = children.length; i < l; i ++ ) { + state.setLineWidth(lineWidth * getTargetPixelRatio()); - children[ i ].updateMatrixWorld( force ); + if (object.isLineSegments) { + renderer.setMode(_gl.LINES); + } else if (object.isLineLoop) { + renderer.setMode(_gl.LINE_LOOP); + } else { + renderer.setMode(_gl.LINE_STRIP); + } + } else if (object.isPoints) { + renderer.setMode(_gl.POINTS); + } else if (object.isSprite) { + renderer.setMode(_gl.TRIANGLES); + } + if (object.isInstancedMesh) { + renderer.renderInstances(drawStart, drawCount, object.count); + } else if (geometry.isInstancedBufferGeometry) { + const instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount); + renderer.renderInstances(drawStart, drawCount, instanceCount); + } else { + renderer.render(drawStart, drawCount); } + }; // Compile - }, - toJSON: function ( meta ) { + this.compile = function (scene, camera) { + currentRenderState = renderStates.get(scene); + currentRenderState.init(); + scene.traverseVisible(function (object) { + if (object.isLight && object.layers.test(camera.layers)) { + currentRenderState.pushLight(object); - // meta is a string when called from JSON.stringify - var isRootObject = ( meta === undefined || typeof meta === 'string' ); + if (object.castShadow) { + currentRenderState.pushShadow(object); + } + } + }); + currentRenderState.setupLights(); + scene.traverse(function (object) { + const material = object.material; - var output = {}; + if (material) { + if (Array.isArray(material)) { + for (let i = 0; i < material.length; i++) { + const material2 = material[i]; + getProgram(material2, scene, object); + } + } else { + getProgram(material, scene, object); + } + } + }); + }; // Animation Loop - // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. - if ( isRootObject ) { - // initialize meta obj - meta = { - geometries: {}, - materials: {}, - textures: {}, - images: {}, - shapes: {} - }; + let onAnimationFrameCallback = null; - output.metadata = { - version: 4.5, - type: 'Object', - generator: 'Object3D.toJSON' - }; + function onAnimationFrame(time) { + if (onAnimationFrameCallback) onAnimationFrameCallback(time); + } - } + function onXRSessionStart() { + animation.stop(); + } - // standard Object3D serialization + function onXRSessionEnd() { + animation.start(); + } - var object = {}; + const animation = new WebGLAnimation(); + animation.setAnimationLoop(onAnimationFrame); + if (typeof window !== 'undefined') animation.setContext(window); - object.uuid = this.uuid; - object.type = this.type; + this.setAnimationLoop = function (callback) { + onAnimationFrameCallback = callback; + xr.setAnimationLoop(callback); + callback === null ? animation.stop() : animation.start(); + }; - if ( this.name !== '' ) object.name = this.name; - if ( this.castShadow === true ) object.castShadow = true; - if ( this.receiveShadow === true ) object.receiveShadow = true; - if ( this.visible === false ) object.visible = false; - if ( this.frustumCulled === false ) object.frustumCulled = false; - if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; - if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + xr.addEventListener('sessionstart', onXRSessionStart); + xr.addEventListener('sessionend', onXRSessionEnd); // Rendering - object.matrix = this.matrix.toArray(); + this.render = function (scene, camera) { + if (camera !== undefined && camera.isCamera !== true) { + console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.'); + return; + } - // + if (_isContextLost === true) return; // update scene graph - function serialize( library, element ) { + if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum - if ( library[ element.uuid ] === undefined ) { + if (camera.parent === null) camera.updateMatrixWorld(); - library[ element.uuid ] = element.toJSON( meta ); + if (xr.enabled === true && xr.isPresenting === true) { + if (xr.cameraAutoUpdate === true) xr.updateCamera(camera); + camera = xr.getCamera(); // use XR camera for rendering + } // - } - return element.uuid; + if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget); + currentRenderState = renderStates.get(scene, renderStateStack.length); + currentRenderState.init(); + renderStateStack.push(currentRenderState); - } + _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse); - if ( this.geometry !== undefined ) { + _frustum.setFromProjectionMatrix(_projScreenMatrix); - object.geometry = serialize( meta.geometries, this.geometry ); + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera); + currentRenderList = renderLists.get(scene, renderListStack.length); + currentRenderList.init(); + renderListStack.push(currentRenderList); + projectObject(scene, camera, 0, _this.sortObjects); + currentRenderList.finish(); - var parameters = this.geometry.parameters; + if (_this.sortObjects === true) { + currentRenderList.sort(_opaqueSort, _transparentSort); + } // - if ( parameters !== undefined && parameters.shapes !== undefined ) { - var shapes = parameters.shapes; + if (_clippingEnabled === true) clipping.beginShadows(); + const shadowsArray = currentRenderState.state.shadowsArray; + shadowMap.render(shadowsArray, scene, camera); + currentRenderState.setupLights(); + currentRenderState.setupLightsView(camera); + if (_clippingEnabled === true) clipping.endShadows(); // - if ( Array.isArray( shapes ) ) { + if (this.info.autoReset === true) this.info.reset(); // - for ( var i = 0, l = shapes.length; i < l; i ++ ) { + background.render(currentRenderList, scene); // render scene - var shape = shapes[ i ]; + const opaqueObjects = currentRenderList.opaque; + const transmissiveObjects = currentRenderList.transmissive; + const transparentObjects = currentRenderList.transparent; + if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera); + if (transmissiveObjects.length > 0) renderTransmissiveObjects(opaqueObjects, transmissiveObjects, scene, camera); + if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); // - serialize( meta.shapes, shape ); + if (_currentRenderTarget !== null) { + // resolve multisample renderbuffers to a single-sample texture if necessary + textures.updateMultisampleRenderTarget(_currentRenderTarget); // Generate mipmap if we're using any kind of mipmap filtering - } + textures.updateRenderTargetMipmap(_currentRenderTarget); + } // - } else { - serialize( meta.shapes, shapes ); + if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render - } + state.buffers.depth.setTest(true); + state.buffers.depth.setMask(true); + state.buffers.color.setMask(true); + state.setPolygonOffset(false); // _gl.finish(); - } + bindingStates.resetDefaultState(); + _currentMaterialId = -1; + _currentCamera = null; + renderStateStack.pop(); + if (renderStateStack.length > 0) { + currentRenderState = renderStateStack[renderStateStack.length - 1]; + } else { + currentRenderState = null; } - if ( this.material !== undefined ) { - - if ( Array.isArray( this.material ) ) { + renderListStack.pop(); - var uuids = []; + if (renderListStack.length > 0) { + currentRenderList = renderListStack[renderListStack.length - 1]; + } else { + currentRenderList = null; + } + }; - for ( var i = 0, l = this.material.length; i < l; i ++ ) { + function projectObject(object, camera, groupOrder, sortObjects) { + if (object.visible === false) return; + const visible = object.layers.test(camera.layers); - uuids.push( serialize( meta.materials, this.material[ i ] ) ); + if (visible) { + if (object.isGroup) { + groupOrder = object.renderOrder; + } else if (object.isLOD) { + if (object.autoUpdate === true) object.update(camera); + } else if (object.isLight) { + currentRenderState.pushLight(object); + if (object.castShadow) { + currentRenderState.pushShadow(object); } + } else if (object.isSprite) { + if (!object.frustumCulled || _frustum.intersectsSprite(object)) { + if (sortObjects) { + _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix); + } - object.material = uuids; - - } else { - - object.material = serialize( meta.materials, this.material ); - - } + const geometry = objects.update(object); + const material = object.material; - } + if (material.visible) { + currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null); + } + } + } else if (object.isImmediateRenderObject) { + if (sortObjects) { + _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix); + } - // + currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null); + } else if (object.isMesh || object.isLine || object.isPoints) { + if (object.isSkinnedMesh) { + // update skeleton only once in a frame + if (object.skeleton.frame !== info.render.frame) { + object.skeleton.update(); + object.skeleton.frame = info.render.frame; + } + } - if ( this.children.length > 0 ) { + if (!object.frustumCulled || _frustum.intersectsObject(object)) { + if (sortObjects) { + _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix); + } - object.children = []; + const geometry = objects.update(object); + const material = object.material; - for ( var i = 0; i < this.children.length; i ++ ) { + if (Array.isArray(material)) { + const groups = geometry.groups; - object.children.push( this.children[ i ].toJSON( meta ).object ); + for (let i = 0, l = groups.length; i < l; i++) { + const group = groups[i]; + const groupMaterial = material[group.materialIndex]; + if (groupMaterial && groupMaterial.visible) { + currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group); + } + } + } else if (material.visible) { + currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null); + } + } } - } - if ( isRootObject ) { - - var geometries = extractFromCache( meta.geometries ); - var materials = extractFromCache( meta.materials ); - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); - var shapes = extractFromCache( meta.shapes ); - - if ( geometries.length > 0 ) output.geometries = geometries; - if ( materials.length > 0 ) output.materials = materials; - if ( textures.length > 0 ) output.textures = textures; - if ( images.length > 0 ) output.images = images; - if ( shapes.length > 0 ) output.shapes = shapes; + const children = object.children; + for (let i = 0, l = children.length; i < l; i++) { + projectObject(children[i], camera, groupOrder, sortObjects); } + } - output.object = object; + function renderTransmissiveObjects(opaqueObjects, transmissiveObjects, scene, camera) { + if (_transmissionRenderTarget === null) { + const needsAntialias = _antialias === true && capabilities.isWebGL2 === true; + const renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget; + _transmissionRenderTarget = new renderTargetType(1024, 1024, { + generateMipmaps: true, + type: utils.convert(HalfFloatType) !== null ? HalfFloatType : UnsignedByteType, + minFilter: LinearMipmapLinearFilter, + magFilter: NearestFilter, + wrapS: ClampToEdgeWrapping, + wrapT: ClampToEdgeWrapping + }); + } - return output; + const currentRenderTarget = _this.getRenderTarget(); - // extract data from the cache hash - // remove metadata on each item - // and return as array - function extractFromCache( cache ) { + _this.setRenderTarget(_transmissionRenderTarget); - var values = []; - for ( var key in cache ) { + _this.clear(); // Turn off the features which can affect the frag color for opaque objects pass. + // Otherwise they are applied twice in opaque objects pass and transmission objects pass. - var data = cache[ key ]; - delete data.metadata; - values.push( data ); - } - return values; + const currentToneMapping = _this.toneMapping; + _this.toneMapping = NoToneMapping; + renderObjects(opaqueObjects, scene, camera); + _this.toneMapping = currentToneMapping; + textures.updateMultisampleRenderTarget(_transmissionRenderTarget); + textures.updateRenderTargetMipmap(_transmissionRenderTarget); - } + _this.setRenderTarget(currentRenderTarget); - }, + renderObjects(transmissiveObjects, scene, camera); + } - clone: function ( recursive ) { + function renderObjects(renderList, scene, camera) { + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; - return new this.constructor().copy( this, recursive ); + for (let i = 0, l = renderList.length; i < l; i++) { + const renderItem = renderList[i]; + const object = renderItem.object; + const geometry = renderItem.geometry; + const material = overrideMaterial === null ? renderItem.material : overrideMaterial; + const group = renderItem.group; - }, + if (camera.isArrayCamera) { + const cameras = camera.cameras; - copy: function ( source, recursive ) { + for (let j = 0, jl = cameras.length; j < jl; j++) { + const camera2 = cameras[j]; - if ( recursive === undefined ) recursive = true; + if (object.layers.test(camera2.layers)) { + state.viewport(_currentViewport.copy(camera2.viewport)); + currentRenderState.setupLightsView(camera2); + renderObject(object, scene, camera2, geometry, material, group); + } + } + } else { + renderObject(object, scene, camera, geometry, material, group); + } + } + } - this.name = source.name; + function renderObject(object, scene, camera, geometry, material, group) { + object.onBeforeRender(_this, scene, camera, geometry, material, group); + object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld); + object.normalMatrix.getNormalMatrix(object.modelViewMatrix); - this.up.copy( source.up ); + if (object.isImmediateRenderObject) { + const program = setProgram(camera, scene, material, object); + state.setMaterial(material); + bindingStates.reset(); + renderObjectImmediate(object, program); + } else { + if (material.transparent === true && material.side === DoubleSide) { + material.side = BackSide; + material.needsUpdate = true; - this.position.copy( source.position ); - this.quaternion.copy( source.quaternion ); - this.scale.copy( source.scale ); + _this.renderBufferDirect(camera, scene, geometry, material, object, group); - this.matrix.copy( source.matrix ); - this.matrixWorld.copy( source.matrixWorld ); + material.side = FrontSide; + material.needsUpdate = true; - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + _this.renderBufferDirect(camera, scene, geometry, material, object, group); - this.layers.mask = source.layers.mask; - this.visible = source.visible; + material.side = DoubleSide; + } else { + _this.renderBufferDirect(camera, scene, geometry, material, object, group); + } + } - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; + object.onAfterRender(_this, scene, camera, geometry, material, group); + } - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; + function getProgram(material, scene, object) { + if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - this.userData = JSON.parse( JSON.stringify( source.userData ) ); + const materialProperties = properties.get(material); + const lights = currentRenderState.state.lights; + const shadowsArray = currentRenderState.state.shadowsArray; + const lightsStateVersion = lights.state.version; + const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object); + const programCacheKey = programCache.getProgramCacheKey(parameters); + let programs = materialProperties.programs; // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change - if ( recursive === true ) { + materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; + materialProperties.fog = scene.fog; + materialProperties.envMap = cubemaps.get(material.envMap || materialProperties.environment); - for ( var i = 0; i < source.children.length; i ++ ) { + if (programs === undefined) { + // new material + material.addEventListener('dispose', onMaterialDispose); + programs = new Map(); + materialProperties.programs = programs; + } - var child = source.children[ i ]; - this.add( child.clone() ); + let program = programs.get(programCacheKey); + if (program !== undefined) { + // early out if program and light state is identical + if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) { + updateCommonMaterialProperties(material, parameters); + return program; } - + } else { + parameters.uniforms = programCache.getUniforms(material); + material.onBuild(parameters, _this); + material.onBeforeCompile(parameters, _this); + program = programCache.acquireProgram(parameters, programCacheKey); + programs.set(programCacheKey, program); + materialProperties.uniforms = parameters.uniforms; } - return this; + const uniforms = materialProperties.uniforms; + + if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) { + uniforms.clippingPlanes = clipping.uniform; + } + + updateCommonMaterialProperties(material, parameters); // store the light setup it was created for + + materialProperties.needsLights = materialNeedsLights(material); + materialProperties.lightsStateVersion = lightsStateVersion; + + if (materialProperties.needsLights) { + // wire up the material to this renderer's lighting state + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.lightProbe.value = lights.state.probe; + uniforms.directionalLights.value = lights.state.directional; + uniforms.directionalLightShadows.value = lights.state.directionalShadow; + uniforms.spotLights.value = lights.state.spot; + uniforms.spotLightShadows.value = lights.state.spotShadow; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.ltc_1.value = lights.state.rectAreaLTC1; + uniforms.ltc_2.value = lights.state.rectAreaLTC2; + uniforms.pointLights.value = lights.state.point; + uniforms.pointLightShadows.value = lights.state.pointShadow; + uniforms.hemisphereLights.value = lights.state.hemi; + uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotShadowMap.value = lights.state.spotShadowMap; + uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; + uniforms.pointShadowMap.value = lights.state.pointShadowMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms + } + const progUniforms = program.getUniforms(); + const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms); + materialProperties.currentProgram = program; + materialProperties.uniformsList = uniformsList; + return program; } - } ); + function updateCommonMaterialProperties(material, parameters) { + const materialProperties = properties.get(material); + materialProperties.outputEncoding = parameters.outputEncoding; + materialProperties.instancing = parameters.instancing; + materialProperties.skinning = parameters.skinning; + materialProperties.numClippingPlanes = parameters.numClippingPlanes; + materialProperties.numIntersection = parameters.numClipIntersection; + materialProperties.vertexAlphas = parameters.vertexAlphas; + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author mikael emtinger / http://gomo.se/ - * @author WestLangley / http://github.com/WestLangley - */ + function setProgram(camera, scene, material, object) { + if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... - function Camera() { + textures.resetTextureUnits(); + const fog = scene.fog; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding; + const envMap = cubemaps.get(material.envMap || environment); + const vertexAlphas = material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4; + const materialProperties = properties.get(material); + const lights = currentRenderState.state.lights; - Object3D.call( this ); + if (_clippingEnabled === true) { + if (_localClippingEnabled === true || camera !== _currentCamera) { + const useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) - this.type = 'Camera'; + clipping.setState(material, camera, useCache); + } + } // + + + let needsProgramChange = false; + + if (material.version === materialProperties.__version) { + if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) { + needsProgramChange = true; + } else if (materialProperties.outputEncoding !== encoding) { + needsProgramChange = true; + } else if (object.isInstancedMesh && materialProperties.instancing === false) { + needsProgramChange = true; + } else if (!object.isInstancedMesh && materialProperties.instancing === true) { + needsProgramChange = true; + } else if (object.isSkinnedMesh && materialProperties.skinning === false) { + needsProgramChange = true; + } else if (!object.isSkinnedMesh && materialProperties.skinning === true) { + needsProgramChange = true; + } else if (materialProperties.envMap !== envMap) { + needsProgramChange = true; + } else if (material.fog && materialProperties.fog !== fog) { + needsProgramChange = true; + } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) { + needsProgramChange = true; + } else if (materialProperties.vertexAlphas !== vertexAlphas) { + needsProgramChange = true; + } + } else { + needsProgramChange = true; + materialProperties.__version = material.version; + } // - this.matrixWorldInverse = new Matrix4(); - this.projectionMatrix = new Matrix4(); - } + let program = materialProperties.currentProgram; - Camera.prototype = Object.assign( Object.create( Object3D.prototype ), { + if (needsProgramChange === true) { + program = getProgram(material, scene, object); + } - constructor: Camera, + let refreshProgram = false; + let refreshMaterial = false; + let refreshLights = false; + const p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.uniforms; - isCamera: true, + if (state.useProgram(program.program)) { + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + } - copy: function ( source, recursive ) { + if (material.id !== _currentMaterialId) { + _currentMaterialId = material.id; + refreshMaterial = true; + } - Object3D.prototype.copy.call( this, source, recursive ); + if (refreshProgram || _currentCamera !== camera) { + p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix); - this.matrixWorldInverse.copy( source.matrixWorldInverse ); - this.projectionMatrix.copy( source.projectionMatrix ); + if (capabilities.logarithmicDepthBuffer) { + p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2)); + } - return this; + if (_currentCamera !== camera) { + _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: - }, + refreshMaterial = true; // set to true on material change - getWorldDirection: function () { + refreshLights = true; // remains set until update done + } // load material specific uniforms + // (shader material also gets them for the sake of genericity) - var quaternion = new Quaternion(); - return function getWorldDirection( target ) { + if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) { + const uCamPos = p_uniforms.map.cameraPosition; - if ( target === undefined ) { + if (uCamPos !== undefined) { + uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld)); + } + } - console.warn( 'THREE.Camera: .getWorldDirection() target is now required' ); - target = new Vector3(); + if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) { + p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true); + } + if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) { + p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse); } + } // skinning uniforms must be set even if material didn't change + // auto-setting of texture unit for bone texture must go before other textures + // otherwise textures used for skinning can take over texture units reserved for other material textures - this.getWorldQuaternion( quaternion ); - return target.set( 0, 0, - 1 ).applyQuaternion( quaternion ); + if (object.isSkinnedMesh) { + p_uniforms.setOptional(_gl, object, 'bindMatrix'); + p_uniforms.setOptional(_gl, object, 'bindMatrixInverse'); + const skeleton = object.skeleton; - }; + if (skeleton) { + if (capabilities.floatVertexTextures) { + if (skeleton.boneTexture === null) skeleton.computeBoneTexture(); + p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures); + p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize); + } else { + p_uniforms.setOptional(_gl, skeleton, 'boneMatrices'); + } + } + } - }(), + if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) { + materialProperties.receiveShadow = object.receiveShadow; + p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow); + } - updateMatrixWorld: function ( force ) { + if (refreshMaterial) { + p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure); - Object3D.prototype.updateMatrixWorld.call( this, force ); + if (materialProperties.needsLights) { + // the current material requires lighting info + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + markUniformsLightsNeedsUpdate(m_uniforms, refreshLights); + } // refresh uniforms common to several materials - this.matrixWorldInverse.getInverse( this.matrixWorld ); - }, + if (fog && material.fog) { + materials.refreshFogUniforms(m_uniforms, fog); + } - clone: function () { + materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget); + WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures); + } - return new this.constructor().copy( this ); + if (material.isShaderMaterial && material.uniformsNeedUpdate === true) { + WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures); + material.uniformsNeedUpdate = false; + } - } + if (material.isSpriteMaterial) { + p_uniforms.setValue(_gl, 'center', object.center); + } // common matrices - } ); - /** - * @author alteredq / http://alteredqualia.com/ - * @author arose / http://github.com/arose - */ + p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix); + p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix); + p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld); + return program; + } // If uniforms are marked as clean, they don't need to be loaded to the GPU. - function OrthographicCamera( left, right, top, bottom, near, far ) { - Camera.call( this ); + function markUniformsLightsNeedsUpdate(uniforms, value) { + uniforms.ambientLightColor.needsUpdate = value; + uniforms.lightProbe.needsUpdate = value; + uniforms.directionalLights.needsUpdate = value; + uniforms.directionalLightShadows.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.pointLightShadows.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.spotLightShadows.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + } - this.type = 'OrthographicCamera'; + function materialNeedsLights(material) { + return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true; + } - this.zoom = 1; - this.view = null; + this.getActiveCubeFace = function () { + return _currentActiveCubeFace; + }; - this.left = left; - this.right = right; - this.top = top; - this.bottom = bottom; + this.getActiveMipmapLevel = function () { + return _currentActiveMipmapLevel; + }; - this.near = ( near !== undefined ) ? near : 0.1; - this.far = ( far !== undefined ) ? far : 2000; + this.getRenderTarget = function () { + return _currentRenderTarget; + }; - this.updateProjectionMatrix(); + this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) { + _currentRenderTarget = renderTarget; + _currentActiveCubeFace = activeCubeFace; + _currentActiveMipmapLevel = activeMipmapLevel; - } + if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) { + textures.setupRenderTarget(renderTarget); + } - OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), { + let framebuffer = null; + let isCube = false; + let isRenderTarget3D = false; - constructor: OrthographicCamera, + if (renderTarget) { + const texture = renderTarget.texture; - isOrthographicCamera: true, + if (texture.isDataTexture3D || texture.isDataTexture2DArray) { + isRenderTarget3D = true; + } - copy: function ( source, recursive ) { + const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer; - Camera.prototype.copy.call( this, source, recursive ); + if (renderTarget.isWebGLCubeRenderTarget) { + framebuffer = __webglFramebuffer[activeCubeFace]; + isCube = true; + } else if (renderTarget.isWebGLMultisampleRenderTarget) { + framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer; + } else { + framebuffer = __webglFramebuffer; + } - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; + _currentViewport.copy(renderTarget.viewport); - this.zoom = source.zoom; - this.view = source.view === null ? null : Object.assign( {}, source.view ); + _currentScissor.copy(renderTarget.scissor); - return this; + _currentScissorTest = renderTarget.scissorTest; + } else { + _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor(); - }, + _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor(); - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { + _currentScissorTest = _scissorTest; + } - if ( this.view === null ) { + const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; + if (framebufferBound && capabilities.drawBuffers) { + let needsUpdate = false; - } + if (renderTarget) { + if (renderTarget.isWebGLMultipleRenderTargets) { + const textures = renderTarget.texture; - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; + if (_currentDrawBuffers.length !== textures.length || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) { + for (let i = 0, il = textures.length; i < il; i++) { + _currentDrawBuffers[i] = _gl.COLOR_ATTACHMENT0 + i; + } - this.updateProjectionMatrix(); + _currentDrawBuffers.length = textures.length; + needsUpdate = true; + } + } else { + if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) { + _currentDrawBuffers[0] = _gl.COLOR_ATTACHMENT0; + _currentDrawBuffers.length = 1; + needsUpdate = true; + } + } + } else { + if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.BACK) { + _currentDrawBuffers[0] = _gl.BACK; + _currentDrawBuffers.length = 1; + needsUpdate = true; + } + } - }, + if (needsUpdate) { + if (capabilities.isWebGL2) { + _gl.drawBuffers(_currentDrawBuffers); + } else { + extensions.get('WEBGL_draw_buffers').drawBuffersWEBGL(_currentDrawBuffers); + } + } + } - clearViewOffset: function () { + state.viewport(_currentViewport); + state.scissor(_currentScissor); + state.setScissorTest(_currentScissorTest); - if ( this.view !== null ) { + if (isCube) { + const textureProperties = properties.get(renderTarget.texture); - this.view.enabled = false; + _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel); + } else if (isRenderTarget3D) { + const textureProperties = properties.get(renderTarget.texture); + const layer = activeCubeFace || 0; + _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer); } + }; - this.updateProjectionMatrix(); + this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) { + if (!(renderTarget && renderTarget.isWebGLRenderTarget)) { + console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.'); + return; + } - }, + let framebuffer = properties.get(renderTarget).__webglFramebuffer; - updateProjectionMatrix: function () { + if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) { + framebuffer = framebuffer[activeCubeFaceIndex]; + } - var dx = ( this.right - this.left ) / ( 2 * this.zoom ); - var dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); - var cx = ( this.right + this.left ) / 2; - var cy = ( this.top + this.bottom ) / 2; + if (framebuffer) { + state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); - var left = cx - dx; - var right = cx + dx; - var top = cy + dy; - var bottom = cy - dy; + try { + const texture = renderTarget.texture; + const textureFormat = texture.format; + const textureType = texture.type; - if ( this.view !== null && this.view.enabled ) { + if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) { + console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.'); + return; + } - var zoomW = this.zoom / ( this.view.width / this.view.fullWidth ); - var zoomH = this.zoom / ( this.view.height / this.view.fullHeight ); - var scaleW = ( this.right - this.left ) / this.view.width; - var scaleH = ( this.top - this.bottom ) / this.view.height; + const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float')); - left += scaleW * ( this.view.offsetX / zoomW ); - right = left + scaleW * ( this.view.width / zoomW ); - top -= scaleH * ( this.view.offsetY / zoomH ); - bottom = top - scaleH * ( this.view.height / zoomH ); + if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513) + !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox + !halfFloatSupportedByExt) { + console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.'); + return; + } + if (_gl.checkFramebufferStatus(_gl.FRAMEBUFFER) === _gl.FRAMEBUFFER_COMPLETE) { + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) { + _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer); + } + } else { + console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.'); + } + } finally { + // restore framebuffer of current render target if necessary + const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null; + state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer); + } } + }; - this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far ); + this.copyFramebufferToTexture = function (position, texture, level = 0) { + const levelScale = Math.pow(2, -level); + const width = Math.floor(texture.image.width * levelScale); + const height = Math.floor(texture.image.height * levelScale); + let glFormat = utils.convert(texture.format); - }, + if (capabilities.isWebGL2) { + // Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100 + // Not needed in Chrome 93+ + if (glFormat === _gl.RGB) glFormat = _gl.RGB8; + if (glFormat === _gl.RGBA) glFormat = _gl.RGBA8; + } - toJSON: function ( meta ) { + textures.setTexture2D(texture, 0); - var data = Object3D.prototype.toJSON.call( this, meta ); + _gl.copyTexImage2D(_gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0); - data.object.zoom = this.zoom; - data.object.left = this.left; - data.object.right = this.right; - data.object.top = this.top; - data.object.bottom = this.bottom; - data.object.near = this.near; - data.object.far = this.far; + state.unbindTexture(); + }; - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) { + const width = srcTexture.image.width; + const height = srcTexture.image.height; + const glFormat = utils.convert(dstTexture.format); + const glType = utils.convert(dstTexture.type); + textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei + // parameters, make sure they are correct for the dstTexture - return data; + _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY); - } + _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha); - } ); + _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment); + + if (srcTexture.isDataTexture) { + _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data); + } else { + if (srcTexture.isCompressedTexture) { + _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data); + } else { + _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image); + } + } // Generate mipmaps only when copying level 0 - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - function Face3( a, b, c, normal, color, materialIndex ) { + if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D); + state.unbindTexture(); + }; - this.a = a; - this.b = b; - this.c = c; + this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) { + if (_this.isWebGL1Renderer) { + console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.'); + return; + } - this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3(); - this.vertexNormals = Array.isArray( normal ) ? normal : []; + const width = sourceBox.max.x - sourceBox.min.x + 1; + const height = sourceBox.max.y - sourceBox.min.y + 1; + const depth = sourceBox.max.z - sourceBox.min.z + 1; + const glFormat = utils.convert(dstTexture.format); + const glType = utils.convert(dstTexture.type); + let glTarget; - this.color = ( color && color.isColor ) ? color : new Color(); - this.vertexColors = Array.isArray( color ) ? color : []; + if (dstTexture.isDataTexture3D) { + textures.setTexture3D(dstTexture, 0); + glTarget = _gl.TEXTURE_3D; + } else if (dstTexture.isDataTexture2DArray) { + textures.setTexture2DArray(dstTexture, 0); + glTarget = _gl.TEXTURE_2D_ARRAY; + } else { + console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.'); + return; + } - this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY); - } + _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha); - Object.assign( Face3.prototype, { + _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment); - clone: function () { + const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH); - return new this.constructor().copy( this ); + const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT); - }, + const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS); - copy: function ( source ) { + const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS); - this.a = source.a; - this.b = source.b; - this.c = source.c; + const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES); - this.normal.copy( source.normal ); - this.color.copy( source.color ); + const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[0] : srcTexture.image; - this.materialIndex = source.materialIndex; + _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width); - for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height); - this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x); - } + _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y); - for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z); - this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + if (srcTexture.isDataTexture || srcTexture.isDataTexture3D) { + _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data); + } else { + if (srcTexture.isCompressedTexture) { + console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.'); + _gl.compressedTexSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data); + } else { + _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image); + } } - return this; + _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen); - } + _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight); - } ); + _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels); - /** - * @author mrdoob / http://mrdoob.com/ - * @author kile / http://kile.stravaganza.org/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author bhouston / http://clara.io - */ + _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows); - var geometryId = 0; // Geometry uses even numbers as Id + _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); // Generate mipmaps only when copying level 0 - function Geometry() { - Object.defineProperty( this, 'id', { value: geometryId += 2 } ); + if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget); + state.unbindTexture(); + }; - this.uuid = _Math.generateUUID(); + this.initTexture = function (texture) { + textures.setTexture2D(texture, 0); + state.unbindTexture(); + }; - this.name = ''; - this.type = 'Geometry'; + this.resetState = function () { + _currentActiveCubeFace = 0; + _currentActiveMipmapLevel = 0; + _currentRenderTarget = null; + state.reset(); + bindingStates.reset(); + }; - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; + if (typeof __THREE_DEVTOOLS__ !== 'undefined') { + __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', { + detail: this + })); // eslint-disable-line no-undef - this.morphTargets = []; - this.morphNormals = []; + } + } - this.skinWeights = []; - this.skinIndices = []; + class WebGL1Renderer extends WebGLRenderer {} - this.lineDistances = []; + WebGL1Renderer.prototype.isWebGL1Renderer = true; - this.boundingBox = null; - this.boundingSphere = null; + class FogExp2 { + constructor(color, density = 0.00025) { + this.name = ''; + this.color = new Color(color); + this.density = density; + } - // update flags + clone() { + return new FogExp2(this.color, this.density); + } - this.elementsNeedUpdate = false; - this.verticesNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.lineDistancesNeedUpdate = false; - this.groupsNeedUpdate = false; + toJSON() + /* meta */ + { + return { + type: 'FogExp2', + color: this.color.getHex(), + density: this.density + }; + } } - Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + FogExp2.prototype.isFogExp2 = true; - constructor: Geometry, + class Fog { + constructor(color, near = 1, far = 1000) { + this.name = ''; + this.color = new Color(color); + this.near = near; + this.far = far; + } - isGeometry: true, + clone() { + return new Fog(this.color, this.near, this.far); + } - applyMatrix: function ( matrix ) { + toJSON() + /* meta */ + { + return { + type: 'Fog', + color: this.color.getHex(), + near: this.near, + far: this.far + }; + } - var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + } - for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { + Fog.prototype.isFog = true; - var vertex = this.vertices[ i ]; - vertex.applyMatrix4( matrix ); + class Scene extends Object3D { + constructor() { + super(); + this.type = 'Scene'; + this.background = null; + this.environment = null; + this.fog = null; + this.overrideMaterial = null; + this.autoUpdate = true; // checked by the renderer - } + if (typeof __THREE_DEVTOOLS__ !== 'undefined') { + __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', { + detail: this + })); // eslint-disable-line no-undef - for ( var i = 0, il = this.faces.length; i < il; i ++ ) { + } + } - var face = this.faces[ i ]; - face.normal.applyMatrix3( normalMatrix ).normalize(); + copy(source, recursive) { + super.copy(source, recursive); + if (source.background !== null) this.background = source.background.clone(); + if (source.environment !== null) this.environment = source.environment.clone(); + if (source.fog !== null) this.fog = source.fog.clone(); + if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone(); + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; + return this; + } - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { + toJSON(meta) { + const data = super.toJSON(meta); + if (this.fog !== null) data.object.fog = this.fog.toJSON(); + return data; + } - face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); + } - } + Scene.prototype.isScene = true; - } + class InterleavedBuffer { + constructor(array, stride) { + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + this.usage = StaticDrawUsage; + this.updateRange = { + offset: 0, + count: -1 + }; + this.version = 0; + this.uuid = generateUUID(); + } - if ( this.boundingBox !== null ) { + onUploadCallback() {} - this.computeBoundingBox(); + set needsUpdate(value) { + if (value === true) this.version++; + } - } + setUsage(value) { + this.usage = value; + return this; + } - if ( this.boundingSphere !== null ) { + copy(source) { + this.array = new source.array.constructor(source.array); + this.count = source.count; + this.stride = source.stride; + this.usage = source.usage; + return this; + } - this.computeBoundingSphere(); + copyAt(index1, attribute, index2) { + index1 *= this.stride; + index2 *= attribute.stride; + for (let i = 0, l = this.stride; i < l; i++) { + this.array[index1 + i] = attribute.array[index2 + i]; } - this.verticesNeedUpdate = true; - this.normalsNeedUpdate = true; + return this; + } + set(value, offset = 0) { + this.array.set(value, offset); return this; + } - }, + clone(data) { + if (data.arrayBuffers === undefined) { + data.arrayBuffers = {}; + } - rotateX: function () { + if (this.array.buffer._uuid === undefined) { + this.array.buffer._uuid = generateUUID(); + } - // rotate geometry around world x-axis + if (data.arrayBuffers[this.array.buffer._uuid] === undefined) { + data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer; + } - var m1 = new Matrix4(); + const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]); + const ib = new this.constructor(array, this.stride); + ib.setUsage(this.usage); + return ib; + } - return function rotateX( angle ) { + onUpload(callback) { + this.onUploadCallback = callback; + return this; + } - m1.makeRotationX( angle ); + toJSON(data) { + if (data.arrayBuffers === undefined) { + data.arrayBuffers = {}; + } // generate UUID for array buffer if necessary - this.applyMatrix( m1 ); - return this; + if (this.array.buffer._uuid === undefined) { + this.array.buffer._uuid = generateUUID(); + } - }; + if (data.arrayBuffers[this.array.buffer._uuid] === undefined) { + data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer)); + } // - }(), - rotateY: function () { + return { + uuid: this.uuid, + buffer: this.array.buffer._uuid, + type: this.array.constructor.name, + stride: this.stride + }; + } - // rotate geometry around world y-axis + } - var m1 = new Matrix4(); + InterleavedBuffer.prototype.isInterleavedBuffer = true; - return function rotateY( angle ) { + const _vector$6 = /*@__PURE__*/new Vector3(); - m1.makeRotationY( angle ); + class InterleavedBufferAttribute { + constructor(interleavedBuffer, itemSize, offset, normalized = false) { + this.name = ''; + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + this.normalized = normalized === true; + } - this.applyMatrix( m1 ); - - return this; + get count() { + return this.data.count; + } - }; + get array() { + return this.data.array; + } - }(), + set needsUpdate(value) { + this.data.needsUpdate = value; + } - rotateZ: function () { + applyMatrix4(m) { + for (let i = 0, l = this.data.count; i < l; i++) { + _vector$6.x = this.getX(i); + _vector$6.y = this.getY(i); + _vector$6.z = this.getZ(i); - // rotate geometry around world z-axis + _vector$6.applyMatrix4(m); - var m1 = new Matrix4(); + this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z); + } - return function rotateZ( angle ) { + return this; + } - m1.makeRotationZ( angle ); + applyNormalMatrix(m) { + for (let i = 0, l = this.count; i < l; i++) { + _vector$6.x = this.getX(i); + _vector$6.y = this.getY(i); + _vector$6.z = this.getZ(i); - this.applyMatrix( m1 ); + _vector$6.applyNormalMatrix(m); - return this; + this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z); + } - }; + return this; + } - }(), + transformDirection(m) { + for (let i = 0, l = this.count; i < l; i++) { + _vector$6.x = this.getX(i); + _vector$6.y = this.getY(i); + _vector$6.z = this.getZ(i); - translate: function () { + _vector$6.transformDirection(m); - // translate geometry + this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z); + } - var m1 = new Matrix4(); + return this; + } - return function translate( x, y, z ) { + setX(index, x) { + this.data.array[index * this.data.stride + this.offset] = x; + return this; + } - m1.makeTranslation( x, y, z ); + setY(index, y) { + this.data.array[index * this.data.stride + this.offset + 1] = y; + return this; + } - this.applyMatrix( m1 ); + setZ(index, z) { + this.data.array[index * this.data.stride + this.offset + 2] = z; + return this; + } - return this; + setW(index, w) { + this.data.array[index * this.data.stride + this.offset + 3] = w; + return this; + } - }; + getX(index) { + return this.data.array[index * this.data.stride + this.offset]; + } - }(), + getY(index) { + return this.data.array[index * this.data.stride + this.offset + 1]; + } - scale: function () { + getZ(index) { + return this.data.array[index * this.data.stride + this.offset + 2]; + } - // scale geometry + getW(index) { + return this.data.array[index * this.data.stride + this.offset + 3]; + } - var m1 = new Matrix4(); + setXY(index, x, y) { + index = index * this.data.stride + this.offset; + this.data.array[index + 0] = x; + this.data.array[index + 1] = y; + return this; + } - return function scale( x, y, z ) { + setXYZ(index, x, y, z) { + index = index * this.data.stride + this.offset; + this.data.array[index + 0] = x; + this.data.array[index + 1] = y; + this.data.array[index + 2] = z; + return this; + } - m1.makeScale( x, y, z ); + setXYZW(index, x, y, z, w) { + index = index * this.data.stride + this.offset; + this.data.array[index + 0] = x; + this.data.array[index + 1] = y; + this.data.array[index + 2] = z; + this.data.array[index + 3] = w; + return this; + } - this.applyMatrix( m1 ); + clone(data) { + if (data === undefined) { + console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.'); + const array = []; - return this; + for (let i = 0; i < this.count; i++) { + const index = i * this.data.stride + this.offset; - }; + for (let j = 0; j < this.itemSize; j++) { + array.push(this.data.array[index + j]); + } + } - }(), + return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized); + } else { + if (data.interleavedBuffers === undefined) { + data.interleavedBuffers = {}; + } - lookAt: function () { + if (data.interleavedBuffers[this.data.uuid] === undefined) { + data.interleavedBuffers[this.data.uuid] = this.data.clone(data); + } - var obj = new Object3D(); + return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized); + } + } - return function lookAt( vector ) { + toJSON(data) { + if (data === undefined) { + console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.'); + const array = []; - obj.lookAt( vector ); + for (let i = 0; i < this.count; i++) { + const index = i * this.data.stride + this.offset; - obj.updateMatrix(); + for (let j = 0; j < this.itemSize; j++) { + array.push(this.data.array[index + j]); + } + } // deinterleave data and save it as an ordinary buffer attribute for now - this.applyMatrix( obj.matrix ); - }; + return { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: array, + normalized: this.normalized + }; + } else { + // save as true interlaved attribtue + if (data.interleavedBuffers === undefined) { + data.interleavedBuffers = {}; + } - }(), + if (data.interleavedBuffers[this.data.uuid] === undefined) { + data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data); + } - fromBufferGeometry: function ( geometry ) { + return { + isInterleavedBufferAttribute: true, + itemSize: this.itemSize, + data: this.data.uuid, + offset: this.offset, + normalized: this.normalized + }; + } + } - var scope = this; + } - var indices = geometry.index !== null ? geometry.index.array : undefined; - var attributes = geometry.attributes; + InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true; - var positions = attributes.position.array; - var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; - var colors = attributes.color !== undefined ? attributes.color.array : undefined; - var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; - var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; + /** + * parameters = { + * color: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * rotation: , + * sizeAttenuation: + * } + */ - if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + class SpriteMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'SpriteMaterial'; + this.color = new Color(0xffffff); + this.map = null; + this.alphaMap = null; + this.rotation = 0; + this.sizeAttenuation = true; + this.transparent = true; + this.setValues(parameters); + } + + copy(source) { + super.copy(source); + this.color.copy(source.color); + this.map = source.map; + this.alphaMap = source.alphaMap; + this.rotation = source.rotation; + this.sizeAttenuation = source.sizeAttenuation; + return this; + } - var tempNormals = []; - var tempUVs = []; - var tempUVs2 = []; + } - for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { + SpriteMaterial.prototype.isSpriteMaterial = true; - scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) ); + let _geometry; - if ( normals !== undefined ) { + const _intersectPoint = /*@__PURE__*/new Vector3(); - tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) ); + const _worldScale = /*@__PURE__*/new Vector3(); - } + const _mvPosition = /*@__PURE__*/new Vector3(); - if ( colors !== undefined ) { + const _alignedPosition = /*@__PURE__*/new Vector2(); - scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) ); + const _rotatedPosition = /*@__PURE__*/new Vector2(); - } + const _viewWorldMatrix = /*@__PURE__*/new Matrix4(); - if ( uvs !== undefined ) { + const _vA = /*@__PURE__*/new Vector3(); - tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) ); + const _vB = /*@__PURE__*/new Vector3(); - } + const _vC = /*@__PURE__*/new Vector3(); - if ( uvs2 !== undefined ) { + const _uvA = /*@__PURE__*/new Vector2(); - tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); + const _uvB = /*@__PURE__*/new Vector2(); - } + const _uvC = /*@__PURE__*/new Vector2(); - } + class Sprite extends Object3D { + constructor(material) { + super(); + this.type = 'Sprite'; - function addFace( a, b, c, materialIndex ) { + if (_geometry === undefined) { + _geometry = new BufferGeometry(); + const float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]); + const interleavedBuffer = new InterleavedBuffer(float32Array, 5); - var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : []; - var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : []; + _geometry.setIndex([0, 1, 2, 0, 2, 3]); - var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false)); - scope.faces.push( face ); + _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false)); + } - if ( uvs !== undefined ) { + this.geometry = _geometry; + this.material = material !== undefined ? material : new SpriteMaterial(); + this.center = new Vector2(0.5, 0.5); + } - scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + raycast(raycaster, intersects) { + if (raycaster.camera === null) { + console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.'); + } - } + _worldScale.setFromMatrixScale(this.matrixWorld); - if ( uvs2 !== undefined ) { + _viewWorldMatrix.copy(raycaster.camera.matrixWorld); - scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); + this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld); - } + _mvPosition.setFromMatrixPosition(this.modelViewMatrix); + if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) { + _worldScale.multiplyScalar(-_mvPosition.z); } - var groups = geometry.groups; + const rotation = this.material.rotation; + let sin, cos; - if ( groups.length > 0 ) { - - for ( var i = 0; i < groups.length; i ++ ) { + if (rotation !== 0) { + cos = Math.cos(rotation); + sin = Math.sin(rotation); + } - var group = groups[ i ]; + const center = this.center; + transformVertex(_vA.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos); + transformVertex(_vB.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos); + transformVertex(_vC.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos); - var start = group.start; - var count = group.count; + _uvA.set(0, 0); - for ( var j = start, jl = start + count; j < jl; j += 3 ) { + _uvB.set(1, 0); - if ( indices !== undefined ) { + _uvC.set(1, 1); // check first triangle - addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); - } else { + let intersect = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint); - addFace( j, j + 1, j + 2, group.materialIndex ); + if (intersect === null) { + // check second triangle + transformVertex(_vB.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos); - } + _uvB.set(0, 1); - } + intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint); + if (intersect === null) { + return; } + } - } else { - - if ( indices !== undefined ) { + const distance = raycaster.ray.origin.distanceTo(_intersectPoint); + if (distance < raycaster.near || distance > raycaster.far) return; + intersects.push({ + distance: distance, + point: _intersectPoint.clone(), + uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()), + face: null, + object: this + }); + } - for ( var i = 0; i < indices.length; i += 3 ) { + copy(source) { + super.copy(source); + if (source.center !== undefined) this.center.copy(source.center); + this.material = source.material; + return this; + } - addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); + } - } + Sprite.prototype.isSprite = true; - } else { + function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) { + // compute position in camera space + _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); // to check if rotation is not zero - for ( var i = 0; i < positions.length / 3; i += 3 ) { - addFace( i, i + 1, i + 2 ); + if (sin !== undefined) { + _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y; + _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y; + } else { + _rotatedPosition.copy(_alignedPosition); + } - } + vertexPosition.copy(mvPosition); + vertexPosition.x += _rotatedPosition.x; + vertexPosition.y += _rotatedPosition.y; // transform to world space - } + vertexPosition.applyMatrix4(_viewWorldMatrix); + } - } + const _v1$2 = /*@__PURE__*/new Vector3(); - this.computeFaceNormals(); + const _v2$1 = /*@__PURE__*/new Vector3(); - if ( geometry.boundingBox !== null ) { + class LOD extends Object3D { + constructor() { + super(); + this._currentLevel = 0; + this.type = 'LOD'; + Object.defineProperties(this, { + levels: { + enumerable: true, + value: [] + }, + isLOD: { + value: true + } + }); + this.autoUpdate = true; + } - this.boundingBox = geometry.boundingBox.clone(); + copy(source) { + super.copy(source, false); + const levels = source.levels; + for (let i = 0, l = levels.length; i < l; i++) { + const level = levels[i]; + this.addLevel(level.object.clone(), level.distance); } - if ( geometry.boundingSphere !== null ) { + this.autoUpdate = source.autoUpdate; + return this; + } - this.boundingSphere = geometry.boundingSphere.clone(); + addLevel(object, distance = 0) { + distance = Math.abs(distance); + const levels = this.levels; + let l; + for (l = 0; l < levels.length; l++) { + if (distance < levels[l].distance) { + break; + } } + levels.splice(l, 0, { + distance: distance, + object: object + }); + this.add(object); return this; + } - }, + getCurrentLevel() { + return this._currentLevel; + } - center: function () { + getObjectForDistance(distance) { + const levels = this.levels; - var offset = new Vector3(); + if (levels.length > 0) { + let i, l; - return function center() { + for (i = 1, l = levels.length; i < l; i++) { + if (distance < levels[i].distance) { + break; + } + } - this.computeBoundingBox(); + return levels[i - 1].object; + } - this.boundingBox.getCenter( offset ).negate(); + return null; + } - this.translate( offset.x, offset.y, offset.z ); + raycast(raycaster, intersects) { + const levels = this.levels; - return this; + if (levels.length > 0) { + _v1$2.setFromMatrixPosition(this.matrixWorld); - }; + const distance = raycaster.ray.origin.distanceTo(_v1$2); + this.getObjectForDistance(distance).raycast(raycaster, intersects); + } + } + + update(camera) { + const levels = this.levels; - }(), + if (levels.length > 1) { + _v1$2.setFromMatrixPosition(camera.matrixWorld); - normalize: function () { + _v2$1.setFromMatrixPosition(this.matrixWorld); - this.computeBoundingSphere(); + const distance = _v1$2.distanceTo(_v2$1) / camera.zoom; + levels[0].object.visible = true; + let i, l; - var center = this.boundingSphere.center; - var radius = this.boundingSphere.radius; + for (i = 1, l = levels.length; i < l; i++) { + if (distance >= levels[i].distance) { + levels[i - 1].object.visible = false; + levels[i].object.visible = true; + } else { + break; + } + } - var s = radius === 0 ? 1 : 1.0 / radius; + this._currentLevel = i - 1; + + for (; i < l; i++) { + levels[i].object.visible = false; + } + } + } - var matrix = new Matrix4(); - matrix.set( - s, 0, 0, - s * center.x, - 0, s, 0, - s * center.y, - 0, 0, s, - s * center.z, - 0, 0, 0, 1 - ); + toJSON(meta) { + const data = super.toJSON(meta); + if (this.autoUpdate === false) data.object.autoUpdate = false; + data.object.levels = []; + const levels = this.levels; - this.applyMatrix( matrix ); + for (let i = 0, l = levels.length; i < l; i++) { + const level = levels[i]; + data.object.levels.push({ + object: level.object.uuid, + distance: level.distance + }); + } - return this; + return data; + } - }, + } - computeFaceNormals: function () { + const _basePosition = /*@__PURE__*/new Vector3(); - var cb = new Vector3(), ab = new Vector3(); + const _skinIndex = /*@__PURE__*/new Vector4(); - for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { + const _skinWeight = /*@__PURE__*/new Vector4(); - var face = this.faces[ f ]; + const _vector$5 = /*@__PURE__*/new Vector3(); - var vA = this.vertices[ face.a ]; - var vB = this.vertices[ face.b ]; - var vC = this.vertices[ face.c ]; + const _matrix = /*@__PURE__*/new Matrix4(); - cb.subVectors( vC, vB ); - ab.subVectors( vA, vB ); - cb.cross( ab ); + class SkinnedMesh extends Mesh { + constructor(geometry, material) { + super(geometry, material); + this.type = 'SkinnedMesh'; + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); + } - cb.normalize(); + copy(source) { + super.copy(source); + this.bindMode = source.bindMode; + this.bindMatrix.copy(source.bindMatrix); + this.bindMatrixInverse.copy(source.bindMatrixInverse); + this.skeleton = source.skeleton; + return this; + } - face.normal.copy( cb ); + bind(skeleton, bindMatrix) { + this.skeleton = skeleton; + if (bindMatrix === undefined) { + this.updateMatrixWorld(true); + this.skeleton.calculateInverses(); + bindMatrix = this.matrixWorld; } - }, + this.bindMatrix.copy(bindMatrix); + this.bindMatrixInverse.copy(bindMatrix).invert(); + } - computeVertexNormals: function ( areaWeighted ) { + pose() { + this.skeleton.pose(); + } - if ( areaWeighted === undefined ) areaWeighted = true; + normalizeSkinWeights() { + const vector = new Vector4(); + const skinWeight = this.geometry.attributes.skinWeight; - var v, vl, f, fl, face, vertices; + for (let i = 0, l = skinWeight.count; i < l; i++) { + vector.x = skinWeight.getX(i); + vector.y = skinWeight.getY(i); + vector.z = skinWeight.getZ(i); + vector.w = skinWeight.getW(i); + const scale = 1.0 / vector.manhattanLength(); - vertices = new Array( this.vertices.length ); + if (scale !== Infinity) { + vector.multiplyScalar(scale); + } else { + vector.set(1, 0, 0, 0); // do something reasonable + } - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w); + } + } - vertices[ v ] = new Vector3(); + updateMatrixWorld(force) { + super.updateMatrixWorld(force); + if (this.bindMode === 'attached') { + this.bindMatrixInverse.copy(this.matrixWorld).invert(); + } else if (this.bindMode === 'detached') { + this.bindMatrixInverse.copy(this.bindMatrix).invert(); + } else { + console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode); } + } - if ( areaWeighted ) { + boneTransform(index, target) { + const skeleton = this.skeleton; + const geometry = this.geometry; - // vertex normals weighted by triangle areas - // http://www.iquilezles.org/www/articles/normals/normals.htm + _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index); - var vA, vB, vC; - var cb = new Vector3(), ab = new Vector3(); + _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index); - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + _basePosition.fromBufferAttribute(geometry.attributes.position, index).applyMatrix4(this.bindMatrix); - face = this.faces[ f ]; + target.set(0, 0, 0); - vA = this.vertices[ face.a ]; - vB = this.vertices[ face.b ]; - vC = this.vertices[ face.c ]; + for (let i = 0; i < 4; i++) { + const weight = _skinWeight.getComponent(i); - cb.subVectors( vC, vB ); - ab.subVectors( vA, vB ); - cb.cross( ab ); + if (weight !== 0) { + const boneIndex = _skinIndex.getComponent(i); - vertices[ face.a ].add( cb ); - vertices[ face.b ].add( cb ); - vertices[ face.c ].add( cb ); + _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]); + target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight); } + } - } else { + return target.applyMatrix4(this.bindMatrixInverse); + } - this.computeFaceNormals(); + } - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + SkinnedMesh.prototype.isSkinnedMesh = true; - face = this.faces[ f ]; + class Bone extends Object3D { + constructor() { + super(); + this.type = 'Bone'; + } - vertices[ face.a ].add( face.normal ); - vertices[ face.b ].add( face.normal ); - vertices[ face.c ].add( face.normal ); + } - } + Bone.prototype.isBone = true; - } + class DataTexture extends Texture { + constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding) { + super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); + this.image = { + data: data, + width: width, + height: height + }; + this.magFilter = magFilter; + this.minFilter = minFilter; + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + this.needsUpdate = true; + } - for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { + } - vertices[ v ].normalize(); + DataTexture.prototype.isDataTexture = true; - } + const _offsetMatrix = /*@__PURE__*/new Matrix4(); - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + const _identityMatrix = /*@__PURE__*/new Matrix4(); - face = this.faces[ f ]; + class Skeleton { + constructor(bones = [], boneInverses = []) { + this.uuid = generateUUID(); + this.bones = bones.slice(0); + this.boneInverses = boneInverses; + this.boneMatrices = null; + this.boneTexture = null; + this.boneTextureSize = 0; + this.frame = -1; + this.init(); + } - var vertexNormals = face.vertexNormals; + init() { + const bones = this.bones; + const boneInverses = this.boneInverses; + this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary - if ( vertexNormals.length === 3 ) { + if (boneInverses.length === 0) { + this.calculateInverses(); + } else { + // handle special case + if (bones.length !== boneInverses.length) { + console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.'); + this.boneInverses = []; - vertexNormals[ 0 ].copy( vertices[ face.a ] ); - vertexNormals[ 1 ].copy( vertices[ face.b ] ); - vertexNormals[ 2 ].copy( vertices[ face.c ] ); + for (let i = 0, il = this.bones.length; i < il; i++) { + this.boneInverses.push(new Matrix4()); + } + } + } + } - } else { + calculateInverses() { + this.boneInverses.length = 0; - vertexNormals[ 0 ] = vertices[ face.a ].clone(); - vertexNormals[ 1 ] = vertices[ face.b ].clone(); - vertexNormals[ 2 ] = vertices[ face.c ].clone(); + for (let i = 0, il = this.bones.length; i < il; i++) { + const inverse = new Matrix4(); + if (this.bones[i]) { + inverse.copy(this.bones[i].matrixWorld).invert(); } + this.boneInverses.push(inverse); } + } + + pose() { + // recover the bind-time world matrices + for (let i = 0, il = this.bones.length; i < il; i++) { + const bone = this.bones[i]; + + if (bone) { + bone.matrixWorld.copy(this.boneInverses[i]).invert(); + } + } // compute the local matrices, positions, rotations and scales + - if ( this.faces.length > 0 ) { + for (let i = 0, il = this.bones.length; i < il; i++) { + const bone = this.bones[i]; - this.normalsNeedUpdate = true; + if (bone) { + if (bone.parent && bone.parent.isBone) { + bone.matrix.copy(bone.parent.matrixWorld).invert(); + bone.matrix.multiply(bone.matrixWorld); + } else { + bone.matrix.copy(bone.matrixWorld); + } + bone.matrix.decompose(bone.position, bone.quaternion, bone.scale); + } } + } - }, + update() { + const bones = this.bones; + const boneInverses = this.boneInverses; + const boneMatrices = this.boneMatrices; + const boneTexture = this.boneTexture; // flatten bone matrices to array - computeFlatVertexNormals: function () { + for (let i = 0, il = bones.length; i < il; i++) { + // compute the offset between the current and the original transform + const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix; - var f, fl, face; + _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]); - this.computeFaceNormals(); + _offsetMatrix.toArray(boneMatrices, i * 16); + } - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + if (boneTexture !== null) { + boneTexture.needsUpdate = true; + } + } - face = this.faces[ f ]; + clone() { + return new Skeleton(this.bones, this.boneInverses); + } - var vertexNormals = face.vertexNormals; + computeBoneTexture() { + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + let size = Math.sqrt(this.bones.length * 4); // 4 pixels needed for 1 matrix - if ( vertexNormals.length === 3 ) { + size = ceilPowerOfTwo(size); + size = Math.max(size, 4); + const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel - vertexNormals[ 0 ].copy( face.normal ); - vertexNormals[ 1 ].copy( face.normal ); - vertexNormals[ 2 ].copy( face.normal ); + boneMatrices.set(this.boneMatrices); // copy current values - } else { + const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType); + this.boneMatrices = boneMatrices; + this.boneTexture = boneTexture; + this.boneTextureSize = size; + return this; + } - vertexNormals[ 0 ] = face.normal.clone(); - vertexNormals[ 1 ] = face.normal.clone(); - vertexNormals[ 2 ] = face.normal.clone(); + getBoneByName(name) { + for (let i = 0, il = this.bones.length; i < il; i++) { + const bone = this.bones[i]; + if (bone.name === name) { + return bone; } + } + + return undefined; + } + dispose() { + if (this.boneTexture !== null) { + this.boneTexture.dispose(); + this.boneTexture = null; } + } + + fromJSON(json, bones) { + this.uuid = json.uuid; - if ( this.faces.length > 0 ) { + for (let i = 0, l = json.bones.length; i < l; i++) { + const uuid = json.bones[i]; + let bone = bones[uuid]; - this.normalsNeedUpdate = true; + if (bone === undefined) { + console.warn('THREE.Skeleton: No bone found with UUID:', uuid); + bone = new Bone(); + } + this.bones.push(bone); + this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i])); } - }, + this.init(); + return this; + } + + toJSON() { + const data = { + metadata: { + version: 4.5, + type: 'Skeleton', + generator: 'Skeleton.toJSON' + }, + bones: [], + boneInverses: [] + }; + data.uuid = this.uuid; + const bones = this.bones; + const boneInverses = this.boneInverses; - computeMorphNormals: function () { + for (let i = 0, l = bones.length; i < l; i++) { + const bone = bones[i]; + data.bones.push(bone.uuid); + const boneInverse = boneInverses[i]; + data.boneInverses.push(boneInverse.toArray()); + } - var i, il, f, fl, face; + return data; + } - // save original normals - // - create temp variables on first access - // otherwise just copy (for faster repeated calls) + } - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + const _instanceLocalMatrix = /*@__PURE__*/new Matrix4(); - face = this.faces[ f ]; + const _instanceWorldMatrix = /*@__PURE__*/new Matrix4(); - if ( ! face.__originalFaceNormal ) { + const _instanceIntersects = []; - face.__originalFaceNormal = face.normal.clone(); + const _mesh = /*@__PURE__*/new Mesh(); - } else { + class InstancedMesh extends Mesh { + constructor(geometry, material, count) { + super(geometry, material); + this.instanceMatrix = new BufferAttribute(new Float32Array(count * 16), 16); + this.instanceColor = null; + this.count = count; + this.frustumCulled = false; + } - face.__originalFaceNormal.copy( face.normal ); + copy(source) { + super.copy(source); + this.instanceMatrix.copy(source.instanceMatrix); + if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone(); + this.count = source.count; + return this; + } - } + getColorAt(index, color) { + color.fromArray(this.instanceColor.array, index * 3); + } - if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; + getMatrixAt(index, matrix) { + matrix.fromArray(this.instanceMatrix.array, index * 16); + } - for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { + raycast(raycaster, intersects) { + const matrixWorld = this.matrixWorld; + const raycastTimes = this.count; + _mesh.geometry = this.geometry; + _mesh.material = this.material; + if (_mesh.material === undefined) return; - if ( ! face.__originalVertexNormals[ i ] ) { + for (let instanceId = 0; instanceId < raycastTimes; instanceId++) { + // calculate the world matrix for each instance + this.getMatrixAt(instanceId, _instanceLocalMatrix); - face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); + _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance - } else { - face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); + _mesh.matrixWorld = _instanceWorldMatrix; + + _mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast - } + for (let i = 0, l = _instanceIntersects.length; i < l; i++) { + const intersect = _instanceIntersects[i]; + intersect.instanceId = instanceId; + intersect.object = this; + intersects.push(intersect); } + _instanceIntersects.length = 0; } + } - // use temp geometry to compute face and vertex normals for each morph + setColorAt(index, color) { + if (this.instanceColor === null) { + this.instanceColor = new BufferAttribute(new Float32Array(this.count * 3), 3); + } - var tmpGeo = new Geometry(); - tmpGeo.faces = this.faces; + color.toArray(this.instanceColor.array, index * 3); + } - for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { + setMatrixAt(index, matrix) { + matrix.toArray(this.instanceMatrix.array, index * 16); + } - // create on first access + updateMorphTargets() {} - if ( ! this.morphNormals[ i ] ) { + dispose() { + this.dispatchEvent({ + type: 'dispose' + }); + } - this.morphNormals[ i ] = {}; - this.morphNormals[ i ].faceNormals = []; - this.morphNormals[ i ].vertexNormals = []; + } - var dstNormalsFace = this.morphNormals[ i ].faceNormals; - var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; + InstancedMesh.prototype.isInstancedMesh = true; - var faceNormal, vertexNormals; + /** + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round" + * } + */ - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + class LineBasicMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'LineBasicMaterial'; + this.color = new Color(0xffffff); + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + this.morphTargets = false; + this.setValues(parameters); + } - faceNormal = new Vector3(); - vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; + copy(source) { + super.copy(source); + this.color.copy(source.color); + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + this.morphTargets = source.morphTargets; + return this; + } - dstNormalsFace.push( faceNormal ); - dstNormalsVertex.push( vertexNormals ); + } - } + LineBasicMaterial.prototype.isLineBasicMaterial = true; - } + const _start$1 = /*@__PURE__*/new Vector3(); - var morphNormals = this.morphNormals[ i ]; + const _end$1 = /*@__PURE__*/new Vector3(); - // set vertices to morph target + const _inverseMatrix$1 = /*@__PURE__*/new Matrix4(); - tmpGeo.vertices = this.morphTargets[ i ].vertices; + const _ray$1 = /*@__PURE__*/new Ray(); - // compute morph normals + const _sphere$1 = /*@__PURE__*/new Sphere(); - tmpGeo.computeFaceNormals(); - tmpGeo.computeVertexNormals(); + class Line extends Object3D { + constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) { + super(); + this.type = 'Line'; + this.geometry = geometry; + this.material = material; + this.updateMorphTargets(); + } - // store morph normals + copy(source) { + super.copy(source); + this.material = source.material; + this.geometry = source.geometry; + return this; + } - var faceNormal, vertexNormals; + computeLineDistances() { + const geometry = this.geometry; - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { + if (geometry.isBufferGeometry) { + // we assume non-indexed geometry + if (geometry.index === null) { + const positionAttribute = geometry.attributes.position; + const lineDistances = [0]; - face = this.faces[ f ]; + for (let i = 1, l = positionAttribute.count; i < l; i++) { + _start$1.fromBufferAttribute(positionAttribute, i - 1); - faceNormal = morphNormals.faceNormals[ f ]; - vertexNormals = morphNormals.vertexNormals[ f ]; + _end$1.fromBufferAttribute(positionAttribute, i); - faceNormal.copy( face.normal ); - - vertexNormals.a.copy( face.vertexNormals[ 0 ] ); - vertexNormals.b.copy( face.vertexNormals[ 1 ] ); - vertexNormals.c.copy( face.vertexNormals[ 2 ] ); + lineDistances[i] = lineDistances[i - 1]; + lineDistances[i] += _start$1.distanceTo(_end$1); + } + geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1)); + } else { + console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.'); } - - } - - // restore original normals - - for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { - - face = this.faces[ f ]; - - face.normal = face.__originalFaceNormal; - face.vertexNormals = face.__originalVertexNormals; - + } else if (geometry.isGeometry) { + console.error('THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.'); } - }, - - computeBoundingBox: function () { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); + return this; + } - } + raycast(raycaster, intersects) { + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Line.threshold; + const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray - this.boundingBox.setFromPoints( this.vertices ); + if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); - }, + _sphere$1.copy(geometry.boundingSphere); - computeBoundingSphere: function () { + _sphere$1.applyMatrix4(matrixWorld); - if ( this.boundingSphere === null ) { + _sphere$1.radius += threshold; + if (raycaster.ray.intersectsSphere(_sphere$1) === false) return; // - this.boundingSphere = new Sphere(); + _inverseMatrix$1.copy(matrixWorld).invert(); - } + _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1); - this.boundingSphere.setFromPoints( this.vertices ); + const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3); + const localThresholdSq = localThreshold * localThreshold; + const vStart = new Vector3(); + const vEnd = new Vector3(); + const interSegment = new Vector3(); + const interRay = new Vector3(); + const step = this.isLineSegments ? 2 : 1; - }, + if (geometry.isBufferGeometry) { + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; - merge: function ( geometry, matrix, materialIndexOffset ) { + if (index !== null) { + const start = Math.max(0, drawRange.start); + const end = Math.min(index.count, drawRange.start + drawRange.count); - if ( ! ( geometry && geometry.isGeometry ) ) { + for (let i = start, l = end - 1; i < l; i += step) { + const a = index.getX(i); + const b = index.getX(i + 1); + vStart.fromBufferAttribute(positionAttribute, a); + vEnd.fromBufferAttribute(positionAttribute, b); - console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); - return; + const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment); - } + if (distSq > localThresholdSq) continue; + interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation - var normalMatrix, - vertexOffset = this.vertices.length, - vertices1 = this.vertices, - vertices2 = geometry.vertices, - faces1 = this.faces, - faces2 = geometry.faces, - uvs1 = this.faceVertexUvs[ 0 ], - uvs2 = geometry.faceVertexUvs[ 0 ], - colors1 = this.colors, - colors2 = geometry.colors; + const distance = raycaster.ray.origin.distanceTo(interRay); + if (distance < raycaster.near || distance > raycaster.far) continue; + intersects.push({ + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4(this.matrixWorld), + index: i, + face: null, + faceIndex: null, + object: this + }); + } + } else { + const start = Math.max(0, drawRange.start); + const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count); - if ( materialIndexOffset === undefined ) materialIndexOffset = 0; + for (let i = start, l = end - 1; i < l; i += step) { + vStart.fromBufferAttribute(positionAttribute, i); + vEnd.fromBufferAttribute(positionAttribute, i + 1); - if ( matrix !== undefined ) { + const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment); - normalMatrix = new Matrix3().getNormalMatrix( matrix ); + if (distSq > localThresholdSq) continue; + interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation + const distance = raycaster.ray.origin.distanceTo(interRay); + if (distance < raycaster.near || distance > raycaster.far) continue; + intersects.push({ + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4(this.matrixWorld), + index: i, + face: null, + faceIndex: null, + object: this + }); + } + } + } else if (geometry.isGeometry) { + console.error('THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.'); } + } - // vertices - - for ( var i = 0, il = vertices2.length; i < il; i ++ ) { - - var vertex = vertices2[ i ]; - - var vertexCopy = vertex.clone(); - - if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); - - vertices1.push( vertexCopy ); + updateMorphTargets() { + const geometry = this.geometry; - } + if (geometry.isBufferGeometry) { + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys(morphAttributes); - // colors + if (keys.length > 0) { + const morphAttribute = morphAttributes[keys[0]]; - for ( var i = 0, il = colors2.length; i < il; i ++ ) { + if (morphAttribute !== undefined) { + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; - colors1.push( colors2[ i ].clone() ); + for (let m = 0, ml = morphAttribute.length; m < ml; m++) { + const name = morphAttribute[m].name || String(m); + this.morphTargetInfluences.push(0); + this.morphTargetDictionary[name] = m; + } + } + } + } else { + const morphTargets = geometry.morphTargets; + if (morphTargets !== undefined && morphTargets.length > 0) { + console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.'); + } } + } - // faces - - for ( i = 0, il = faces2.length; i < il; i ++ ) { - - var face = faces2[ i ], faceCopy, normal, color, - faceVertexNormals = face.vertexNormals, - faceVertexColors = face.vertexColors; + } - faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); - faceCopy.normal.copy( face.normal ); + Line.prototype.isLine = true; - if ( normalMatrix !== undefined ) { + const _start = /*@__PURE__*/new Vector3(); - faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); + const _end = /*@__PURE__*/new Vector3(); - } + class LineSegments extends Line { + constructor(geometry, material) { + super(geometry, material); + this.type = 'LineSegments'; + } - for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { + computeLineDistances() { + const geometry = this.geometry; - normal = faceVertexNormals[ j ].clone(); + if (geometry.isBufferGeometry) { + // we assume non-indexed geometry + if (geometry.index === null) { + const positionAttribute = geometry.attributes.position; + const lineDistances = []; - if ( normalMatrix !== undefined ) { + for (let i = 0, l = positionAttribute.count; i < l; i += 2) { + _start.fromBufferAttribute(positionAttribute, i); - normal.applyMatrix3( normalMatrix ).normalize(); + _end.fromBufferAttribute(positionAttribute, i + 1); + lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1]; + lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end); } - faceCopy.vertexNormals.push( normal ); - - } - - faceCopy.color.copy( face.color ); - - for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { - - color = faceVertexColors[ j ]; - faceCopy.vertexColors.push( color.clone() ); - + geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1)); + } else { + console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.'); } + } else if (geometry.isGeometry) { + console.error('THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.'); + } - faceCopy.materialIndex = face.materialIndex + materialIndexOffset; - - faces1.push( faceCopy ); + return this; + } - } + } - // uvs + LineSegments.prototype.isLineSegments = true; - for ( i = 0, il = uvs2.length; i < il; i ++ ) { + class LineLoop extends Line { + constructor(geometry, material) { + super(geometry, material); + this.type = 'LineLoop'; + } - var uv = uvs2[ i ], uvCopy = []; + } - if ( uv === undefined ) { + LineLoop.prototype.isLineLoop = true; - continue; + /** + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * alphaMap: new THREE.Texture( ), + * + * size: , + * sizeAttenuation: + * + * morphTargets: + * } + */ - } + class PointsMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'PointsMaterial'; + this.color = new Color(0xffffff); + this.map = null; + this.alphaMap = null; + this.size = 1; + this.sizeAttenuation = true; + this.morphTargets = false; + this.setValues(parameters); + } - for ( var j = 0, jl = uv.length; j < jl; j ++ ) { + copy(source) { + super.copy(source); + this.color.copy(source.color); + this.map = source.map; + this.alphaMap = source.alphaMap; + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + this.morphTargets = source.morphTargets; + return this; + } - uvCopy.push( uv[ j ].clone() ); + } - } + PointsMaterial.prototype.isPointsMaterial = true; - uvs1.push( uvCopy ); + const _inverseMatrix = /*@__PURE__*/new Matrix4(); - } + const _ray = /*@__PURE__*/new Ray(); - }, + const _sphere = /*@__PURE__*/new Sphere(); - mergeMesh: function ( mesh ) { + const _position$2 = /*@__PURE__*/new Vector3(); - if ( ! ( mesh && mesh.isMesh ) ) { + class Points extends Object3D { + constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) { + super(); + this.type = 'Points'; + this.geometry = geometry; + this.material = material; + this.updateMorphTargets(); + } - console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); - return; + copy(source) { + super.copy(source); + this.material = source.material; + this.geometry = source.geometry; + return this; + } - } + raycast(raycaster, intersects) { + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Points.threshold; + const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray - if ( mesh.matrixAutoUpdate ) mesh.updateMatrix(); + if (geometry.boundingSphere === null) geometry.computeBoundingSphere(); - this.merge( mesh.geometry, mesh.matrix ); + _sphere.copy(geometry.boundingSphere); - }, + _sphere.applyMatrix4(matrixWorld); - /* - * Checks for duplicate vertices with hashmap. - * Duplicated vertices are removed - * and faces' vertices are updated. - */ + _sphere.radius += threshold; + if (raycaster.ray.intersectsSphere(_sphere) === false) return; // - mergeVertices: function () { + _inverseMatrix.copy(matrixWorld).invert(); - var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) - var unique = [], changes = []; + _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix); - var v, key; - var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 - var precision = Math.pow( 10, precisionPoints ); - var i, il, face; - var indices, j, jl; + const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3); + const localThresholdSq = localThreshold * localThreshold; - for ( i = 0, il = this.vertices.length; i < il; i ++ ) { + if (geometry.isBufferGeometry) { + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; - v = this.vertices[ i ]; - key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); + if (index !== null) { + const start = Math.max(0, drawRange.start); + const end = Math.min(index.count, drawRange.start + drawRange.count); - if ( verticesMap[ key ] === undefined ) { + for (let i = start, il = end; i < il; i++) { + const a = index.getX(i); - verticesMap[ key ] = i; - unique.push( this.vertices[ i ] ); - changes[ i ] = unique.length - 1; + _position$2.fromBufferAttribute(positionAttribute, a); + testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this); + } } else { + const start = Math.max(0, drawRange.start); + const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count); - //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); - changes[ i ] = changes[ verticesMap[ key ] ]; + for (let i = start, l = end; i < l; i++) { + _position$2.fromBufferAttribute(positionAttribute, i); + testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this); + } } - + } else { + console.error('THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.'); } + } + updateMorphTargets() { + const geometry = this.geometry; - // if faces are completely degenerate after merging vertices, we - // have to remove them from the geometry. - var faceIndicesToRemove = []; - - for ( i = 0, il = this.faces.length; i < il; i ++ ) { - - face = this.faces[ i ]; - - face.a = changes[ face.a ]; - face.b = changes[ face.b ]; - face.c = changes[ face.c ]; - - indices = [ face.a, face.b, face.c ]; - - // if any duplicate vertices are found in a Face3 - // we have to remove the face as nothing can be saved - for ( var n = 0; n < 3; n ++ ) { + if (geometry.isBufferGeometry) { + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys(morphAttributes); - if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { + if (keys.length > 0) { + const morphAttribute = morphAttributes[keys[0]]; - faceIndicesToRemove.push( i ); - break; + if (morphAttribute !== undefined) { + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + for (let m = 0, ml = morphAttribute.length; m < ml; m++) { + const name = morphAttribute[m].name || String(m); + this.morphTargetInfluences.push(0); + this.morphTargetDictionary[name] = m; + } } - } + } else { + const morphTargets = geometry.morphTargets; - } - - for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { - - var idx = faceIndicesToRemove[ i ]; - - this.faces.splice( idx, 1 ); - - for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { - - this.faceVertexUvs[ j ].splice( idx, 1 ); - + if (morphTargets !== undefined && morphTargets.length > 0) { + console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.'); } - } + } - // Use unique set of vertices + } - var diff = this.vertices.length - unique.length; - this.vertices = unique; - return diff; + Points.prototype.isPoints = true; - }, + function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) { + const rayPointDistanceSq = _ray.distanceSqToPoint(point); - setFromPoints: function ( points ) { + if (rayPointDistanceSq < localThresholdSq) { + const intersectPoint = new Vector3(); - this.vertices = []; + _ray.closestPointToPoint(point, intersectPoint); - for ( var i = 0, l = points.length; i < l; i ++ ) { + intersectPoint.applyMatrix4(matrixWorld); + const distance = raycaster.ray.origin.distanceTo(intersectPoint); + if (distance < raycaster.near || distance > raycaster.far) return; + intersects.push({ + distance: distance, + distanceToRay: Math.sqrt(rayPointDistanceSq), + point: intersectPoint, + index: index, + face: null, + object: object + }); + } + } - var point = points[ i ]; - this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); + class VideoTexture extends Texture { + constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { + super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); + this.format = format !== undefined ? format : RGBFormat; + this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + this.generateMipmaps = false; + const scope = this; + function updateVideo() { + scope.needsUpdate = true; + video.requestVideoFrameCallback(updateVideo); } - return this; - - }, - - sortFacesByMaterialIndex: function () { - - var faces = this.faces; - var length = faces.length; - - // tag faces + if ('requestVideoFrameCallback' in video) { + video.requestVideoFrameCallback(updateVideo); + } + } - for ( var i = 0; i < length; i ++ ) { + clone() { + return new this.constructor(this.image).copy(this); + } - faces[ i ]._id = i; + update() { + const video = this.image; + const hasVideoFrameCallback = ('requestVideoFrameCallback' in video); + if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) { + this.needsUpdate = true; } + } - // sort faces - - function materialIndexSort( a, b ) { + } - return a.materialIndex - b.materialIndex; + VideoTexture.prototype.isVideoTexture = true; - } + class CompressedTexture extends Texture { + constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) { + super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); + this.image = { + width: width, + height: height + }; + this.mipmaps = mipmaps; // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) - faces.sort( materialIndexSort ); + this.flipY = false; // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files - // sort uvs + this.generateMipmaps = false; + } - var uvs1 = this.faceVertexUvs[ 0 ]; - var uvs2 = this.faceVertexUvs[ 1 ]; + } - var newUvs1, newUvs2; + CompressedTexture.prototype.isCompressedTexture = true; - if ( uvs1 && uvs1.length === length ) newUvs1 = []; - if ( uvs2 && uvs2.length === length ) newUvs2 = []; + class CanvasTexture extends Texture { + constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) { + super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); + this.needsUpdate = true; + } - for ( var i = 0; i < length; i ++ ) { + } - var id = faces[ i ]._id; + CanvasTexture.prototype.isCanvasTexture = true; - if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); - if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + class DepthTexture extends Texture { + constructor(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) { + format = format !== undefined ? format : DepthFormat; + if (format !== DepthFormat && format !== DepthStencilFormat) { + throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat'); } - if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; - if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + if (type === undefined && format === DepthFormat) type = UnsignedShortType; + if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type; + super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy); + this.image = { + width: width, + height: height + }; + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + this.flipY = false; + this.generateMipmaps = false; + } - }, + } - toJSON: function () { + DepthTexture.prototype.isDepthTexture = true; - var data = { - metadata: { - version: 4.5, - type: 'Geometry', - generator: 'Geometry.toJSON' - } + class CircleGeometry extends BufferGeometry { + constructor(radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2) { + super(); + this.type = 'CircleGeometry'; + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength }; + segments = Math.max(3, segments); // buffers - // standard Geometry serialization - - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; // helper variables - if ( this.parameters !== undefined ) { + const vertex = new Vector3(); + const uv = new Vector2(); // center point - var parameters = this.parameters; + vertices.push(0, 0, 0); + normals.push(0, 0, 1); + uvs.push(0.5, 0.5); - for ( var key in parameters ) { + for (let s = 0, i = 3; s <= segments; s++, i += 3) { + const segment = thetaStart + s / segments * thetaLength; // vertex - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + vertex.x = radius * Math.cos(segment); + vertex.y = radius * Math.sin(segment); + vertices.push(vertex.x, vertex.y, vertex.z); // normal - } + normals.push(0, 0, 1); // uvs - return data; + uv.x = (vertices[i] / radius + 1) / 2; + uv.y = (vertices[i + 1] / radius + 1) / 2; + uvs.push(uv.x, uv.y); + } // indices - } - var vertices = []; + for (let i = 1; i <= segments; i++) { + indices.push(i, i + 1, 0); + } // build geometry - for ( var i = 0; i < this.vertices.length; i ++ ) { - var vertex = this.vertices[ i ]; - vertices.push( vertex.x, vertex.y, vertex.z ); + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); + } - } + static fromJSON(data) { + return new CircleGeometry(data.radius, data.segments, data.thetaStart, data.thetaLength); + } - var faces = []; - var normals = []; - var normalsHash = {}; - var colors = []; - var colorsHash = {}; - var uvs = []; - var uvsHash = {}; + } - for ( var i = 0; i < this.faces.length; i ++ ) { + class CylinderGeometry extends BufferGeometry { + constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) { + super(); + this.type = 'CylinderGeometry'; + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + const scope = this; + radialSegments = Math.floor(radialSegments); + heightSegments = Math.floor(heightSegments); // buffers - var face = this.faces[ i ]; + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; // helper variables - var hasMaterial = true; - var hasFaceUv = false; // deprecated - var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; - var hasFaceNormal = face.normal.length() > 0; - var hasFaceVertexNormal = face.vertexNormals.length > 0; - var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; - var hasFaceVertexColor = face.vertexColors.length > 0; + let index = 0; + const indexArray = []; + const halfHeight = height / 2; + let groupStart = 0; // generate geometry - var faceType = 0; + generateTorso(); - faceType = setBit( faceType, 0, 0 ); // isQuad - faceType = setBit( faceType, 1, hasMaterial ); - faceType = setBit( faceType, 2, hasFaceUv ); - faceType = setBit( faceType, 3, hasFaceVertexUv ); - faceType = setBit( faceType, 4, hasFaceNormal ); - faceType = setBit( faceType, 5, hasFaceVertexNormal ); - faceType = setBit( faceType, 6, hasFaceColor ); - faceType = setBit( faceType, 7, hasFaceVertexColor ); + if (openEnded === false) { + if (radiusTop > 0) generateCap(true); + if (radiusBottom > 0) generateCap(false); + } // build geometry - faces.push( faceType ); - faces.push( face.a, face.b, face.c ); - faces.push( face.materialIndex ); - if ( hasFaceVertexUv ) { + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); - var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; + function generateTorso() { + const normal = new Vector3(); + const vertex = new Vector3(); + let groupCount = 0; // this will be used to calculate the normal - faces.push( - getUvIndex( faceVertexUvs[ 0 ] ), - getUvIndex( faceVertexUvs[ 1 ] ), - getUvIndex( faceVertexUvs[ 2 ] ) - ); + const slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs - } + for (let y = 0; y <= heightSegments; y++) { + const indexRow = []; + const v = y / heightSegments; // calculate the radius of the current row - if ( hasFaceNormal ) { + const radius = v * (radiusBottom - radiusTop) + radiusTop; - faces.push( getNormalIndex( face.normal ) ); + for (let x = 0; x <= radialSegments; x++) { + const u = x / radialSegments; + const theta = u * thetaLength + thetaStart; + const sinTheta = Math.sin(theta); + const cosTheta = Math.cos(theta); // vertex - } + vertex.x = radius * sinTheta; + vertex.y = -v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push(vertex.x, vertex.y, vertex.z); // normal - if ( hasFaceVertexNormal ) { + normal.set(sinTheta, slope, cosTheta).normalize(); + normals.push(normal.x, normal.y, normal.z); // uv - var vertexNormals = face.vertexNormals; + uvs.push(u, 1 - v); // save index of vertex in respective row - faces.push( - getNormalIndex( vertexNormals[ 0 ] ), - getNormalIndex( vertexNormals[ 1 ] ), - getNormalIndex( vertexNormals[ 2 ] ) - ); + indexRow.push(index++); + } // now save vertices of the row in our index array - } - if ( hasFaceColor ) { + indexArray.push(indexRow); + } // generate indices - faces.push( getColorIndex( face.color ) ); - } + for (let x = 0; x < radialSegments; x++) { + for (let y = 0; y < heightSegments; y++) { + // we use the index array to access the correct indices + const a = indexArray[y][x]; + const b = indexArray[y + 1][x]; + const c = indexArray[y + 1][x + 1]; + const d = indexArray[y][x + 1]; // faces - if ( hasFaceVertexColor ) { + indices.push(a, b, d); + indices.push(b, c, d); // update group counter - var vertexColors = face.vertexColors; + groupCount += 6; + } + } // add a group to the geometry. this will ensure multi material support - faces.push( - getColorIndex( vertexColors[ 0 ] ), - getColorIndex( vertexColors[ 1 ] ), - getColorIndex( vertexColors[ 2 ] ) - ); - } + scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups + groupStart += groupCount; } - function setBit( value, position, enabled ) { + function generateCap(top) { + // save the index of the first center vertex + const centerIndexStart = index; + const uv = new Vector2(); + const vertex = new Vector3(); + let groupCount = 0; + const radius = top === true ? radiusTop : radiusBottom; + const sign = top === true ? 1 : -1; // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment - return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); + for (let x = 1; x <= radialSegments; x++) { + // vertex + vertices.push(0, halfHeight * sign, 0); // normal - } + normals.push(0, sign, 0); // uv - function getNormalIndex( normal ) { + uvs.push(0.5, 0.5); // increase index - var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); + index++; + } // save the index of the last center vertex - if ( normalsHash[ hash ] !== undefined ) { - return normalsHash[ hash ]; + const centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs - } + for (let x = 0; x <= radialSegments; x++) { + const u = x / radialSegments; + const theta = u * thetaLength + thetaStart; + const cosTheta = Math.cos(theta); + const sinTheta = Math.sin(theta); // vertex - normalsHash[ hash ] = normals.length / 3; - normals.push( normal.x, normal.y, normal.z ); + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push(vertex.x, vertex.y, vertex.z); // normal - return normalsHash[ hash ]; + normals.push(0, sign, 0); // uv - } + uv.x = cosTheta * 0.5 + 0.5; + uv.y = sinTheta * 0.5 * sign + 0.5; + uvs.push(uv.x, uv.y); // increase index - function getColorIndex( color ) { + index++; + } // generate indices - var hash = color.r.toString() + color.g.toString() + color.b.toString(); - if ( colorsHash[ hash ] !== undefined ) { + for (let x = 0; x < radialSegments; x++) { + const c = centerIndexStart + x; + const i = centerIndexEnd + x; - return colorsHash[ hash ]; + if (top === true) { + // face top + indices.push(i, i + 1, c); + } else { + // face bottom + indices.push(i + 1, i, c); + } - } + groupCount += 3; + } // add a group to the geometry. this will ensure multi material support - colorsHash[ hash ] = colors.length; - colors.push( color.getHex() ); - return colorsHash[ hash ]; + scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups + groupStart += groupCount; } + } - function getUvIndex( uv ) { - - var hash = uv.x.toString() + uv.y.toString(); - - if ( uvsHash[ hash ] !== undefined ) { + static fromJSON(data) { + return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength); + } - return uvsHash[ hash ]; + } - } + class ConeGeometry extends CylinderGeometry { + constructor(radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) { + super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength); + this.type = 'ConeGeometry'; + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + } - uvsHash[ hash ] = uvs.length / 2; - uvs.push( uv.x, uv.y ); + static fromJSON(data) { + return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength); + } - return uvsHash[ hash ]; + } - } + class PolyhedronGeometry extends BufferGeometry { + constructor(vertices, indices, radius = 1, detail = 0) { + super(); + this.type = 'PolyhedronGeometry'; + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; // default buffer data - data.data = {}; + const vertexBuffer = []; + const uvBuffer = []; // the subdivision creates the vertex buffer data - data.data.vertices = vertices; - data.data.normals = normals; - if ( colors.length > 0 ) data.data.colors = colors; - if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility - data.data.faces = faces; + subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius - return data; + applyRadius(radius); // finally, create the uv data - }, + generateUVs(); // build non-indexed geometry - clone: function () { + this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3)); + this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2)); - /* - // Handle primitives + if (detail === 0) { + this.computeVertexNormals(); // flat normals + } else { + this.normalizeNormals(); // smooth normals + } // helper functions - var parameters = this.parameters; - if ( parameters !== undefined ) { + function subdivide(detail) { + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value - var values = []; + for (let i = 0; i < indices.length; i += 3) { + // get the vertices of the face + getVertexByIndex(indices[i + 0], a); + getVertexByIndex(indices[i + 1], b); + getVertexByIndex(indices[i + 2], c); // perform subdivision - for ( var key in parameters ) { + subdivideFace(a, b, c, detail); + } + } - values.push( parameters[ key ] ); + function subdivideFace(a, b, c, detail) { + const cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision - } + const v = []; // construct all of the vertices for this subdivision - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; + for (let i = 0; i <= cols; i++) { + v[i] = []; + const aj = a.clone().lerp(c, i / cols); + const bj = b.clone().lerp(c, i / cols); + const rows = cols - i; - } + for (let j = 0; j <= rows; j++) { + if (j === 0 && i === cols) { + v[i][j] = aj; + } else { + v[i][j] = aj.clone().lerp(bj, j / rows); + } + } + } // construct all of the faces - return new this.constructor().copy( this ); - */ - return new Geometry().copy( this ); + for (let i = 0; i < cols; i++) { + for (let j = 0; j < 2 * (cols - i) - 1; j++) { + const k = Math.floor(j / 2); - }, + if (j % 2 === 0) { + pushVertex(v[i][k + 1]); + pushVertex(v[i + 1][k]); + pushVertex(v[i][k]); + } else { + pushVertex(v[i][k + 1]); + pushVertex(v[i + 1][k + 1]); + pushVertex(v[i + 1][k]); + } + } + } + } - copy: function ( source ) { + function applyRadius(radius) { + const vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex - var i, il, j, jl, k, kl; + for (let i = 0; i < vertexBuffer.length; i += 3) { + vertex.x = vertexBuffer[i + 0]; + vertex.y = vertexBuffer[i + 1]; + vertex.z = vertexBuffer[i + 2]; + vertex.normalize().multiplyScalar(radius); + vertexBuffer[i + 0] = vertex.x; + vertexBuffer[i + 1] = vertex.y; + vertexBuffer[i + 2] = vertex.z; + } + } - // reset + function generateUVs() { + const vertex = new Vector3(); - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [[]]; - this.morphTargets = []; - this.morphNormals = []; - this.skinWeights = []; - this.skinIndices = []; - this.lineDistances = []; - this.boundingBox = null; - this.boundingSphere = null; + for (let i = 0; i < vertexBuffer.length; i += 3) { + vertex.x = vertexBuffer[i + 0]; + vertex.y = vertexBuffer[i + 1]; + vertex.z = vertexBuffer[i + 2]; + const u = azimuth(vertex) / 2 / Math.PI + 0.5; + const v = inclination(vertex) / Math.PI + 0.5; + uvBuffer.push(u, 1 - v); + } - // name + correctUVs(); + correctSeam(); + } - this.name = source.name; + function correctSeam() { + // handle case when face straddles the seam, see #3269 + for (let i = 0; i < uvBuffer.length; i += 6) { + // uv data of a single face + const x0 = uvBuffer[i + 0]; + const x1 = uvBuffer[i + 2]; + const x2 = uvBuffer[i + 4]; + const max = Math.max(x0, x1, x2); + const min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary - // vertices + if (max > 0.9 && min < 0.1) { + if (x0 < 0.2) uvBuffer[i + 0] += 1; + if (x1 < 0.2) uvBuffer[i + 2] += 1; + if (x2 < 0.2) uvBuffer[i + 4] += 1; + } + } + } - var vertices = source.vertices; + function pushVertex(vertex) { + vertexBuffer.push(vertex.x, vertex.y, vertex.z); + } - for ( i = 0, il = vertices.length; i < il; i ++ ) { + function getVertexByIndex(index, vertex) { + const stride = index * 3; + vertex.x = vertices[stride + 0]; + vertex.y = vertices[stride + 1]; + vertex.z = vertices[stride + 2]; + } - this.vertices.push( vertices[ i ].clone() ); + function correctUVs() { + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); + const centroid = new Vector3(); + const uvA = new Vector2(); + const uvB = new Vector2(); + const uvC = new Vector2(); + for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) { + a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]); + b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]); + c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]); + uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]); + uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]); + uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]); + centroid.copy(a).add(b).add(c).divideScalar(3); + const azi = azimuth(centroid); + correctUV(uvA, j + 0, a, azi); + correctUV(uvB, j + 2, b, azi); + correctUV(uvC, j + 4, c, azi); + } } - // colors + function correctUV(uv, stride, vector, azimuth) { + if (azimuth < 0 && uv.x === 1) { + uvBuffer[stride] = uv.x - 1; + } + + if (vector.x === 0 && vector.z === 0) { + uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5; + } + } // Angle around the Y axis, counter-clockwise when looking from above. - var colors = source.colors; - for ( i = 0, il = colors.length; i < il; i ++ ) { + function azimuth(vector) { + return Math.atan2(vector.z, -vector.x); + } // Angle above the XZ plane. - this.colors.push( colors[ i ].clone() ); + function inclination(vector) { + return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z)); } + } + + static fromJSON(data) { + return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details); + } - // faces + } - var faces = source.faces; + class DodecahedronGeometry extends PolyhedronGeometry { + constructor(radius = 1, detail = 0) { + const t = (1 + Math.sqrt(5)) / 2; + const r = 1 / t; + const vertices = [// (±1, ±1, ±1) + -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, ±1/φ, ±φ) + 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, ±φ, 0) + -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, ±1/φ) + -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r]; + const indices = [3, 11, 7, 3, 7, 15, 3, 15, 13, 7, 19, 17, 7, 17, 6, 7, 6, 15, 17, 4, 8, 17, 8, 10, 17, 10, 6, 8, 0, 16, 8, 16, 2, 8, 2, 10, 0, 12, 1, 0, 1, 18, 0, 18, 16, 6, 10, 2, 6, 2, 13, 6, 13, 15, 2, 16, 18, 2, 18, 3, 2, 3, 13, 18, 1, 9, 18, 9, 11, 18, 11, 3, 4, 14, 12, 4, 12, 0, 4, 0, 8, 11, 9, 5, 11, 5, 19, 11, 19, 7, 19, 5, 14, 19, 14, 4, 19, 4, 17, 1, 12, 14, 1, 14, 5, 1, 5, 9]; + super(vertices, indices, radius, detail); + this.type = 'DodecahedronGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; + } - for ( i = 0, il = faces.length; i < il; i ++ ) { + static fromJSON(data) { + return new DodecahedronGeometry(data.radius, data.detail); + } - this.faces.push( faces[ i ].clone() ); + } - } + const _v0 = new Vector3(); - // face vertex uvs + const _v1$1 = new Vector3(); - for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { + const _normal = new Vector3(); - var faceVertexUvs = source.faceVertexUvs[ i ]; + const _triangle = new Triangle(); - if ( this.faceVertexUvs[ i ] === undefined ) { + class EdgesGeometry extends BufferGeometry { + constructor(geometry, thresholdAngle) { + super(); + this.type = 'EdgesGeometry'; + this.parameters = { + thresholdAngle: thresholdAngle + }; + thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1; - this.faceVertexUvs[ i ] = []; + if (geometry.isGeometry === true) { + console.error('THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.'); + return; + } + const precisionPoints = 4; + const precision = Math.pow(10, precisionPoints); + const thresholdDot = Math.cos(DEG2RAD * thresholdAngle); + const indexAttr = geometry.getIndex(); + const positionAttr = geometry.getAttribute('position'); + const indexCount = indexAttr ? indexAttr.count : positionAttr.count; + const indexArr = [0, 0, 0]; + const vertKeys = ['a', 'b', 'c']; + const hashes = new Array(3); + const edgeData = {}; + const vertices = []; + + for (let i = 0; i < indexCount; i += 3) { + if (indexAttr) { + indexArr[0] = indexAttr.getX(i); + indexArr[1] = indexAttr.getX(i + 1); + indexArr[2] = indexAttr.getX(i + 2); + } else { + indexArr[0] = i; + indexArr[1] = i + 1; + indexArr[2] = i + 2; } - for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { + const { + a, + b, + c + } = _triangle; + a.fromBufferAttribute(positionAttr, indexArr[0]); + b.fromBufferAttribute(positionAttr, indexArr[1]); + c.fromBufferAttribute(positionAttr, indexArr[2]); - var uvs = faceVertexUvs[ j ], uvsCopy = []; + _triangle.getNormal(_normal); // create hashes for the edge from the vertices - for ( k = 0, kl = uvs.length; k < kl; k ++ ) { - var uv = uvs[ k ]; + hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`; + hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`; + hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; // skip degenerate triangles - uvsCopy.push( uv.clone() ); + if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) { + continue; + } // iterate over every edge + + + for (let j = 0; j < 3; j++) { + // get the first and next vertex making up the edge + const jNext = (j + 1) % 3; + const vecHash0 = hashes[j]; + const vecHash1 = hashes[jNext]; + const v0 = _triangle[vertKeys[j]]; + const v1 = _triangle[vertKeys[jNext]]; + const hash = `${vecHash0}_${vecHash1}`; + const reverseHash = `${vecHash1}_${vecHash0}`; + + if (reverseHash in edgeData && edgeData[reverseHash]) { + // if we found a sibling edge add it into the vertex array if + // it meets the angle threshold and delete the edge from the map. + if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) { + vertices.push(v0.x, v0.y, v0.z); + vertices.push(v1.x, v1.y, v1.z); + } + edgeData[reverseHash] = null; + } else if (!(hash in edgeData)) { + // if we've already got an edge here then skip adding a new one + edgeData[hash] = { + index0: indexArr[j], + index1: indexArr[jNext], + normal: _normal.clone() + }; } - - this.faceVertexUvs[ i ].push( uvsCopy ); - } + } // iterate over all remaining, unmatched edges and add them to the vertex array - } - // morph targets + for (const key in edgeData) { + if (edgeData[key]) { + const { + index0, + index1 + } = edgeData[key]; - var morphTargets = source.morphTargets; + _v0.fromBufferAttribute(positionAttr, index0); - for ( i = 0, il = morphTargets.length; i < il; i ++ ) { + _v1$1.fromBufferAttribute(positionAttr, index1); - var morphTarget = {}; - morphTarget.name = morphTargets[ i ].name; + vertices.push(_v0.x, _v0.y, _v0.z); + vertices.push(_v1$1.x, _v1$1.y, _v1$1.z); + } + } - // vertices + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + } - if ( morphTargets[ i ].vertices !== undefined ) { - - morphTarget.vertices = []; - - for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { - - morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); - - } - - } + } - // normals + /** + * Extensible curve object. + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget ) + * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget ) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This following curves inherit from THREE.Curve: + * + * -- 2D curves -- + * THREE.ArcCurve + * THREE.CubicBezierCurve + * THREE.EllipseCurve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.SplineCurve + * + * -- 3D curves -- + * THREE.CatmullRomCurve3 + * THREE.CubicBezierCurve3 + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * + * A series of curves can be represented as a THREE.CurvePath. + * + **/ - if ( morphTargets[ i ].normals !== undefined ) { + class Curve { + constructor() { + this.type = 'Curve'; + this.arcLengthDivisions = 200; + } // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] - morphTarget.normals = []; - for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { + getPoint() + /* t, optionalTarget */ + { + console.warn('THREE.Curve: .getPoint() not implemented.'); + return null; + } // Get point at relative position in curve according to arc length + // - u [0 .. 1] - morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); - } + getPointAt(u, optionalTarget) { + const t = this.getUtoTmapping(u); + return this.getPoint(t, optionalTarget); + } // Get sequence of points using getPoint( t ) - } - this.morphTargets.push( morphTarget ); + getPoints(divisions = 5) { + const points = []; + for (let d = 0; d <= divisions; d++) { + points.push(this.getPoint(d / divisions)); } - // morph normals + return points; + } // Get sequence of points using getPointAt( u ) - var morphNormals = source.morphNormals; - for ( i = 0, il = morphNormals.length; i < il; i ++ ) { + getSpacedPoints(divisions = 5) { + const points = []; - var morphNormal = {}; + for (let d = 0; d <= divisions; d++) { + points.push(this.getPointAt(d / divisions)); + } - // vertex normals + return points; + } // Get total curve arc length - if ( morphNormals[ i ].vertexNormals !== undefined ) { - morphNormal.vertexNormals = []; + getLength() { + const lengths = this.getLengths(); + return lengths[lengths.length - 1]; + } // Get list of cumulative segment lengths - for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { - var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; - var destVertexNormal = {}; + getLengths(divisions = this.arcLengthDivisions) { + if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) { + return this.cacheArcLengths; + } - destVertexNormal.a = srcVertexNormal.a.clone(); - destVertexNormal.b = srcVertexNormal.b.clone(); - destVertexNormal.c = srcVertexNormal.c.clone(); + this.needsUpdate = false; + const cache = []; + let current, + last = this.getPoint(0); + let sum = 0; + cache.push(0); + + for (let p = 1; p <= divisions; p++) { + current = this.getPoint(p / divisions); + sum += current.distanceTo(last); + cache.push(sum); + last = current; + } - morphNormal.vertexNormals.push( destVertexNormal ); + this.cacheArcLengths = cache; + return cache; // { sums: cache, sum: sum }; Sum is in the last element. + } - } + updateArcLengths() { + this.needsUpdate = true; + this.getLengths(); + } // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - } - // face normals + getUtoTmapping(u, distance) { + const arcLengths = this.getLengths(); + let i = 0; + const il = arcLengths.length; + let targetArcLength; // The targeted u distance value to get - if ( morphNormals[ i ].faceNormals !== undefined ) { + if (distance) { + targetArcLength = distance; + } else { + targetArcLength = u * arcLengths[il - 1]; + } // binary search for the index with largest value smaller than target u distance - morphNormal.faceNormals = []; - for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { + let low = 0, + high = il - 1, + comparison; - morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); + while (low <= high) { + 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 - } + comparison = arcLengths[i] - targetArcLength; + if (comparison < 0) { + low = i + 1; + } else if (comparison > 0) { + high = i - 1; + } else { + high = i; + break; // DONE } - - this.morphNormals.push( morphNormal ); - } - // skin weights + i = high; - var skinWeights = source.skinWeights; + if (arcLengths[i] === targetArcLength) { + return i / (il - 1); + } // we could get finer grain at lengths, or use simple interpolation between two points - for ( i = 0, il = skinWeights.length; i < il; i ++ ) { - this.skinWeights.push( skinWeights[ i ].clone() ); + const lengthBefore = arcLengths[i]; + const lengthAfter = arcLengths[i + 1]; + const segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points - } + const segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t - // skin indices + const t = (i + segmentFraction) / (il - 1); + return t; + } // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation - var skinIndices = source.skinIndices; - for ( i = 0, il = skinIndices.length; i < il; i ++ ) { + getTangent(t, optionalTarget) { + const delta = 0.0001; + let t1 = t - delta; + let t2 = t + delta; // Capping in case of danger - this.skinIndices.push( skinIndices[ i ].clone() ); + if (t1 < 0) t1 = 0; + if (t2 > 1) t2 = 1; + const pt1 = this.getPoint(t1); + const pt2 = this.getPoint(t2); + const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3()); + tangent.copy(pt2).sub(pt1).normalize(); + return tangent; + } - } + getTangentAt(u, optionalTarget) { + const t = this.getUtoTmapping(u); + return this.getTangent(t, optionalTarget); + } - // line distances + computeFrenetFrames(segments, closed) { + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + const normal = new Vector3(); + const tangents = []; + const normals = []; + const binormals = []; + const vec = new Vector3(); + const mat = new Matrix4(); // compute the tangent vectors for each segment on the curve + + for (let i = 0; i <= segments; i++) { + const u = i / segments; + tangents[i] = this.getTangentAt(u, new Vector3()); + tangents[i].normalize(); + } // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component - var lineDistances = source.lineDistances; - for ( i = 0, il = lineDistances.length; i < il; i ++ ) { + normals[0] = new Vector3(); + binormals[0] = new Vector3(); + let min = Number.MAX_VALUE; + const tx = Math.abs(tangents[0].x); + const ty = Math.abs(tangents[0].y); + const tz = Math.abs(tangents[0].z); - this.lineDistances.push( lineDistances[ i ] ); + if (tx <= min) { + min = tx; + normal.set(1, 0, 0); + } + if (ty <= min) { + min = ty; + normal.set(0, 1, 0); } - // bounding box + if (tz <= min) { + normal.set(0, 0, 1); + } - var boundingBox = source.boundingBox; + vec.crossVectors(tangents[0], normal).normalize(); + normals[0].crossVectors(tangents[0], vec); + binormals[0].crossVectors(tangents[0], normals[0]); // compute the slowly-varying normal and binormal vectors for each segment on the curve - if ( boundingBox !== null ) { + for (let i = 1; i <= segments; i++) { + normals[i] = normals[i - 1].clone(); + binormals[i] = binormals[i - 1].clone(); + vec.crossVectors(tangents[i - 1], tangents[i]); - this.boundingBox = boundingBox.clone(); + if (vec.length() > Number.EPSILON) { + vec.normalize(); + const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors - } + normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta)); + } - // bounding sphere + binormals[i].crossVectors(tangents[i], normals[i]); + } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - var boundingSphere = source.boundingSphere; - if ( boundingSphere !== null ) { + if (closed === true) { + let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1)); + theta /= segments; - this.boundingSphere = boundingSphere.clone(); + if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) { + theta = -theta; + } + for (let i = 1; i <= segments; i++) { + // twist a little... + normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i)); + binormals[i].crossVectors(tangents[i], normals[i]); + } } - // update flags + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; + } - this.elementsNeedUpdate = source.elementsNeedUpdate; - this.verticesNeedUpdate = source.verticesNeedUpdate; - this.uvsNeedUpdate = source.uvsNeedUpdate; - this.normalsNeedUpdate = source.normalsNeedUpdate; - this.colorsNeedUpdate = source.colorsNeedUpdate; - this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; - this.groupsNeedUpdate = source.groupsNeedUpdate; + clone() { + return new this.constructor().copy(this); + } + copy(source) { + this.arcLengthDivisions = source.arcLengthDivisions; return this; + } - }, + toJSON() { + const data = { + metadata: { + version: 4.5, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + return data; + } - dispose: function () { + fromJSON(json) { + this.arcLengthDivisions = json.arcLengthDivisions; + return this; + } - this.dispatchEvent( { type: 'dispose' } ); + } + class EllipseCurve extends Curve { + constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) { + super(); + this.type = 'EllipseCurve'; + this.aX = aX; + this.aY = aY; + this.xRadius = xRadius; + this.yRadius = yRadius; + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + this.aClockwise = aClockwise; + this.aRotation = aRotation; } - } ); + getPoint(t, optionalTarget) { + const point = optionalTarget || new Vector2(); + const twoPi = Math.PI * 2; + let deltaAngle = this.aEndAngle - this.aStartAngle; + const samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI - /** - * @author mrdoob / http://mrdoob.com/ - */ + while (deltaAngle < 0) deltaAngle += twoPi; - function BufferAttribute( array, itemSize, normalized ) { + while (deltaAngle > twoPi) deltaAngle -= twoPi; - if ( Array.isArray( array ) ) { + if (deltaAngle < Number.EPSILON) { + if (samePoints) { + deltaAngle = 0; + } else { + deltaAngle = twoPi; + } + } - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + if (this.aClockwise === true && !samePoints) { + if (deltaAngle === twoPi) { + deltaAngle = -twoPi; + } else { + deltaAngle = deltaAngle - twoPi; + } + } - } + const angle = this.aStartAngle + t * deltaAngle; + let x = this.aX + this.xRadius * Math.cos(angle); + let y = this.aY + this.yRadius * Math.sin(angle); - this.name = ''; + if (this.aRotation !== 0) { + const cos = Math.cos(this.aRotation); + const sin = Math.sin(this.aRotation); + const tx = x - this.aX; + const ty = y - this.aY; // Rotate the point about the center of the ellipse. - this.array = array; - this.itemSize = itemSize; - this.count = array !== undefined ? array.length / itemSize : 0; - this.normalized = normalized === true; + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + } - this.dynamic = false; - this.updateRange = { offset: 0, count: - 1 }; + return point.set(x, y); + } - this.version = 0; + copy(source) { + super.copy(source); + this.aX = source.aX; + this.aY = source.aY; + this.xRadius = source.xRadius; + this.yRadius = source.yRadius; + this.aStartAngle = source.aStartAngle; + this.aEndAngle = source.aEndAngle; + this.aClockwise = source.aClockwise; + this.aRotation = source.aRotation; + return this; + } - } + toJSON() { + const data = super.toJSON(); + data.aX = this.aX; + data.aY = this.aY; + data.xRadius = this.xRadius; + data.yRadius = this.yRadius; + data.aStartAngle = this.aStartAngle; + data.aEndAngle = this.aEndAngle; + data.aClockwise = this.aClockwise; + data.aRotation = this.aRotation; + return data; + } - Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', { + fromJSON(json) { + super.fromJSON(json); + this.aX = json.aX; + this.aY = json.aY; + this.xRadius = json.xRadius; + this.yRadius = json.yRadius; + this.aStartAngle = json.aStartAngle; + this.aEndAngle = json.aEndAngle; + this.aClockwise = json.aClockwise; + this.aRotation = json.aRotation; + return this; + } - set: function ( value ) { + } - if ( value === true ) this.version ++; + EllipseCurve.prototype.isEllipseCurve = true; + class ArcCurve extends EllipseCurve { + constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { + super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); + this.type = 'ArcCurve'; } - } ); - - Object.assign( BufferAttribute.prototype, { + } - isBufferAttribute: true, + ArcCurve.prototype.isArcCurve = true; - onUploadCallback: function () {}, + /** + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ - setArray: function ( array ) { + /* + Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM - if ( Array.isArray( array ) ) { + This CubicPoly class could be used for reusing some variables and calculations, + but for three.js curve use, it could be possible inlined and flatten into a single function call + which can be placed in CurveUtils. + */ - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + function CubicPoly() { + let c0 = 0, + c1 = 0, + c2 = 0, + c3 = 0; + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ - } + function init(x0, x1, t0, t1) { + c0 = x0; + c1 = t0; + c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1; + c3 = 2 * x0 - 2 * x1 + t0 + t1; + } - this.count = array !== undefined ? array.length / this.itemSize : 0; - this.array = array; + return { + initCatmullRom: function (x0, x1, x2, x3, tension) { + init(x1, x2, tension * (x2 - x0), tension * (x3 - x1)); + }, + initNonuniformCatmullRom: function (x0, x1, x2, x3, dt0, dt1, dt2) { + // compute tangents when parameterized in [t1,t2] + let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1; + let t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; // rescale tangents for parametrization in [0,1] - }, + t1 *= dt1; + t2 *= dt1; + init(x1, x2, t1, t2); + }, + calc: function (t) { + const t2 = t * t; + const t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; + } + }; + } // - setDynamic: function ( value ) { - this.dynamic = value; + const tmp = new Vector3(); + const px = new CubicPoly(), + py = new CubicPoly(), + pz = new CubicPoly(); - return this; + class CatmullRomCurve3 extends Curve { + constructor(points = [], closed = false, curveType = 'centripetal', tension = 0.5) { + super(); + this.type = 'CatmullRomCurve3'; + this.points = points; + this.closed = closed; + this.curveType = curveType; + this.tension = tension; + } - }, + getPoint(t, optionalTarget = new Vector3()) { + const point = optionalTarget; + const points = this.points; + const l = points.length; + const p = (l - (this.closed ? 0 : 1)) * t; + let intPoint = Math.floor(p); + let weight = p - intPoint; - copy: function ( source ) { + if (this.closed) { + intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l; + } else if (weight === 0 && intPoint === l - 1) { + intPoint = l - 2; + weight = 1; + } - this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - this.count = source.count; - this.normalized = source.normalized; + let p0, p3; // 4 points (p1 & p2 defined below) - this.dynamic = source.dynamic; + if (this.closed || intPoint > 0) { + p0 = points[(intPoint - 1) % l]; + } else { + // extrapolate first point + tmp.subVectors(points[0], points[1]).add(points[0]); + p0 = tmp; + } - return this; + const p1 = points[intPoint % l]; + const p2 = points[(intPoint + 1) % l]; - }, + if (this.closed || intPoint + 2 < l) { + p3 = points[(intPoint + 2) % l]; + } else { + // extrapolate last point + tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]); + p3 = tmp; + } - copyAt: function ( index1, attribute, index2 ) { + if (this.curveType === 'centripetal' || this.curveType === 'chordal') { + // init Centripetal / Chordal Catmull-Rom + const pow = this.curveType === 'chordal' ? 0.5 : 0.25; + let dt0 = Math.pow(p0.distanceToSquared(p1), pow); + let dt1 = Math.pow(p1.distanceToSquared(p2), pow); + let dt2 = Math.pow(p2.distanceToSquared(p3), pow); // safety check for repeated points - index1 *= this.itemSize; - index2 *= attribute.itemSize; + if (dt1 < 1e-4) dt1 = 1.0; + if (dt0 < 1e-4) dt0 = dt1; + if (dt2 < 1e-4) dt2 = dt1; + px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2); + py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2); + pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2); + } else if (this.curveType === 'catmullrom') { + px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension); + py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension); + pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension); + } - for ( var i = 0, l = this.itemSize; i < l; i ++ ) { + point.set(px.calc(weight), py.calc(weight), pz.calc(weight)); + return point; + } - this.array[ index1 + i ] = attribute.array[ index2 + i ]; + copy(source) { + super.copy(source); + this.points = []; + for (let i = 0, l = source.points.length; i < l; i++) { + const point = source.points[i]; + this.points.push(point.clone()); } + this.closed = source.closed; + this.curveType = source.curveType; + this.tension = source.tension; return this; + } - }, - - copyArray: function ( array ) { + toJSON() { + const data = super.toJSON(); + data.points = []; - this.array.set( array ); + for (let i = 0, l = this.points.length; i < l; i++) { + const point = this.points[i]; + data.points.push(point.toArray()); + } - return this; + data.closed = this.closed; + data.curveType = this.curveType; + data.tension = this.tension; + return data; + } - }, + fromJSON(json) { + super.fromJSON(json); + this.points = []; - copyColorsArray: function ( colors ) { + for (let i = 0, l = json.points.length; i < l; i++) { + const point = json.points[i]; + this.points.push(new Vector3().fromArray(point)); + } - var array = this.array, offset = 0; + this.closed = json.closed; + this.curveType = json.curveType; + this.tension = json.tension; + return this; + } - for ( var i = 0, l = colors.length; i < l; i ++ ) { + } - var color = colors[ i ]; + CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; - if ( color === undefined ) { + /** + * Bezier Curves formulas obtained from + * http://en.wikipedia.org/wiki/Bézier_curve + */ + function CatmullRom(t, p0, p1, p2, p3) { + const v0 = (p2 - p0) * 0.5; + const v1 = (p3 - p1) * 0.5; + const t2 = t * t; + const t3 = t * t2; + return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1; + } // - console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); - color = new Color(); - } + function QuadraticBezierP0(t, p) { + const k = 1 - t; + return k * k * p; + } - array[ offset ++ ] = color.r; - array[ offset ++ ] = color.g; - array[ offset ++ ] = color.b; + function QuadraticBezierP1(t, p) { + return 2 * (1 - t) * t * p; + } - } + function QuadraticBezierP2(t, p) { + return t * t * p; + } - return this; + function QuadraticBezier(t, p0, p1, p2) { + return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2); + } // - }, - copyVector2sArray: function ( vectors ) { + function CubicBezierP0(t, p) { + const k = 1 - t; + return k * k * k * p; + } - var array = this.array, offset = 0; + function CubicBezierP1(t, p) { + const k = 1 - t; + return 3 * k * k * t * p; + } - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + function CubicBezierP2(t, p) { + return 3 * (1 - t) * t * t * p; + } - var vector = vectors[ i ]; + function CubicBezierP3(t, p) { + return t * t * t * p; + } - if ( vector === undefined ) { + function CubicBezier(t, p0, p1, p2, p3) { + return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3); + } - console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); - vector = new Vector2(); + class CubicBezierCurve extends Curve { + constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) { + super(); + this.type = 'CubicBezierCurve'; + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + } - } + getPoint(t, optionalTarget = new Vector2()) { + const point = optionalTarget; + const v0 = this.v0, + v1 = this.v1, + v2 = this.v2, + v3 = this.v3; + point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y)); + return point; + } - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; + copy(source) { + super.copy(source); + this.v0.copy(source.v0); + this.v1.copy(source.v1); + this.v2.copy(source.v2); + this.v3.copy(source.v3); + return this; + } - } + toJSON() { + const data = super.toJSON(); + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + return data; + } + fromJSON(json) { + super.fromJSON(json); + this.v0.fromArray(json.v0); + this.v1.fromArray(json.v1); + this.v2.fromArray(json.v2); + this.v3.fromArray(json.v3); return this; + } - }, - - copyVector3sArray: function ( vectors ) { + } - var array = this.array, offset = 0; + CubicBezierCurve.prototype.isCubicBezierCurve = true; - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + class CubicBezierCurve3 extends Curve { + constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) { + super(); + this.type = 'CubicBezierCurve3'; + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + } + + getPoint(t, optionalTarget = new Vector3()) { + const point = optionalTarget; + const v0 = this.v0, + v1 = this.v1, + v2 = this.v2, + v3 = this.v3; + point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y), CubicBezier(t, v0.z, v1.z, v2.z, v3.z)); + return point; + } + + copy(source) { + super.copy(source); + this.v0.copy(source.v0); + this.v1.copy(source.v1); + this.v2.copy(source.v2); + this.v3.copy(source.v3); + return this; + } + + toJSON() { + const data = super.toJSON(); + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + return data; + } - var vector = vectors[ i ]; + fromJSON(json) { + super.fromJSON(json); + this.v0.fromArray(json.v0); + this.v1.fromArray(json.v1); + this.v2.fromArray(json.v2); + this.v3.fromArray(json.v3); + return this; + } - if ( vector === undefined ) { + } - console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); - vector = new Vector3(); + CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; - } + class LineCurve extends Curve { + constructor(v1 = new Vector2(), v2 = new Vector2()) { + super(); + this.type = 'LineCurve'; + this.v1 = v1; + this.v2 = v2; + } - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; + getPoint(t, optionalTarget = new Vector2()) { + const point = optionalTarget; + if (t === 1) { + point.copy(this.v2); + } else { + point.copy(this.v2).sub(this.v1); + point.multiplyScalar(t).add(this.v1); } - return this; - - }, + return point; + } // Line curve is linear, so we can overwrite default getPointAt - copyVector4sArray: function ( vectors ) { - var array = this.array, offset = 0; + getPointAt(u, optionalTarget) { + return this.getPoint(u, optionalTarget); + } - for ( var i = 0, l = vectors.length; i < l; i ++ ) { + getTangent(t, optionalTarget) { + const tangent = optionalTarget || new Vector2(); + tangent.copy(this.v2).sub(this.v1).normalize(); + return tangent; + } - var vector = vectors[ i ]; + copy(source) { + super.copy(source); + this.v1.copy(source.v1); + this.v2.copy(source.v2); + return this; + } - if ( vector === undefined ) { + toJSON() { + const data = super.toJSON(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + return data; + } - console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); - vector = new Vector4(); + fromJSON(json) { + super.fromJSON(json); + this.v1.fromArray(json.v1); + this.v2.fromArray(json.v2); + return this; + } - } + } - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; - array[ offset ++ ] = vector.w; + LineCurve.prototype.isLineCurve = true; - } + class LineCurve3 extends Curve { + constructor(v1 = new Vector3(), v2 = new Vector3()) { + super(); + this.type = 'LineCurve3'; + this.isLineCurve3 = true; + this.v1 = v1; + this.v2 = v2; + } - return this; + getPoint(t, optionalTarget = new Vector3()) { + const point = optionalTarget; - }, + if (t === 1) { + point.copy(this.v2); + } else { + point.copy(this.v2).sub(this.v1); + point.multiplyScalar(t).add(this.v1); + } - set: function ( value, offset ) { + return point; + } // Line curve is linear, so we can overwrite default getPointAt - if ( offset === undefined ) offset = 0; - this.array.set( value, offset ); + getPointAt(u, optionalTarget) { + return this.getPoint(u, optionalTarget); + } + copy(source) { + super.copy(source); + this.v1.copy(source.v1); + this.v2.copy(source.v2); return this; + } - }, + toJSON() { + const data = super.toJSON(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + return data; + } + + fromJSON(json) { + super.fromJSON(json); + this.v1.fromArray(json.v1); + this.v2.fromArray(json.v2); + return this; + } - getX: function ( index ) { + } - return this.array[ index * this.itemSize ]; + class QuadraticBezierCurve extends Curve { + constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) { + super(); + this.type = 'QuadraticBezierCurve'; + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + } - }, + getPoint(t, optionalTarget = new Vector2()) { + const point = optionalTarget; + const v0 = this.v0, + v1 = this.v1, + v2 = this.v2; + point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y)); + return point; + } - setX: function ( index, x ) { + copy(source) { + super.copy(source); + this.v0.copy(source.v0); + this.v1.copy(source.v1); + this.v2.copy(source.v2); + return this; + } - this.array[ index * this.itemSize ] = x; + toJSON() { + const data = super.toJSON(); + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + return data; + } + fromJSON(json) { + super.fromJSON(json); + this.v0.fromArray(json.v0); + this.v1.fromArray(json.v1); + this.v2.fromArray(json.v2); return this; + } - }, + } - getY: function ( index ) { + QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; - return this.array[ index * this.itemSize + 1 ]; + class QuadraticBezierCurve3 extends Curve { + constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) { + super(); + this.type = 'QuadraticBezierCurve3'; + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + } - }, + getPoint(t, optionalTarget = new Vector3()) { + const point = optionalTarget; + const v0 = this.v0, + v1 = this.v1, + v2 = this.v2; + point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y), QuadraticBezier(t, v0.z, v1.z, v2.z)); + return point; + } - setY: function ( index, y ) { + copy(source) { + super.copy(source); + this.v0.copy(source.v0); + this.v1.copy(source.v1); + this.v2.copy(source.v2); + return this; + } - this.array[ index * this.itemSize + 1 ] = y; + toJSON() { + const data = super.toJSON(); + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + return data; + } + fromJSON(json) { + super.fromJSON(json); + this.v0.fromArray(json.v0); + this.v1.fromArray(json.v1); + this.v2.fromArray(json.v2); return this; + } - }, + } - getZ: function ( index ) { + QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; - return this.array[ index * this.itemSize + 2 ]; + class SplineCurve extends Curve { + constructor(points = []) { + super(); + this.type = 'SplineCurve'; + this.points = points; + } - }, + getPoint(t, optionalTarget = new Vector2()) { + const point = optionalTarget; + const points = this.points; + const p = (points.length - 1) * t; + const intPoint = Math.floor(p); + const weight = p - intPoint; + const p0 = points[intPoint === 0 ? intPoint : intPoint - 1]; + const p1 = points[intPoint]; + const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1]; + const p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2]; + point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y)); + return point; + } - setZ: function ( index, z ) { + copy(source) { + super.copy(source); + this.points = []; - this.array[ index * this.itemSize + 2 ] = z; + for (let i = 0, l = source.points.length; i < l; i++) { + const point = source.points[i]; + this.points.push(point.clone()); + } return this; + } - }, - - getW: function ( index ) { + toJSON() { + const data = super.toJSON(); + data.points = []; - return this.array[ index * this.itemSize + 3 ]; + for (let i = 0, l = this.points.length; i < l; i++) { + const point = this.points[i]; + data.points.push(point.toArray()); + } - }, + return data; + } - setW: function ( index, w ) { + fromJSON(json) { + super.fromJSON(json); + this.points = []; - this.array[ index * this.itemSize + 3 ] = w; + for (let i = 0, l = json.points.length; i < l; i++) { + const point = json.points[i]; + this.points.push(new Vector2().fromArray(point)); + } return this; + } - }, + } - setXY: function ( index, x, y ) { + SplineCurve.prototype.isSplineCurve = true; - index *= this.itemSize; + var Curves = /*#__PURE__*/Object.freeze({ + __proto__: null, + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve + }); - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; + /** + * Port from https://github.com/mapbox/earcut (v2.2.2) + */ + const Earcut = { + triangulate: function (data, holeIndices, dim = 2) { + const hasHoles = holeIndices && holeIndices.length; + const outerLen = hasHoles ? holeIndices[0] * dim : data.length; + let outerNode = linkedList(data, 0, outerLen, dim, true); + const triangles = []; + if (!outerNode || outerNode.next === outerNode.prev) return triangles; + let minX, minY, maxX, maxY, x, y, invSize; + if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + + if (data.length > 80 * dim) { + minX = maxX = data[0]; + minY = maxY = data[1]; + + for (let i = dim; i < outerLen; i += dim) { + x = data[i]; + y = data[i + 1]; + if (x < minX) minX = x; + if (y < minY) minY = y; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; + } // minX, minY and invSize are later used to transform coords into integers for z-order calculation + + + invSize = Math.max(maxX - minX, maxY - minY); + invSize = invSize !== 0 ? 1 / invSize : 0; + } - return this; + earcutLinked(outerNode, triangles, dim, minX, minY, invSize); + return triangles; + } + }; // create a circular doubly linked list from polygon points in the specified winding order - }, + function linkedList(data, start, end, dim, clockwise) { + let i, last; - setXYZ: function ( index, x, y, z ) { + if (clockwise === signedArea(data, start, end, dim) > 0) { + for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); + } else { + for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); + } - index *= this.itemSize; + if (last && equals(last, last.next)) { + removeNode(last); + last = last.next; + } - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; + return last; + } // eliminate colinear or duplicate points - return this; - }, + function filterPoints(start, end) { + if (!start) return start; + if (!end) end = start; + let p = start, + again; - setXYZW: function ( index, x, y, z, w ) { + do { + again = false; - index *= this.itemSize; + if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { + removeNode(p); + p = end = p.prev; + if (p === p.next) break; + again = true; + } else { + p = p.next; + } + } while (again || p !== end); - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - this.array[ index + 3 ] = w; + return end; + } // main ear slicing loop which triangulates a polygon (given as a linked list) - return this; - }, + function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { + if (!ear) return; // interlink polygon nodes in z-order - onUpload: function ( callback ) { + if (!pass && invSize) indexCurve(ear, minX, minY, invSize); + let stop = ear, + prev, + next; // iterate through ears, slicing them one by one - this.onUploadCallback = callback; + while (ear.prev !== ear.next) { + prev = ear.prev; + next = ear.next; - return this; + if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { + // cut off the triangle + triangles.push(prev.i / dim); + triangles.push(ear.i / dim); + triangles.push(next.i / dim); + removeNode(ear); // skipping the next vertex leads to less sliver triangles - }, + ear = next.next; + stop = next.next; + continue; + } - clone: function () { + ear = next; // if we looped through the whole remaining polygon and can't find any more ears - return new this.constructor( this.array, this.itemSize ).copy( this ); + if (ear === stop) { + // try filtering points and slicing again + if (!pass) { + earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally + } else if (pass === 1) { + ear = cureLocalIntersections(filterPoints(ear), triangles, dim); + earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two + } else if (pass === 2) { + splitEarcut(ear, triangles, dim, minX, minY, invSize); + } + break; + } } + } // check whether a polygon node forms a valid ear with adjacent nodes - } ); - // + function isEar(ear) { + const a = ear.prev, + b = ear, + c = ear.next; + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + // now make sure we don't have other points inside the potential ear - function Int8BufferAttribute( array, itemSize, normalized ) { + let p = ear.next.next; - BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized ); + while (p !== ear.prev) { + if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; + p = p.next; + } + return true; } - Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Int8BufferAttribute.prototype.constructor = Int8BufferAttribute; + function isEarHashed(ear, minX, minY, invSize) { + const a = ear.prev, + b = ear, + c = ear.next; + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + // triangle bbox; min & max are calculated like this for speed + const minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x, + minTY = a.y < b.y ? a.y < c.y ? a.y : c.y : b.y < c.y ? b.y : c.y, + maxTX = a.x > b.x ? a.x > c.x ? a.x : c.x : b.x > c.x ? b.x : c.x, + maxTY = a.y > b.y ? a.y > c.y ? a.y : c.y : b.y > c.y ? b.y : c.y; // z-order range for the current triangle bbox; - function Uint8BufferAttribute( array, itemSize, normalized ) { + const minZ = zOrder(minTX, minTY, minX, minY, invSize), + maxZ = zOrder(maxTX, maxTY, minX, minY, invSize); + let p = ear.prevZ, + n = ear.nextZ; // look for points inside the triangle in both directions - BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized ); + while (p && p.z >= minZ && n && n.z <= maxZ) { + if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } // look for remaining points in decreasing z-order - } - Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute; + while (p && p.z >= minZ) { + if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + } // look for remaining points in increasing z-order - function Uint8ClampedBufferAttribute( array, itemSize, normalized ) { + while (n && n.z <= maxZ) { + if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } - BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized ); + return true; + } // go through all polygon nodes and cure small local self-intersections - } - Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute; + function cureLocalIntersections(start, triangles, dim) { + let p = start; + do { + const a = p.prev, + b = p.next.next; - function Int16BufferAttribute( array, itemSize, normalized ) { + if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { + triangles.push(a.i / dim); + triangles.push(p.i / dim); + triangles.push(b.i / dim); // remove two nodes involved - BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized ); + removeNode(p); + removeNode(p.next); + p = start = b; + } - } + p = p.next; + } while (p !== start); - Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Int16BufferAttribute.prototype.constructor = Int16BufferAttribute; + return filterPoints(p); + } // try splitting polygon into two and triangulate them independently - function Uint16BufferAttribute( array, itemSize, normalized ) { + function splitEarcut(start, triangles, dim, minX, minY, invSize) { + // look for a valid diagonal that divides the polygon into two + let a = start; - BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized ); + do { + let b = a.next.next; - } + while (b !== a.prev) { + if (a.i !== b.i && isValidDiagonal(a, b)) { + // split the polygon in two by the diagonal + let c = splitPolygon(a, b); // filter colinear points around the cuts - Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute; + a = filterPoints(a, a.next); + c = filterPoints(c, c.next); // run earcut on each half + earcutLinked(a, triangles, dim, minX, minY, invSize); + earcutLinked(c, triangles, dim, minX, minY, invSize); + return; + } - function Int32BufferAttribute( array, itemSize, normalized ) { + b = b.next; + } - BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized ); + a = a.next; + } while (a !== start); + } // link every hole into the outer loop, producing a single-ring polygon without holes - } - Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Int32BufferAttribute.prototype.constructor = Int32BufferAttribute; + function eliminateHoles(data, holeIndices, outerNode, dim) { + const queue = []; + let i, len, start, end, list; + for (i = 0, len = holeIndices.length; i < len; i++) { + start = holeIndices[i] * dim; + end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + list = linkedList(data, start, end, dim, false); + if (list === list.next) list.steiner = true; + queue.push(getLeftmost(list)); + } - function Uint32BufferAttribute( array, itemSize, normalized ) { + queue.sort(compareX); // process holes from left to right - BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized ); + for (i = 0; i < queue.length; i++) { + eliminateHole(queue[i], outerNode); + outerNode = filterPoints(outerNode, outerNode.next); + } + return outerNode; } - Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute; - - - function Float32BufferAttribute( array, itemSize, normalized ) { - - BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized ); + function compareX(a, b) { + return a.x - b.x; + } // find a bridge between vertices that connects hole with an outer ring and and link it - } - Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Float32BufferAttribute.prototype.constructor = Float32BufferAttribute; + function eliminateHole(hole, outerNode) { + outerNode = findHoleBridge(hole, outerNode); + if (outerNode) { + const b = splitPolygon(outerNode, hole); // filter collinear points around the cuts - function Float64BufferAttribute( array, itemSize, normalized ) { + filterPoints(outerNode, outerNode.next); + filterPoints(b, b.next); + } + } // David Eberly's algorithm for finding a bridge between hole and outer polygon - BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized ); - } + function findHoleBridge(hole, outerNode) { + let p = outerNode; + const hx = hole.x; + const hy = hole.y; + let qx = -Infinity, + m; // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point - Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype ); - Float64BufferAttribute.prototype.constructor = Float64BufferAttribute; + do { + if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { + const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); - /** - * @author mrdoob / http://mrdoob.com/ - */ + if (x <= hx && x > qx) { + qx = x; - function DirectGeometry() { + if (x === hx) { + if (hy === p.y) return p; + if (hy === p.next.y) return p.next; + } - this.vertices = []; - this.normals = []; - this.colors = []; - this.uvs = []; - this.uvs2 = []; + m = p.x < p.next.x ? p : p.next; + } + } - this.groups = []; + p = p.next; + } while (p !== outerNode); - this.morphTargets = {}; + if (!m) return null; + if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point - this.skinWeights = []; - this.skinIndices = []; + const stop = m, + mx = m.x, + my = m.y; + let tanMin = Infinity, + tan; + p = m; - // this.lineDistances = []; + do { + if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { + tan = Math.abs(hy - p.y) / (hx - p.x); // tangential - this.boundingBox = null; - this.boundingSphere = null; + if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) { + m = p; + tanMin = tan; + } + } - // update flags + p = p.next; + } while (p !== stop); - this.verticesNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.groupsNeedUpdate = false; + return m; + } // whether sector in vertex m contains sector in vertex p in the same coordinates - } - Object.assign( DirectGeometry.prototype, { + function sectorContainsSector(m, p) { + return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0; + } // interlink polygon nodes in z-order - computeGroups: function ( geometry ) { - var group; - var groups = []; - var materialIndex = undefined; + function indexCurve(start, minX, minY, invSize) { + let p = start; - var faces = geometry.faces; + do { + if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + } while (p !== start); - for ( var i = 0; i < faces.length; i ++ ) { + p.prevZ.nextZ = null; + p.prevZ = null; + sortLinked(p); + } // Simon Tatham's linked list merge sort algorithm + // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html - var face = faces[ i ]; - // materials + function sortLinked(list) { + let i, + p, + q, + e, + tail, + numMerges, + pSize, + qSize, + inSize = 1; - if ( face.materialIndex !== materialIndex ) { + do { + p = list; + list = null; + tail = null; + numMerges = 0; - materialIndex = face.materialIndex; + while (p) { + numMerges++; + q = p; + pSize = 0; - if ( group !== undefined ) { + for (i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) break; + } - group.count = ( i * 3 ) - group.start; - groups.push( group ); + qSize = inSize; + while (pSize > 0 || qSize > 0 && q) { + if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { + e = p; + p = p.nextZ; + pSize--; + } else { + e = q; + q = q.nextZ; + qSize--; } - group = { - start: i * 3, - materialIndex: materialIndex - }; - + if (tail) tail.nextZ = e;else list = e; + e.prevZ = tail; + tail = e; } + p = q; } - if ( group !== undefined ) { + tail.nextZ = null; + inSize *= 2; + } while (numMerges > 1); - group.count = ( i * 3 ) - group.start; - groups.push( group ); + return list; + } // z-order of a point given coords and inverse of the longer side of data bbox - } - this.groups = groups; + function zOrder(x, y, minX, minY, invSize) { + // coords are transformed into non-negative 15-bit integer range + x = 32767 * (x - minX) * invSize; + y = 32767 * (y - minY) * invSize; + x = (x | x << 8) & 0x00FF00FF; + x = (x | x << 4) & 0x0F0F0F0F; + x = (x | x << 2) & 0x33333333; + x = (x | x << 1) & 0x55555555; + y = (y | y << 8) & 0x00FF00FF; + y = (y | y << 4) & 0x0F0F0F0F; + y = (y | y << 2) & 0x33333333; + y = (y | y << 1) & 0x55555555; + return x | y << 1; + } // find the leftmost node of a polygon ring + + + function getLeftmost(start) { + let p = start, + leftmost = start; - }, + do { + if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p; + p = p.next; + } while (p !== start); - fromGeometry: function ( geometry ) { + return leftmost; + } // check if a point lies within a convex triangle - var faces = geometry.faces; - var vertices = geometry.vertices; - var faceVertexUvs = geometry.faceVertexUvs; - var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; - var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; + function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { + return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0; + } // check if a diagonal between two polygon nodes is valid (lies in polygon interior) - // morphs - var morphTargets = geometry.morphTargets; - var morphTargetsLength = morphTargets.length; + function isValidDiagonal(a, b) { + return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && ( // dones't intersect other edges + locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && ( // locally visible + area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors + equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case + } // signed area of a triangle - var morphTargetsPosition; - if ( morphTargetsLength > 0 ) { + function area(p, q, r) { + return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); + } // check if two points are equal - morphTargetsPosition = []; - for ( var i = 0; i < morphTargetsLength; i ++ ) { + function equals(p1, p2) { + return p1.x === p2.x && p1.y === p2.y; + } // check if two segments intersect - morphTargetsPosition[ i ] = []; - } + function intersects(p1, q1, p2, q2) { + const o1 = sign(area(p1, q1, p2)); + const o2 = sign(area(p1, q1, q2)); + const o3 = sign(area(p2, q2, p1)); + const o4 = sign(area(p2, q2, q1)); + if (o1 !== o2 && o3 !== o4) return true; // general case - this.morphTargets.position = morphTargetsPosition; + if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 - } + if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 - var morphNormals = geometry.morphNormals; - var morphNormalsLength = morphNormals.length; + if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 - var morphTargetsNormal; + if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 - if ( morphNormalsLength > 0 ) { + return false; + } // for collinear points p, q, r, check if point q lies on segment pr - morphTargetsNormal = []; - for ( var i = 0; i < morphNormalsLength; i ++ ) { + function onSegment(p, q, r) { + return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y); + } - morphTargetsNormal[ i ] = []; + function sign(num) { + return num > 0 ? 1 : num < 0 ? -1 : 0; + } // check if a polygon diagonal intersects any polygon segments - } - this.morphTargets.normal = morphTargetsNormal; + function intersectsPolygon(a, b) { + let p = a; - } + do { + if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && intersects(p, p.next, a, b)) return true; + p = p.next; + } while (p !== a); - // skins + return false; + } // check if a polygon diagonal is locally inside the polygon - var skinIndices = geometry.skinIndices; - var skinWeights = geometry.skinWeights; - var hasSkinIndices = skinIndices.length === vertices.length; - var hasSkinWeights = skinWeights.length === vertices.length; + function locallyInside(a, b) { + return area(a.prev, a, a.next) < 0 ? area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; + } // check if the middle point of a polygon diagonal is inside the polygon - // - for ( var i = 0; i < faces.length; i ++ ) { + function middleInside(a, b) { + let p = a, + inside = false; + const px = (a.x + b.x) / 2, + py = (a.y + b.y) / 2; - var face = faces[ i ]; + do { + if (p.y > py !== p.next.y > py && p.next.y !== p.y && px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x) inside = !inside; + p = p.next; + } while (p !== a); - this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + return inside; + } // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; + // if one belongs to the outer ring and another to a hole, it merges it into a single ring - var vertexNormals = face.vertexNormals; - if ( vertexNormals.length === 3 ) { + function splitPolygon(a, b) { + const a2 = new Node(a.i, a.x, a.y), + b2 = new Node(b.i, b.x, b.y), + an = a.next, + bp = b.prev; + a.next = b; + b.prev = a; + a2.next = an; + an.prev = a2; + b2.next = a2; + a2.prev = b2; + bp.next = b2; + b2.prev = bp; + return b2; + } // create a node and optionally link it with previous one (in a circular doubly linked list) - this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); - } else { + function insertNode(i, x, y, last) { + const p = new Node(i, x, y); - var normal = face.normal; + if (!last) { + p.prev = p; + p.next = p; + } else { + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + } - this.normals.push( normal, normal, normal ); + return p; + } - } + function removeNode(p) { + p.next.prev = p.prev; + p.prev.next = p.next; + if (p.prevZ) p.prevZ.nextZ = p.nextZ; + if (p.nextZ) p.nextZ.prevZ = p.prevZ; + } - var vertexColors = face.vertexColors; + function Node(i, x, y) { + // vertex index in coordinates array + this.i = i; // vertex coordinates - if ( vertexColors.length === 3 ) { + this.x = x; + this.y = y; // previous and next vertex nodes in a polygon ring - this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + this.prev = null; + this.next = null; // z-order curve value - } else { + this.z = null; // previous and next nodes in z-order - var color = face.color; + this.prevZ = null; + this.nextZ = null; // indicates whether this is a steiner point - this.colors.push( color, color, color ); + this.steiner = false; + } - } + function signedArea(data, start, end, dim) { + let sum = 0; - if ( hasFaceVertexUv === true ) { + for (let i = start, j = end - dim; i < end; i += dim) { + sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); + j = i; + } - var vertexUvs = faceVertexUvs[ 0 ][ i ]; + return sum; + } - if ( vertexUvs !== undefined ) { - - this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + class ShapeUtils { + // calculate area of the contour polygon + static area(contour) { + const n = contour.length; + let a = 0.0; - } else { + for (let p = n - 1, q = 0; q < n; p = q++) { + a += contour[p].x * contour[q].y - contour[q].x * contour[p].y; + } - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + return a * 0.5; + } - this.uvs.push( new Vector2(), new Vector2(), new Vector2() ); + static isClockWise(pts) { + return ShapeUtils.area(pts) < 0; + } - } + static triangulateShape(contour, holes) { + const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] - } + const holeIndices = []; // array of hole indices - if ( hasFaceVertexUv2 === true ) { + const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] - var vertexUvs = faceVertexUvs[ 1 ][ i ]; + removeDupEndPts(contour); + addContour(vertices, contour); // - if ( vertexUvs !== undefined ) { + let holeIndex = contour.length; + holes.forEach(removeDupEndPts); - this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + for (let i = 0; i < holes.length; i++) { + holeIndices.push(holeIndex); + holeIndex += holes[i].length; + addContour(vertices, holes[i]); + } // - } else { - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + const triangles = Earcut.triangulate(vertices, holeIndices); // - this.uvs2.push( new Vector2(), new Vector2(), new Vector2() ); + for (let i = 0; i < triangles.length; i += 3) { + faces.push(triangles.slice(i, i + 3)); + } - } + return faces; + } - } + } - // morphs + function removeDupEndPts(points) { + const l = points.length; - for ( var j = 0; j < morphTargetsLength; j ++ ) { + if (l > 2 && points[l - 1].equals(points[0])) { + points.pop(); + } + } - var morphTarget = morphTargets[ j ].vertices; + function addContour(vertices, contour) { + for (let i = 0; i < contour.length; i++) { + vertices.push(contour[i].x); + vertices.push(contour[i].y); + } + } - morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + /** + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * depth: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline (including bevelOffset) is bevel + * bevelOffset: , // how far from shape outline does bevel start + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ - } + class ExtrudeGeometry extends BufferGeometry { + constructor(shapes, options) { + super(); + this.type = 'ExtrudeGeometry'; + this.parameters = { + shapes: shapes, + options: options + }; + shapes = Array.isArray(shapes) ? shapes : [shapes]; + const scope = this; + const verticesArray = []; + const uvArray = []; - for ( var j = 0; j < morphNormalsLength; j ++ ) { + for (let i = 0, l = shapes.length; i < l; i++) { + const shape = shapes[i]; + addShape(shape); + } // build geometry - var morphNormal = morphNormals[ j ].vertexNormals[ i ]; - morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2)); + this.computeVertexNormals(); // functions - } + function addShape(shape) { + const placeholder = []; // options - // skins + const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + const steps = options.steps !== undefined ? options.steps : 1; + let depth = options.depth !== undefined ? options.depth : 100; + let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; + let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; + let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; + let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; + let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + const extrudePath = options.extrudePath; + const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options - if ( hasSkinIndices ) { + if (options.amount !== undefined) { + console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.'); + depth = options.amount; + } // - this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); - } + let extrudePts, + extrudeByPath = false; + let splineTube, binormal, normal, position2; - if ( hasSkinWeights ) { + if (extrudePath) { + extrudePts = extrudePath.getSpacedPoints(steps); + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + // SETUP TNB variables + // TODO1 - have a .isClosed in spline? - this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - } + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); + } // Safeguards if bevels are not enabled - } - this.computeGroups( geometry ); + if (!bevelEnabled) { + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + bevelOffset = 0; + } // Variables initialization - this.verticesNeedUpdate = geometry.verticesNeedUpdate; - this.normalsNeedUpdate = geometry.normalsNeedUpdate; - this.colorsNeedUpdate = geometry.colorsNeedUpdate; - this.uvsNeedUpdate = geometry.uvsNeedUpdate; - this.groupsNeedUpdate = geometry.groupsNeedUpdate; - return this; + const shapePoints = shape.extractPoints(curveSegments); + let vertices = shapePoints.shape; + const holes = shapePoints.holes; + const reverse = !ShapeUtils.isClockWise(vertices); - } + if (reverse) { + vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ... - } ); + for (let h = 0, hl = holes.length; h < hl; h++) { + const ahole = holes[h]; - /** - * @author mrdoob / http://mrdoob.com/ - */ + if (ShapeUtils.isClockWise(ahole)) { + holes[h] = ahole.reverse(); + } + } + } - function arrayMax( array ) { + const faces = ShapeUtils.triangulateShape(vertices, holes); + /* Vertices */ - if ( array.length === 0 ) return - Infinity; + const contour = vertices; // vertices has all points but contour has only points of circumference - var max = array[ 0 ]; + for (let h = 0, hl = holes.length; h < hl; h++) { + const ahole = holes[h]; + vertices = vertices.concat(ahole); + } - for ( var i = 1, l = array.length; i < l; ++ i ) { + function scalePt2(pt, vec, size) { + if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist'); + return vec.clone().multiplyScalar(size).add(pt); + } - if ( array[ i ] > max ) max = array[ i ]; + const vlen = vertices.length, + flen = faces.length; // Find directions for point movement - } + function getBevelVec(inPt, inPrev, inNext) { + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html - return max; + const v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + const v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; + const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges - } + const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x; - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ + if (Math.abs(collinear0) > Number.EPSILON) { + // not collinear + // length of vectors for normalizing + const v_prev_len = Math.sqrt(v_prev_lensq); + const v_next_len = Math.sqrt(v_next_x * v_next_x + v_next_y * v_next_y); // shift adjacent points by unit vectors to the left - var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id + const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len; + const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len; + const ptNextShift_x = inNext.x - v_next_y / v_next_len; + const ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point - function BufferGeometry() { + const sf = ((ptNextShift_x - ptPrevShift_x) * v_next_y - (ptNextShift_y - ptPrevShift_y) * v_next_x) / (v_prev_x * v_next_y - v_prev_y * v_next_x); // vector from inPt to intersection point - Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } ); + v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x; + v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes - this.uuid = _Math.generateUUID(); + const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y; - this.name = ''; - this.type = 'BufferGeometry'; + if (v_trans_lensq <= 2) { + return new Vector2(v_trans_x, v_trans_y); + } else { + shrink_by = Math.sqrt(v_trans_lensq / 2); + } + } else { + // handle special case of collinear edges + let direction_eq = false; // assumes: opposite - this.index = null; - this.attributes = {}; + if (v_prev_x > Number.EPSILON) { + if (v_next_x > Number.EPSILON) { + direction_eq = true; + } + } else { + if (v_prev_x < -Number.EPSILON) { + if (v_next_x < -Number.EPSILON) { + direction_eq = true; + } + } else { + if (Math.sign(v_prev_y) === Math.sign(v_next_y)) { + direction_eq = true; + } + } + } - this.morphAttributes = {}; + if (direction_eq) { + // console.log("Warning: lines are a straight sequence"); + v_trans_x = -v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt(v_prev_lensq); + } else { + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt(v_prev_lensq / 2); + } + } - this.groups = []; + return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by); + } - this.boundingBox = null; - this.boundingSphere = null; + const contourMovements = []; - this.drawRange = { start: 0, count: Infinity }; + for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) { + if (j === il) j = 0; + if (k === il) k = 0; // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) - } + contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]); + } - BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + const holesMovements = []; + let oneHoleMovements, + verticesMovements = contourMovements.concat(); - constructor: BufferGeometry, + for (let h = 0, hl = holes.length; h < hl; h++) { + const ahole = holes[h]; + oneHoleMovements = []; - isBufferGeometry: true, + for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) { + if (j === il) j = 0; + if (k === il) k = 0; // (j)---(i)---(k) - getIndex: function () { + oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]); + } - return this.index; + holesMovements.push(oneHoleMovements); + verticesMovements = verticesMovements.concat(oneHoleMovements); + } // Loop bevelSegments, 1 for the front, 1 for the back - }, - setIndex: function ( index ) { + for (let b = 0; b < bevelSegments; b++) { + //for ( b = bevelSegments; b > 0; b -- ) { + const t = b / bevelSegments; + const z = bevelThickness * Math.cos(t * Math.PI / 2); + const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape - if ( Array.isArray( index ) ) { + for (let i = 0, il = contour.length; i < il; i++) { + const vert = scalePt2(contour[i], contourMovements[i], bs); + v(vert.x, vert.y, -z); + } // expand holes - this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); - } else { + for (let h = 0, hl = holes.length; h < hl; h++) { + const ahole = holes[h]; + oneHoleMovements = holesMovements[h]; - this.index = index; + for (let i = 0, il = ahole.length; i < il; i++) { + const vert = scalePt2(ahole[i], oneHoleMovements[i], bs); + v(vert.x, vert.y, -z); + } + } + } - } + const bs = bevelSize + bevelOffset; // Back facing vertices - }, + for (let i = 0; i < vlen; i++) { + const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i]; - addAttribute: function ( name, attribute ) { + if (!extrudeByPath) { + v(vert.x, vert.y, 0); + } else { + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + normal.copy(splineTube.normals[0]).multiplyScalar(vert.x); + binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y); + position2.copy(extrudePts[0]).add(normal).add(binormal); + v(position2.x, position2.y, position2.z); + } + } // Add stepped vertices... + // Including front facing vertices - if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) { - console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + for (let s = 1; s <= steps; s++) { + for (let i = 0; i < vlen; i++) { + const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i]; - this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); + if (!extrudeByPath) { + v(vert.x, vert.y, depth / steps * s); + } else { + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + normal.copy(splineTube.normals[s]).multiplyScalar(vert.x); + binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y); + position2.copy(extrudePts[s]).add(normal).add(binormal); + v(position2.x, position2.y, position2.z); + } + } + } // Add bevel segments planes + //for ( b = 1; b <= bevelSegments; b ++ ) { - return; - } + for (let b = bevelSegments - 1; b >= 0; b--) { + const t = b / bevelSegments; + const z = bevelThickness * Math.cos(t * Math.PI / 2); + const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape - if ( name === 'index' ) { + for (let i = 0, il = contour.length; i < il; i++) { + const vert = scalePt2(contour[i], contourMovements[i], bs); + v(vert.x, vert.y, depth + z); + } // expand holes - console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); - this.setIndex( attribute ); - return; + for (let h = 0, hl = holes.length; h < hl; h++) { + const ahole = holes[h]; + oneHoleMovements = holesMovements[h]; - } + for (let i = 0, il = ahole.length; i < il; i++) { + const vert = scalePt2(ahole[i], oneHoleMovements[i], bs); - this.attributes[ name ] = attribute; + if (!extrudeByPath) { + v(vert.x, vert.y, depth + z); + } else { + v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z); + } + } + } + } + /* Faces */ + // Top and bottom faces - return this; - }, + buildLidFaces(); // Sides faces - getAttribute: function ( name ) { + buildSideFaces(); ///// Internal functions - return this.attributes[ name ]; + function buildLidFaces() { + const start = verticesArray.length / 3; - }, + if (bevelEnabled) { + let layer = 0; // steps + 1 - removeAttribute: function ( name ) { + let offset = vlen * layer; // Bottom faces - delete this.attributes[ name ]; + for (let i = 0; i < flen; i++) { + const face = faces[i]; + f3(face[2] + offset, face[1] + offset, face[0] + offset); + } - return this; + layer = steps + bevelSegments * 2; + offset = vlen * layer; // Top faces - }, + for (let i = 0; i < flen; i++) { + const face = faces[i]; + f3(face[0] + offset, face[1] + offset, face[2] + offset); + } + } else { + // Bottom faces + for (let i = 0; i < flen; i++) { + const face = faces[i]; + f3(face[2], face[1], face[0]); + } // Top faces - addGroup: function ( start, count, materialIndex ) { - this.groups.push( { + for (let i = 0; i < flen; i++) { + const face = faces[i]; + f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps); + } + } - start: start, - count: count, - materialIndex: materialIndex !== undefined ? materialIndex : 0 + scope.addGroup(start, verticesArray.length / 3 - start, 0); + } // Create faces for the z-sides of the shape - } ); - }, + function buildSideFaces() { + const start = verticesArray.length / 3; + let layeroffset = 0; + sidewalls(contour, layeroffset); + layeroffset += contour.length; - clearGroups: function () { + for (let h = 0, hl = holes.length; h < hl; h++) { + const ahole = holes[h]; + sidewalls(ahole, layeroffset); //, true - this.groups = []; + layeroffset += ahole.length; + } - }, + scope.addGroup(start, verticesArray.length / 3 - start, 1); + } - setDrawRange: function ( start, count ) { + function sidewalls(contour, layeroffset) { + let i = contour.length; - this.drawRange.start = start; - this.drawRange.count = count; + while (--i >= 0) { + const j = i; + let k = i - 1; + if (k < 0) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length); - }, + for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) { + const slen1 = vlen * s; + const slen2 = vlen * (s + 1); + const a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + f4(a, b, c, d); + } + } + } - applyMatrix: function ( matrix ) { + function v(x, y, z) { + placeholder.push(x); + placeholder.push(y); + placeholder.push(z); + } - var position = this.attributes.position; + function f3(a, b, c) { + addVertex(a); + addVertex(b); + addVertex(c); + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1); + addUV(uvs[0]); + addUV(uvs[1]); + addUV(uvs[2]); + } - if ( position !== undefined ) { + function f4(a, b, c, d) { + addVertex(a); + addVertex(b); + addVertex(d); + addVertex(b); + addVertex(c); + addVertex(d); + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1); + addUV(uvs[0]); + addUV(uvs[1]); + addUV(uvs[3]); + addUV(uvs[1]); + addUV(uvs[2]); + addUV(uvs[3]); + } - matrix.applyToBufferAttribute( position ); - position.needsUpdate = true; + function addVertex(index) { + verticesArray.push(placeholder[index * 3 + 0]); + verticesArray.push(placeholder[index * 3 + 1]); + verticesArray.push(placeholder[index * 3 + 2]); + } + function addUV(vector2) { + uvArray.push(vector2.x); + uvArray.push(vector2.y); + } } + } - var normal = this.attributes.normal; - - if ( normal !== undefined ) { - - var normalMatrix = new Matrix3().getNormalMatrix( matrix ); + toJSON() { + const data = super.toJSON(); + const shapes = this.parameters.shapes; + const options = this.parameters.options; + return toJSON$1(shapes, options, data); + } - normalMatrix.applyToBufferAttribute( normal ); - normal.needsUpdate = true; + static fromJSON(data, shapes) { + const geometryShapes = []; + for (let j = 0, jl = data.shapes.length; j < jl; j++) { + const shape = shapes[data.shapes[j]]; + geometryShapes.push(shape); } - if ( this.boundingBox !== null ) { - - this.computeBoundingBox(); + const extrudePath = data.options.extrudePath; + if (extrudePath !== undefined) { + data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath); } - if ( this.boundingSphere !== null ) { - - this.computeBoundingSphere(); - - } + return new ExtrudeGeometry(geometryShapes, data.options); + } - return this; + } + const WorldUVGenerator = { + generateTopUV: function (geometry, vertices, indexA, indexB, indexC) { + const a_x = vertices[indexA * 3]; + const a_y = vertices[indexA * 3 + 1]; + const b_x = vertices[indexB * 3]; + const b_y = vertices[indexB * 3 + 1]; + const c_x = vertices[indexC * 3]; + const c_y = vertices[indexC * 3 + 1]; + return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)]; }, + generateSideWallUV: function (geometry, vertices, indexA, indexB, indexC, indexD) { + const a_x = vertices[indexA * 3]; + const a_y = vertices[indexA * 3 + 1]; + const a_z = vertices[indexA * 3 + 2]; + const b_x = vertices[indexB * 3]; + const b_y = vertices[indexB * 3 + 1]; + const b_z = vertices[indexB * 3 + 2]; + const c_x = vertices[indexC * 3]; + const c_y = vertices[indexC * 3 + 1]; + const c_z = vertices[indexC * 3 + 2]; + const d_x = vertices[indexD * 3]; + const d_y = vertices[indexD * 3 + 1]; + const d_z = vertices[indexD * 3 + 2]; - rotateX: function () { + if (Math.abs(a_y - b_y) < Math.abs(a_x - b_x)) { + return [new Vector2(a_x, 1 - a_z), new Vector2(b_x, 1 - b_z), new Vector2(c_x, 1 - c_z), new Vector2(d_x, 1 - d_z)]; + } else { + return [new Vector2(a_y, 1 - a_z), new Vector2(b_y, 1 - b_z), new Vector2(c_y, 1 - c_z), new Vector2(d_y, 1 - d_z)]; + } + } + }; - // rotate geometry around world x-axis + function toJSON$1(shapes, options, data) { + data.shapes = []; - var m1 = new Matrix4(); + if (Array.isArray(shapes)) { + for (let i = 0, l = shapes.length; i < l; i++) { + const shape = shapes[i]; + data.shapes.push(shape.uuid); + } + } else { + data.shapes.push(shapes.uuid); + } - return function rotateX( angle ) { + if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON(); + return data; + } - m1.makeRotationX( angle ); + class IcosahedronGeometry extends PolyhedronGeometry { + constructor(radius = 1, detail = 0) { + const t = (1 + Math.sqrt(5)) / 2; + const vertices = [-1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1]; + const indices = [0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1]; + super(vertices, indices, radius, detail); + this.type = 'IcosahedronGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; + } - this.applyMatrix( m1 ); + static fromJSON(data) { + return new IcosahedronGeometry(data.radius, data.detail); + } - return this; + } + class LatheGeometry extends BufferGeometry { + constructor(points, segments = 12, phiStart = 0, phiLength = Math.PI * 2) { + super(); + this.type = 'LatheGeometry'; + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength }; + segments = Math.floor(segments); // clamp phiLength so it's in range of [ 0, 2PI ] - }(), + phiLength = clamp(phiLength, 0, Math.PI * 2); // buffers - rotateY: function () { + const indices = []; + const vertices = []; + const uvs = []; // helper variables - // rotate geometry around world y-axis + const inverseSegments = 1.0 / segments; + const vertex = new Vector3(); + const uv = new Vector2(); // generate vertices and uvs - var m1 = new Matrix4(); + for (let i = 0; i <= segments; i++) { + const phi = phiStart + i * inverseSegments * phiLength; + const sin = Math.sin(phi); + const cos = Math.cos(phi); - return function rotateY( angle ) { + for (let j = 0; j <= points.length - 1; j++) { + // vertex + vertex.x = points[j].x * sin; + vertex.y = points[j].y; + vertex.z = points[j].x * cos; + vertices.push(vertex.x, vertex.y, vertex.z); // uv - m1.makeRotationY( angle ); + uv.x = i / segments; + uv.y = j / (points.length - 1); + uvs.push(uv.x, uv.y); + } + } // indices - this.applyMatrix( m1 ); - return this; + for (let i = 0; i < segments; i++) { + for (let j = 0; j < points.length - 1; j++) { + const base = j + i * points.length; + const a = base; + const b = base + points.length; + const c = base + points.length + 1; + const d = base + 1; // faces - }; + indices.push(a, b, d); + indices.push(b, c, d); + } + } // build geometry - }(), - rotateZ: function () { + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // generate normals - // rotate geometry around world z-axis + this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). - var m1 = new Matrix4(); + if (phiLength === Math.PI * 2) { + const normals = this.attributes.normal.array; + const n1 = new Vector3(); + const n2 = new Vector3(); + const n = new Vector3(); // this is the buffer offset for the last line of vertices - return function rotateZ( angle ) { + const base = segments * points.length * 3; - m1.makeRotationZ( angle ); + for (let i = 0, j = 0; i < points.length; i++, j += 3) { + // select the normal of the vertex in the first line + n1.x = normals[j + 0]; + n1.y = normals[j + 1]; + n1.z = normals[j + 2]; // select the normal of the vertex in the last line - this.applyMatrix( m1 ); + n2.x = normals[base + j + 0]; + n2.y = normals[base + j + 1]; + n2.z = normals[base + j + 2]; // average normals - return this; + n.addVectors(n1, n2).normalize(); // assign the new values to both normals - }; + normals[j + 0] = normals[base + j + 0] = n.x; + normals[j + 1] = normals[base + j + 1] = n.y; + normals[j + 2] = normals[base + j + 2] = n.z; + } + } + } - }(), + static fromJSON(data) { + return new LatheGeometry(data.points, data.segments, data.phiStart, data.phiLength); + } - translate: function () { + } - // translate geometry + class OctahedronGeometry extends PolyhedronGeometry { + constructor(radius = 1, detail = 0) { + const vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1]; + const indices = [0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2]; + super(vertices, indices, radius, detail); + this.type = 'OctahedronGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; + } - var m1 = new Matrix4(); + static fromJSON(data) { + return new OctahedronGeometry(data.radius, data.detail); + } - return function translate( x, y, z ) { + } - m1.makeTranslation( x, y, z ); + /** + * Parametric Surfaces Geometry + * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html + */ - this.applyMatrix( m1 ); + class ParametricGeometry extends BufferGeometry { + constructor(func, slices, stacks) { + super(); + this.type = 'ParametricGeometry'; + this.parameters = { + func: func, + slices: slices, + stacks: stacks + }; // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + const EPS = 0.00001; + const normal = new Vector3(); + const p0 = new Vector3(), + p1 = new Vector3(); + const pu = new Vector3(), + pv = new Vector3(); + + if (func.length < 3) { + console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.'); + } // generate vertices, normals and uvs + + + const sliceCount = slices + 1; + + for (let i = 0; i <= stacks; i++) { + const v = i / stacks; + + for (let j = 0; j <= slices; j++) { + const u = j / slices; // vertex + + func(u, v, p0); + vertices.push(p0.x, p0.y, p0.z); // normal + // approximate tangent vectors via finite differences + + if (u - EPS >= 0) { + func(u - EPS, v, p1); + pu.subVectors(p0, p1); + } else { + func(u + EPS, v, p1); + pu.subVectors(p1, p0); + } - return this; + if (v - EPS >= 0) { + func(u, v - EPS, p1); + pv.subVectors(p0, p1); + } else { + func(u, v + EPS, p1); + pv.subVectors(p1, p0); + } // cross product of tangent vectors returns surface normal - }; - }(), + normal.crossVectors(pu, pv).normalize(); + normals.push(normal.x, normal.y, normal.z); // uv - scale: function () { + uvs.push(u, v); + } + } // generate indices - // scale geometry - var m1 = new Matrix4(); + for (let i = 0; i < stacks; i++) { + for (let j = 0; j < slices; j++) { + const a = i * sliceCount + j; + const b = i * sliceCount + j + 1; + const c = (i + 1) * sliceCount + j + 1; + const d = (i + 1) * sliceCount + j; // faces one and two - return function scale( x, y, z ) { + indices.push(a, b, d); + indices.push(b, c, d); + } + } // build geometry - m1.makeScale( x, y, z ); - this.applyMatrix( m1 ); + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); + } - return this; + } + class RingGeometry extends BufferGeometry { + constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) { + super(); + this.type = 'RingGeometry'; + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength }; + thetaSegments = Math.max(3, thetaSegments); + phiSegments = Math.max(1, phiSegments); // buffers - }(), - - lookAt: function () { - - var obj = new Object3D(); - - return function lookAt( vector ) { + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; // some helper variables - obj.lookAt( vector ); + let radius = innerRadius; + const radiusStep = (outerRadius - innerRadius) / phiSegments; + const vertex = new Vector3(); + const uv = new Vector2(); // generate vertices, normals and uvs - obj.updateMatrix(); + for (let j = 0; j <= phiSegments; j++) { + for (let i = 0; i <= thetaSegments; i++) { + // values are generate from the inside of the ring to the outside + const segment = thetaStart + i / thetaSegments * thetaLength; // vertex - this.applyMatrix( obj.matrix ); + vertex.x = radius * Math.cos(segment); + vertex.y = radius * Math.sin(segment); + vertices.push(vertex.x, vertex.y, vertex.z); // normal - }; + normals.push(0, 0, 1); // uv - }(), + uv.x = (vertex.x / outerRadius + 1) / 2; + uv.y = (vertex.y / outerRadius + 1) / 2; + uvs.push(uv.x, uv.y); + } // increase the radius for next row of vertices - center: function () { - var offset = new Vector3(); + radius += radiusStep; + } // indices - return function center() { - this.computeBoundingBox(); + for (let j = 0; j < phiSegments; j++) { + const thetaSegmentLevel = j * (thetaSegments + 1); - this.boundingBox.getCenter( offset ).negate(); + for (let i = 0; i < thetaSegments; i++) { + const segment = i + thetaSegmentLevel; + const a = segment; + const b = segment + thetaSegments + 1; + const c = segment + thetaSegments + 2; + const d = segment + 1; // faces - this.translate( offset.x, offset.y, offset.z ); + indices.push(a, b, d); + indices.push(b, c, d); + } + } // build geometry - return this; - }; + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); + } - }(), + static fromJSON(data) { + return new RingGeometry(data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength); + } - setFromObject: function ( object ) { + } - // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); + class ShapeGeometry extends BufferGeometry { + constructor(shapes, curveSegments = 12) { + super(); + this.type = 'ShapeGeometry'; + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; // buffers - var geometry = object.geometry; + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; // helper variables - if ( object.isPoints || object.isLine ) { + let groupStart = 0; + let groupCount = 0; // allow single and array values for "shapes" parameter - var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 ); - var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 ); + if (Array.isArray(shapes) === false) { + addShape(shapes); + } else { + for (let i = 0; i < shapes.length; i++) { + addShape(shapes[i]); + this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support - this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); - this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + groupStart += groupCount; + groupCount = 0; + } + } // build geometry - if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { - var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 ); + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions - this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + function addShape(shape) { + const indexOffset = vertices.length / 3; + const points = shape.extractPoints(curveSegments); + let shapeVertices = points.shape; + const shapeHoles = points.holes; // check direction of vertices + if (ShapeUtils.isClockWise(shapeVertices) === false) { + shapeVertices = shapeVertices.reverse(); } - if ( geometry.boundingSphere !== null ) { - - this.boundingSphere = geometry.boundingSphere.clone(); + for (let i = 0, l = shapeHoles.length; i < l; i++) { + const shapeHole = shapeHoles[i]; + if (ShapeUtils.isClockWise(shapeHole) === true) { + shapeHoles[i] = shapeHole.reverse(); + } } - if ( geometry.boundingBox !== null ) { + const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array - this.boundingBox = geometry.boundingBox.clone(); + for (let i = 0, l = shapeHoles.length; i < l; i++) { + const shapeHole = shapeHoles[i]; + shapeVertices = shapeVertices.concat(shapeHole); + } // vertices, normals, uvs - } - - } else if ( object.isMesh ) { - if ( geometry && geometry.isGeometry ) { + for (let i = 0, l = shapeVertices.length; i < l; i++) { + const vertex = shapeVertices[i]; + vertices.push(vertex.x, vertex.y, 0); + normals.push(0, 0, 1); + uvs.push(vertex.x, vertex.y); // world uvs + } // incides - this.fromGeometry( geometry ); + for (let i = 0, l = faces.length; i < l; i++) { + const face = faces[i]; + const a = face[0] + indexOffset; + const b = face[1] + indexOffset; + const c = face[2] + indexOffset; + indices.push(a, b, c); + groupCount += 3; } - } + } - return this; + toJSON() { + const data = super.toJSON(); + const shapes = this.parameters.shapes; + return toJSON(shapes, data); + } - }, + static fromJSON(data, shapes) { + const geometryShapes = []; - setFromPoints: function ( points ) { + for (let j = 0, jl = data.shapes.length; j < jl; j++) { + const shape = shapes[data.shapes[j]]; + geometryShapes.push(shape); + } - var position = []; + return new ShapeGeometry(geometryShapes, data.curveSegments); + } - for ( var i = 0, l = points.length; i < l; i ++ ) { + } - var point = points[ i ]; - position.push( point.x, point.y, point.z || 0 ); + function toJSON(shapes, data) { + data.shapes = []; + if (Array.isArray(shapes)) { + for (let i = 0, l = shapes.length; i < l; i++) { + const shape = shapes[i]; + data.shapes.push(shape.uuid); } + } else { + data.shapes.push(shapes.uuid); + } - this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + return data; + } - return this; + class SphereGeometry extends BufferGeometry { + constructor(radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) { + super(); + this.type = 'SphereGeometry'; + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + widthSegments = Math.max(3, Math.floor(widthSegments)); + heightSegments = Math.max(2, Math.floor(heightSegments)); + const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI); + let index = 0; + const grid = []; + const vertex = new Vector3(); + const normal = new Vector3(); // buffers - }, + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; // generate vertices, normals and uvs - updateFromObject: function ( object ) { + for (let iy = 0; iy <= heightSegments; iy++) { + const verticesRow = []; + const v = iy / heightSegments; // special case for the poles - var geometry = object.geometry; + let uOffset = 0; - if ( object.isMesh ) { + if (iy == 0 && thetaStart == 0) { + uOffset = 0.5 / widthSegments; + } else if (iy == heightSegments && thetaEnd == Math.PI) { + uOffset = -0.5 / widthSegments; + } - var direct = geometry.__directGeometry; + for (let ix = 0; ix <= widthSegments; ix++) { + const u = ix / widthSegments; // vertex - if ( geometry.elementsNeedUpdate === true ) { + vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength); + vertex.y = radius * Math.cos(thetaStart + v * thetaLength); + vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength); + vertices.push(vertex.x, vertex.y, vertex.z); // normal - direct = undefined; - geometry.elementsNeedUpdate = false; + normal.copy(vertex).normalize(); + normals.push(normal.x, normal.y, normal.z); // uv + uvs.push(u + uOffset, 1 - v); + verticesRow.push(index++); } - if ( direct === undefined ) { + grid.push(verticesRow); + } // indices - return this.fromGeometry( geometry ); + for (let iy = 0; iy < heightSegments; iy++) { + for (let ix = 0; ix < widthSegments; ix++) { + const a = grid[iy][ix + 1]; + const b = grid[iy][ix]; + const c = grid[iy + 1][ix]; + const d = grid[iy + 1][ix + 1]; + if (iy !== 0 || thetaStart > 0) indices.push(a, b, d); + if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d); } + } // build geometry - direct.verticesNeedUpdate = geometry.verticesNeedUpdate; - direct.normalsNeedUpdate = geometry.normalsNeedUpdate; - direct.colorsNeedUpdate = geometry.colorsNeedUpdate; - direct.uvsNeedUpdate = geometry.uvsNeedUpdate; - direct.groupsNeedUpdate = geometry.groupsNeedUpdate; - geometry.verticesNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.groupsNeedUpdate = false; + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); + } - geometry = direct; + static fromJSON(data) { + return new SphereGeometry(data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength); + } - } + } - var attribute; + class TetrahedronGeometry extends PolyhedronGeometry { + constructor(radius = 1, detail = 0) { + const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1]; + const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1]; + super(vertices, indices, radius, detail); + this.type = 'TetrahedronGeometry'; + this.parameters = { + radius: radius, + detail: detail + }; + } - if ( geometry.verticesNeedUpdate === true ) { + static fromJSON(data) { + return new TetrahedronGeometry(data.radius, data.detail); + } - attribute = this.attributes.position; + } - if ( attribute !== undefined ) { + /** + * Text = 3D Text + * + * parameters = { + * font: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: , // how far from text outline (including bevelOffset) is bevel + * bevelOffset: // how far from text outline does bevel start + * } + */ - attribute.copyVector3sArray( geometry.vertices ); - attribute.needsUpdate = true; + class TextGeometry extends ExtrudeGeometry { + constructor(text, parameters = {}) { + const font = parameters.font; - } + if (!(font && font.isFont)) { + console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.'); + return new BufferGeometry(); + } - geometry.verticesNeedUpdate = false; + const shapes = font.generateShapes(text, parameters.size); // translate parameters to ExtrudeGeometry API - } + parameters.depth = parameters.height !== undefined ? parameters.height : 50; // defaults - if ( geometry.normalsNeedUpdate === true ) { + if (parameters.bevelThickness === undefined) parameters.bevelThickness = 10; + if (parameters.bevelSize === undefined) parameters.bevelSize = 8; + if (parameters.bevelEnabled === undefined) parameters.bevelEnabled = false; + super(shapes, parameters); + this.type = 'TextGeometry'; + } - attribute = this.attributes.normal; + } - if ( attribute !== undefined ) { + class TorusGeometry extends BufferGeometry { + constructor(radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2) { + super(); + this.type = 'TorusGeometry'; + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + radialSegments = Math.floor(radialSegments); + tubularSegments = Math.floor(tubularSegments); // buffers - attribute.copyVector3sArray( geometry.normals ); - attribute.needsUpdate = true; + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; // helper variables - } + const center = new Vector3(); + const vertex = new Vector3(); + const normal = new Vector3(); // generate vertices, normals and uvs - geometry.normalsNeedUpdate = false; + for (let j = 0; j <= radialSegments; j++) { + for (let i = 0; i <= tubularSegments; i++) { + const u = i / tubularSegments * arc; + const v = j / radialSegments * Math.PI * 2; // vertex - } + vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u); + vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u); + vertex.z = tube * Math.sin(v); + vertices.push(vertex.x, vertex.y, vertex.z); // normal - if ( geometry.colorsNeedUpdate === true ) { + center.x = radius * Math.cos(u); + center.y = radius * Math.sin(u); + normal.subVectors(vertex, center).normalize(); + normals.push(normal.x, normal.y, normal.z); // uv - attribute = this.attributes.color; + uvs.push(i / tubularSegments); + uvs.push(j / radialSegments); + } + } // generate indices - if ( attribute !== undefined ) { - attribute.copyColorsArray( geometry.colors ); - attribute.needsUpdate = true; + for (let j = 1; j <= radialSegments; j++) { + for (let i = 1; i <= tubularSegments; i++) { + // indices + const a = (tubularSegments + 1) * j + i - 1; + const b = (tubularSegments + 1) * (j - 1) + i - 1; + const c = (tubularSegments + 1) * (j - 1) + i; + const d = (tubularSegments + 1) * j + i; // faces + indices.push(a, b, d); + indices.push(b, c, d); } + } // build geometry - geometry.colorsNeedUpdate = false; - } + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); + } + + static fromJSON(data) { + return new TorusGeometry(data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc); + } - if ( geometry.uvsNeedUpdate ) { + } - attribute = this.attributes.uv; + class TorusKnotGeometry extends BufferGeometry { + constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) { + super(); + this.type = 'TorusKnotGeometry'; + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + tubularSegments = Math.floor(tubularSegments); + radialSegments = Math.floor(radialSegments); // buffers - if ( attribute !== undefined ) { + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; // helper variables - attribute.copyVector2sArray( geometry.uvs ); - attribute.needsUpdate = true; + const vertex = new Vector3(); + const normal = new Vector3(); + const P1 = new Vector3(); + const P2 = new Vector3(); + const B = new Vector3(); + const T = new Vector3(); + const N = new Vector3(); // generate vertices, normals and uvs - } + for (let i = 0; i <= tubularSegments; ++i) { + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + const u = i / tubularSegments * p * Math.PI * 2; // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - geometry.uvsNeedUpdate = false; + calculatePositionOnCurve(u, p, q, radius, P1); + calculatePositionOnCurve(u + 0.01, p, q, radius, P2); // calculate orthonormal basis - } + T.subVectors(P2, P1); + N.addVectors(P2, P1); + B.crossVectors(T, N); + N.crossVectors(B, T); // normalize B, N. T can be ignored, we don't use it - if ( geometry.lineDistancesNeedUpdate ) { + B.normalize(); + N.normalize(); - attribute = this.attributes.lineDistance; + for (let j = 0; j <= radialSegments; ++j) { + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + const v = j / radialSegments * Math.PI * 2; + const cx = -tube * Math.cos(v); + const cy = tube * Math.sin(v); // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve - if ( attribute !== undefined ) { + vertex.x = P1.x + (cx * N.x + cy * B.x); + vertex.y = P1.y + (cx * N.y + cy * B.y); + vertex.z = P1.z + (cx * N.z + cy * B.z); + vertices.push(vertex.x, vertex.y, vertex.z); // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - attribute.copyArray( geometry.lineDistances ); - attribute.needsUpdate = true; + normal.subVectors(vertex, P1).normalize(); + normals.push(normal.x, normal.y, normal.z); // uv + uvs.push(i / tubularSegments); + uvs.push(j / radialSegments); } + } // generate indices - geometry.lineDistancesNeedUpdate = false; - } + for (let j = 1; j <= tubularSegments; j++) { + for (let i = 1; i <= radialSegments; i++) { + // indices + const a = (radialSegments + 1) * (j - 1) + (i - 1); + const b = (radialSegments + 1) * j + (i - 1); + const c = (radialSegments + 1) * j + i; + const d = (radialSegments + 1) * (j - 1) + i; // faces - if ( geometry.groupsNeedUpdate ) { + indices.push(a, b, d); + indices.push(b, c, d); + } + } // build geometry - geometry.computeGroups( object.geometry ); - this.groups = geometry.groups; - geometry.groupsNeedUpdate = false; + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve + function calculatePositionOnCurve(u, p, q, radius, position) { + const cu = Math.cos(u); + const su = Math.sin(u); + const quOverP = q / p * u; + const cs = Math.cos(quOverP); + position.x = radius * (2 + cs) * 0.5 * cu; + position.y = radius * (2 + cs) * su * 0.5; + position.z = radius * Math.sin(quOverP) * 0.5; } + } - return this; - - }, - - fromGeometry: function ( geometry ) { - - geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry ); - - return this.fromDirectGeometry( geometry.__directGeometry ); + static fromJSON(data) { + return new TorusKnotGeometry(data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q); + } - }, + } - fromDirectGeometry: function ( geometry ) { + class TubeGeometry extends BufferGeometry { + constructor(path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) { + super(); + this.type = 'TubeGeometry'; + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + const frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals + + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; // helper variables + + const vertex = new Vector3(); + const normal = new Vector3(); + const uv = new Vector2(); + let P = new Vector3(); // buffer + + const vertices = []; + const normals = []; + const uvs = []; + const indices = []; // create buffer data + + generateBufferData(); // build geometry + + this.setIndex(indices); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + this.setAttribute('normal', new Float32BufferAttribute(normals, 3)); + this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions + + function generateBufferData() { + for (let i = 0; i < tubularSegments; i++) { + generateSegment(i); + } // if the geometry is not closed, generate the last row of vertices and normals + // at the regular position on the given path + // + // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - var positions = new Float32Array( geometry.vertices.length * 3 ); - this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); - if ( geometry.normals.length > 0 ) { + generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries - var normals = new Float32Array( geometry.normals.length * 3 ); - this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + generateUVs(); // finally create faces + generateIndices(); } - if ( geometry.colors.length > 0 ) { + function generateSegment(i) { + // we use getPointAt to sample evenly distributed points from the given path + P = path.getPointAt(i / tubularSegments, P); // retrieve corresponding normal and binormal - var colors = new Float32Array( geometry.colors.length * 3 ); - this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); - - } + const N = frames.normals[i]; + const B = frames.binormals[i]; // generate normals and vertices for the current segment - if ( geometry.uvs.length > 0 ) { + for (let j = 0; j <= radialSegments; j++) { + const v = j / radialSegments * Math.PI * 2; + const sin = Math.sin(v); + const cos = -Math.cos(v); // normal - var uvs = new Float32Array( geometry.uvs.length * 2 ); - this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + normal.x = cos * N.x + sin * B.x; + normal.y = cos * N.y + sin * B.y; + normal.z = cos * N.z + sin * B.z; + normal.normalize(); + normals.push(normal.x, normal.y, normal.z); // vertex + vertex.x = P.x + radius * normal.x; + vertex.y = P.y + radius * normal.y; + vertex.z = P.z + radius * normal.z; + vertices.push(vertex.x, vertex.y, vertex.z); + } } - if ( geometry.uvs2.length > 0 ) { - - var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); - this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + function generateIndices() { + for (let j = 1; j <= tubularSegments; j++) { + for (let i = 1; i <= radialSegments; i++) { + const a = (radialSegments + 1) * (j - 1) + (i - 1); + const b = (radialSegments + 1) * j + (i - 1); + const c = (radialSegments + 1) * j + i; + const d = (radialSegments + 1) * (j - 1) + i; // faces + indices.push(a, b, d); + indices.push(b, c, d); + } + } } - // groups + function generateUVs() { + for (let i = 0; i <= tubularSegments; i++) { + for (let j = 0; j <= radialSegments; j++) { + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + uvs.push(uv.x, uv.y); + } + } + } + } - this.groups = geometry.groups; + toJSON() { + const data = super.toJSON(); + data.path = this.parameters.path.toJSON(); + return data; + } - // morphs + static fromJSON(data) { + // This only works for built-in curves (e.g. CatmullRomCurve3). + // User defined curves or instances of CurvePath will not be deserialized. + return new TubeGeometry(new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed); + } - for ( var name in geometry.morphTargets ) { + } - var array = []; - var morphTargets = geometry.morphTargets[ name ]; + class WireframeGeometry extends BufferGeometry { + constructor(geometry) { + super(); + this.type = 'WireframeGeometry'; - for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + if (geometry.isGeometry === true) { + console.error('THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.'); + return; + } // buffer - var morphTarget = morphTargets[ i ]; - var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 ); + const vertices = []; // helper variables - array.push( attribute.copyVector3sArray( morphTarget ) ); + const edge = [0, 0], + edges = {}; + const vertex = new Vector3(); - } + if (geometry.index !== null) { + // indexed BufferGeometry + const position = geometry.attributes.position; + const indices = geometry.index; + let groups = geometry.groups; + + if (groups.length === 0) { + groups = [{ + start: 0, + count: indices.count, + materialIndex: 0 + }]; + } // create a data structure that contains all eges without duplicates + + + for (let o = 0, ol = groups.length; o < ol; ++o) { + const group = groups[o]; + const start = group.start; + const count = group.count; + + for (let i = start, l = start + count; i < l; i += 3) { + for (let j = 0; j < 3; j++) { + const edge1 = indices.getX(i + j); + const edge2 = indices.getX(i + (j + 1) % 3); + edge[0] = Math.min(edge1, edge2); // sorting prevents duplicates + + edge[1] = Math.max(edge1, edge2); + const key = edge[0] + ',' + edge[1]; + + if (edges[key] === undefined) { + edges[key] = { + index1: edge[0], + index2: edge[1] + }; + } + } + } + } // generate vertices - this.morphAttributes[ name ] = array; - } + for (const key in edges) { + const e = edges[key]; + vertex.fromBufferAttribute(position, e.index1); + vertices.push(vertex.x, vertex.y, vertex.z); + vertex.fromBufferAttribute(position, e.index2); + vertices.push(vertex.x, vertex.y, vertex.z); + } + } else { + // non-indexed BufferGeometry + const position = geometry.attributes.position; - // skinning + for (let i = 0, l = position.count / 3; i < l; i++) { + for (let j = 0; j < 3; j++) { + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + const index1 = 3 * i + j; + vertex.fromBufferAttribute(position, index1); + vertices.push(vertex.x, vertex.y, vertex.z); + const index2 = 3 * i + (j + 1) % 3; + vertex.fromBufferAttribute(position, index2); + vertices.push(vertex.x, vertex.y, vertex.z); + } + } + } // build geometry - if ( geometry.skinIndices.length > 0 ) { - var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 ); - this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + this.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + } - } + } - if ( geometry.skinWeights.length > 0 ) { + var Geometries = /*#__PURE__*/Object.freeze({ + __proto__: null, + BoxGeometry: BoxGeometry, + BoxBufferGeometry: BoxGeometry, + CircleGeometry: CircleGeometry, + CircleBufferGeometry: CircleGeometry, + ConeGeometry: ConeGeometry, + ConeBufferGeometry: ConeGeometry, + CylinderGeometry: CylinderGeometry, + CylinderBufferGeometry: CylinderGeometry, + DodecahedronGeometry: DodecahedronGeometry, + DodecahedronBufferGeometry: DodecahedronGeometry, + EdgesGeometry: EdgesGeometry, + ExtrudeGeometry: ExtrudeGeometry, + ExtrudeBufferGeometry: ExtrudeGeometry, + IcosahedronGeometry: IcosahedronGeometry, + IcosahedronBufferGeometry: IcosahedronGeometry, + LatheGeometry: LatheGeometry, + LatheBufferGeometry: LatheGeometry, + OctahedronGeometry: OctahedronGeometry, + OctahedronBufferGeometry: OctahedronGeometry, + ParametricGeometry: ParametricGeometry, + ParametricBufferGeometry: ParametricGeometry, + PlaneGeometry: PlaneGeometry, + PlaneBufferGeometry: PlaneGeometry, + PolyhedronGeometry: PolyhedronGeometry, + PolyhedronBufferGeometry: PolyhedronGeometry, + RingGeometry: RingGeometry, + RingBufferGeometry: RingGeometry, + ShapeGeometry: ShapeGeometry, + ShapeBufferGeometry: ShapeGeometry, + SphereGeometry: SphereGeometry, + SphereBufferGeometry: SphereGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TetrahedronBufferGeometry: TetrahedronGeometry, + TextGeometry: TextGeometry, + TextBufferGeometry: TextGeometry, + TorusGeometry: TorusGeometry, + TorusBufferGeometry: TorusGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TorusKnotBufferGeometry: TorusKnotGeometry, + TubeGeometry: TubeGeometry, + TubeBufferGeometry: TubeGeometry, + WireframeGeometry: WireframeGeometry + }); - var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 ); - this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + /** + * parameters = { + * color: + * } + */ - } + class ShadowMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'ShadowMaterial'; + this.color = new Color(0x000000); + this.transparent = true; + this.setValues(parameters); + } - // + copy(source) { + super.copy(source); + this.color.copy(source.color); + return this; + } - if ( geometry.boundingSphere !== null ) { + } - this.boundingSphere = geometry.boundingSphere.clone(); + ShadowMaterial.prototype.isShadowMaterial = true; - } + class RawShaderMaterial extends ShaderMaterial { + constructor(parameters) { + super(parameters); + this.type = 'RawShaderMaterial'; + } - if ( geometry.boundingBox !== null ) { + } - this.boundingBox = geometry.boundingBox.clone(); + RawShaderMaterial.prototype.isRawShaderMaterial = true; - } + /** + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * morphTargets: , + * morphNormals: , + * + * flatShading: + * } + */ + class MeshStandardMaterial extends Material { + constructor(parameters) { + super(); + this.defines = { + 'STANDARD': '' + }; + this.type = 'MeshStandardMaterial'; + this.color = new Color(0xffffff); // diffuse + + this.roughness = 1.0; + this.metalness = 0.0; + this.map = null; + this.lightMap = null; + this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; + this.emissive = new Color(0x000000); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + this.bumpMap = null; + this.bumpScale = 1; + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2(1, 1); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + this.roughnessMap = null; + this.metalnessMap = null; + this.alphaMap = null; + this.envMap = null; + this.envMapIntensity = 1.0; + this.refractionRatio = 0.98; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + this.morphTargets = false; + this.morphNormals = false; + this.flatShading = false; + this.vertexTangents = false; + this.setValues(parameters); + } + + copy(source) { + super.copy(source); + this.defines = { + 'STANDARD': '' + }; + this.color.copy(source.color); + this.roughness = source.roughness; + this.metalness = source.metalness; + this.map = source.map; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + this.emissive.copy(source.emissive); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy(source.normalScale); + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + this.roughnessMap = source.roughnessMap; + this.metalnessMap = source.metalnessMap; + this.alphaMap = source.alphaMap; + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; + this.refractionRatio = source.refractionRatio; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + this.flatShading = source.flatShading; + this.vertexTangents = source.vertexTangents; return this; + } - }, - - computeBoundingBox: function () { - - if ( this.boundingBox === null ) { - - this.boundingBox = new Box3(); - - } - - var position = this.attributes.position; + } - if ( position !== undefined ) { + MeshStandardMaterial.prototype.isMeshStandardMaterial = true; - this.boundingBox.setFromBufferAttribute( position ); + /** + * parameters = { + * clearcoat: , + * clearcoatMap: new THREE.Texture( ), + * clearcoatRoughness: , + * clearcoatRoughnessMap: new THREE.Texture( ), + * clearcoatNormalScale: , + * clearcoatNormalMap: new THREE.Texture( ), + * + * reflectivity: , + * ior: , + * + * sheen: , + * + * transmission: , + * transmissionMap: new THREE.Texture( ), + * + * thickness: , + * thicknessMap: new THREE.Texture( ), + * attenuationDistance: , + * attenuationColor: + * } + */ + class MeshPhysicalMaterial extends MeshStandardMaterial { + constructor(parameters) { + super(); + this.defines = { + 'STANDARD': '', + 'PHYSICAL': '' + }; + this.type = 'MeshPhysicalMaterial'; + this.clearcoat = 0.0; + this.clearcoatMap = null; + this.clearcoatRoughness = 0.0; + this.clearcoatRoughnessMap = null; + this.clearcoatNormalScale = new Vector2(1, 1); + this.clearcoatNormalMap = null; + this.reflectivity = 0.5; // maps to F0 = 0.04 + + Object.defineProperty(this, 'ior', { + get: function () { + return (1 + 0.4 * this.reflectivity) / (1 - 0.4 * this.reflectivity); + }, + set: function (ior) { + this.reflectivity = clamp(2.5 * (ior - 1) / (ior + 1), 0, 1); + } + }); + this.sheen = null; // null will disable sheen bsdf + + this.transmission = 0.0; + this.transmissionMap = null; + this.thickness = 0.01; + this.thicknessMap = null; + this.attenuationDistance = 0.0; + this.attenuationColor = new Color(1, 1, 1); + this.setValues(parameters); + } + + copy(source) { + super.copy(source); + this.defines = { + 'STANDARD': '', + 'PHYSICAL': '' + }; + this.clearcoat = source.clearcoat; + this.clearcoatMap = source.clearcoatMap; + this.clearcoatRoughness = source.clearcoatRoughness; + this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; + this.clearcoatNormalMap = source.clearcoatNormalMap; + this.clearcoatNormalScale.copy(source.clearcoatNormalScale); + this.reflectivity = source.reflectivity; + + if (source.sheen) { + this.sheen = (this.sheen || new Color()).copy(source.sheen); } else { - - this.boundingBox.makeEmpty(); - - } - - if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { - - console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); - + this.sheen = null; } - }, - - computeBoundingSphere: function () { + this.transmission = source.transmission; + this.transmissionMap = source.transmissionMap; + this.thickness = source.thickness; + this.thicknessMap = source.thicknessMap; + this.attenuationDistance = source.attenuationDistance; + this.attenuationColor.copy(source.attenuationColor); + return this; + } - var box = new Box3(); - var vector = new Vector3(); + } - return function computeBoundingSphere() { + MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; - if ( this.boundingSphere === null ) { + /** + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.MultiplyOperation, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * morphTargets: , + * morphNormals: , + * + * flatShading: + * } + */ - this.boundingSphere = new Sphere(); + class MeshPhongMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'MeshPhongMaterial'; + this.color = new Color(0xffffff); // diffuse + + this.specular = new Color(0x111111); + this.shininess = 30; + this.map = null; + this.lightMap = null; + this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; + this.emissive = new Color(0x000000); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + this.bumpMap = null; + this.bumpScale = 1; + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2(1, 1); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + this.specularMap = null; + this.alphaMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + this.morphTargets = false; + this.morphNormals = false; + this.flatShading = false; + this.setValues(parameters); + } + + copy(source) { + super.copy(source); + this.color.copy(source.color); + this.specular.copy(source.specular); + this.shininess = source.shininess; + this.map = source.map; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + this.emissive.copy(source.emissive); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy(source.normalScale); + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + this.specularMap = source.specularMap; + this.alphaMap = source.alphaMap; + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + this.flatShading = source.flatShading; + return this; + } - } + } - var position = this.attributes.position; + MeshPhongMaterial.prototype.isMeshPhongMaterial = true; - if ( position ) { + /** + * parameters = { + * color: , + * + * map: new THREE.Texture( ), + * gradientMap: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * alphaMap: new THREE.Texture( ), + * + * wireframe: , + * wireframeLinewidth: , + * + * morphTargets: , + * morphNormals: + * } + */ - var center = this.boundingSphere.center; + class MeshToonMaterial extends Material { + constructor(parameters) { + super(); + this.defines = { + 'TOON': '' + }; + this.type = 'MeshToonMaterial'; + this.color = new Color(0xffffff); + this.map = null; + this.gradientMap = null; + this.lightMap = null; + this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; + this.emissive = new Color(0x000000); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + this.bumpMap = null; + this.bumpScale = 1; + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2(1, 1); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + this.alphaMap = null; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + this.morphTargets = false; + this.morphNormals = false; + this.setValues(parameters); + } + + copy(source) { + super.copy(source); + this.color.copy(source.color); + this.map = source.map; + this.gradientMap = source.gradientMap; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + this.emissive.copy(source.emissive); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy(source.normalScale); + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + this.alphaMap = source.alphaMap; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + return this; + } - box.setFromBufferAttribute( position ); - box.getCenter( center ); + } - // hoping to find a boundingSphere with a radius smaller than the - // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + MeshToonMaterial.prototype.isMeshToonMaterial = true; - var maxRadiusSq = 0; + /** + * parameters = { + * opacity: , + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * wireframe: , + * wireframeLinewidth: + * + * morphTargets: , + * morphNormals: , + * + * flatShading: + * } + */ - for ( var i = 0, il = position.count; i < il; i ++ ) { + class MeshNormalMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'MeshNormalMaterial'; + this.bumpMap = null; + this.bumpScale = 1; + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2(1, 1); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.fog = false; + this.morphTargets = false; + this.morphNormals = false; + this.flatShading = false; + this.setValues(parameters); + } + + copy(source) { + super.copy(source); + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy(source.normalScale); + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + this.flatShading = source.flatShading; + return this; + } - vector.x = position.getX( i ); - vector.y = position.getY( i ); - vector.z = position.getZ( i ); - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + } - } + MeshNormalMaterial.prototype.isMeshNormalMaterial = true; - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + /** + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * specularMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * combine: THREE.Multiply, + * reflectivity: , + * refractionRatio: , + * + * wireframe: , + * wireframeLinewidth: , + * + * morphTargets: , + * morphNormals: + * } + */ - if ( isNaN( this.boundingSphere.radius ) ) { + class MeshLambertMaterial extends Material { + constructor(parameters) { + super(); + this.type = 'MeshLambertMaterial'; + this.color = new Color(0xffffff); // diffuse + + this.map = null; + this.lightMap = null; + this.lightMapIntensity = 1.0; + this.aoMap = null; + this.aoMapIntensity = 1.0; + this.emissive = new Color(0x000000); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + this.specularMap = null; + this.alphaMap = null; + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + this.morphTargets = false; + this.morphNormals = false; + this.setValues(parameters); + } + + copy(source) { + super.copy(source); + this.color.copy(source.color); + this.map = source.map; + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + this.emissive.copy(source.emissive); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + this.specularMap = source.specularMap; + this.alphaMap = source.alphaMap; + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + return this; + } - console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + } - } + MeshLambertMaterial.prototype.isMeshLambertMaterial = true; - } + /** + * parameters = { + * color: , + * opacity: , + * + * matcap: new THREE.Texture( ), + * + * map: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalMapType: THREE.TangentSpaceNormalMap, + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * alphaMap: new THREE.Texture( ), + * + * morphTargets: , + * morphNormals: + * + * flatShading: + * } + */ + class MeshMatcapMaterial extends Material { + constructor(parameters) { + super(); + this.defines = { + 'MATCAP': '' }; + this.type = 'MeshMatcapMaterial'; + this.color = new Color(0xffffff); // diffuse + + this.matcap = null; + this.map = null; + this.bumpMap = null; + this.bumpScale = 1; + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2(1, 1); + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + this.alphaMap = null; + this.morphTargets = false; + this.morphNormals = false; + this.flatShading = false; + this.setValues(parameters); + } + + copy(source) { + super.copy(source); + this.defines = { + 'MATCAP': '' + }; + this.color.copy(source.color); + this.matcap = source.matcap; + this.map = source.map; + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy(source.normalScale); + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + this.alphaMap = source.alphaMap; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + this.flatShading = source.flatShading; + return this; + } - }(), - - computeFaceNormals: function () { - - // backwards compatibility - - }, - - computeVertexNormals: function () { - - var index = this.index; - var attributes = this.attributes; - var groups = this.groups; - - if ( attributes.position ) { - - var positions = attributes.position.array; - - if ( attributes.normal === undefined ) { - - this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) ); + } - } else { + MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true; - // reset existing normals to zero + /** + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: + * } + */ - var array = attributes.normal.array; + class LineDashedMaterial extends LineBasicMaterial { + constructor(parameters) { + super(); + this.type = 'LineDashedMaterial'; + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + this.setValues(parameters); + } - for ( var i = 0, il = array.length; i < il; i ++ ) { + copy(source) { + super.copy(source); + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + return this; + } - array[ i ] = 0; + } - } + LineDashedMaterial.prototype.isLineDashedMaterial = true; - } - - var normals = attributes.normal.array; - - var vA, vB, vC; - var pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); - var cb = new Vector3(), ab = new Vector3(); - - // indexed elements + var Materials = /*#__PURE__*/Object.freeze({ + __proto__: null, + ShadowMaterial: ShadowMaterial, + SpriteMaterial: SpriteMaterial, + RawShaderMaterial: RawShaderMaterial, + ShaderMaterial: ShaderMaterial, + PointsMaterial: PointsMaterial, + MeshPhysicalMaterial: MeshPhysicalMaterial, + MeshStandardMaterial: MeshStandardMaterial, + MeshPhongMaterial: MeshPhongMaterial, + MeshToonMaterial: MeshToonMaterial, + MeshNormalMaterial: MeshNormalMaterial, + MeshLambertMaterial: MeshLambertMaterial, + MeshDepthMaterial: MeshDepthMaterial, + MeshDistanceMaterial: MeshDistanceMaterial, + MeshBasicMaterial: MeshBasicMaterial, + MeshMatcapMaterial: MeshMatcapMaterial, + LineDashedMaterial: LineDashedMaterial, + LineBasicMaterial: LineBasicMaterial, + Material: Material + }); - if ( index ) { + const AnimationUtils = { + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function (array, from, to) { + if (AnimationUtils.isTypedArray(array)) { + // in ios9 array.subarray(from, undefined) will return empty array + // but array.subarray(from) or array.subarray(from, len) is correct + return new array.constructor(array.subarray(from, to !== undefined ? to : array.length)); + } - var indices = index.array; + return array.slice(from, to); + }, + // converts an array to a specific type + convertArray: function (array, type, forceClone) { + if (!array || // let 'undefined' and 'null' pass + !forceClone && array.constructor === type) return array; - if ( groups.length === 0 ) { + if (typeof type.BYTES_PER_ELEMENT === 'number') { + return new type(array); // create typed array + } - this.addGroup( 0, indices.length ); + return Array.prototype.slice.call(array); // create Array + }, + isTypedArray: function (object) { + return ArrayBuffer.isView(object) && !(object instanceof DataView); + }, + // returns an array by which times and values can be sorted + getKeyframeOrder: function (times) { + function compareTime(i, j) { + return times[i] - times[j]; + } - } + const n = times.length; + const result = new Array(n); - for ( var j = 0, jl = groups.length; j < jl; ++ j ) { + for (let i = 0; i !== n; ++i) result[i] = i; - var group = groups[ j ]; + result.sort(compareTime); + return result; + }, + // uses the array previously returned by 'getKeyframeOrder' to sort data + sortedArray: function (values, stride, order) { + const nValues = values.length; + const result = new values.constructor(nValues); - var start = group.start; - var count = group.count; + for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) { + const srcOffset = order[i] * stride; - for ( var i = start, il = start + count; i < il; i += 3 ) { + for (let j = 0; j !== stride; ++j) { + result[dstOffset++] = values[srcOffset + j]; + } + } - vA = indices[ i + 0 ] * 3; - vB = indices[ i + 1 ] * 3; - vC = indices[ i + 2 ] * 3; + return result; + }, + // function for parsing AOS keyframe formats + flattenJSON: function (jsonKeys, times, values, valuePropertyName) { + let i = 1, + key = jsonKeys[0]; - pA.fromArray( positions, vA ); - pB.fromArray( positions, vB ); - pC.fromArray( positions, vC ); + while (key !== undefined && key[valuePropertyName] === undefined) { + key = jsonKeys[i++]; + } - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); + if (key === undefined) return; // no data - normals[ vA ] += cb.x; - normals[ vA + 1 ] += cb.y; - normals[ vA + 2 ] += cb.z; + let value = key[valuePropertyName]; + if (value === undefined) return; // no data - normals[ vB ] += cb.x; - normals[ vB + 1 ] += cb.y; - normals[ vB + 2 ] += cb.z; + if (Array.isArray(value)) { + do { + value = key[valuePropertyName]; - normals[ vC ] += cb.x; - normals[ vC + 1 ] += cb.y; - normals[ vC + 2 ] += cb.z; + if (value !== undefined) { + times.push(key.time); + values.push.apply(values, value); // push all elements + } - } + key = jsonKeys[i++]; + } while (key !== undefined); + } else if (value.toArray !== undefined) { + // ...assume THREE.Math-ish + do { + value = key[valuePropertyName]; + if (value !== undefined) { + times.push(key.time); + value.toArray(values, values.length); } - } else { + key = jsonKeys[i++]; + } while (key !== undefined); + } else { + // otherwise push as-is + do { + value = key[valuePropertyName]; - // non-indexed elements (unconnected triangle soup) + if (value !== undefined) { + times.push(key.time); + values.push(value); + } - for ( var i = 0, il = positions.length; i < il; i += 9 ) { + key = jsonKeys[i++]; + } while (key !== undefined); + } + }, + subclip: function (sourceClip, name, startFrame, endFrame, fps = 30) { + const clip = sourceClip.clone(); + clip.name = name; + const tracks = []; - pA.fromArray( positions, i ); - pB.fromArray( positions, i + 3 ); - pC.fromArray( positions, i + 6 ); + for (let i = 0; i < clip.tracks.length; ++i) { + const track = clip.tracks[i]; + const valueSize = track.getValueSize(); + const times = []; + const values = []; - cb.subVectors( pC, pB ); - ab.subVectors( pA, pB ); - cb.cross( ab ); + for (let j = 0; j < track.times.length; ++j) { + const frame = track.times[j] * fps; + if (frame < startFrame || frame >= endFrame) continue; + times.push(track.times[j]); - normals[ i ] = cb.x; - normals[ i + 1 ] = cb.y; - normals[ i + 2 ] = cb.z; + for (let k = 0; k < valueSize; ++k) { + values.push(track.values[j * valueSize + k]); + } + } - normals[ i + 3 ] = cb.x; - normals[ i + 4 ] = cb.y; - normals[ i + 5 ] = cb.z; + if (times.length === 0) continue; + track.times = AnimationUtils.convertArray(times, track.times.constructor); + track.values = AnimationUtils.convertArray(values, track.values.constructor); + tracks.push(track); + } - normals[ i + 6 ] = cb.x; - normals[ i + 7 ] = cb.y; - normals[ i + 8 ] = cb.z; + clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip - } + let minStartTime = Infinity; + for (let i = 0; i < clip.tracks.length; ++i) { + if (minStartTime > clip.tracks[i].times[0]) { + minStartTime = clip.tracks[i].times[0]; } + } // shift all tracks such that clip begins at t=0 - this.normalizeNormals(); - - attributes.normal.needsUpdate = true; + for (let i = 0; i < clip.tracks.length; ++i) { + clip.tracks[i].shift(-1 * minStartTime); } + clip.resetDuration(); + return clip; }, + makeClipAdditive: function (targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) { + if (fps <= 0) fps = 30; + const numTracks = referenceClip.tracks.length; + const referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame - merge: function ( geometry, offset ) { - - if ( ! ( geometry && geometry.isBufferGeometry ) ) { - - console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry ); - return; + for (let i = 0; i < numTracks; ++i) { + const referenceTrack = referenceClip.tracks[i]; + const referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric - } + if (referenceTrackType === 'bool' || referenceTrackType === 'string') continue; // Find the track in the target clip whose name and type matches the reference track - if ( offset === undefined ) { + const targetTrack = targetClip.tracks.find(function (track) { + return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType; + }); + if (targetTrack === undefined) continue; + let referenceOffset = 0; + const referenceValueSize = referenceTrack.getValueSize(); - offset = 0; + if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) { + referenceOffset = referenceValueSize / 3; + } - console.warn( - 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' - + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.' - ); + let targetOffset = 0; + const targetValueSize = targetTrack.getValueSize(); - } + if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) { + targetOffset = targetValueSize / 3; + } - var attributes = this.attributes; + const lastIndex = referenceTrack.times.length - 1; + let referenceValue; // Find the value to subtract out of the track - for ( var key in attributes ) { + if (referenceTime <= referenceTrack.times[0]) { + // Reference frame is earlier than the first keyframe, so just use the first keyframe + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex); + } else if (referenceTime >= referenceTrack.times[lastIndex]) { + // Reference frame is after the last keyframe, so just use the last keyframe + const startIndex = lastIndex * referenceValueSize + referenceOffset; + const endIndex = startIndex + referenceValueSize - referenceOffset; + referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex); + } else { + // Interpolate to the reference value + const interpolant = referenceTrack.createInterpolant(); + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + interpolant.evaluate(referenceTime); + referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, startIndex, endIndex); + } // Conjugate the quaternion - if ( geometry.attributes[ key ] === undefined ) continue; - var attribute1 = attributes[ key ]; - var attributeArray1 = attribute1.array; + if (referenceTrackType === 'quaternion') { + const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate(); + referenceQuat.toArray(referenceValue); + } // Subtract the reference value from all of the track values - var attribute2 = geometry.attributes[ key ]; - var attributeArray2 = attribute2.array; - var attributeSize = attribute2.itemSize; + const numTimes = targetTrack.times.length; - for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) { + for (let j = 0; j < numTimes; ++j) { + const valueStart = j * targetValueSize + targetOffset; - attributeArray1[ j ] = attributeArray2[ i ]; + if (referenceTrackType === 'quaternion') { + // Multiply the conjugate for quaternion track types + Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart); + } else { + const valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types + for (let k = 0; k < valueEnd; ++k) { + targetTrack.values[valueStart + k] -= referenceValue[k]; + } + } } - } - return this; + targetClip.blendMode = AdditiveAnimationBlendMode; + return targetClip; + } + }; - }, + /** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + */ + class Interpolant { + constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + this.settings = null; + this.DefaultSettings_ = {}; + } + + evaluate(t) { + const pp = this.parameterPositions; + let i1 = this._cachedIndex, + t1 = pp[i1], + t0 = pp[i1 - 1]; - normalizeNormals: function () { + validate_interval: { + seek: { + let right; - var vector = new Vector3(); + linear_scan: { + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if (!(t < t1)) { + for (let giveUpAt = i1 + 2;;) { + if (t1 === undefined) { + if (t < t0) break forward_scan; // after end - return function normalizeNormals() { + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_(i1 - 1, t, t0); + } - var normals = this.attributes.normal; + if (i1 === giveUpAt) break; // this loop - for ( var i = 0, il = normals.count; i < il; i ++ ) { + t0 = t1; + t1 = pp[++i1]; - vector.x = normals.getX( i ); - vector.y = normals.getY( i ); - vector.z = normals.getZ( i ); + if (t < t1) { + // we have arrived at the sought interval + break seek; + } + } // prepare binary search on the right side of the index - vector.normalize(); - normals.setXYZ( i, vector.x, vector.y, vector.z ); + right = pp.length; + break linear_scan; + } //- slower code: + //- if ( t < t0 || t0 === undefined ) { - } - }; + if (!(t >= t0)) { + // looping? + const t1global = pp[1]; - }(), + if (t < t1global) { + i1 = 2; // + 1, using the scan for the details - toNonIndexed: function () { + t0 = t1global; + } // linear reverse scan - if ( this.index === null ) { - console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); - return this; + for (let giveUpAt = i1 - 2;;) { + if (t0 === undefined) { + // before start + this._cachedIndex = 0; + return this.beforeStart_(0, t, t1); + } - } + if (i1 === giveUpAt) break; // this loop - var geometry2 = new BufferGeometry(); + t1 = t0; + t0 = pp[--i1 - 1]; - var indices = this.index.array; - var attributes = this.attributes; + if (t >= t0) { + // we have arrived at the sought interval + break seek; + } + } // prepare binary search on the left side of the index - for ( var name in attributes ) { - var attribute = attributes[ name ]; + right = i1; + i1 = 0; + break linear_scan; + } // the interval is valid - var array = attribute.array; - var itemSize = attribute.itemSize; - var array2 = new array.constructor( indices.length * itemSize ); + break validate_interval; + } // linear scan + // binary search - var index = 0, index2 = 0; - for ( var i = 0, l = indices.length; i < l; i ++ ) { + while (i1 < right) { + const mid = i1 + right >>> 1; - index = indices[ i ] * itemSize; + if (t < pp[mid]) { + right = mid; + } else { + i1 = mid + 1; + } + } - for ( var j = 0; j < itemSize; j ++ ) { + t1 = pp[i1]; + t0 = pp[i1 - 1]; // check boundary cases, again - array2[ index2 ++ ] = array[ index ++ ]; + if (t0 === undefined) { + this._cachedIndex = 0; + return this.beforeStart_(0, t, t1); + } + if (t1 === undefined) { + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_(i1 - 1, t0, t); } + } // seek - } - geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) ); + this._cachedIndex = i1; + this.intervalChanged_(i1, t0, t1); + } // validate_interval - } - var groups = this.groups; + return this.interpolate_(i1, t0, t, t1); + } - for ( var i = 0, l = groups.length; i < l; i ++ ) { + getSettings_() { + return this.settings || this.DefaultSettings_; + } - var group = groups[ i ]; - geometry2.addGroup( group.start, group.count, group.materialIndex ); + copySampleValue_(index) { + // copies a sample value to the result buffer + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + for (let i = 0; i !== stride; ++i) { + result[i] = values[offset + i]; } - return geometry2; + return result; + } // Template methods for derived classes: - }, - toJSON: function () { + interpolate_() + /* i1, t0, t, t1 */ + { + throw new Error('call to abstract method'); // implementations shall return this.resultBuffer + } - var data = { - metadata: { - version: 4.5, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; + intervalChanged_() + /* i1, t0, t1 */ + {// empty + } - // standard BufferGeometry serialization + } // ALIAS DEFINITIONS - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - if ( this.parameters !== undefined ) { + Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_; + Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_; - var parameters = this.parameters; + /** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + */ - for ( var key in parameters ) { + class CubicInterpolant extends Interpolant { + constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { + super(parameterPositions, sampleValues, sampleSize, resultBuffer); + this._weightPrev = -0; + this._offsetPrev = -0; + this._weightNext = -0; + this._offsetNext = -0; + this.DefaultSettings_ = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + } - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + intervalChanged_(i1, t0, t1) { + const pp = this.parameterPositions; + let iPrev = i1 - 2, + iNext = i1 + 1, + tPrev = pp[iPrev], + tNext = pp[iNext]; - } + if (tPrev === undefined) { + switch (this.getSettings_().endingStart) { + case ZeroSlopeEnding: + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + break; - return data; + case WrapAroundEnding: + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[iPrev] - pp[iPrev + 1]; + break; + default: + // ZeroCurvatureEnding + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + } } - data.data = { attributes: {} }; + if (tNext === undefined) { + switch (this.getSettings_().endingEnd) { + case ZeroSlopeEnding: + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + break; + + case WrapAroundEnding: + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[1] - pp[0]; + break; - var index = this.index; + default: + // ZeroCurvatureEnding + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + } + } - if ( index !== null ) { + const halfDt = (t1 - t0) * 0.5, + stride = this.valueSize; + this._weightPrev = halfDt / (t0 - tPrev); + this._weightNext = halfDt / (tNext - t1); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + } - var array = Array.prototype.slice.call( index.array ); + interpolate_(i1, t0, t, t1) { + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + o1 = i1 * stride, + o0 = o1 - stride, + oP = this._offsetPrev, + oN = this._offsetNext, + wP = this._weightPrev, + wN = this._weightNext, + p = (t - t0) / (t1 - t0), + pp = p * p, + ppp = pp * p; // evaluate polynomials - data.data.index = { - type: index.array.constructor.name, - array: array - }; + const sP = -wP * ppp + 2 * wP * pp - wP * p; + const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1; + const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p; + const sN = wN * ppp - wN * pp; // combine data linearly + for (let i = 0; i !== stride; ++i) { + result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i]; } - var attributes = this.attributes; - - for ( var key in attributes ) { + return result; + } - var attribute = attributes[ key ]; + } - var array = Array.prototype.slice.call( attribute.array ); + class LinearInterpolant extends Interpolant { + constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { + super(parameterPositions, sampleValues, sampleSize, resultBuffer); + } - data.data.attributes[ key ] = { - itemSize: attribute.itemSize, - type: attribute.array.constructor.name, - array: array, - normalized: attribute.normalized - }; + interpolate_(i1, t0, t, t1) { + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset1 = i1 * stride, + offset0 = offset1 - stride, + weight1 = (t - t0) / (t1 - t0), + weight0 = 1 - weight1; + for (let i = 0; i !== stride; ++i) { + result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1; } - var groups = this.groups; + return result; + } + + } - if ( groups.length > 0 ) { + /** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + */ - data.data.groups = JSON.parse( JSON.stringify( groups ) ); + class DiscreteInterpolant extends Interpolant { + constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { + super(parameterPositions, sampleValues, sampleSize, resultBuffer); + } - } + interpolate_(i1 + /*, t0, t, t1 */ + ) { + return this.copySampleValue_(i1 - 1); + } - var boundingSphere = this.boundingSphere; + } - if ( boundingSphere !== null ) { + class KeyframeTrack { + constructor(name, times, values, interpolation) { + if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined'); + if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name); + this.name = name; + this.times = AnimationUtils.convertArray(times, this.TimeBufferType); + this.values = AnimationUtils.convertArray(values, this.ValueBufferType); + this.setInterpolation(interpolation || this.DefaultInterpolation); + } // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius + + static toJSON(track) { + const trackType = track.constructor; + let json; // derived classes can define a static toJSON method + + if (trackType.toJSON !== this.toJSON) { + json = trackType.toJSON(track); + } else { + // by default, we assume the data can be serialized as-is + json = { + 'name': track.name, + 'times': AnimationUtils.convertArray(track.times, Array), + 'values': AnimationUtils.convertArray(track.values, Array) }; + const interpolation = track.getInterpolation(); + if (interpolation !== track.DefaultInterpolation) { + json.interpolation = interpolation; + } } - return data; + json.type = track.ValueTypeName; // mandatory - }, + return json; + } - clone: function () { + InterpolantFactoryMethodDiscrete(result) { + return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result); + } - /* - // Handle primitives + InterpolantFactoryMethodLinear(result) { + return new LinearInterpolant(this.times, this.values, this.getValueSize(), result); + } - var parameters = this.parameters; + InterpolantFactoryMethodSmooth(result) { + return new CubicInterpolant(this.times, this.values, this.getValueSize(), result); + } - if ( parameters !== undefined ) { + setInterpolation(interpolation) { + let factoryMethod; - var values = []; - - for ( var key in parameters ) { - - values.push( parameters[ key ] ); + switch (interpolation) { + case InterpolateDiscrete: + factoryMethod = this.InterpolantFactoryMethodDiscrete; + break; - } + case InterpolateLinear: + factoryMethod = this.InterpolantFactoryMethodLinear; + break; - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; + case InterpolateSmooth: + factoryMethod = this.InterpolantFactoryMethodSmooth; + break; + } - } + if (factoryMethod === undefined) { + const message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name; - return new this.constructor().copy( this ); - */ + if (this.createInterpolant === undefined) { + // fall back to default, unless the default itself is messed up + if (interpolation !== this.DefaultInterpolation) { + this.setInterpolation(this.DefaultInterpolation); + } else { + throw new Error(message); // fatal, in this case + } + } - return new BufferGeometry().copy( this ); + console.warn('THREE.KeyframeTrack:', message); + return this; + } - }, + this.createInterpolant = factoryMethod; + return this; + } - copy: function ( source ) { + getInterpolation() { + switch (this.createInterpolant) { + case this.InterpolantFactoryMethodDiscrete: + return InterpolateDiscrete; - var name, i, l; + case this.InterpolantFactoryMethodLinear: + return InterpolateLinear; - // reset + case this.InterpolantFactoryMethodSmooth: + return InterpolateSmooth; + } + } - this.index = null; - this.attributes = {}; - this.morphAttributes = {}; - this.groups = []; - this.boundingBox = null; - this.boundingSphere = null; + getValueSize() { + return this.values.length / this.times.length; + } // move all keyframes either forwards or backwards in time - // name - this.name = source.name; + shift(timeOffset) { + if (timeOffset !== 0.0) { + const times = this.times; - // index + for (let i = 0, n = times.length; i !== n; ++i) { + times[i] += timeOffset; + } + } - var index = source.index; + return this; + } // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - if ( index !== null ) { - this.setIndex( index.clone() ); + scale(timeScale) { + if (timeScale !== 1.0) { + const times = this.times; + for (let i = 0, n = times.length; i !== n; ++i) { + times[i] *= timeScale; + } } - // attributes + return this; + } // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values - var attributes = source.attributes; - for ( name in attributes ) { + trim(startTime, endTime) { + const times = this.times, + nKeys = times.length; + let from = 0, + to = nKeys - 1; - var attribute = attributes[ name ]; - this.addAttribute( name, attribute.clone() ); + while (from !== nKeys && times[from] < startTime) { + ++from; + } + while (to !== -1 && times[to] > endTime) { + --to; } - // morph attributes + ++to; // inclusive -> exclusive bound - var morphAttributes = source.morphAttributes; + if (from !== 0 || to !== nKeys) { + // empty tracks are forbidden, so keep at least one keyframe + if (from >= to) { + to = Math.max(to, 1); + from = to - 1; + } - for ( name in morphAttributes ) { + const stride = this.getValueSize(); + this.times = AnimationUtils.arraySlice(times, from, to); + this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride); + } - var array = []; - var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + return this; + } // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - for ( i = 0, l = morphAttribute.length; i < l; i ++ ) { - array.push( morphAttribute[ i ].clone() ); + validate() { + let valid = true; + const valueSize = this.getValueSize(); - } + if (valueSize - Math.floor(valueSize) !== 0) { + console.error('THREE.KeyframeTrack: Invalid value size in track.', this); + valid = false; + } - this.morphAttributes[ name ] = array; + const times = this.times, + values = this.values, + nKeys = times.length; + if (nKeys === 0) { + console.error('THREE.KeyframeTrack: Track is empty.', this); + valid = false; } - // groups + let prevTime = null; - var groups = source.groups; + for (let i = 0; i !== nKeys; i++) { + const currTime = times[i]; - for ( i = 0, l = groups.length; i < l; i ++ ) { + if (typeof currTime === 'number' && isNaN(currTime)) { + console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime); + valid = false; + break; + } - var group = groups[ i ]; - this.addGroup( group.start, group.count, group.materialIndex ); + if (prevTime !== null && prevTime > currTime) { + console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime); + valid = false; + break; + } + prevTime = currTime; } - // bounding box - - var boundingBox = source.boundingBox; - - if ( boundingBox !== null ) { - - this.boundingBox = boundingBox.clone(); + if (values !== undefined) { + if (AnimationUtils.isTypedArray(values)) { + for (let i = 0, n = values.length; i !== n; ++i) { + const value = values[i]; + if (isNaN(value)) { + console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value); + valid = false; + break; + } + } + } } - // bounding sphere - - var boundingSphere = source.boundingSphere; + return valid; + } // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - if ( boundingSphere !== null ) { - this.boundingSphere = boundingSphere.clone(); + optimize() { + // times or values may be shared with other tracks, so overwriting is unsafe + const times = AnimationUtils.arraySlice(this.times), + values = AnimationUtils.arraySlice(this.values), + stride = this.getValueSize(), + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + lastIndex = times.length - 1; + let writeIndex = 1; - } + for (let i = 1; i < lastIndex; ++i) { + let keep = false; + const time = times[i]; + const timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time - // draw range + if (time !== timeNext && (i !== 1 || time !== times[0])) { + if (!smoothInterpolation) { + // remove unnecessary keyframes same as their neighbors + const offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; - this.drawRange.start = source.drawRange.start; - this.drawRange.count = source.drawRange.count; + for (let j = 0; j !== stride; ++j) { + const value = values[offset + j]; - return this; + if (value !== values[offsetP + j] || value !== values[offsetN + j]) { + keep = true; + break; + } + } + } else { + keep = true; + } + } // in-place compaction - }, - dispose: function () { + if (keep) { + if (i !== writeIndex) { + times[writeIndex] = times[i]; + const readOffset = i * stride, + writeOffset = writeIndex * stride; - this.dispatchEvent( { type: 'dispose' } ); + for (let j = 0; j !== stride; ++j) { + values[writeOffset + j] = values[readOffset + j]; + } + } - } + ++writeIndex; + } + } // flush last keyframe (compaction looks ahead) - } ); - /** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ + if (lastIndex > 0) { + times[writeIndex] = times[lastIndex]; - // BoxGeometry + for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) { + values[writeOffset + j] = values[readOffset + j]; + } - function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + ++writeIndex; + } - Geometry.call( this ); + if (writeIndex !== times.length) { + this.times = AnimationUtils.arraySlice(times, 0, writeIndex); + this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride); + } else { + this.times = times; + this.values = values; + } - this.type = 'BoxGeometry'; + return this; + } - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + clone() { + const times = AnimationUtils.arraySlice(this.times, 0); + const values = AnimationUtils.arraySlice(this.values, 0); + const TypedKeyframeTrack = this.constructor; + const track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly. - this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); - this.mergeVertices(); + track.createInterpolant = this.createInterpolant; + return track; + } } - BoxGeometry.prototype = Object.create( Geometry.prototype ); - BoxGeometry.prototype.constructor = BoxGeometry; + KeyframeTrack.prototype.TimeBufferType = Float32Array; + KeyframeTrack.prototype.ValueBufferType = Float32Array; + KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; - // BoxBufferGeometry + /** + * A Track of Boolean keyframe values. + */ - function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) { + class BooleanKeyframeTrack extends KeyframeTrack {} - BufferGeometry.call( this ); + BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; + BooleanKeyframeTrack.prototype.ValueBufferType = Array; + BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; + BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; + BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; // Note: Actually this track could have a optimized / compressed - this.type = 'BoxBufferGeometry'; + /** + * A Track of keyframe values that represent color. + */ - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; + class ColorKeyframeTrack extends KeyframeTrack {} - var scope = this; + ColorKeyframeTrack.prototype.ValueTypeName = 'color'; // ValueBufferType is inherited - width = width || 1; - height = height || 1; - depth = depth || 1; + /** + * A Track of numeric keyframe values. + */ - // segments + class NumberKeyframeTrack extends KeyframeTrack {} - widthSegments = Math.floor( widthSegments ) || 1; - heightSegments = Math.floor( heightSegments ) || 1; - depthSegments = Math.floor( depthSegments ) || 1; + NumberKeyframeTrack.prototype.ValueTypeName = 'number'; // ValueBufferType is inherited - // buffers + /** + * Spherical linear unit quaternion interpolant. + */ - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + class QuaternionLinearInterpolant extends Interpolant { + constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) { + super(parameterPositions, sampleValues, sampleSize, resultBuffer); + } - // helper variables + interpolate_(i1, t0, t, t1) { + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + alpha = (t - t0) / (t1 - t0); + let offset = i1 * stride; - var numberOfVertices = 0; - var groupStart = 0; + for (let end = offset + stride; offset !== end; offset += 4) { + Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha); + } - // build each side of the box geometry + return result; + } - buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px - buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx - buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py - buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny - buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz - buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + } - // build geometry + /** + * A Track of quaternion keyframe values. + */ - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + class QuaternionKeyframeTrack extends KeyframeTrack { + InterpolantFactoryMethodLinear(result) { + return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result); + } - function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + } - var segmentWidth = width / gridX; - var segmentHeight = height / gridY; + QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; // ValueBufferType is inherited - var widthHalf = width / 2; - var heightHalf = height / 2; - var depthHalf = depth / 2; + QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; + QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + /** + * A Track that interpolates Strings + */ - var vertexCounter = 0; - var groupCount = 0; + class StringKeyframeTrack extends KeyframeTrack {} - var ix, iy; + StringKeyframeTrack.prototype.ValueTypeName = 'string'; + StringKeyframeTrack.prototype.ValueBufferType = Array; + StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; + StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; + StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; - var vector = new Vector3(); + /** + * A Track of vectored keyframe values. + */ - // generate vertices, normals and uvs + class VectorKeyframeTrack extends KeyframeTrack {} - for ( iy = 0; iy < gridY1; iy ++ ) { + VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; // ValueBufferType is inherited - var y = iy * segmentHeight - heightHalf; + class AnimationClip { + constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) { + this.name = name; + this.tracks = tracks; + this.duration = duration; + this.blendMode = blendMode; + this.uuid = generateUUID(); // this means it should figure out its duration by scanning the tracks - for ( ix = 0; ix < gridX1; ix ++ ) { + if (this.duration < 0) { + this.resetDuration(); + } + } - var x = ix * segmentWidth - widthHalf; + static parse(json) { + const tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / (json.fps || 1.0); - // set values to correct vector component + for (let i = 0, n = jsonTracks.length; i !== n; ++i) { + tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime)); + } - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; + const clip = new this(json.name, json.duration, tracks, json.blendMode); + clip.uuid = json.uuid; + return clip; + } - // now apply vector to vertex buffer + static toJSON(clip) { + const tracks = [], + clipTracks = clip.tracks; + const json = { + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid, + 'blendMode': clip.blendMode + }; - vertices.push( vector.x, vector.y, vector.z ); + for (let i = 0, n = clipTracks.length; i !== n; ++i) { + tracks.push(KeyframeTrack.toJSON(clipTracks[i])); + } - // set values to correct vector component + return json; + } - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; + static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) { + const numMorphTargets = morphTargetSequence.length; + const tracks = []; - // now apply vector to normal buffer + for (let i = 0; i < numMorphTargets; i++) { + let times = []; + let values = []; + times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets); + values.push(0, 1, 0); + const order = AnimationUtils.getKeyframeOrder(times); + times = AnimationUtils.sortedArray(times, 1, order); + values = AnimationUtils.sortedArray(values, 1, order); // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. - normals.push( vector.x, vector.y, vector.z ); + if (!noLoop && times[0] === 0) { + times.push(numMorphTargets); + values.push(values[0]); + } - // uvs + tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps)); + } - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); + return new this(name, -1, tracks); + } - // counters + static findByName(objectOrClipArray, name) { + let clipArray = objectOrClipArray; - vertexCounter += 1; + if (!Array.isArray(objectOrClipArray)) { + const o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + } + for (let i = 0; i < clipArray.length; i++) { + if (clipArray[i].name === name) { + return clipArray[i]; } - } - // indices - - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment - - for ( iy = 0; iy < gridY; iy ++ ) { - - for ( ix = 0; ix < gridX; ix ++ ) { + return null; + } - var a = numberOfVertices + ix + gridX1 * iy; - var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) { + const animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - // faces + const pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 - indices.push( a, b, d ); - indices.push( b, c, d ); + for (let i = 0, il = morphTargets.length; i < il; i++) { + const morphTarget = morphTargets[i]; + const parts = morphTarget.name.match(pattern); - // increase counter + if (parts && parts.length > 1) { + const name = parts[1]; + let animationMorphTargets = animationToMorphTargets[name]; - groupCount += 6; + if (!animationMorphTargets) { + animationToMorphTargets[name] = animationMorphTargets = []; + } + animationMorphTargets.push(morphTarget); } - } - // add a group to the geometry. this will ensure multi material support + const clips = []; - scope.addGroup( groupStart, groupCount, materialIndex ); + for (const name in animationToMorphTargets) { + clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop)); + } - // calculate new start value for groups + return clips; + } // parse the animation.hierarchy format - groupStart += groupCount; - // update total number of vertices + static parseAnimation(animation, bones) { + if (!animation) { + console.error('THREE.AnimationClip: No animation in JSONLoader data.'); + return null; + } - numberOfVertices += vertexCounter; + const addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) { + // only return track if there are actually keys. + if (animationKeys.length !== 0) { + const times = []; + const values = []; + AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again - } + if (times.length !== 0) { + destTracks.push(new trackType(trackName, times, values)); + } + } + }; - } + const tracks = []; + const clipName = animation.name || 'default'; + const fps = animation.fps || 30; + const blendMode = animation.blendMode; // automatic length determination in AnimationClip. - BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - BoxBufferGeometry.prototype.constructor = BoxBufferGeometry; + let duration = animation.length || -1; + const hierarchyTracks = animation.hierarchy || []; - /** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ + for (let h = 0; h < hierarchyTracks.length; h++) { + const animationKeys = hierarchyTracks[h].keys; // skip empty tracks - // PlaneGeometry + if (!animationKeys || animationKeys.length === 0) continue; // process morph targets - function PlaneGeometry( width, height, widthSegments, heightSegments ) { + if (animationKeys[0].morphTargets) { + // figure out all morph targets used in this track + const morphTargetNames = {}; + let k; - Geometry.call( this ); + for (k = 0; k < animationKeys.length; k++) { + if (animationKeys[k].morphTargets) { + for (let m = 0; m < animationKeys[k].morphTargets.length; m++) { + morphTargetNames[animationKeys[k].morphTargets[m]] = -1; + } + } + } // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. - this.type = 'PlaneGeometry'; - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + for (const morphTargetName in morphTargetNames) { + const times = []; + const values = []; - this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) ); - this.mergeVertices(); + for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) { + const animationKey = animationKeys[k]; + times.push(animationKey.time); + values.push(animationKey.morphTarget === morphTargetName ? 1 : 0); + } - } + tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values)); + } - PlaneGeometry.prototype = Object.create( Geometry.prototype ); - PlaneGeometry.prototype.constructor = PlaneGeometry; + duration = morphTargetNames.length * (fps || 1.0); + } else { + // ...assume skeletal animation + const boneName = '.bones[' + bones[h].name + ']'; + addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks); + addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks); + addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks); + } + } - // PlaneBufferGeometry + if (tracks.length === 0) { + return null; + } - function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) { + const clip = new this(clipName, duration, tracks, blendMode); + return clip; + } - BufferGeometry.call( this ); + resetDuration() { + const tracks = this.tracks; + let duration = 0; - this.type = 'PlaneBufferGeometry'; + for (let i = 0, n = tracks.length; i !== n; ++i) { + const track = this.tracks[i]; + duration = Math.max(duration, track.times[track.times.length - 1]); + } - this.parameters = { - width: width, - height: height, - widthSegments: widthSegments, - heightSegments: heightSegments - }; + this.duration = duration; + return this; + } - width = width || 1; - height = height || 1; + trim() { + for (let i = 0; i < this.tracks.length; i++) { + this.tracks[i].trim(0, this.duration); + } - var width_half = width / 2; - var height_half = height / 2; + return this; + } - var gridX = Math.floor( widthSegments ) || 1; - var gridY = Math.floor( heightSegments ) || 1; + validate() { + let valid = true; - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; + for (let i = 0; i < this.tracks.length; i++) { + valid = valid && this.tracks[i].validate(); + } - var segment_width = width / gridX; - var segment_height = height / gridY; + return valid; + } - var ix, iy; + optimize() { + for (let i = 0; i < this.tracks.length; i++) { + this.tracks[i].optimize(); + } - // buffers + return this; + } - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; + clone() { + const tracks = []; - // generate vertices, normals and uvs + for (let i = 0; i < this.tracks.length; i++) { + tracks.push(this.tracks[i].clone()); + } - for ( iy = 0; iy < gridY1; iy ++ ) { + return new this.constructor(this.name, this.duration, tracks, this.blendMode); + } - var y = iy * segment_height - height_half; + toJSON() { + return this.constructor.toJSON(this); + } - for ( ix = 0; ix < gridX1; ix ++ ) { + } - var x = ix * segment_width - width_half; + function getTrackTypeForValueTypeName(typeName) { + switch (typeName.toLowerCase()) { + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': + return NumberKeyframeTrack; - vertices.push( x, - y, 0 ); + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': + return VectorKeyframeTrack; - normals.push( 0, 0, 1 ); + case 'color': + return ColorKeyframeTrack; - uvs.push( ix / gridX ); - uvs.push( 1 - ( iy / gridY ) ); + case 'quaternion': + return QuaternionKeyframeTrack; - } + case 'bool': + case 'boolean': + return BooleanKeyframeTrack; + case 'string': + return StringKeyframeTrack; } - // indices - - for ( iy = 0; iy < gridY; iy ++ ) { - - for ( ix = 0; ix < gridX; ix ++ ) { + throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName); + } - var a = ix + gridX1 * iy; - var b = ix + gridX1 * ( iy + 1 ); - var c = ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = ( ix + 1 ) + gridX1 * iy; + function parseKeyframeTrack(json) { + if (json.type === undefined) { + throw new Error('THREE.KeyframeTrack: track type undefined, can not parse'); + } - // faces + const trackType = getTrackTypeForValueTypeName(json.type); - indices.push( a, b, d ); - indices.push( b, c, d ); + if (json.times === undefined) { + const times = [], + values = []; + AnimationUtils.flattenJSON(json.keys, times, values, 'value'); + json.times = times; + json.values = values; + } // derived classes can define a static parse method - } + if (trackType.parse !== undefined) { + return trackType.parse(json); + } else { + // by default, we assume a constructor compatible with the base + return new trackType(json.name, json.times, json.values, json.interpolation); } + } - // build geometry + const Cache = { + enabled: false, + files: {}, + add: function (key, file) { + if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key ); - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.files[key] = file; + }, + get: function (key) { + if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key ); - } + return this.files[key]; + }, + remove: function (key) { + delete this.files[key]; + }, + clear: function () { + this.files = {}; + } + }; - PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry; + class LoadingManager { + constructor(onLoad, onProgress, onError) { + const scope = this; + let isLoading = false; + let itemsLoaded = 0; + let itemsTotal = 0; + let urlModifier = undefined; + const handlers = []; // Refer to #5689 for the reason why we don't set .onStart + // in the constructor + + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function (url) { + itemsTotal++; + + if (isLoading === false) { + if (scope.onStart !== undefined) { + scope.onStart(url, itemsLoaded, itemsTotal); + } + } - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ + isLoading = true; + }; - var materialId = 0; + this.itemEnd = function (url) { + itemsLoaded++; - function Material() { + if (scope.onProgress !== undefined) { + scope.onProgress(url, itemsLoaded, itemsTotal); + } - Object.defineProperty( this, 'id', { value: materialId ++ } ); + if (itemsLoaded === itemsTotal) { + isLoading = false; - this.uuid = _Math.generateUUID(); + if (scope.onLoad !== undefined) { + scope.onLoad(); + } + } + }; - this.name = ''; - this.type = 'Material'; + this.itemError = function (url) { + if (scope.onError !== undefined) { + scope.onError(url); + } + }; - this.fog = true; - this.lights = true; + this.resolveURL = function (url) { + if (urlModifier) { + return urlModifier(url); + } - this.blending = NormalBlending; - this.side = FrontSide; - this.flatShading = false; - this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors + return url; + }; - this.opacity = 1; - this.transparent = false; + this.setURLModifier = function (transform) { + urlModifier = transform; + return this; + }; - this.blendSrc = SrcAlphaFactor; - this.blendDst = OneMinusSrcAlphaFactor; - this.blendEquation = AddEquation; - this.blendSrcAlpha = null; - this.blendDstAlpha = null; - this.blendEquationAlpha = null; + this.addHandler = function (regex, loader) { + handlers.push(regex, loader); + return this; + }; - this.depthFunc = LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; + this.removeHandler = function (regex) { + const index = handlers.indexOf(regex); - this.clippingPlanes = null; - this.clipIntersection = false; - this.clipShadows = false; + if (index !== -1) { + handlers.splice(index, 2); + } - this.shadowSide = null; + return this; + }; - this.colorWrite = true; + this.getHandler = function (file) { + for (let i = 0, l = handlers.length; i < l; i += 2) { + const regex = handlers[i]; + const loader = handlers[i + 1]; + if (regex.global) regex.lastIndex = 0; // see #17920 - this.precision = null; // override the renderer's default precision for this material + if (regex.test(file)) { + return loader; + } + } - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; + return null; + }; + } - this.dithering = false; + } - this.alphaTest = 0; - this.premultipliedAlpha = false; + const DefaultLoadingManager = new LoadingManager(); - this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer + class Loader { + constructor(manager) { + this.manager = manager !== undefined ? manager : DefaultLoadingManager; + this.crossOrigin = 'anonymous'; + this.withCredentials = false; + this.path = ''; + this.resourcePath = ''; + this.requestHeader = {}; + } - this.visible = true; + load() + /* url, onLoad, onProgress, onError */ + {} - this.userData = {}; + loadAsync(url, onProgress) { + const scope = this; + return new Promise(function (resolve, reject) { + scope.load(url, resolve, onProgress, reject); + }); + } - this.needsUpdate = true; + parse() + /* data */ + {} + + setCrossOrigin(crossOrigin) { + this.crossOrigin = crossOrigin; + return this; + } + + setWithCredentials(value) { + this.withCredentials = value; + return this; + } + + setPath(path) { + this.path = path; + return this; + } + + setResourcePath(resourcePath) { + this.resourcePath = resourcePath; + return this; + } + + setRequestHeader(requestHeader) { + this.requestHeader = requestHeader; + return this; + } } - Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { + const loading = {}; - constructor: Material, + class FileLoader extends Loader { + constructor(manager) { + super(manager); + } - isMaterial: true, + load(url, onLoad, onProgress, onError) { + if (url === undefined) url = ''; + if (this.path !== undefined) url = this.path + url; + url = this.manager.resolveURL(url); + const scope = this; + const cached = Cache.get(url); - onBeforeCompile: function () {}, + if (cached !== undefined) { + scope.manager.itemStart(url); + setTimeout(function () { + if (onLoad) onLoad(cached); + scope.manager.itemEnd(url); + }, 0); + return cached; + } // Check if request is duplicate - setValues: function ( values ) { - if ( values === undefined ) return; + if (loading[url] !== undefined) { + loading[url].push({ + onLoad: onLoad, + onProgress: onProgress, + onError: onError + }); + return; + } // Check for data: URI - for ( var key in values ) { - var newValue = values[ key ]; + const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; + const dataUriRegexResult = url.match(dataUriRegex); + let request; // Safari can not handle Data URIs through XMLHttpRequest so process manually - if ( newValue === undefined ) { + if (dataUriRegexResult) { + const mimeType = dataUriRegexResult[1]; + const isBase64 = !!dataUriRegexResult[2]; + let data = dataUriRegexResult[3]; + data = decodeURIComponent(data); + if (isBase64) data = atob(data); - console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); - continue; + try { + let response; + const responseType = (this.responseType || '').toLowerCase(); - } + switch (responseType) { + case 'arraybuffer': + case 'blob': + const view = new Uint8Array(data.length); - // for backward compatability if shading is set in the constructor - if ( key === 'shading' ) { + for (let i = 0; i < data.length; i++) { + view[i] = data.charCodeAt(i); + } - console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); - this.flatShading = ( newValue === FlatShading ) ? true : false; - continue; + if (responseType === 'blob') { + response = new Blob([view.buffer], { + type: mimeType + }); + } else { + response = view.buffer; + } - } + break; - var currentValue = this[ key ]; + case 'document': + const parser = new DOMParser(); + response = parser.parseFromString(data, mimeType); + break; - if ( currentValue === undefined ) { + case 'json': + response = JSON.parse(data); + break; - console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); - continue; + default: + // 'text' or other + response = data; + break; + } // Wait for next browser tick like standard XMLHttpRequest event dispatching does + + setTimeout(function () { + if (onLoad) onLoad(response); + scope.manager.itemEnd(url); + }, 0); + } catch (error) { + // Wait for next browser tick like standard XMLHttpRequest event dispatching does + setTimeout(function () { + if (onError) onError(error); + scope.manager.itemError(url); + scope.manager.itemEnd(url); + }, 0); } + } else { + // Initialise array for duplicate requests + loading[url] = []; + loading[url].push({ + onLoad: onLoad, + onProgress: onProgress, + onError: onError + }); + request = new XMLHttpRequest(); + request.open('GET', url, true); + request.addEventListener('load', function (event) { + const response = this.response; + const callbacks = loading[url]; + delete loading[url]; + + if (this.status === 200 || this.status === 0) { + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + if (this.status === 0) console.warn('THREE.FileLoader: HTTP Status 0 received.'); // Add to cache only on HTTP success, so that we do not cache + // error response bodies as proper responses to requests. - if ( currentValue && currentValue.isColor ) { + Cache.add(url, response); - currentValue.set( newValue ); + for (let i = 0, il = callbacks.length; i < il; i++) { + const callback = callbacks[i]; + if (callback.onLoad) callback.onLoad(response); + } - } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { + scope.manager.itemEnd(url); + } else { + for (let i = 0, il = callbacks.length; i < il; i++) { + const callback = callbacks[i]; + if (callback.onError) callback.onError(event); + } - currentValue.copy( newValue ); + scope.manager.itemError(url); + scope.manager.itemEnd(url); + } + }, false); + request.addEventListener('progress', function (event) { + const callbacks = loading[url]; - } else if ( key === 'overdraw' ) { + for (let i = 0, il = callbacks.length; i < il; i++) { + const callback = callbacks[i]; + if (callback.onProgress) callback.onProgress(event); + } + }, false); + request.addEventListener('error', function (event) { + const callbacks = loading[url]; + delete loading[url]; + + for (let i = 0, il = callbacks.length; i < il; i++) { + const callback = callbacks[i]; + if (callback.onError) callback.onError(event); + } - // ensure overdraw is backwards-compatible with legacy boolean type - this[ key ] = Number( newValue ); + scope.manager.itemError(url); + scope.manager.itemEnd(url); + }, false); + request.addEventListener('abort', function (event) { + const callbacks = loading[url]; + delete loading[url]; - } else { + for (let i = 0, il = callbacks.length; i < il; i++) { + const callback = callbacks[i]; + if (callback.onError) callback.onError(event); + } - this[ key ] = newValue; + scope.manager.itemError(url); + scope.manager.itemEnd(url); + }, false); + if (this.responseType !== undefined) request.responseType = this.responseType; + if (this.withCredentials !== undefined) request.withCredentials = this.withCredentials; + if (request.overrideMimeType) request.overrideMimeType(this.mimeType !== undefined ? this.mimeType : 'text/plain'); + for (const header in this.requestHeader) { + request.setRequestHeader(header, this.requestHeader[header]); } + request.send(null); } - }, + scope.manager.itemStart(url); + return request; + } - toJSON: function ( meta ) { + setResponseType(value) { + this.responseType = value; + return this; + } - var isRoot = ( meta === undefined || typeof meta === 'string' ); + setMimeType(value) { + this.mimeType = value; + return this; + } - if ( isRoot ) { + } - meta = { - textures: {}, - images: {} - }; + class AnimationLoader extends Loader { + constructor(manager) { + super(manager); + } - } + load(url, onLoad, onProgress, onError) { + const scope = this; + const loader = new FileLoader(this.manager); + loader.setPath(this.path); + loader.setRequestHeader(this.requestHeader); + loader.setWithCredentials(this.withCredentials); + loader.load(url, function (text) { + try { + onLoad(scope.parse(JSON.parse(text))); + } catch (e) { + if (onError) { + onError(e); + } else { + console.error(e); + } - var data = { - metadata: { - version: 4.5, - type: 'Material', - generator: 'Material.toJSON' + scope.manager.itemError(url); } - }; - - // standard Material serialization - data.uuid = this.uuid; - data.type = this.type; - - if ( this.name !== '' ) data.name = this.name; + }, onProgress, onError); + } - if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + parse(json) { + const animations = []; - if ( this.roughness !== undefined ) data.roughness = this.roughness; - if ( this.metalness !== undefined ) data.metalness = this.metalness; + for (let i = 0; i < json.length; i++) { + const clip = AnimationClip.parse(json[i]); + animations.push(clip); + } - if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); - if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + return animations; + } - if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); - if ( this.shininess !== undefined ) data.shininess = this.shininess; - if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat; - if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness; + } - if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; - if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; - if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; - if ( this.bumpMap && this.bumpMap.isTexture ) { + /** + * Abstract Base class to block based textures loader (dds, pvr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ - data.bumpMap = this.bumpMap.toJSON( meta ).uuid; - data.bumpScale = this.bumpScale; + class CompressedTextureLoader extends Loader { + constructor(manager) { + super(manager); + } + + load(url, onLoad, onProgress, onError) { + const scope = this; + const images = []; + const texture = new CompressedTexture(); + const loader = new FileLoader(this.manager); + loader.setPath(this.path); + loader.setResponseType('arraybuffer'); + loader.setRequestHeader(this.requestHeader); + loader.setWithCredentials(scope.withCredentials); + let loaded = 0; + + function loadTexture(i) { + loader.load(url[i], function (buffer) { + const texDatas = scope.parse(buffer, true); + images[i] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + loaded += 1; + if (loaded === 6) { + if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter; + texture.image = images; + texture.format = texDatas.format; + texture.needsUpdate = true; + if (onLoad) onLoad(texture); + } + }, onProgress, onError); } - if ( this.normalMap && this.normalMap.isTexture ) { - data.normalMap = this.normalMap.toJSON( meta ).uuid; - data.normalScale = this.normalScale.toArray(); + if (Array.isArray(url)) { + for (let i = 0, il = url.length; i < il; ++i) { + loadTexture(i); + } + } else { + // compressed cubemap texture stored in a single DDS file + loader.load(url, function (buffer) { + const texDatas = scope.parse(buffer, true); + + if (texDatas.isCubemap) { + const faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for (let f = 0; f < faces; f++) { + images[f] = { + mipmaps: [] + }; + + for (let i = 0; i < texDatas.mipmapCount; i++) { + images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]); + images[f].format = texDatas.format; + images[f].width = texDatas.width; + images[f].height = texDatas.height; + } + } - } - if ( this.displacementMap && this.displacementMap.isTexture ) { + texture.image = images; + } else { + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + } - data.displacementMap = this.displacementMap.toJSON( meta ).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; + if (texDatas.mipmapCount === 1) { + texture.minFilter = LinearFilter; + } + texture.format = texDatas.format; + texture.needsUpdate = true; + if (onLoad) onLoad(texture); + }, onProgress, onError); } - if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; - if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; - if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; - if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + return texture; + } + + } - if ( this.envMap && this.envMap.isTexture ) { + class ImageLoader extends Loader { + constructor(manager) { + super(manager); + } - data.envMap = this.envMap.toJSON( meta ).uuid; - data.reflectivity = this.reflectivity; // Scale behind envMap + load(url, onLoad, onProgress, onError) { + if (this.path !== undefined) url = this.path + url; + url = this.manager.resolveURL(url); + const scope = this; + const cached = Cache.get(url); + if (cached !== undefined) { + scope.manager.itemStart(url); + setTimeout(function () { + if (onLoad) onLoad(cached); + scope.manager.itemEnd(url); + }, 0); + return cached; } - if ( this.gradientMap && this.gradientMap.isTexture ) { + const image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img'); - data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + function onImageLoad() { + image.removeEventListener('load', onImageLoad, false); + image.removeEventListener('error', onImageError, false); + Cache.add(url, this); + if (onLoad) onLoad(this); + scope.manager.itemEnd(url); + } + function onImageError(event) { + image.removeEventListener('load', onImageLoad, false); + image.removeEventListener('error', onImageError, false); + if (onError) onError(event); + scope.manager.itemError(url); + scope.manager.itemEnd(url); } - if ( this.size !== undefined ) data.size = this.size; - if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + image.addEventListener('load', onImageLoad, false); + image.addEventListener('error', onImageError, false); - if ( this.blending !== NormalBlending ) data.blending = this.blending; - if ( this.flatShading === true ) data.flatShading = this.flatShading; - if ( this.side !== FrontSide ) data.side = this.side; - if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors; + if (url.substr(0, 5) !== 'data:') { + if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin; + } - if ( this.opacity < 1 ) data.opacity = this.opacity; - if ( this.transparent === true ) data.transparent = this.transparent; + scope.manager.itemStart(url); + image.src = url; + return image; + } - data.depthFunc = this.depthFunc; - data.depthTest = this.depthTest; - data.depthWrite = this.depthWrite; + } - // rotation (SpriteMaterial) - if ( this.rotation !== 0 ) data.rotation = this.rotation; + class CubeTextureLoader extends Loader { + constructor(manager) { + super(manager); + } - if ( this.linewidth !== 1 ) data.linewidth = this.linewidth; - if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; - if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; - if ( this.scale !== undefined ) data.scale = this.scale; + load(urls, onLoad, onProgress, onError) { + const texture = new CubeTexture(); + const loader = new ImageLoader(this.manager); + loader.setCrossOrigin(this.crossOrigin); + loader.setPath(this.path); + let loaded = 0; - if ( this.dithering === true ) data.dithering = true; + function loadTexture(i) { + loader.load(urls[i], function (image) { + texture.images[i] = image; + loaded++; - if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; - if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + if (loaded === 6) { + texture.needsUpdate = true; + if (onLoad) onLoad(texture); + } + }, undefined, onError); + } - if ( this.wireframe === true ) data.wireframe = this.wireframe; - if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; - if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; - if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + for (let i = 0; i < urls.length; ++i) { + loadTexture(i); + } - if ( this.morphTargets === true ) data.morphTargets = true; - if ( this.skinning === true ) data.skinning = true; + return texture; + } - if ( this.visible === false ) data.visible = false; - if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData; + } - // TODO: Copied from Object3D.toJSON + /** + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ - function extractFromCache( cache ) { + class DataTextureLoader extends Loader { + constructor(manager) { + super(manager); + } - var values = []; + load(url, onLoad, onProgress, onError) { + const scope = this; + const texture = new DataTexture(); + const loader = new FileLoader(this.manager); + loader.setResponseType('arraybuffer'); + loader.setRequestHeader(this.requestHeader); + loader.setPath(this.path); + loader.setWithCredentials(scope.withCredentials); + loader.load(url, function (buffer) { + const texData = scope.parse(buffer); + if (!texData) return; - for ( var key in cache ) { + if (texData.image !== undefined) { + texture.image = texData.image; + } else if (texData.data !== undefined) { + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + } - var data = cache[ key ]; - delete data.metadata; - values.push( data ); + texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; + texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; + texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; + texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; + if (texData.encoding !== undefined) { + texture.encoding = texData.encoding; } - return values; + if (texData.flipY !== undefined) { + texture.flipY = texData.flipY; + } - } + if (texData.format !== undefined) { + texture.format = texData.format; + } - if ( isRoot ) { + if (texData.type !== undefined) { + texture.type = texData.type; + } - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); + if (texData.mipmaps !== undefined) { + texture.mipmaps = texData.mipmaps; + texture.minFilter = LinearMipmapLinearFilter; // presumably... + } - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; + if (texData.mipmapCount === 1) { + texture.minFilter = LinearFilter; + } - } + if (texData.generateMipmaps !== undefined) { + texture.generateMipmaps = texData.generateMipmaps; + } - return data; + texture.needsUpdate = true; + if (onLoad) onLoad(texture, texData); + }, onProgress, onError); + return texture; + } - }, + } - clone: function () { + class TextureLoader extends Loader { + constructor(manager) { + super(manager); + } - return new this.constructor().copy( this ); + load(url, onLoad, onProgress, onError) { + const texture = new Texture(); + const loader = new ImageLoader(this.manager); + loader.setCrossOrigin(this.crossOrigin); + loader.setPath(this.path); + loader.load(url, function (image) { + texture.image = image; // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. - }, + const isJPEG = url.search(/\.jpe?g($|\?)/i) > 0 || url.search(/^data\:image\/jpeg/) === 0; + texture.format = isJPEG ? RGBFormat : RGBAFormat; + texture.needsUpdate = true; - copy: function ( source ) { + if (onLoad !== undefined) { + onLoad(texture); + } + }, onProgress, onError); + return texture; + } - this.name = source.name; + } - this.fog = source.fog; - this.lights = source.lights; + /************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ - this.blending = source.blending; - this.side = source.side; - this.flatShading = source.flatShading; - this.vertexColors = source.vertexColors; + class CurvePath extends Curve { + constructor() { + super(); + this.type = 'CurvePath'; + this.curves = []; + this.autoClose = false; // Automatically closes the path + } - this.opacity = source.opacity; - this.transparent = source.transparent; + add(curve) { + this.curves.push(curve); + } - this.blendSrc = source.blendSrc; - this.blendDst = source.blendDst; - this.blendEquation = source.blendEquation; - this.blendSrcAlpha = source.blendSrcAlpha; - this.blendDstAlpha = source.blendDstAlpha; - this.blendEquationAlpha = source.blendEquationAlpha; + closePath() { + // Add a line curve if start and end of lines are not connected + const startPoint = this.curves[0].getPoint(0); + const endPoint = this.curves[this.curves.length - 1].getPoint(1); - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; + if (!startPoint.equals(endPoint)) { + this.curves.push(new LineCurve(endPoint, startPoint)); + } + } // To get accurate point with reference to + // entire path distance at time t, + // following has to be done: + // 1. Length of each sub path have to be known + // 2. Locate and identify type of curve + // 3. Get t for the curve + // 4. Return curve.getPointAt(t') - this.colorWrite = source.colorWrite; - this.precision = source.precision; + getPoint(t) { + const d = t * this.getLength(); + const curveLengths = this.getCurveLengths(); + let i = 0; // To think about boundaries points. - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; + while (i < curveLengths.length) { + if (curveLengths[i] >= d) { + const diff = curveLengths[i] - d; + const curve = this.curves[i]; + const segmentLength = curve.getLength(); + const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + return curve.getPointAt(u); + } - this.dithering = source.dithering; + i++; + } - this.alphaTest = source.alphaTest; - this.premultipliedAlpha = source.premultipliedAlpha; + return null; // loop where sum != 0, sum > d , sum+1 , - * opacity: , - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: - * } - */ + points.push(point); + last = point; + } + } - function MeshBasicMaterial( parameters ) { + if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) { + points.push(points[0]); + } - Material.call( this ); + return points; + } - this.type = 'MeshBasicMaterial'; + copy(source) { + super.copy(source); + this.curves = []; - this.color = new Color( 0xffffff ); // emissive + for (let i = 0, l = source.curves.length; i < l; i++) { + const curve = source.curves[i]; + this.curves.push(curve.clone()); + } - this.map = null; + this.autoClose = source.autoClose; + return this; + } - this.lightMap = null; - this.lightMapIntensity = 1.0; + toJSON() { + const data = super.toJSON(); + data.autoClose = this.autoClose; + data.curves = []; - this.aoMap = null; - this.aoMapIntensity = 1.0; + for (let i = 0, l = this.curves.length; i < l; i++) { + const curve = this.curves[i]; + data.curves.push(curve.toJSON()); + } - this.specularMap = null; + return data; + } - this.alphaMap = null; + fromJSON(json) { + super.fromJSON(json); + this.autoClose = json.autoClose; + this.curves = []; - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; + for (let i = 0, l = json.curves.length; i < l; i++) { + const curve = json.curves[i]; + this.curves.push(new Curves[curve.type]().fromJSON(curve)); + } - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; + return this; + } - this.skinning = false; - this.morphTargets = false; + } - this.lights = false; + class Path extends CurvePath { + constructor(points) { + super(); + this.type = 'Path'; + this.currentPoint = new Vector2(); - this.setValues( parameters ); + if (points) { + this.setFromPoints(points); + } + } - } + setFromPoints(points) { + this.moveTo(points[0].x, points[0].y); - MeshBasicMaterial.prototype = Object.create( Material.prototype ); - MeshBasicMaterial.prototype.constructor = MeshBasicMaterial; + for (let i = 1, l = points.length; i < l; i++) { + this.lineTo(points[i].x, points[i].y); + } - MeshBasicMaterial.prototype.isMeshBasicMaterial = true; + return this; + } - MeshBasicMaterial.prototype.copy = function ( source ) { + moveTo(x, y) { + this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying? - Material.prototype.copy.call( this, source ); + return this; + } - this.color.copy( source.color ); + lineTo(x, y) { + const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y)); + this.curves.push(curve); + this.currentPoint.set(x, y); + return this; + } - this.map = source.map; + quadraticCurveTo(aCPx, aCPy, aX, aY) { + const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY)); + this.curves.push(curve); + this.currentPoint.set(aX, aY); + return this; + } - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; + bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) { + const curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY)); + this.curves.push(curve); + this.currentPoint.set(aX, aY); + return this; + } - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; + splineThru(pts + /*Array of Vector*/ + ) { + const npts = [this.currentPoint.clone()].concat(pts); + const curve = new SplineCurve(npts); + this.curves.push(curve); + this.currentPoint.copy(pts[pts.length - 1]); + return this; + } - this.specularMap = source.specularMap; + arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise); + return this; + } - this.alphaMap = source.alphaMap; + absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { + this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise); + return this; + } - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; + ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation); + return this; + } - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; + absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) { + const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation); - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; + if (this.curves.length > 0) { + // if a previous curve is present, attempt to join + const firstPoint = curve.getPoint(0); - return this; + if (!firstPoint.equals(this.currentPoint)) { + this.lineTo(firstPoint.x, firstPoint.y); + } + } - }; + this.curves.push(curve); + const lastPoint = curve.getPoint(1); + this.currentPoint.copy(lastPoint); + return this; + } - /** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * defines: { "label" : "value" }, - * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, - * - * fragmentShader: , - * vertexShader: , - * - * wireframe: , - * wireframeLinewidth: , - * - * lights: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ + copy(source) { + super.copy(source); + this.currentPoint.copy(source.currentPoint); + return this; + } - function ShaderMaterial( parameters ) { + toJSON() { + const data = super.toJSON(); + data.currentPoint = this.currentPoint.toArray(); + return data; + } + + fromJSON(json) { + super.fromJSON(json); + this.currentPoint.fromArray(json.currentPoint); + return this; + } - Material.call( this ); + } - this.type = 'ShaderMaterial'; + class Shape extends Path { + constructor(points) { + super(points); + this.uuid = generateUUID(); + this.type = 'Shape'; + this.holes = []; + } - this.defines = {}; - this.uniforms = {}; + getPointsHoles(divisions) { + const holesPts = []; - this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}'; - this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}'; + for (let i = 0, l = this.holes.length; i < l; i++) { + holesPts[i] = this.holes[i].getPoints(divisions); + } - this.linewidth = 1; + return holesPts; + } // get points of shape and holes (keypoints based on segments parameter) - this.wireframe = false; - this.wireframeLinewidth = 1; - this.fog = false; // set to use scene fog - this.lights = false; // set to use scene lights - this.clipping = false; // set to use user-defined clipping planes + extractPoints(divisions) { + return { + shape: this.getPoints(divisions), + holes: this.getPointsHoles(divisions) + }; + } - this.skinning = false; // set to use skinning attribute streams - this.morphTargets = false; // set to use morph targets - this.morphNormals = false; // set to use morph normals + copy(source) { + super.copy(source); + this.holes = []; - this.extensions = { - derivatives: false, // set to use derivatives - fragDepth: false, // set to use fragment depth values - drawBuffers: false, // set to use draw buffers - shaderTextureLOD: false // set to use shader texture LOD - }; + for (let i = 0, l = source.holes.length; i < l; i++) { + const hole = source.holes[i]; + this.holes.push(hole.clone()); + } - // When rendered geometry doesn't include these attributes but the material does, - // use these default values in WebGL. This avoids errors when buffer data is missing. - this.defaultAttributeValues = { - 'color': [ 1, 1, 1 ], - 'uv': [ 0, 0 ], - 'uv2': [ 0, 0 ] - }; + return this; + } - this.index0AttributeName = undefined; - this.uniformsNeedUpdate = false; + toJSON() { + const data = super.toJSON(); + data.uuid = this.uuid; + data.holes = []; - if ( parameters !== undefined ) { + for (let i = 0, l = this.holes.length; i < l; i++) { + const hole = this.holes[i]; + data.holes.push(hole.toJSON()); + } - if ( parameters.attributes !== undefined ) { + return data; + } - console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + fromJSON(json) { + super.fromJSON(json); + this.uuid = json.uuid; + this.holes = []; + for (let i = 0, l = json.holes.length; i < l; i++) { + const hole = json.holes[i]; + this.holes.push(new Path().fromJSON(hole)); } - this.setValues( parameters ); - + return this; } } - ShaderMaterial.prototype = Object.create( Material.prototype ); - ShaderMaterial.prototype.constructor = ShaderMaterial; + class Light extends Object3D { + constructor(color, intensity = 1) { + super(); + this.type = 'Light'; + this.color = new Color(color); + this.intensity = intensity; + } - ShaderMaterial.prototype.isShaderMaterial = true; + dispose() {// Empty here in base class; some subclasses override. + } - ShaderMaterial.prototype.copy = function ( source ) { + copy(source) { + super.copy(source); + this.color.copy(source.color); + this.intensity = source.intensity; + return this; + } + + toJSON(meta) { + const data = super.toJSON(meta); + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex(); + if (this.distance !== undefined) data.object.distance = this.distance; + if (this.angle !== undefined) data.object.angle = this.angle; + if (this.decay !== undefined) data.object.decay = this.decay; + if (this.penumbra !== undefined) data.object.penumbra = this.penumbra; + if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON(); + return data; + } - Material.prototype.copy.call( this, source ); + } - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; + Light.prototype.isLight = true; - this.uniforms = UniformsUtils.clone( source.uniforms ); + class HemisphereLight extends Light { + constructor(skyColor, groundColor, intensity) { + super(skyColor, intensity); + this.type = 'HemisphereLight'; + this.position.copy(Object3D.DefaultUp); + this.updateMatrix(); + this.groundColor = new Color(groundColor); + } - this.defines = source.defines; + copy(source) { + Light.prototype.copy.call(this, source); + this.groundColor.copy(source.groundColor); + return this; + } - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; + } - this.lights = source.lights; - this.clipping = source.clipping; + HemisphereLight.prototype.isHemisphereLight = true; - this.skinning = source.skinning; + const _projScreenMatrix$1 = /*@__PURE__*/new Matrix4(); - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; + const _lightPositionWorld$1 = /*@__PURE__*/new Vector3(); - this.extensions = source.extensions; + const _lookTarget$1 = /*@__PURE__*/new Vector3(); - return this; + class LightShadow { + constructor(camera) { + this.camera = camera; + this.bias = 0; + this.normalBias = 0; + this.radius = 1; + this.mapSize = new Vector2(512, 512); + this.map = null; + this.mapPass = null; + this.matrix = new Matrix4(); + this.autoUpdate = true; + this.needsUpdate = false; + this._frustum = new Frustum(); + this._frameExtents = new Vector2(1, 1); + this._viewportCount = 1; + this._viewports = [new Vector4(0, 0, 1, 1)]; + } - }; + getViewportCount() { + return this._viewportCount; + } - ShaderMaterial.prototype.toJSON = function ( meta ) { + getFrustum() { + return this._frustum; + } - var data = Material.prototype.toJSON.call( this, meta ); + updateMatrices(light) { + const shadowCamera = this.camera; + const shadowMatrix = this.matrix; - data.uniforms = this.uniforms; - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; + _lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld); - return data; + shadowCamera.position.copy(_lightPositionWorld$1); - }; + _lookTarget$1.setFromMatrixPosition(light.target.matrixWorld); - /** - * @author bhouston / http://clara.io - */ + shadowCamera.lookAt(_lookTarget$1); + shadowCamera.updateMatrixWorld(); - function Ray( origin, direction ) { + _projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse); - this.origin = ( origin !== undefined ) ? origin : new Vector3(); - this.direction = ( direction !== undefined ) ? direction : new Vector3(); + this._frustum.setFromProjectionMatrix(_projScreenMatrix$1); - } + shadowMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0); + shadowMatrix.multiply(shadowCamera.projectionMatrix); + shadowMatrix.multiply(shadowCamera.matrixWorldInverse); + } - Object.assign( Ray.prototype, { + getViewport(viewportIndex) { + return this._viewports[viewportIndex]; + } - set: function ( origin, direction ) { + getFrameExtents() { + return this._frameExtents; + } - this.origin.copy( origin ); - this.direction.copy( direction ); + dispose() { + if (this.map) { + this.map.dispose(); + } - return this; + if (this.mapPass) { + this.mapPass.dispose(); + } + } - }, + copy(source) { + this.camera = source.camera.clone(); + this.bias = source.bias; + this.radius = source.radius; + this.mapSize.copy(source.mapSize); + return this; + } - clone: function () { + clone() { + return new this.constructor().copy(this); + } - return new this.constructor().copy( this ); + toJSON() { + const object = {}; + if (this.bias !== 0) object.bias = this.bias; + if (this.normalBias !== 0) object.normalBias = this.normalBias; + if (this.radius !== 1) object.radius = this.radius; + if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray(); + object.camera = this.camera.toJSON(false).object; + delete object.camera.matrix; + return object; + } - }, + } - copy: function ( ray ) { + class SpotLightShadow extends LightShadow { + constructor() { + super(new PerspectiveCamera(50, 1, 0.5, 500)); + this.focus = 1; + } - this.origin.copy( ray.origin ); - this.direction.copy( ray.direction ); + updateMatrices(light) { + const camera = this.camera; + const fov = RAD2DEG * 2 * light.angle * this.focus; + const aspect = this.mapSize.width / this.mapSize.height; + const far = light.distance || camera.far; - return this; + if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) { + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + } - }, + super.updateMatrices(light); + } - at: function ( t, target ) { + copy(source) { + super.copy(source); + this.focus = source.focus; + return this; + } - if ( target === undefined ) { + } - console.warn( 'THREE.Ray: .at() target is now required' ); - target = new Vector3(); + SpotLightShadow.prototype.isSpotLightShadow = true; - } + class SpotLight extends Light { + constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1) { + super(color, intensity); + this.type = 'SpotLight'; + this.position.copy(Object3D.DefaultUp); + this.updateMatrix(); + this.target = new Object3D(); + this.distance = distance; + this.angle = angle; + this.penumbra = penumbra; + this.decay = decay; // for physically correct lights, should be 2. - return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); + this.shadow = new SpotLightShadow(); + } - }, + get power() { + // intensity = power per solid angle. + // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + return this.intensity * Math.PI; + } - lookAt: function ( v ) { + set power(power) { + // intensity = power per solid angle. + // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + this.intensity = power / Math.PI; + } - this.direction.copy( v ).sub( this.origin ).normalize(); + dispose() { + this.shadow.dispose(); + } + copy(source) { + super.copy(source); + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + this.target = source.target.clone(); + this.shadow = source.shadow.clone(); return this; + } - }, + } - recast: function () { + SpotLight.prototype.isSpotLight = true; - var v1 = new Vector3(); + const _projScreenMatrix = /*@__PURE__*/new Matrix4(); - return function recast( t ) { + const _lightPositionWorld = /*@__PURE__*/new Vector3(); - this.origin.copy( this.at( t, v1 ) ); + const _lookTarget = /*@__PURE__*/new Vector3(); - return this; + class PointLightShadow extends LightShadow { + constructor() { + super(new PerspectiveCamera(90, 1, 0.5, 500)); + this._frameExtents = new Vector2(4, 2); + this._viewportCount = 6; + this._viewports = [// These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + // positive X + new Vector4(2, 1, 1, 1), // negative X + new Vector4(0, 1, 1, 1), // positive Z + new Vector4(3, 1, 1, 1), // negative Z + new Vector4(1, 1, 1, 1), // positive Y + new Vector4(3, 0, 1, 1), // negative Y + new Vector4(1, 0, 1, 1)]; + this._cubeDirections = [new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(0, 1, 0), new Vector3(0, -1, 0)]; + this._cubeUps = [new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1), new Vector3(0, 0, -1)]; + } + + updateMatrices(light, viewportIndex = 0) { + const camera = this.camera; + const shadowMatrix = this.matrix; + const far = light.distance || camera.far; + + if (far !== camera.far) { + camera.far = far; + camera.updateProjectionMatrix(); + } - }; + _lightPositionWorld.setFromMatrixPosition(light.matrixWorld); - }(), + camera.position.copy(_lightPositionWorld); - closestPointToPoint: function ( point, target ) { + _lookTarget.copy(camera.position); - if ( target === undefined ) { + _lookTarget.add(this._cubeDirections[viewportIndex]); - console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); - target = new Vector3(); + camera.up.copy(this._cubeUps[viewportIndex]); + camera.lookAt(_lookTarget); + camera.updateMatrixWorld(); + shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z); - } + _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse); - target.subVectors( point, this.origin ); + this._frustum.setFromProjectionMatrix(_projScreenMatrix); + } - var directionDistance = target.dot( this.direction ); + } - if ( directionDistance < 0 ) { + PointLightShadow.prototype.isPointLightShadow = true; - return target.copy( this.origin ); + class PointLight extends Light { + constructor(color, intensity, distance = 0, decay = 1) { + super(color, intensity); + this.type = 'PointLight'; + this.distance = distance; + this.decay = decay; // for physically correct lights, should be 2. - } + this.shadow = new PointLightShadow(); + } - return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + get power() { + // intensity = power per solid angle. + // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + return this.intensity * 4 * Math.PI; + } - }, + set power(power) { + // intensity = power per solid angle. + // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf + this.intensity = power / (4 * Math.PI); + } - distanceToPoint: function ( point ) { + dispose() { + this.shadow.dispose(); + } - return Math.sqrt( this.distanceSqToPoint( point ) ); + copy(source) { + super.copy(source); + this.distance = source.distance; + this.decay = source.decay; + this.shadow = source.shadow.clone(); + return this; + } - }, + } - distanceSqToPoint: function () { + PointLight.prototype.isPointLight = true; - var v1 = new Vector3(); + class OrthographicCamera extends Camera { + constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000) { + super(); + this.type = 'OrthographicCamera'; + this.zoom = 1; + this.view = null; + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + this.near = near; + this.far = far; + this.updateProjectionMatrix(); + } - return function distanceSqToPoint( point ) { + copy(source, recursive) { + super.copy(source, recursive); + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign({}, source.view); + return this; + } - var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); + setViewOffset(fullWidth, fullHeight, x, y, width, height) { + if (this.view === null) { + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + } - // point behind the ray + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + this.updateProjectionMatrix(); + } - if ( directionDistance < 0 ) { + clearViewOffset() { + if (this.view !== null) { + this.view.enabled = false; + } - return this.origin.distanceToSquared( point ); + this.updateProjectionMatrix(); + } - } + updateProjectionMatrix() { + const dx = (this.right - this.left) / (2 * this.zoom); + const dy = (this.top - this.bottom) / (2 * this.zoom); + const cx = (this.right + this.left) / 2; + const cy = (this.top + this.bottom) / 2; + let left = cx - dx; + let right = cx + dx; + let top = cy + dy; + let bottom = cy - dy; - v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + if (this.view !== null && this.view.enabled) { + const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom; + const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom; + left += scaleW * this.view.offsetX; + right = left + scaleW * this.view.width; + top -= scaleH * this.view.offsetY; + bottom = top - scaleH * this.view.height; + } - return v1.distanceToSquared( point ); + this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far); + this.projectionMatrixInverse.copy(this.projectionMatrix).invert(); + } - }; + toJSON(meta) { + const data = super.toJSON(meta); + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + if (this.view !== null) data.object.view = Object.assign({}, this.view); + return data; + } - }(), + } - distanceSqToSegment: function () { + OrthographicCamera.prototype.isOrthographicCamera = true; - var segCenter = new Vector3(); - var segDir = new Vector3(); - var diff = new Vector3(); + class DirectionalLightShadow extends LightShadow { + constructor() { + super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500)); + } - return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + } - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h - // It returns the min distance between the ray and the segment - // defined by v0 and v1 - // It can also set two optional targets : - // - The closest point on the ray - // - The closest point on the segment + DirectionalLightShadow.prototype.isDirectionalLightShadow = true; - segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); - segDir.copy( v1 ).sub( v0 ).normalize(); - diff.copy( this.origin ).sub( segCenter ); + class DirectionalLight extends Light { + constructor(color, intensity) { + super(color, intensity); + this.type = 'DirectionalLight'; + this.position.copy(Object3D.DefaultUp); + this.updateMatrix(); + this.target = new Object3D(); + this.shadow = new DirectionalLightShadow(); + } - var segExtent = v0.distanceTo( v1 ) * 0.5; - var a01 = - this.direction.dot( segDir ); - var b0 = diff.dot( this.direction ); - var b1 = - diff.dot( segDir ); - var c = diff.lengthSq(); - var det = Math.abs( 1 - a01 * a01 ); - var s0, s1, sqrDist, extDet; + dispose() { + this.shadow.dispose(); + } - if ( det > 0 ) { + copy(source) { + super.copy(source); + this.target = source.target.clone(); + this.shadow = source.shadow.clone(); + return this; + } - // The ray and segment are not parallel. + } - s0 = a01 * b1 - b0; - s1 = a01 * b0 - b1; - extDet = segExtent * det; + DirectionalLight.prototype.isDirectionalLight = true; - if ( s0 >= 0 ) { + class AmbientLight extends Light { + constructor(color, intensity) { + super(color, intensity); + this.type = 'AmbientLight'; + } - if ( s1 >= - extDet ) { - - if ( s1 <= extDet ) { - - // region 0 - // Minimum at interior points of ray and segment. - - var invDet = 1 / det; - s0 *= invDet; - s1 *= invDet; - sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; - - } else { - - // region 1 - - s1 = segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + } - } + AmbientLight.prototype.isAmbientLight = true; - } else { + class RectAreaLight extends Light { + constructor(color, intensity, width = 10, height = 10) { + super(color, intensity); + this.type = 'RectAreaLight'; + this.width = width; + this.height = height; + } - // region 5 + copy(source) { + super.copy(source); + this.width = source.width; + this.height = source.height; + return this; + } - s1 = - segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + toJSON(meta) { + const data = super.toJSON(meta); + data.object.width = this.width; + data.object.height = this.height; + return data; + } - } + } - } else { + RectAreaLight.prototype.isRectAreaLight = true; - if ( s1 <= - extDet ) { + /** + * Primary reference: + * https://graphics.stanford.edu/papers/envmap/envmap.pdf + * + * Secondary reference: + * https://www.ppsloan.org/publications/StupidSH36.pdf + */ + // 3-band SH defined by 9 coefficients - // region 4 + class SphericalHarmonics3 { + constructor() { + this.coefficients = []; - s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + for (let i = 0; i < 9; i++) { + this.coefficients.push(new Vector3()); + } + } - } else if ( s1 <= extDet ) { + set(coefficients) { + for (let i = 0; i < 9; i++) { + this.coefficients[i].copy(coefficients[i]); + } - // region 3 + return this; + } - s0 = 0; - s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = s1 * ( s1 + 2 * b1 ) + c; + zero() { + for (let i = 0; i < 9; i++) { + this.coefficients[i].set(0, 0, 0); + } - } else { + return this; + } // get the radiance in the direction of the normal + // target is a Vector3 - // region 2 - s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); - s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + getAt(normal, target) { + // normal is assumed to be unit length + const x = normal.x, + y = normal.y, + z = normal.z; + const coeff = this.coefficients; // band 0 - } + target.copy(coeff[0]).multiplyScalar(0.282095); // band 1 - } + target.addScaledVector(coeff[1], 0.488603 * y); + target.addScaledVector(coeff[2], 0.488603 * z); + target.addScaledVector(coeff[3], 0.488603 * x); // band 2 - } else { + target.addScaledVector(coeff[4], 1.092548 * (x * y)); + target.addScaledVector(coeff[5], 1.092548 * (y * z)); + target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0)); + target.addScaledVector(coeff[7], 1.092548 * (x * z)); + target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y)); + return target; + } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal + // target is a Vector3 + // https://graphics.stanford.edu/papers/envmap/envmap.pdf - // Ray and segment are parallel. - s1 = ( a01 > 0 ) ? - segExtent : segExtent; - s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); - sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + getIrradianceAt(normal, target) { + // normal is assumed to be unit length + const x = normal.x, + y = normal.y, + z = normal.z; + const coeff = this.coefficients; // band 0 - } + target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095 + // band 1 - if ( optionalPointOnRay ) { + target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603 - optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); + target.addScaledVector(coeff[2], 2.0 * 0.511664 * z); + target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2 - } + target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548 - if ( optionalPointOnSegment ) { + target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z); + target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3 - optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); + target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z); + target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274 - } + return target; + } - return sqrDist; + add(sh) { + for (let i = 0; i < 9; i++) { + this.coefficients[i].add(sh.coefficients[i]); + } - }; + return this; + } - }(), + addScaledSH(sh, s) { + for (let i = 0; i < 9; i++) { + this.coefficients[i].addScaledVector(sh.coefficients[i], s); + } - intersectSphere: function () { + return this; + } - var v1 = new Vector3(); + scale(s) { + for (let i = 0; i < 9; i++) { + this.coefficients[i].multiplyScalar(s); + } - return function intersectSphere( sphere, target ) { + return this; + } - v1.subVectors( sphere.center, this.origin ); - var tca = v1.dot( this.direction ); - var d2 = v1.dot( v1 ) - tca * tca; - var radius2 = sphere.radius * sphere.radius; + lerp(sh, alpha) { + for (let i = 0; i < 9; i++) { + this.coefficients[i].lerp(sh.coefficients[i], alpha); + } - if ( d2 > radius2 ) return null; + return this; + } - var thc = Math.sqrt( radius2 - d2 ); + equals(sh) { + for (let i = 0; i < 9; i++) { + if (!this.coefficients[i].equals(sh.coefficients[i])) { + return false; + } + } - // t0 = first intersect point - entrance on front of sphere - var t0 = tca - thc; + return true; + } - // t1 = second intersect point - exit point on back of sphere - var t1 = tca + thc; + copy(sh) { + return this.set(sh.coefficients); + } - // test to see if both t0 and t1 are behind the ray - if so, return null - if ( t0 < 0 && t1 < 0 ) return null; + clone() { + return new this.constructor().copy(this); + } - // test to see if t0 is behind the ray: - // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, - // in order to always return an intersect point that is in front of the ray. - if ( t0 < 0 ) return this.at( t1, target ); + fromArray(array, offset = 0) { + const coefficients = this.coefficients; - // else t0 is in front of the ray, so return the first collision point scaled by t0 - return this.at( t0, target ); + for (let i = 0; i < 9; i++) { + coefficients[i].fromArray(array, offset + i * 3); + } - }; + return this; + } - }(), + toArray(array = [], offset = 0) { + const coefficients = this.coefficients; - intersectsSphere: function ( sphere ) { + for (let i = 0; i < 9; i++) { + coefficients[i].toArray(array, offset + i * 3); + } - return this.distanceToPoint( sphere.center ) <= sphere.radius; + return array; + } // evaluate the basis functions + // shBasis is an Array[ 9 ] - }, - distanceToPlane: function ( plane ) { + static getBasisAt(normal, shBasis) { + // normal is assumed to be unit length + const x = normal.x, + y = normal.y, + z = normal.z; // band 0 - var denominator = plane.normal.dot( this.direction ); + shBasis[0] = 0.282095; // band 1 - if ( denominator === 0 ) { + shBasis[1] = 0.488603 * y; + shBasis[2] = 0.488603 * z; + shBasis[3] = 0.488603 * x; // band 2 - // line is coplanar, return origin - if ( plane.distanceToPoint( this.origin ) === 0 ) { + shBasis[4] = 1.092548 * x * y; + shBasis[5] = 1.092548 * y * z; + shBasis[6] = 0.315392 * (3 * z * z - 1); + shBasis[7] = 1.092548 * x * z; + shBasis[8] = 0.546274 * (x * x - y * y); + } - return 0; + } - } + SphericalHarmonics3.prototype.isSphericalHarmonics3 = true; - // Null is preferable to undefined since undefined means.... it is undefined + class LightProbe extends Light { + constructor(sh = new SphericalHarmonics3(), intensity = 1) { + super(undefined, intensity); + this.sh = sh; + } - return null; + copy(source) { + super.copy(source); + this.sh.copy(source.sh); + return this; + } - } + fromJSON(json) { + this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON(); - var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + this.sh.fromArray(json.sh); + return this; + } - // Return if the ray never intersects the plane + toJSON(meta) { + const data = super.toJSON(meta); + data.object.sh = this.sh.toArray(); + return data; + } - return t >= 0 ? t : null; + } - }, + LightProbe.prototype.isLightProbe = true; - intersectPlane: function ( plane, target ) { + class MaterialLoader extends Loader { + constructor(manager) { + super(manager); + this.textures = {}; + } - var t = this.distanceToPlane( plane ); + load(url, onLoad, onProgress, onError) { + const scope = this; + const loader = new FileLoader(scope.manager); + loader.setPath(scope.path); + loader.setRequestHeader(scope.requestHeader); + loader.setWithCredentials(scope.withCredentials); + loader.load(url, function (text) { + try { + onLoad(scope.parse(JSON.parse(text))); + } catch (e) { + if (onError) { + onError(e); + } else { + console.error(e); + } - if ( t === null ) { + scope.manager.itemError(url); + } + }, onProgress, onError); + } + + parse(json) { + const textures = this.textures; + + function getTexture(name) { + if (textures[name] === undefined) { + console.warn('THREE.MaterialLoader: Undefined texture', name); + } + + return textures[name]; + } + + const material = new Materials[json.type](); + if (json.uuid !== undefined) material.uuid = json.uuid; + if (json.name !== undefined) material.name = json.name; + if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color); + if (json.roughness !== undefined) material.roughness = json.roughness; + if (json.metalness !== undefined) material.metalness = json.metalness; + if (json.sheen !== undefined) material.sheen = new Color().setHex(json.sheen); + if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive); + if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular); + if (json.shininess !== undefined) material.shininess = json.shininess; + if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat; + if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness; + if (json.transmission !== undefined) material.transmission = json.transmission; + if (json.thickness !== undefined) material.thickness = json.thickness; + if (json.attenuationDistance !== undefined) material.attenuationDistance = json.attenuationDistance; + if (json.attenuationColor !== undefined && material.attenuationColor !== undefined) material.attenuationColor.setHex(json.attenuationColor); + if (json.fog !== undefined) material.fog = json.fog; + if (json.flatShading !== undefined) material.flatShading = json.flatShading; + if (json.blending !== undefined) material.blending = json.blending; + if (json.combine !== undefined) material.combine = json.combine; + if (json.side !== undefined) material.side = json.side; + if (json.shadowSide !== undefined) material.shadowSide = json.shadowSide; + if (json.opacity !== undefined) material.opacity = json.opacity; + if (json.transparent !== undefined) material.transparent = json.transparent; + if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest; + if (json.depthTest !== undefined) material.depthTest = json.depthTest; + if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite; + if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite; + if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite; + if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask; + if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc; + if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef; + if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask; + if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail; + if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail; + if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass; + if (json.wireframe !== undefined) material.wireframe = json.wireframe; + if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth; + if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap; + if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin; + if (json.rotation !== undefined) material.rotation = json.rotation; + if (json.linewidth !== 1) material.linewidth = json.linewidth; + if (json.dashSize !== undefined) material.dashSize = json.dashSize; + if (json.gapSize !== undefined) material.gapSize = json.gapSize; + if (json.scale !== undefined) material.scale = json.scale; + if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset; + if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor; + if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits; + if (json.morphTargets !== undefined) material.morphTargets = json.morphTargets; + if (json.morphNormals !== undefined) material.morphNormals = json.morphNormals; + if (json.dithering !== undefined) material.dithering = json.dithering; + if (json.alphaToCoverage !== undefined) material.alphaToCoverage = json.alphaToCoverage; + if (json.premultipliedAlpha !== undefined) material.premultipliedAlpha = json.premultipliedAlpha; + if (json.vertexTangents !== undefined) material.vertexTangents = json.vertexTangents; + if (json.visible !== undefined) material.visible = json.visible; + if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped; + if (json.userData !== undefined) material.userData = json.userData; + + if (json.vertexColors !== undefined) { + if (typeof json.vertexColors === 'number') { + material.vertexColors = json.vertexColors > 0 ? true : false; + } else { + material.vertexColors = json.vertexColors; + } + } // Shader Material - return null; - } + if (json.uniforms !== undefined) { + for (const name in json.uniforms) { + const uniform = json.uniforms[name]; + material.uniforms[name] = {}; - return this.at( t, target ); + switch (uniform.type) { + case 't': + material.uniforms[name].value = getTexture(uniform.value); + break; - }, + case 'c': + material.uniforms[name].value = new Color().setHex(uniform.value); + break; - intersectsPlane: function ( plane ) { + case 'v2': + material.uniforms[name].value = new Vector2().fromArray(uniform.value); + break; - // check if the ray lies on the plane first + case 'v3': + material.uniforms[name].value = new Vector3().fromArray(uniform.value); + break; - var distToPoint = plane.distanceToPoint( this.origin ); + case 'v4': + material.uniforms[name].value = new Vector4().fromArray(uniform.value); + break; - if ( distToPoint === 0 ) { + case 'm3': + material.uniforms[name].value = new Matrix3().fromArray(uniform.value); + break; - return true; + case 'm4': + material.uniforms[name].value = new Matrix4().fromArray(uniform.value); + break; + default: + material.uniforms[name].value = uniform.value; + } + } } - var denominator = plane.normal.dot( this.direction ); - - if ( denominator * distToPoint < 0 ) { + if (json.defines !== undefined) material.defines = json.defines; + if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader; + if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader; - return true; + if (json.extensions !== undefined) { + for (const key in json.extensions) { + material.extensions[key] = json.extensions[key]; + } + } // Deprecated - } - // ray origin is behind the plane (and is pointing behind it) + if (json.shading !== undefined) material.flatShading = json.shading === 1; // THREE.FlatShading + // for PointsMaterial - return false; + if (json.size !== undefined) material.size = json.size; + if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; // maps - }, + if (json.map !== undefined) material.map = getTexture(json.map); + if (json.matcap !== undefined) material.matcap = getTexture(json.matcap); + if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap); + if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap); + if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale; + if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap); + if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType; - intersectBox: function ( box, target ) { + if (json.normalScale !== undefined) { + let normalScale = json.normalScale; - var tmin, tmax, tymin, tymax, tzmin, tzmax; + if (Array.isArray(normalScale) === false) { + // Blender exporter used to export a scalar. See #7459 + normalScale = [normalScale, normalScale]; + } + + material.normalScale = new Vector2().fromArray(normalScale); + } + + if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap); + if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale; + if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias; + if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap); + if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap); + if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap); + if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity; + if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap); + if (json.envMap !== undefined) material.envMap = getTexture(json.envMap); + if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity; + if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity; + if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio; + if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap); + if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity; + if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap); + if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity; + if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap); + if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap); + if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap); + if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap); + if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale); + if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap); + if (json.thicknessMap !== undefined) material.thicknessMap = getTexture(json.thicknessMap); + return material; + } - var invdirx = 1 / this.direction.x, - invdiry = 1 / this.direction.y, - invdirz = 1 / this.direction.z; + setTextures(value) { + this.textures = value; + return this; + } - var origin = this.origin; + } - if ( invdirx >= 0 ) { + class LoaderUtils { + static decodeText(array) { + if (typeof TextDecoder !== 'undefined') { + return new TextDecoder().decode(array); + } // Avoid the String.fromCharCode.apply(null, array) shortcut, which + // throws a "maximum call stack size exceeded" error for large arrays. - tmin = ( box.min.x - origin.x ) * invdirx; - tmax = ( box.max.x - origin.x ) * invdirx; - } else { + let s = ''; - tmin = ( box.max.x - origin.x ) * invdirx; - tmax = ( box.min.x - origin.x ) * invdirx; + for (let i = 0, il = array.length; i < il; i++) { + // Implicitly assumes little-endian. + s += String.fromCharCode(array[i]); + } + try { + // merges multi-byte utf-8 characters. + return decodeURIComponent(escape(s)); + } catch (e) { + // see #16358 + return s; } + } + + static extractUrlBase(url) { + const index = url.lastIndexOf('/'); + if (index === -1) return './'; + return url.substr(0, index + 1); + } - if ( invdiry >= 0 ) { + } - tymin = ( box.min.y - origin.y ) * invdiry; - tymax = ( box.max.y - origin.y ) * invdiry; + class InstancedBufferGeometry extends BufferGeometry { + constructor() { + super(); + this.type = 'InstancedBufferGeometry'; + this.instanceCount = Infinity; + } - } else { + copy(source) { + super.copy(source); + this.instanceCount = source.instanceCount; + return this; + } - tymin = ( box.max.y - origin.y ) * invdiry; - tymax = ( box.min.y - origin.y ) * invdiry; + clone() { + return new this.constructor().copy(this); + } - } + toJSON() { + const data = super.toJSON(this); + data.instanceCount = this.instanceCount; + data.isInstancedBufferGeometry = true; + return data; + } - if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + } - // These lines also handle the case where tmin or tmax is NaN - // (result of 0 * Infinity). x !== x returns true if x is NaN + InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true; - if ( tymin > tmin || tmin !== tmin ) tmin = tymin; + class InstancedBufferAttribute extends BufferAttribute { + constructor(array, itemSize, normalized, meshPerAttribute = 1) { + if (typeof normalized === 'number') { + meshPerAttribute = normalized; + normalized = false; + console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.'); + } - if ( tymax < tmax || tmax !== tmax ) tmax = tymax; + super(array, itemSize, normalized); + this.meshPerAttribute = meshPerAttribute; + } - if ( invdirz >= 0 ) { + copy(source) { + super.copy(source); + this.meshPerAttribute = source.meshPerAttribute; + return this; + } - tzmin = ( box.min.z - origin.z ) * invdirz; - tzmax = ( box.max.z - origin.z ) * invdirz; + toJSON() { + const data = super.toJSON(); + data.meshPerAttribute = this.meshPerAttribute; + data.isInstancedBufferAttribute = true; + return data; + } - } else { + } - tzmin = ( box.max.z - origin.z ) * invdirz; - tzmax = ( box.min.z - origin.z ) * invdirz; + InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true; - } + class BufferGeometryLoader extends Loader { + constructor(manager) { + super(manager); + } - if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + load(url, onLoad, onProgress, onError) { + const scope = this; + const loader = new FileLoader(scope.manager); + loader.setPath(scope.path); + loader.setRequestHeader(scope.requestHeader); + loader.setWithCredentials(scope.withCredentials); + loader.load(url, function (text) { + try { + onLoad(scope.parse(JSON.parse(text))); + } catch (e) { + if (onError) { + onError(e); + } else { + console.error(e); + } - if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + scope.manager.itemError(url); + } + }, onProgress, onError); + } - if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + parse(json) { + const interleavedBufferMap = {}; + const arrayBufferMap = {}; - //return point closest to the ray (positive side) + function getInterleavedBuffer(json, uuid) { + if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid]; + const interleavedBuffers = json.interleavedBuffers; + const interleavedBuffer = interleavedBuffers[uuid]; + const buffer = getArrayBuffer(json, interleavedBuffer.buffer); + const array = getTypedArray(interleavedBuffer.type, buffer); + const ib = new InterleavedBuffer(array, interleavedBuffer.stride); + ib.uuid = interleavedBuffer.uuid; + interleavedBufferMap[uuid] = ib; + return ib; + } - if ( tmax < 0 ) return null; + function getArrayBuffer(json, uuid) { + if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid]; + const arrayBuffers = json.arrayBuffers; + const arrayBuffer = arrayBuffers[uuid]; + const ab = new Uint32Array(arrayBuffer).buffer; + arrayBufferMap[uuid] = ab; + return ab; + } - return this.at( tmin >= 0 ? tmin : tmax, target ); + const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); + const index = json.data.index; - }, + if (index !== undefined) { + const typedArray = getTypedArray(index.type, index.array); + geometry.setIndex(new BufferAttribute(typedArray, 1)); + } - intersectsBox: ( function () { + const attributes = json.data.attributes; - var v = new Vector3(); + for (const key in attributes) { + const attribute = attributes[key]; + let bufferAttribute; - return function intersectsBox( box ) { + if (attribute.isInterleavedBufferAttribute) { + const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data); + bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized); + } else { + const typedArray = getTypedArray(attribute.type, attribute.array); + const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; + bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized); + } - return this.intersectBox( box, v ) !== null; + if (attribute.name !== undefined) bufferAttribute.name = attribute.name; + if (attribute.usage !== undefined) bufferAttribute.setUsage(attribute.usage); - }; + if (attribute.updateRange !== undefined) { + bufferAttribute.updateRange.offset = attribute.updateRange.offset; + bufferAttribute.updateRange.count = attribute.updateRange.count; + } - } )(), + geometry.setAttribute(key, bufferAttribute); + } - intersectTriangle: function () { + const morphAttributes = json.data.morphAttributes; - // Compute the offset origin, edges, and normal. - var diff = new Vector3(); - var edge1 = new Vector3(); - var edge2 = new Vector3(); - var normal = new Vector3(); + if (morphAttributes) { + for (const key in morphAttributes) { + const attributeArray = morphAttributes[key]; + const array = []; - return function intersectTriangle( a, b, c, backfaceCulling, target ) { + for (let i = 0, il = attributeArray.length; i < il; i++) { + const attribute = attributeArray[i]; + let bufferAttribute; - // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + if (attribute.isInterleavedBufferAttribute) { + const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data); + bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized); + } else { + const typedArray = getTypedArray(attribute.type, attribute.array); + bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized); + } - edge1.subVectors( b, a ); - edge2.subVectors( c, a ); - normal.crossVectors( edge1, edge2 ); + if (attribute.name !== undefined) bufferAttribute.name = attribute.name; + array.push(bufferAttribute); + } - // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, - // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by - // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) - // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) - // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) - var DdN = this.direction.dot( normal ); - var sign; + geometry.morphAttributes[key] = array; + } + } - if ( DdN > 0 ) { + const morphTargetsRelative = json.data.morphTargetsRelative; - if ( backfaceCulling ) return null; - sign = 1; + if (morphTargetsRelative) { + geometry.morphTargetsRelative = true; + } - } else if ( DdN < 0 ) { + const groups = json.data.groups || json.data.drawcalls || json.data.offsets; - sign = - 1; - DdN = - DdN; + if (groups !== undefined) { + for (let i = 0, n = groups.length; i !== n; ++i) { + const group = groups[i]; + geometry.addGroup(group.start, group.count, group.materialIndex); + } + } - } else { + const boundingSphere = json.data.boundingSphere; - return null; + if (boundingSphere !== undefined) { + const center = new Vector3(); + if (boundingSphere.center !== undefined) { + center.fromArray(boundingSphere.center); } - diff.subVectors( this.origin, a ); - var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); + geometry.boundingSphere = new Sphere(center, boundingSphere.radius); + } - // b1 < 0, no intersection - if ( DdQxE2 < 0 ) { + if (json.name) geometry.name = json.name; + if (json.userData) geometry.userData = json.userData; + return geometry; + } - return null; + } - } + class ObjectLoader extends Loader { + constructor(manager) { + super(manager); + } - var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); + load(url, onLoad, onProgress, onError) { + const scope = this; + const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path; + this.resourcePath = this.resourcePath || path; + const loader = new FileLoader(this.manager); + loader.setPath(this.path); + loader.setRequestHeader(this.requestHeader); + loader.setWithCredentials(this.withCredentials); + loader.load(url, function (text) { + let json = null; - // b2 < 0, no intersection - if ( DdE1xQ < 0 ) { + try { + json = JSON.parse(text); + } catch (error) { + if (onError !== undefined) onError(error); + console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message); + return; + } - return null; + const metadata = json.metadata; + if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') { + console.error('THREE.ObjectLoader: Can\'t load ' + url); + return; } - // b1+b2 > 1, no intersection - if ( DdQxE2 + DdE1xQ > DdN ) { + scope.parse(json, onLoad); + }, onProgress, onError); + } - return null; + async loadAsync(url, onProgress) { + const scope = this; + const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path; + this.resourcePath = this.resourcePath || path; + const loader = new FileLoader(this.manager); + loader.setPath(this.path); + loader.setRequestHeader(this.requestHeader); + loader.setWithCredentials(this.withCredentials); + const text = await loader.loadAsync(url, onProgress); + const json = JSON.parse(text); + const metadata = json.metadata; - } + if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') { + throw new Error('THREE.ObjectLoader: Can\'t load ' + url); + } - // Line intersects triangle, check if ray does. - var QdN = - sign * diff.dot( normal ); + return await scope.parseAsync(json); + } - // t < 0, no intersection - if ( QdN < 0 ) { + parse(json, onLoad) { + const animations = this.parseAnimations(json.animations); + const shapes = this.parseShapes(json.shapes); + const geometries = this.parseGeometries(json.geometries, shapes); + const images = this.parseImages(json.images, function () { + if (onLoad !== undefined) onLoad(object); + }); + const textures = this.parseTextures(json.textures, images); + const materials = this.parseMaterials(json.materials, textures); + const object = this.parseObject(json.object, geometries, materials, textures, animations); + const skeletons = this.parseSkeletons(json.skeletons, object); + this.bindSkeletons(object, skeletons); // - return null; + if (onLoad !== undefined) { + let hasImages = false; + for (const uuid in images) { + if (images[uuid] instanceof HTMLImageElement) { + hasImages = true; + break; + } } - // Ray intersects triangle. - return this.at( QdN / DdN, target ); + if (hasImages === false) onLoad(object); + } - }; + return object; + } - }(), + async parseAsync(json) { + const animations = this.parseAnimations(json.animations); + const shapes = this.parseShapes(json.shapes); + const geometries = this.parseGeometries(json.geometries, shapes); + const images = await this.parseImagesAsync(json.images); + const textures = this.parseTextures(json.textures, images); + const materials = this.parseMaterials(json.materials, textures); + const object = this.parseObject(json.object, geometries, materials, textures, animations); + const skeletons = this.parseSkeletons(json.skeletons, object); + this.bindSkeletons(object, skeletons); + return object; + } - applyMatrix4: function ( matrix4 ) { + parseShapes(json) { + const shapes = {}; - this.origin.applyMatrix4( matrix4 ); - this.direction.transformDirection( matrix4 ); + if (json !== undefined) { + for (let i = 0, l = json.length; i < l; i++) { + const shape = new Shape().fromJSON(json[i]); + shapes[shape.uuid] = shape; + } + } - return this; + return shapes; + } - }, + parseSkeletons(json, object) { + const skeletons = {}; + const bones = {}; // generate bone lookup table - equals: function ( ray ) { + object.traverse(function (child) { + if (child.isBone) bones[child.uuid] = child; + }); // create skeletons - return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + if (json !== undefined) { + for (let i = 0, l = json.length; i < l; i++) { + const skeleton = new Skeleton().fromJSON(json[i], bones); + skeletons[skeleton.uuid] = skeleton; + } + } + return skeletons; } - } ); - - /** - * @author bhouston / http://clara.io - */ - - function Line3( start, end ) { + parseGeometries(json, shapes) { + const geometries = {}; - this.start = ( start !== undefined ) ? start : new Vector3(); - this.end = ( end !== undefined ) ? end : new Vector3(); + if (json !== undefined) { + const bufferGeometryLoader = new BufferGeometryLoader(); - } + for (let i = 0, l = json.length; i < l; i++) { + let geometry; + const data = json[i]; - Object.assign( Line3.prototype, { + switch (data.type) { + case 'BufferGeometry': + case 'InstancedBufferGeometry': + geometry = bufferGeometryLoader.parse(data); + break; - set: function ( start, end ) { + case 'Geometry': + console.error('THREE.ObjectLoader: The legacy Geometry type is no longer supported.'); + break; - this.start.copy( start ); - this.end.copy( end ); + default: + if (data.type in Geometries) { + geometry = Geometries[data.type].fromJSON(data, shapes); + } else { + console.warn(`THREE.ObjectLoader: Unsupported geometry type "${data.type}"`); + } - return this; + } - }, + geometry.uuid = data.uuid; + if (data.name !== undefined) geometry.name = data.name; + if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData; + geometries[data.uuid] = geometry; + } + } - clone: function () { + return geometries; + } - return new this.constructor().copy( this ); + parseMaterials(json, textures) { + const cache = {}; // MultiMaterial - }, + const materials = {}; - copy: function ( line ) { + if (json !== undefined) { + const loader = new MaterialLoader(); + loader.setTextures(textures); - this.start.copy( line.start ); - this.end.copy( line.end ); + for (let i = 0, l = json.length; i < l; i++) { + const data = json[i]; - return this; + if (data.type === 'MultiMaterial') { + // Deprecated + const array = []; - }, + for (let j = 0; j < data.materials.length; j++) { + const material = data.materials[j]; - getCenter: function ( target ) { + if (cache[material.uuid] === undefined) { + cache[material.uuid] = loader.parse(material); + } - if ( target === undefined ) { + array.push(cache[material.uuid]); + } - console.warn( 'THREE.Line3: .getCenter() target is now required' ); - target = new Vector3(); + materials[data.uuid] = array; + } else { + if (cache[data.uuid] === undefined) { + cache[data.uuid] = loader.parse(data); + } + materials[data.uuid] = cache[data.uuid]; + } + } } - return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + return materials; + } - }, + parseAnimations(json) { + const animations = {}; - delta: function ( target ) { + if (json !== undefined) { + for (let i = 0; i < json.length; i++) { + const data = json[i]; + const clip = AnimationClip.parse(data); + animations[clip.uuid] = clip; + } + } - if ( target === undefined ) { + return animations; + } - console.warn( 'THREE.Line3: .delta() target is now required' ); - target = new Vector3(); + parseImages(json, onLoad) { + const scope = this; + const images = {}; + let loader; + function loadImage(url) { + scope.manager.itemStart(url); + return loader.load(url, function () { + scope.manager.itemEnd(url); + }, undefined, function () { + scope.manager.itemError(url); + scope.manager.itemEnd(url); + }); } - return target.subVectors( this.end, this.start ); + function deserializeImage(image) { + if (typeof image === 'string') { + const url = image; + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url; + return loadImage(path); + } else { + if (image.data) { + return { + data: getTypedArray(image.type, image.data), + width: image.width, + height: image.height + }; + } else { + return null; + } + } + } - }, + if (json !== undefined && json.length > 0) { + const manager = new LoadingManager(onLoad); + loader = new ImageLoader(manager); + loader.setCrossOrigin(this.crossOrigin); - distanceSq: function () { + for (let i = 0, il = json.length; i < il; i++) { + const image = json[i]; + const url = image.url; - return this.start.distanceToSquared( this.end ); + if (Array.isArray(url)) { + // load array of images e.g CubeTexture + images[image.uuid] = []; - }, + for (let j = 0, jl = url.length; j < jl; j++) { + const currentUrl = url[j]; + const deserializedImage = deserializeImage(currentUrl); - distance: function () { + if (deserializedImage !== null) { + if (deserializedImage instanceof HTMLImageElement) { + images[image.uuid].push(deserializedImage); + } else { + // special case: handle array of data textures for cube textures + images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height)); + } + } + } + } else { + // load single image + const deserializedImage = deserializeImage(image.url); - return this.start.distanceTo( this.end ); + if (deserializedImage !== null) { + images[image.uuid] = deserializedImage; + } + } + } + } - }, + return images; + } - at: function ( t, target ) { + async parseImagesAsync(json) { + const scope = this; + const images = {}; + let loader; - if ( target === undefined ) { + async function deserializeImage(image) { + if (typeof image === 'string') { + const url = image; + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url; + return await loader.loadAsync(path); + } else { + if (image.data) { + return { + data: getTypedArray(image.type, image.data), + width: image.width, + height: image.height + }; + } else { + return null; + } + } + } - console.warn( 'THREE.Line3: .at() target is now required' ); - target = new Vector3(); + if (json !== undefined && json.length > 0) { + loader = new ImageLoader(this.manager); + loader.setCrossOrigin(this.crossOrigin); - } + for (let i = 0, il = json.length; i < il; i++) { + const image = json[i]; + const url = image.url; - return this.delta( target ).multiplyScalar( t ).add( this.start ); + if (Array.isArray(url)) { + // load array of images e.g CubeTexture + images[image.uuid] = []; - }, + for (let j = 0, jl = url.length; j < jl; j++) { + const currentUrl = url[j]; + const deserializedImage = await deserializeImage(currentUrl); - closestPointToPointParameter: function () { + if (deserializedImage !== null) { + if (deserializedImage instanceof HTMLImageElement) { + images[image.uuid].push(deserializedImage); + } else { + // special case: handle array of data textures for cube textures + images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height)); + } + } + } + } else { + // load single image + const deserializedImage = await deserializeImage(image.url); - var startP = new Vector3(); - var startEnd = new Vector3(); + if (deserializedImage !== null) { + images[image.uuid] = deserializedImage; + } + } + } + } - return function closestPointToPointParameter( point, clampToLine ) { + return images; + } - startP.subVectors( point, this.start ); - startEnd.subVectors( this.end, this.start ); + parseTextures(json, images) { + function parseConstant(value, type) { + if (typeof value === 'number') return value; + console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value); + return type[value]; + } - var startEnd2 = startEnd.dot( startEnd ); - var startEnd_startP = startEnd.dot( startP ); + const textures = {}; - var t = startEnd_startP / startEnd2; + if (json !== undefined) { + for (let i = 0, l = json.length; i < l; i++) { + const data = json[i]; - if ( clampToLine ) { + if (data.image === undefined) { + console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid); + } - t = _Math.clamp( t, 0, 1 ); + if (images[data.image] === undefined) { + console.warn('THREE.ObjectLoader: Undefined image', data.image); + } - } + let texture; + const image = images[data.image]; - return t; + if (Array.isArray(image)) { + texture = new CubeTexture(image); + if (image.length === 6) texture.needsUpdate = true; + } else { + if (image && image.data) { + texture = new DataTexture(image.data, image.width, image.height); + } else { + texture = new Texture(image); + } - }; + if (image) texture.needsUpdate = true; // textures can have undefined image data + } - }(), + texture.uuid = data.uuid; + if (data.name !== undefined) texture.name = data.name; + if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING); + if (data.offset !== undefined) texture.offset.fromArray(data.offset); + if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat); + if (data.center !== undefined) texture.center.fromArray(data.center); + if (data.rotation !== undefined) texture.rotation = data.rotation; + + if (data.wrap !== undefined) { + texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING); + texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING); + } - closestPointToPoint: function ( point, clampToLine, target ) { + if (data.format !== undefined) texture.format = data.format; + if (data.type !== undefined) texture.type = data.type; + if (data.encoding !== undefined) texture.encoding = data.encoding; + if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER); + if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER); + if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy; + if (data.flipY !== undefined) texture.flipY = data.flipY; + if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha; + if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment; + textures[data.uuid] = texture; + } + } - var t = this.closestPointToPointParameter( point, clampToLine ); + return textures; + } - if ( target === undefined ) { + parseObject(data, geometries, materials, textures, animations) { + let object; - console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' ); - target = new Vector3(); + function getGeometry(name) { + if (geometries[name] === undefined) { + console.warn('THREE.ObjectLoader: Undefined geometry', name); + } + return geometries[name]; } - return this.delta( target ).multiplyScalar( t ).add( this.start ); + function getMaterial(name) { + if (name === undefined) return undefined; - }, + if (Array.isArray(name)) { + const array = []; - applyMatrix4: function ( matrix ) { + for (let i = 0, l = name.length; i < l; i++) { + const uuid = name[i]; - this.start.applyMatrix4( matrix ); - this.end.applyMatrix4( matrix ); + if (materials[uuid] === undefined) { + console.warn('THREE.ObjectLoader: Undefined material', uuid); + } - return this; + array.push(materials[uuid]); + } - }, + return array; + } + + if (materials[name] === undefined) { + console.warn('THREE.ObjectLoader: Undefined material', name); + } - equals: function ( line ) { + return materials[name]; + } - return line.start.equals( this.start ) && line.end.equals( this.end ); + function getTexture(uuid) { + if (textures[uuid] === undefined) { + console.warn('THREE.ObjectLoader: Undefined texture', uuid); + } - } + return textures[uuid]; + } - } ); + let geometry, material; - /** - * @author bhouston / http://clara.io - * @author mrdoob / http://mrdoob.com/ - */ + switch (data.type) { + case 'Scene': + object = new Scene(); - function Triangle( a, b, c ) { + if (data.background !== undefined) { + if (Number.isInteger(data.background)) { + object.background = new Color(data.background); + } else { + object.background = getTexture(data.background); + } + } - this.a = ( a !== undefined ) ? a : new Vector3(); - this.b = ( b !== undefined ) ? b : new Vector3(); - this.c = ( c !== undefined ) ? c : new Vector3(); + if (data.environment !== undefined) object.environment = getTexture(data.environment); - } + if (data.fog !== undefined) { + if (data.fog.type === 'Fog') { + object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far); + } else if (data.fog.type === 'FogExp2') { + object.fog = new FogExp2(data.fog.color, data.fog.density); + } + } - Object.assign( Triangle, { + break; - getNormal: function () { + case 'PerspectiveCamera': + object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far); + if (data.focus !== undefined) object.focus = data.focus; + if (data.zoom !== undefined) object.zoom = data.zoom; + if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge; + if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset; + if (data.view !== undefined) object.view = Object.assign({}, data.view); + break; - var v0 = new Vector3(); + case 'OrthographicCamera': + object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far); + if (data.zoom !== undefined) object.zoom = data.zoom; + if (data.view !== undefined) object.view = Object.assign({}, data.view); + break; - return function getNormal( a, b, c, target ) { + case 'AmbientLight': + object = new AmbientLight(data.color, data.intensity); + break; - if ( target === undefined ) { + case 'DirectionalLight': + object = new DirectionalLight(data.color, data.intensity); + break; - console.warn( 'THREE.Triangle: .getNormal() target is now required' ); - target = new Vector3(); + case 'PointLight': + object = new PointLight(data.color, data.intensity, data.distance, data.decay); + break; - } + case 'RectAreaLight': + object = new RectAreaLight(data.color, data.intensity, data.width, data.height); + break; - target.subVectors( c, b ); - v0.subVectors( a, b ); - target.cross( v0 ); + case 'SpotLight': + object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay); + break; - var targetLengthSq = target.lengthSq(); - if ( targetLengthSq > 0 ) { + case 'HemisphereLight': + object = new HemisphereLight(data.color, data.groundColor, data.intensity); + break; - return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); + case 'LightProbe': + object = new LightProbe().fromJSON(data); + break; - } + case 'SkinnedMesh': + geometry = getGeometry(data.geometry); + material = getMaterial(data.material); + object = new SkinnedMesh(geometry, material); + if (data.bindMode !== undefined) object.bindMode = data.bindMode; + if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix); + if (data.skeleton !== undefined) object.skeleton = data.skeleton; + break; - return target.set( 0, 0, 0 ); + case 'Mesh': + geometry = getGeometry(data.geometry); + material = getMaterial(data.material); + object = new Mesh(geometry, material); + break; - }; + case 'InstancedMesh': + geometry = getGeometry(data.geometry); + material = getMaterial(data.material); + const count = data.count; + const instanceMatrix = data.instanceMatrix; + const instanceColor = data.instanceColor; + object = new InstancedMesh(geometry, material, count); + object.instanceMatrix = new BufferAttribute(new Float32Array(instanceMatrix.array), 16); + if (instanceColor !== undefined) object.instanceColor = new BufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize); + break; - }(), + case 'LOD': + object = new LOD(); + break; - // static/instance method to calculate barycentric coordinates - // based on: http://www.blackpawn.com/texts/pointinpoly/default.html - getBarycoord: function () { + case 'Line': + object = new Line(getGeometry(data.geometry), getMaterial(data.material)); + break; - var v0 = new Vector3(); - var v1 = new Vector3(); - var v2 = new Vector3(); + case 'LineLoop': + object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material)); + break; - return function getBarycoord( point, a, b, c, target ) { + case 'LineSegments': + object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material)); + break; - v0.subVectors( c, a ); - v1.subVectors( b, a ); - v2.subVectors( point, a ); + case 'PointCloud': + case 'Points': + object = new Points(getGeometry(data.geometry), getMaterial(data.material)); + break; - var dot00 = v0.dot( v0 ); - var dot01 = v0.dot( v1 ); - var dot02 = v0.dot( v2 ); - var dot11 = v1.dot( v1 ); - var dot12 = v1.dot( v2 ); + case 'Sprite': + object = new Sprite(getMaterial(data.material)); + break; - var denom = ( dot00 * dot11 - dot01 * dot01 ); + case 'Group': + object = new Group(); + break; - if ( target === undefined ) { + case 'Bone': + object = new Bone(); + break; - console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); - target = new Vector3(); + default: + object = new Object3D(); + } - } + object.uuid = data.uuid; + if (data.name !== undefined) object.name = data.name; - // collinear or singular triangle - if ( denom === 0 ) { + if (data.matrix !== undefined) { + object.matrix.fromArray(data.matrix); + if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate; + if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale); + } else { + if (data.position !== undefined) object.position.fromArray(data.position); + if (data.rotation !== undefined) object.rotation.fromArray(data.rotation); + if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion); + if (data.scale !== undefined) object.scale.fromArray(data.scale); + } - // arbitrary location outside of triangle? - // not sure if this is the best idea, maybe should be returning undefined - return target.set( - 2, - 1, - 1 ); + if (data.castShadow !== undefined) object.castShadow = data.castShadow; + if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow; - } + if (data.shadow) { + if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias; + if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias; + if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius; + if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize); + if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera); + } - var invDenom = 1 / denom; - var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; - var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + if (data.visible !== undefined) object.visible = data.visible; + if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled; + if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder; + if (data.userData !== undefined) object.userData = data.userData; + if (data.layers !== undefined) object.layers.mask = data.layers; - // barycentric coordinates must always sum to 1 - return target.set( 1 - u - v, v, u ); + if (data.children !== undefined) { + const children = data.children; - }; + for (let i = 0; i < children.length; i++) { + object.add(this.parseObject(children[i], geometries, materials, textures, animations)); + } + } - }(), + if (data.animations !== undefined) { + const objectAnimations = data.animations; - containsPoint: function () { + for (let i = 0; i < objectAnimations.length; i++) { + const uuid = objectAnimations[i]; + object.animations.push(animations[uuid]); + } + } - var v1 = new Vector3(); + if (data.type === 'LOD') { + if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate; + const levels = data.levels; - return function containsPoint( point, a, b, c ) { + for (let l = 0; l < levels.length; l++) { + const level = levels[l]; + const child = object.getObjectByProperty('uuid', level.object); - Triangle.getBarycoord( point, a, b, c, v1 ); + if (child !== undefined) { + object.addLevel(child, level.distance); + } + } + } - return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 ); + return object; + } - }; + bindSkeletons(object, skeletons) { + if (Object.keys(skeletons).length === 0) return; + object.traverse(function (child) { + if (child.isSkinnedMesh === true && child.skeleton !== undefined) { + const skeleton = skeletons[child.skeleton]; - }() + if (skeleton === undefined) { + console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton); + } else { + child.bind(skeleton, child.bindMatrix); + } + } + }); + } + /* DEPRECATED */ - } ); - Object.assign( Triangle.prototype, { + setTexturePath(value) { + console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().'); + return this.setResourcePath(value); + } - set: function ( a, b, c ) { + } - this.a.copy( a ); - this.b.copy( b ); - this.c.copy( c ); + const TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping, + CubeUVRefractionMapping: CubeUVRefractionMapping + }; + const TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping + }; + const TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipmapNearestFilter: NearestMipmapNearestFilter, + NearestMipmapLinearFilter: NearestMipmapLinearFilter, + LinearFilter: LinearFilter, + LinearMipmapNearestFilter: LinearMipmapNearestFilter, + LinearMipmapLinearFilter: LinearMipmapLinearFilter + }; - return this; + class ImageBitmapLoader extends Loader { + constructor(manager) { + super(manager); - }, + if (typeof createImageBitmap === 'undefined') { + console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.'); + } - setFromPointsAndIndices: function ( points, i0, i1, i2 ) { + if (typeof fetch === 'undefined') { + console.warn('THREE.ImageBitmapLoader: fetch() not supported.'); + } - this.a.copy( points[ i0 ] ); - this.b.copy( points[ i1 ] ); - this.c.copy( points[ i2 ] ); + this.options = { + premultiplyAlpha: 'none' + }; + } + setOptions(options) { + this.options = options; return this; + } - }, + load(url, onLoad, onProgress, onError) { + if (url === undefined) url = ''; + if (this.path !== undefined) url = this.path + url; + url = this.manager.resolveURL(url); + const scope = this; + const cached = Cache.get(url); - clone: function () { + if (cached !== undefined) { + scope.manager.itemStart(url); + setTimeout(function () { + if (onLoad) onLoad(cached); + scope.manager.itemEnd(url); + }, 0); + return cached; + } - return new this.constructor().copy( this ); + const fetchOptions = {}; + fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include'; + fetchOptions.headers = this.requestHeader; + fetch(url, fetchOptions).then(function (res) { + return res.blob(); + }).then(function (blob) { + return createImageBitmap(blob, Object.assign(scope.options, { + colorSpaceConversion: 'none' + })); + }).then(function (imageBitmap) { + Cache.add(url, imageBitmap); + if (onLoad) onLoad(imageBitmap); + scope.manager.itemEnd(url); + }).catch(function (e) { + if (onError) onError(e); + scope.manager.itemError(url); + scope.manager.itemEnd(url); + }); + scope.manager.itemStart(url); + } - }, + } - copy: function ( triangle ) { + ImageBitmapLoader.prototype.isImageBitmapLoader = true; - this.a.copy( triangle.a ); - this.b.copy( triangle.b ); - this.c.copy( triangle.c ); + class ShapePath { + constructor() { + this.type = 'ShapePath'; + this.color = new Color(); + this.subPaths = []; + this.currentPath = null; + } + moveTo(x, y) { + this.currentPath = new Path(); + this.subPaths.push(this.currentPath); + this.currentPath.moveTo(x, y); return this; + } - }, - - getArea: function () { - - var v0 = new Vector3(); - var v1 = new Vector3(); - - return function getArea() { + lineTo(x, y) { + this.currentPath.lineTo(x, y); + return this; + } - v0.subVectors( this.c, this.b ); - v1.subVectors( this.a, this.b ); + quadraticCurveTo(aCPx, aCPy, aX, aY) { + this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY); + return this; + } - return v0.cross( v1 ).length() * 0.5; + bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) { + this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY); + return this; + } - }; + splineThru(pts) { + this.currentPath.splineThru(pts); + return this; + } - }(), + toShapes(isCCW, noHoles) { + function toShapesNoHoles(inSubpaths) { + const shapes = []; - getMidpoint: function ( target ) { + for (let i = 0, l = inSubpaths.length; i < l; i++) { + const tmpPath = inSubpaths[i]; + const tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push(tmpShape); + } - if ( target === undefined ) { + return shapes; + } - console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); - target = new Vector3(); + function isPointInsidePolygon(inPt, inPolygon) { + const polyLen = inPolygon.length; // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line - } + let inside = false; - return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) { + let edgeLowPt = inPolygon[p]; + let edgeHighPt = inPolygon[q]; + let edgeDx = edgeHighPt.x - edgeLowPt.x; + let edgeDy = edgeHighPt.y - edgeLowPt.y; - }, + if (Math.abs(edgeDy) > Number.EPSILON) { + // not parallel + if (edgeDy < 0) { + edgeLowPt = inPolygon[q]; + edgeDx = -edgeDx; + edgeHighPt = inPolygon[p]; + edgeDy = -edgeDy; + } - getNormal: function ( target ) { + if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue; - return Triangle.getNormal( this.a, this.b, this.c, target ); + if (inPt.y === edgeLowPt.y) { + if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + } else { + const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y); + if (perpEdge === 0) return true; // inPt is on contour ? - }, + if (perpEdge < 0) continue; + inside = !inside; // true intersection left of inPt + } + } else { + // parallel or collinear + if (inPt.y !== edgeLowPt.y) continue; // parallel + // edge lies on the same horizontal line as inPt - getPlane: function ( target ) { + if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour ! + // continue; + } + } - if ( target === undefined ) { + return inside; + } - console.warn( 'THREE.Triangle: .getPlane() target is now required' ); - target = new Vector3(); + const isClockWise = ShapeUtils.isClockWise; + const subPaths = this.subPaths; + if (subPaths.length === 0) return []; + if (noHoles === true) return toShapesNoHoles(subPaths); + let solid, tmpPath, tmpShape; + const shapes = []; + if (subPaths.length === 1) { + tmpPath = subPaths[0]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push(tmpShape); + return shapes; } - return target.setFromCoplanarPoints( this.a, this.b, this.c ); + let holesFirst = !isClockWise(subPaths[0].getPoints()); + holesFirst = isCCW ? !holesFirst : holesFirst; // console.log("Holes first", holesFirst); - }, + const betterShapeHoles = []; + const newShapes = []; + let newShapeHoles = []; + let mainIdx = 0; + let tmpPoints; + newShapes[mainIdx] = undefined; + newShapeHoles[mainIdx] = []; - getBarycoord: function ( point, target ) { + for (let i = 0, l = subPaths.length; i < l; i++) { + tmpPath = subPaths[i]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise(tmpPoints); + solid = isCCW ? !solid : solid; + + if (solid) { + if (!holesFirst && newShapes[mainIdx]) mainIdx++; + newShapes[mainIdx] = { + s: new Shape(), + p: tmpPoints + }; + newShapes[mainIdx].s.curves = tmpPath.curves; + if (holesFirst) mainIdx++; + newShapeHoles[mainIdx] = []; //console.log('cw', i); + } else { + newShapeHoles[mainIdx].push({ + h: tmpPath, + p: tmpPoints[0] + }); //console.log('ccw', i); + } + } // only Holes? -> probably all Shapes with wrong orientation - return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); - }, + if (!newShapes[0]) return toShapesNoHoles(subPaths); - containsPoint: function ( point ) { + if (newShapes.length > 1) { + let ambiguous = false; + const toChange = []; - return Triangle.containsPoint( point, this.a, this.b, this.c ); + for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) { + betterShapeHoles[sIdx] = []; + } - }, + for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) { + const sho = newShapeHoles[sIdx]; - intersectsBox: function ( box ) { + for (let hIdx = 0; hIdx < sho.length; hIdx++) { + const ho = sho[hIdx]; + let hole_unassigned = true; - return box.intersectsTriangle( this ); + for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) { + if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) { + if (sIdx !== s2Idx) toChange.push({ + froms: sIdx, + tos: s2Idx, + hole: hIdx + }); - }, + if (hole_unassigned) { + hole_unassigned = false; + betterShapeHoles[s2Idx].push(ho); + } else { + ambiguous = true; + } + } + } - closestPointToPoint: function () { + if (hole_unassigned) { + betterShapeHoles[sIdx].push(ho); + } + } + } // console.log("ambiguous: ", ambiguous); - var plane = new Plane(); - var edgeList = [ new Line3(), new Line3(), new Line3() ]; - var projectedPoint = new Vector3(); - var closestPoint = new Vector3(); - return function closestPointToPoint( point, target ) { + if (toChange.length > 0) { + // console.log("to change: ", toChange); + if (!ambiguous) newShapeHoles = betterShapeHoles; + } + } - if ( target === undefined ) { + let tmpHoles; - console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); - target = new Vector3(); + for (let i = 0, il = newShapes.length; i < il; i++) { + tmpShape = newShapes[i].s; + shapes.push(tmpShape); + tmpHoles = newShapeHoles[i]; + for (let j = 0, jl = tmpHoles.length; j < jl; j++) { + tmpShape.holes.push(tmpHoles[j].h); } + } //console.log("shape", shapes); - var minDistance = Infinity; - // project the point onto the plane of the triangle + return shapes; + } - plane.setFromCoplanarPoints( this.a, this.b, this.c ); - plane.projectPoint( point, projectedPoint ); + } - // check if the projection lies within the triangle + class Font { + constructor(data) { + this.type = 'Font'; + this.data = data; + } - if ( this.containsPoint( projectedPoint ) === true ) { + generateShapes(text, size = 100) { + const shapes = []; + const paths = createPaths(text, size, this.data); - // if so, this is the closest point + for (let p = 0, pl = paths.length; p < pl; p++) { + Array.prototype.push.apply(shapes, paths[p].toShapes()); + } - target.copy( projectedPoint ); + return shapes; + } - } else { + } - // if not, the point falls outside the triangle. the target is the closest point to the triangle's edges or vertices + function createPaths(text, size, data) { + const chars = Array.from(text); + const scale = size / data.resolution; + const line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale; + const paths = []; + let offsetX = 0, + offsetY = 0; - edgeList[ 0 ].set( this.a, this.b ); - edgeList[ 1 ].set( this.b, this.c ); - edgeList[ 2 ].set( this.c, this.a ); + for (let i = 0; i < chars.length; i++) { + const char = chars[i]; - for ( var i = 0; i < edgeList.length; i ++ ) { + if (char === '\n') { + offsetX = 0; + offsetY -= line_height; + } else { + const ret = createPath(char, scale, offsetX, offsetY, data); + offsetX += ret.offsetX; + paths.push(ret.path); + } + } - edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); + return paths; + } - var distance = projectedPoint.distanceToSquared( closestPoint ); + function createPath(char, scale, offsetX, offsetY, data) { + const glyph = data.glyphs[char] || data.glyphs['?']; - if ( distance < minDistance ) { + if (!glyph) { + console.error('THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.'); + return; + } - minDistance = distance; + const path = new ShapePath(); + let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2; - target.copy( closestPoint ); + if (glyph.o) { + const outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' ')); - } + for (let i = 0, l = outline.length; i < l;) { + const action = outline[i++]; - } + switch (action) { + case 'm': + // moveTo + x = outline[i++] * scale + offsetX; + y = outline[i++] * scale + offsetY; + path.moveTo(x, y); + break; - } + case 'l': + // lineTo + x = outline[i++] * scale + offsetX; + y = outline[i++] * scale + offsetY; + path.lineTo(x, y); + break; - return target; - - }; - - }(), - - equals: function ( triangle ) { - - return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + case 'q': + // quadraticCurveTo + cpx = outline[i++] * scale + offsetX; + cpy = outline[i++] * scale + offsetY; + cpx1 = outline[i++] * scale + offsetX; + cpy1 = outline[i++] * scale + offsetY; + path.quadraticCurveTo(cpx1, cpy1, cpx, cpy); + break; + case 'b': + // bezierCurveTo + cpx = outline[i++] * scale + offsetX; + cpy = outline[i++] * scale + offsetY; + cpx1 = outline[i++] * scale + offsetX; + cpy1 = outline[i++] * scale + offsetY; + cpx2 = outline[i++] * scale + offsetX; + cpy2 = outline[i++] * scale + offsetY; + path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy); + break; + } + } } - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author mikael emtinger / http://gomo.se/ - * @author jonobr1 / http://jonobr1.com/ - */ + return { + offsetX: glyph.ha * scale, + path: path + }; + } - function Mesh( geometry, material ) { + Font.prototype.isFont = true; - Object3D.call( this ); + class FontLoader extends Loader { + constructor(manager) { + super(manager); + } - this.type = 'Mesh'; + load(url, onLoad, onProgress, onError) { + const scope = this; + const loader = new FileLoader(this.manager); + loader.setPath(this.path); + loader.setRequestHeader(this.requestHeader); + loader.setWithCredentials(scope.withCredentials); + loader.load(url, function (text) { + let json; - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } ); + try { + json = JSON.parse(text); + } catch (e) { + console.warn('THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.'); + json = JSON.parse(text.substring(65, text.length - 2)); + } - this.drawMode = TrianglesDrawMode; + const font = scope.parse(json); + if (onLoad) onLoad(font); + }, onProgress, onError); + } - this.updateMorphTargets(); + parse(json) { + return new Font(json); + } } - Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Mesh, + let _context; - isMesh: true, - - setDrawMode: function ( value ) { - - this.drawMode = value; + const AudioContext = { + getContext: function () { + if (_context === undefined) { + _context = new (window.AudioContext || window.webkitAudioContext)(); + } + return _context; }, + setContext: function (value) { + _context = value; + } + }; - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source ); - - this.drawMode = source.drawMode; - - if ( source.morphTargetInfluences !== undefined ) { - - this.morphTargetInfluences = source.morphTargetInfluences.slice(); - - } + class AudioLoader extends Loader { + constructor(manager) { + super(manager); + } - if ( source.morphTargetDictionary !== undefined ) { + load(url, onLoad, onProgress, onError) { + const scope = this; + const loader = new FileLoader(this.manager); + loader.setResponseType('arraybuffer'); + loader.setPath(this.path); + loader.setRequestHeader(this.requestHeader); + loader.setWithCredentials(this.withCredentials); + loader.load(url, function (buffer) { + try { + // Create a copy of the buffer. The `decodeAudioData` method + // detaches the buffer when complete, preventing reuse. + const bufferCopy = buffer.slice(0); + const context = AudioContext.getContext(); + context.decodeAudioData(bufferCopy, function (audioBuffer) { + onLoad(audioBuffer); + }); + } catch (e) { + if (onError) { + onError(e); + } else { + console.error(e); + } - this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + scope.manager.itemError(url); + } + }, onProgress, onError); + } - } + } - return this; + class HemisphereLightProbe extends LightProbe { + constructor(skyColor, groundColor, intensity = 1) { + super(undefined, intensity); + const color1 = new Color().set(skyColor); + const color2 = new Color().set(groundColor); + const sky = new Vector3(color1.r, color1.g, color1.b); + const ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI ); - }, + const c0 = Math.sqrt(Math.PI); + const c1 = c0 * Math.sqrt(0.75); + this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0); + this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1); + } - updateMorphTargets: function () { + } - var geometry = this.geometry; - var m, ml, name; + HemisphereLightProbe.prototype.isHemisphereLightProbe = true; - if ( geometry.isBufferGeometry ) { + class AmbientLightProbe extends LightProbe { + constructor(color, intensity = 1) { + super(undefined, intensity); + const color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); - var morphAttributes = geometry.morphAttributes; - var keys = Object.keys( morphAttributes ); + this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI)); + } - if ( keys.length > 0 ) { + } - var morphAttribute = morphAttributes[ keys[ 0 ] ]; + AmbientLightProbe.prototype.isAmbientLightProbe = true; - if ( morphAttribute !== undefined ) { + const _eyeRight = /*@__PURE__*/new Matrix4(); - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; + const _eyeLeft = /*@__PURE__*/new Matrix4(); - for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + class StereoCamera { + constructor() { + this.type = 'StereoCamera'; + this.aspect = 1; + this.eyeSep = 0.064; + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable(1); + this.cameraL.matrixAutoUpdate = false; + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable(2); + this.cameraR.matrixAutoUpdate = false; + this._cache = { + focus: null, + fov: null, + aspect: null, + near: null, + far: null, + zoom: null, + eyeSep: null + }; + } - name = morphAttribute[ m ].name || String( m ); + update(camera) { + const cache = this._cache; + const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; + if (needsUpdate) { + cache.focus = camera.focus; + cache.fov = camera.fov; + cache.aspect = camera.aspect * this.aspect; + cache.near = camera.near; + cache.far = camera.far; + cache.zoom = camera.zoom; + cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ - } + const projectionMatrix = camera.projectionMatrix.clone(); + const eyeSepHalf = cache.eyeSep / 2; + const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; + const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom; + let xmin, xmax; // translate xOffset - } + _eyeLeft.elements[12] = -eyeSepHalf; + _eyeRight.elements[12] = eyeSepHalf; // for left eye - } + xmin = -ymax * cache.aspect + eyeSepOnProjection; + xmax = ymax * cache.aspect + eyeSepOnProjection; + projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin); + projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin); + this.cameraL.projectionMatrix.copy(projectionMatrix); // for right eye - } else { + xmin = -ymax * cache.aspect - eyeSepOnProjection; + xmax = ymax * cache.aspect - eyeSepOnProjection; + projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin); + projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin); + this.cameraR.projectionMatrix.copy(projectionMatrix); + } - var morphTargets = geometry.morphTargets; + this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft); + this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight); + } - if ( morphTargets !== undefined && morphTargets.length > 0 ) { + } - this.morphTargetInfluences = []; - this.morphTargetDictionary = {}; + class Clock { + constructor(autoStart = true) { + this.autoStart = autoStart; + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + this.running = false; + } - for ( m = 0, ml = morphTargets.length; m < ml; m ++ ) { + start() { + this.startTime = now(); + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + } - name = morphTargets[ m ].name || String( m ); + stop() { + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + } - this.morphTargetInfluences.push( 0 ); - this.morphTargetDictionary[ name ] = m; + getElapsedTime() { + this.getDelta(); + return this.elapsedTime; + } - } + getDelta() { + let diff = 0; - } + if (this.autoStart && !this.running) { + this.start(); + return 0; + } + if (this.running) { + const newTime = now(); + diff = (newTime - this.oldTime) / 1000; + this.oldTime = newTime; + this.elapsedTime += diff; } - }, + return diff; + } - raycast: ( function () { + } - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); + function now() { + return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732 + } - var vA = new Vector3(); - var vB = new Vector3(); - var vC = new Vector3(); + const _position$1 = /*@__PURE__*/new Vector3(); - var tempA = new Vector3(); - var tempB = new Vector3(); - var tempC = new Vector3(); + const _quaternion$1 = /*@__PURE__*/new Quaternion(); - var uvA = new Vector2(); - var uvB = new Vector2(); - var uvC = new Vector2(); + const _scale$1 = /*@__PURE__*/new Vector3(); - var barycoord = new Vector3(); + const _orientation$1 = /*@__PURE__*/new Vector3(); - var intersectionPoint = new Vector3(); - var intersectionPointWorld = new Vector3(); + class AudioListener extends Object3D { + constructor() { + super(); + this.type = 'AudioListener'; + this.context = AudioContext.getContext(); + this.gain = this.context.createGain(); + this.gain.connect(this.context.destination); + this.filter = null; + this.timeDelta = 0; // private - function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + this._clock = new Clock(); + } - Triangle.getBarycoord( point, p1, p2, p3, barycoord ); + getInput() { + return this.gain; + } - uv1.multiplyScalar( barycoord.x ); - uv2.multiplyScalar( barycoord.y ); - uv3.multiplyScalar( barycoord.z ); + removeFilter() { + if (this.filter !== null) { + this.gain.disconnect(this.filter); + this.filter.disconnect(this.context.destination); + this.gain.connect(this.context.destination); + this.filter = null; + } - uv1.add( uv2 ).add( uv3 ); + return this; + } - return uv1.clone(); + getFilter() { + return this.filter; + } + setFilter(value) { + if (this.filter !== null) { + this.gain.disconnect(this.filter); + this.filter.disconnect(this.context.destination); + } else { + this.gain.disconnect(this.context.destination); } - function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + this.filter = value; + this.gain.connect(this.filter); + this.filter.connect(this.context.destination); + return this; + } - var intersect; + getMasterVolume() { + return this.gain.gain.value; + } - if ( material.side === BackSide ) { + setMasterVolume(value) { + this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01); + return this; + } - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + updateMatrixWorld(force) { + super.updateMatrixWorld(force); + const listener = this.context.listener; + const up = this.up; + this.timeDelta = this._clock.getDelta(); + this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1); - } else { + _orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1); - intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point ); + if (listener.positionX) { + // code path for Chrome (see #14393) + const endTime = this.context.currentTime + this.timeDelta; + listener.positionX.linearRampToValueAtTime(_position$1.x, endTime); + listener.positionY.linearRampToValueAtTime(_position$1.y, endTime); + listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime); + listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime); + listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime); + listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime); + listener.upX.linearRampToValueAtTime(up.x, endTime); + listener.upY.linearRampToValueAtTime(up.y, endTime); + listener.upZ.linearRampToValueAtTime(up.z, endTime); + } else { + listener.setPosition(_position$1.x, _position$1.y, _position$1.z); + listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z); + } + } - } + } - if ( intersect === null ) return null; + class Audio extends Object3D { + constructor(listener) { + super(); + this.type = 'Audio'; + this.listener = listener; + this.context = listener.context; + this.gain = this.context.createGain(); + this.gain.connect(listener.getInput()); + this.autoplay = false; + this.buffer = null; + this.detune = 0; + this.loop = false; + this.loopStart = 0; + this.loopEnd = 0; + this.offset = 0; + this.duration = undefined; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.source = null; + this.sourceType = 'empty'; + this._startedAt = 0; + this._progress = 0; + this._connected = false; + this.filters = []; + } - intersectionPointWorld.copy( point ); - intersectionPointWorld.applyMatrix4( object.matrixWorld ); + getOutput() { + return this.gain; + } - var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); + setNodeSource(audioNode) { + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + return this; + } - if ( distance < raycaster.near || distance > raycaster.far ) return null; + setMediaElementSource(mediaElement) { + this.hasPlaybackControl = false; + this.sourceType = 'mediaNode'; + this.source = this.context.createMediaElementSource(mediaElement); + this.connect(); + return this; + } - return { - distance: distance, - point: intersectionPointWorld.clone(), - object: object - }; + setMediaStreamSource(mediaStream) { + this.hasPlaybackControl = false; + this.sourceType = 'mediaStreamNode'; + this.source = this.context.createMediaStreamSource(mediaStream); + this.connect(); + return this; + } + setBuffer(audioBuffer) { + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + if (this.autoplay) this.play(); + return this; + } + + play(delay = 0) { + if (this.isPlaying === true) { + console.warn('THREE.Audio: Audio is already playing.'); + return; } - function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) { + if (this.hasPlaybackControl === false) { + console.warn('THREE.Audio: this Audio has no playback control.'); + return; + } - vA.fromBufferAttribute( position, a ); - vB.fromBufferAttribute( position, b ); - vC.fromBufferAttribute( position, c ); + this._startedAt = this.context.currentTime + delay; + const source = this.context.createBufferSource(); + source.buffer = this.buffer; + source.loop = this.loop; + source.loopStart = this.loopStart; + source.loopEnd = this.loopEnd; + source.onended = this.onEnded.bind(this); + source.start(this._startedAt, this._progress + this.offset, this.duration); + this.isPlaying = true; + this.source = source; + this.setDetune(this.detune); + this.setPlaybackRate(this.playbackRate); + return this.connect(); + } - var intersection = checkIntersection( object, object.material, raycaster, ray, vA, vB, vC, intersectionPoint ); + pause() { + if (this.hasPlaybackControl === false) { + console.warn('THREE.Audio: this Audio has no playback control.'); + return; + } - if ( intersection ) { + if (this.isPlaying === true) { + // update current progress + this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate; - if ( uv ) { + if (this.loop === true) { + // ensure _progress does not exceed duration with looped audios + this._progress = this._progress % (this.duration || this.buffer.duration); + } - uvA.fromBufferAttribute( uv, a ); - uvB.fromBufferAttribute( uv, b ); - uvC.fromBufferAttribute( uv, c ); + this.source.stop(); + this.source.onended = null; + this.isPlaying = false; + } - intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + return this; + } - } + stop() { + if (this.hasPlaybackControl === false) { + console.warn('THREE.Audio: this Audio has no playback control.'); + return; + } - var face = new Face3( a, b, c ); - Triangle.getNormal( vA, vB, vC, face.normal ); + this._progress = 0; + this.source.stop(); + this.source.onended = null; + this.isPlaying = false; + return this; + } - intersection.face = face; - intersection.faceIndex = a; + connect() { + if (this.filters.length > 0) { + this.source.connect(this.filters[0]); + for (let i = 1, l = this.filters.length; i < l; i++) { + this.filters[i - 1].connect(this.filters[i]); } - return intersection; - + this.filters[this.filters.length - 1].connect(this.getOutput()); + } else { + this.source.connect(this.getOutput()); } - return function raycast( raycaster, intersects ) { - - var geometry = this.geometry; - var material = this.material; - var matrixWorld = this.matrixWorld; + this._connected = true; + return this; + } - if ( material === undefined ) return; + disconnect() { + if (this.filters.length > 0) { + this.source.disconnect(this.filters[0]); - // Checking boundingSphere distance to ray + for (let i = 1, l = this.filters.length; i < l; i++) { + this.filters[i - 1].disconnect(this.filters[i]); + } - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + this.filters[this.filters.length - 1].disconnect(this.getOutput()); + } else { + this.source.disconnect(this.getOutput()); + } - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); + this._connected = false; + return this; + } - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + getFilters() { + return this.filters; + } - // + setFilters(value) { + if (!value) value = []; - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + if (this._connected === true) { + this.disconnect(); + this.filters = value.slice(); + this.connect(); + } else { + this.filters = value.slice(); + } - // Check boundingBox before continuing + return this; + } - if ( geometry.boundingBox !== null ) { + setDetune(value) { + this.detune = value; + if (this.source.detune === undefined) return; // only set detune when available - if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + if (this.isPlaying === true) { + this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01); + } - } + return this; + } - var intersection; + getDetune() { + return this.detune; + } - if ( geometry.isBufferGeometry ) { + getFilter() { + return this.getFilters()[0]; + } - var a, b, c; - var index = geometry.index; - var position = geometry.attributes.position; - var uv = geometry.attributes.uv; - var i, l; + setFilter(filter) { + return this.setFilters(filter ? [filter] : []); + } - if ( index !== null ) { + setPlaybackRate(value) { + if (this.hasPlaybackControl === false) { + console.warn('THREE.Audio: this Audio has no playback control.'); + return; + } - // indexed buffer geometry + this.playbackRate = value; - for ( i = 0, l = index.count; i < l; i += 3 ) { + if (this.isPlaying === true) { + this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01); + } - a = index.getX( i ); - b = index.getX( i + 1 ); - c = index.getX( i + 2 ); + return this; + } - intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); + getPlaybackRate() { + return this.playbackRate; + } - if ( intersection ) { + onEnded() { + this.isPlaying = false; + } - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics - intersects.push( intersection ); + getLoop() { + if (this.hasPlaybackControl === false) { + console.warn('THREE.Audio: this Audio has no playback control.'); + return false; + } - } + return this.loop; + } - } + setLoop(value) { + if (this.hasPlaybackControl === false) { + console.warn('THREE.Audio: this Audio has no playback control.'); + return; + } - } else if ( position !== undefined ) { + this.loop = value; - // non-indexed buffer geometry + if (this.isPlaying === true) { + this.source.loop = this.loop; + } - for ( i = 0, l = position.count; i < l; i += 3 ) { + return this; + } - a = i; - b = i + 1; - c = i + 2; + setLoopStart(value) { + this.loopStart = value; + return this; + } - intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c ); + setLoopEnd(value) { + this.loopEnd = value; + return this; + } - if ( intersection ) { + getVolume() { + return this.gain.gain.value; + } - intersection.index = a; // triangle number in positions buffer semantics - intersects.push( intersection ); + setVolume(value) { + this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01); + return this; + } - } + } - } + const _position = /*@__PURE__*/new Vector3(); - } + const _quaternion = /*@__PURE__*/new Quaternion(); - } else if ( geometry.isGeometry ) { + const _scale = /*@__PURE__*/new Vector3(); - var fvA, fvB, fvC; - var isMultiMaterial = Array.isArray( material ); + const _orientation = /*@__PURE__*/new Vector3(); - var vertices = geometry.vertices; - var faces = geometry.faces; - var uvs; + class PositionalAudio extends Audio { + constructor(listener) { + super(listener); + this.panner = this.context.createPanner(); + this.panner.panningModel = 'HRTF'; + this.panner.connect(this.gain); + } - var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; - if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + getOutput() { + return this.panner; + } - for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + getRefDistance() { + return this.panner.refDistance; + } - var face = faces[ f ]; - var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material; + setRefDistance(value) { + this.panner.refDistance = value; + return this; + } - if ( faceMaterial === undefined ) continue; + getRolloffFactor() { + return this.panner.rolloffFactor; + } - fvA = vertices[ face.a ]; - fvB = vertices[ face.b ]; - fvC = vertices[ face.c ]; + setRolloffFactor(value) { + this.panner.rolloffFactor = value; + return this; + } - if ( faceMaterial.morphTargets === true ) { + getDistanceModel() { + return this.panner.distanceModel; + } - var morphTargets = geometry.morphTargets; - var morphInfluences = this.morphTargetInfluences; + setDistanceModel(value) { + this.panner.distanceModel = value; + return this; + } - vA.set( 0, 0, 0 ); - vB.set( 0, 0, 0 ); - vC.set( 0, 0, 0 ); + getMaxDistance() { + return this.panner.maxDistance; + } - for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) { + setMaxDistance(value) { + this.panner.maxDistance = value; + return this; + } - var influence = morphInfluences[ t ]; + setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) { + this.panner.coneInnerAngle = coneInnerAngle; + this.panner.coneOuterAngle = coneOuterAngle; + this.panner.coneOuterGain = coneOuterGain; + return this; + } - if ( influence === 0 ) continue; + updateMatrixWorld(force) { + super.updateMatrixWorld(force); + if (this.hasPlaybackControl === true && this.isPlaying === false) return; + this.matrixWorld.decompose(_position, _quaternion, _scale); - var targets = morphTargets[ t ].vertices; + _orientation.set(0, 0, 1).applyQuaternion(_quaternion); - vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); - vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); - vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); + const panner = this.panner; - } + if (panner.positionX) { + // code path for Chrome and Firefox (see #14393) + const endTime = this.context.currentTime + this.listener.timeDelta; + panner.positionX.linearRampToValueAtTime(_position.x, endTime); + panner.positionY.linearRampToValueAtTime(_position.y, endTime); + panner.positionZ.linearRampToValueAtTime(_position.z, endTime); + panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime); + panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime); + panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime); + } else { + panner.setPosition(_position.x, _position.y, _position.z); + panner.setOrientation(_orientation.x, _orientation.y, _orientation.z); + } + } - vA.add( fvA ); - vB.add( fvB ); - vC.add( fvC ); + } - fvA = vA; - fvB = vB; - fvC = vC; + class AudioAnalyser { + constructor(audio, fftSize = 2048) { + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize; + this.data = new Uint8Array(this.analyser.frequencyBinCount); + audio.getOutput().connect(this.analyser); + } - } + getFrequencyData() { + this.analyser.getByteFrequencyData(this.data); + return this.data; + } - intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); + getAverageFrequency() { + let value = 0; + const data = this.getFrequencyData(); - if ( intersection ) { + for (let i = 0; i < data.length; i++) { + value += data[i]; + } - if ( uvs && uvs[ f ] ) { + return value / data.length; + } - var uvs_f = uvs[ f ]; - uvA.copy( uvs_f[ 0 ] ); - uvB.copy( uvs_f[ 1 ] ); - uvC.copy( uvs_f[ 2 ] ); + } - intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); - - } + class PropertyMixer { + constructor(binding, typeName, valueSize) { + this.binding = binding; + this.valueSize = valueSize; + let mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + // + // 'add' is used for additive cumulative results + // + // 'work' is optional and is only present for quaternion types. It is used + // to store intermediate quaternion multiplication results - intersection.face = face; - intersection.faceIndex = f; - intersects.push( intersection ); + switch (typeName) { + case 'quaternion': + mixFunction = this._slerp; + mixFunctionAdditive = this._slerpAdditive; + setIdentity = this._setAdditiveIdentityQuaternion; + this.buffer = new Float64Array(valueSize * 6); + this._workIndex = 5; + break; - } + case 'string': + case 'bool': + mixFunction = this._select; // Use the regular mix function and for additive on these types, + // additive is not relevant for non-numeric types - } + mixFunctionAdditive = this._select; + setIdentity = this._setAdditiveIdentityOther; + this.buffer = new Array(valueSize * 5); + break; - } + default: + mixFunction = this._lerp; + mixFunctionAdditive = this._lerpAdditive; + setIdentity = this._setAdditiveIdentityNumeric; + this.buffer = new Float64Array(valueSize * 5); + } - }; + this._mixBufferRegion = mixFunction; + this._mixBufferRegionAdditive = mixFunctionAdditive; + this._setIdentity = setIdentity; + this._origIndex = 3; + this._addIndex = 4; + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + this.useCount = 0; + this.referenceCount = 0; + } // accumulate data in the 'incoming' region into 'accu' - }() ), - clone: function () { + accumulate(accuIndex, weight) { + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + const buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride; + let currentWeight = this.cumulativeWeight; - return new this.constructor( this.geometry, this.material ).copy( this ); + if (currentWeight === 0) { + // accuN := incoming * weight + for (let i = 0; i !== stride; ++i) { + buffer[offset + i] = buffer[i]; + } - } + currentWeight = weight; + } else { + // accuN := accuN + incoming * weight + currentWeight += weight; + const mix = weight / currentWeight; - } ); + this._mixBufferRegion(buffer, offset, 0, mix, stride); + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + this.cumulativeWeight = currentWeight; + } // accumulate data in the 'incoming' region into 'add' - function WebGLBackground( renderer, state, geometries, premultipliedAlpha ) { - var clearColor = new Color( 0x000000 ); - var clearAlpha = 0; + accumulateAdditive(weight) { + const buffer = this.buffer, + stride = this.valueSize, + offset = stride * this._addIndex; - var planeCamera, planeMesh; - var boxMesh; + if (this.cumulativeWeightAdditive === 0) { + // add = identity + this._setIdentity(); + } // add := add + incoming * weight - function render( renderList, scene, camera, forceClear ) { - var background = scene.background; + this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride); - if ( background === null ) { + this.cumulativeWeightAdditive += weight; + } // apply the state of 'accu' to the binding when accus differ - setClear( clearColor, clearAlpha ); - } else if ( background && background.isColor ) { + apply(accuIndex) { + const stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + weight = this.cumulativeWeight, + weightAdditive = this.cumulativeWeightAdditive, + binding = this.binding; + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; - setClear( background, 1 ); - forceClear = true; + if (weight < 1) { + // accuN := accuN + original * ( 1 - cumulativeWeight ) + const originalValueOffset = stride * this._origIndex; + this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride); } - if ( renderer.autoClear || forceClear ) { - - renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); - + if (weightAdditive > 0) { + // accuN := accuN + additive accuN + this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride); } - if ( background && background.isCubeTexture ) { + for (let i = stride, e = stride + stride; i !== e; ++i) { + if (buffer[i] !== buffer[i + stride]) { + // value has changed -> update scene graph + binding.setValue(buffer, offset); + break; + } + } + } // remember the state of the bound property and copy it to both accus - if ( boxMesh === undefined ) { - boxMesh = new Mesh( - new BoxBufferGeometry( 1, 1, 1 ), - new ShaderMaterial( { - uniforms: ShaderLib.cube.uniforms, - vertexShader: ShaderLib.cube.vertexShader, - fragmentShader: ShaderLib.cube.fragmentShader, - side: BackSide, - depthTest: true, - depthWrite: false, - fog: false - } ) - ); + saveOriginalState() { + const binding = this.binding; + const buffer = this.buffer, + stride = this.valueSize, + originalValueOffset = stride * this._origIndex; + binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original - boxMesh.geometry.removeAttribute( 'normal' ); - boxMesh.geometry.removeAttribute( 'uv' ); + for (let i = stride, e = originalValueOffset; i !== e; ++i) { + buffer[i] = buffer[originalValueOffset + i % stride]; + } // Add to identity for additive - boxMesh.onBeforeRender = function ( renderer, scene, camera ) { - this.matrixWorld.copyPosition( camera.matrixWorld ); + this._setIdentity(); - }; + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + } // apply the state previously taken via 'saveOriginalState' to the binding - geometries.update( boxMesh.geometry ); - } + restoreOriginalState() { + const originalValueOffset = this.valueSize * 3; + this.binding.setValue(this.buffer, originalValueOffset); + } - boxMesh.material.uniforms.tCube.value = background; + _setAdditiveIdentityNumeric() { + const startIndex = this._addIndex * this.valueSize; + const endIndex = startIndex + this.valueSize; - renderList.push( boxMesh, boxMesh.geometry, boxMesh.material, 0, null ); + for (let i = startIndex; i < endIndex; i++) { + this.buffer[i] = 0; + } + } - } else if ( background && background.isTexture ) { + _setAdditiveIdentityQuaternion() { + this._setAdditiveIdentityNumeric(); - if ( planeCamera === undefined ) { + this.buffer[this._addIndex * this.valueSize + 3] = 1; + } - planeCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + _setAdditiveIdentityOther() { + const startIndex = this._origIndex * this.valueSize; + const targetIndex = this._addIndex * this.valueSize; - planeMesh = new Mesh( - new PlaneBufferGeometry( 2, 2 ), - new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } ) - ); + for (let i = 0; i < this.valueSize; i++) { + this.buffer[targetIndex + i] = this.buffer[startIndex + i]; + } + } // mix functions - geometries.update( planeMesh.geometry ); + _select(buffer, dstOffset, srcOffset, t, stride) { + if (t >= 0.5) { + for (let i = 0; i !== stride; ++i) { + buffer[dstOffset + i] = buffer[srcOffset + i]; } + } + } - planeMesh.material.map = background; - - // TODO Push this to renderList + _slerp(buffer, dstOffset, srcOffset, t) { + Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t); + } - renderer.renderBufferDirect( planeCamera, null, planeMesh.geometry, planeMesh.material, planeMesh, null ); + _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) { + const workOffset = this._workIndex * stride; // Store result in intermediate buffer offset - } + Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result + Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t); } - function setClear( color, alpha ) { - - state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha ); + _lerp(buffer, dstOffset, srcOffset, t, stride) { + const s = 1 - t; + for (let i = 0; i !== stride; ++i) { + const j = dstOffset + i; + buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t; + } } - return { + _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) { + for (let i = 0; i !== stride; ++i) { + const j = dstOffset + i; + buffer[j] = buffer[j] + buffer[srcOffset + i] * t; + } + } - getClearColor: function () { + } - return clearColor; + // Characters [].:/ are reserved for track binding syntax. + const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; - }, - setClearColor: function ( color, alpha ) { + const _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // Attempts to allow node names from any language. ES5's `\w` regexp matches + // only latin characters, and the unicode \p{L} is not yet supported. So + // instead, we exclude reserved characters and match everything else. - clearColor.set( color ); - clearAlpha = alpha !== undefined ? alpha : 1; - setClear( clearColor, clearAlpha ); - }, - getClearAlpha: function () { + const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; - return clearAlpha; + const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must + // be matched to parse the rest of the track name. - }, - setClearAlpha: function ( alpha ) { - clearAlpha = alpha; - setClear( clearColor, clearAlpha ); + const _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. - }, - render: render - }; + const _nodeRe = /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); // Object on target node, and accessor. May not contain reserved + // characters. Accessor may contain any character except closing bracket. - } - /** - * @author mrdoob / http://mrdoob.com/ - */ + const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may + // contain any non-bracket characters. - function WebGLBufferRenderer( gl, extensions, info ) { - var mode; + const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar); - function setMode( value ) { + const _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$'); - mode = value; + const _supportedObjectNames = ['material', 'materials', 'bones']; + class Composite { + constructor(targetGroup, path, optionalParsedPath) { + const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path); + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_(path, parsedPath); } - function render( start, count ) { - - gl.drawArrays( mode, start, count ); + getValue(array, offset) { + this.bind(); // bind all binding - info.update( count, mode ); + const firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[firstValidIndex]; // and only call .getValue on the first + if (binding !== undefined) binding.getValue(array, offset); } - function renderInstances( geometry, start, count ) { + setValue(array, offset) { + const bindings = this._bindings; - var extension = extensions.get( 'ANGLE_instanced_arrays' ); - - if ( extension === null ) { + for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { + bindings[i].setValue(array, offset); + } + } - console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; + bind() { + const bindings = this._bindings; + for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { + bindings[i].bind(); } + } - var position = geometry.attributes.position; + unbind() { + const bindings = this._bindings; - if ( position.isInterleavedBufferAttribute ) { + for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) { + bindings[i].unbind(); + } + } - count = position.data.count; + } // Note: This class uses a State pattern on a per-method basis: + // 'bind' sets 'this.getValue' / 'setValue' and shadows the + // prototype version of these methods with one that represents + // the bound state. When the property is not found, the methods + // become no-ops. - extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); - } else { + class PropertyBinding { + constructor(rootNode, path, parsedPath) { + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path); + this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode; + this.rootNode = rootNode; // initial state of these methods that calls 'bind' - extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount ); + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + } + static create(root, path, parsedPath) { + if (!(root && root.isAnimationObjectGroup)) { + return new PropertyBinding(root, path, parsedPath); + } else { + return new PropertyBinding.Composite(root, path, parsedPath); } - - info.update( count, mode, geometry.maxInstancedCount ); - } + /** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */ - // - - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; - } + static sanitizeNodeName(name) { + return name.replace(/\s/g, '_').replace(_reservedRe, ''); + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + static parseTrackName(trackName) { + const matches = _trackRe.exec(trackName); - function WebGLCapabilities( gl, extensions, parameters ) { + if (!matches) { + throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName); + } - var maxAnisotropy; + const results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[2], + objectName: matches[3], + objectIndex: matches[4], + propertyName: matches[5], + // required + propertyIndex: matches[6] + }; + const lastDot = results.nodeName && results.nodeName.lastIndexOf('.'); - function getMaxAnisotropy() { + if (lastDot !== undefined && lastDot !== -1) { + const objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. Otherwise, there + // is no way to parse 'foo.bar.baz': 'baz' must be a property, but + // 'bar' could be the objectName, or part of a nodeName (which can + // include '.' characters). - if ( maxAnisotropy !== undefined ) return maxAnisotropy; + if (_supportedObjectNames.indexOf(objectName) !== -1) { + results.nodeName = results.nodeName.substring(0, lastDot); + results.objectName = objectName; + } + } - var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + if (results.propertyName === null || results.propertyName.length === 0) { + throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName); + } - if ( extension !== null ) { + return results; + } - maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + static findNode(root, nodeName) { + if (!nodeName || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) { + return root; + } // search into skeleton bones. - } else { - maxAnisotropy = 0; + if (root.skeleton) { + const bone = root.skeleton.getBoneByName(nodeName); - } + if (bone !== undefined) { + return bone; + } + } // search into node subtree. - return maxAnisotropy; - } + if (root.children) { + const searchNodeSubtree = function (children) { + for (let i = 0; i < children.length; i++) { + const childNode = children[i]; - function getMaxPrecision( precision ) { + if (childNode.name === nodeName || childNode.uuid === nodeName) { + return childNode; + } - if ( precision === 'highp' ) { + const result = searchNodeSubtree(childNode.children); + if (result) return result; + } - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + return null; + }; - return 'highp'; + const subTreeNode = searchNodeSubtree(root.children); + if (subTreeNode) { + return subTreeNode; } - - precision = 'mediump'; - } - if ( precision === 'mediump' ) { + return null; + } // these are used to "bind" a nonexistent property - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { - return 'mediump'; + _getValue_unavailable() {} - } + _setValue_unavailable() {} // Getters - } - return 'lowp'; + _getValue_direct(buffer, offset) { + buffer[offset] = this.node[this.propertyName]; + } + + _getValue_array(buffer, offset) { + const source = this.resolvedProperty; + for (let i = 0, n = source.length; i !== n; ++i) { + buffer[offset++] = source[i]; + } } - var precision = parameters.precision !== undefined ? parameters.precision : 'highp'; - var maxPrecision = getMaxPrecision( precision ); + _getValue_arrayElement(buffer, offset) { + buffer[offset] = this.resolvedProperty[this.propertyIndex]; + } - if ( maxPrecision !== precision ) { + _getValue_toArray(buffer, offset) { + this.resolvedProperty.toArray(buffer, offset); + } // Direct - console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); - precision = maxPrecision; + _setValue_direct(buffer, offset) { + this.targetObject[this.propertyName] = buffer[offset]; } - var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + _setValue_direct_setNeedsUpdate(buffer, offset) { + this.targetObject[this.propertyName] = buffer[offset]; + this.targetObject.needsUpdate = true; + } - var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); - var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); - var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); - var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) { + this.targetObject[this.propertyName] = buffer[offset]; + this.targetObject.matrixWorldNeedsUpdate = true; + } // EntireArray - var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); - var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); - var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); - var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); - var vertexTextures = maxVertexTextures > 0; - var floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); - var floatVertexTextures = vertexTextures && floatFragmentTextures; + _setValue_array(buffer, offset) { + const dest = this.resolvedProperty; - return { + for (let i = 0, n = dest.length; i !== n; ++i) { + dest[i] = buffer[offset++]; + } + } - getMaxAnisotropy: getMaxAnisotropy, - getMaxPrecision: getMaxPrecision, + _setValue_array_setNeedsUpdate(buffer, offset) { + const dest = this.resolvedProperty; - precision: precision, - logarithmicDepthBuffer: logarithmicDepthBuffer, + for (let i = 0, n = dest.length; i !== n; ++i) { + dest[i] = buffer[offset++]; + } - maxTextures: maxTextures, - maxVertexTextures: maxVertexTextures, - maxTextureSize: maxTextureSize, - maxCubemapSize: maxCubemapSize, + this.targetObject.needsUpdate = true; + } - maxAttributes: maxAttributes, - maxVertexUniforms: maxVertexUniforms, - maxVaryings: maxVaryings, - maxFragmentUniforms: maxFragmentUniforms, + _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) { + const dest = this.resolvedProperty; - vertexTextures: vertexTextures, - floatFragmentTextures: floatFragmentTextures, - floatVertexTextures: floatVertexTextures + for (let i = 0, n = dest.length; i !== n; ++i) { + dest[i] = buffer[offset++]; + } - }; + this.targetObject.matrixWorldNeedsUpdate = true; + } // ArrayElement - } - /** - * @author tschw - */ + _setValue_arrayElement(buffer, offset) { + this.resolvedProperty[this.propertyIndex] = buffer[offset]; + } - function WebGLClipping() { + _setValue_arrayElement_setNeedsUpdate(buffer, offset) { + this.resolvedProperty[this.propertyIndex] = buffer[offset]; + this.targetObject.needsUpdate = true; + } - var scope = this, + _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) { + this.resolvedProperty[this.propertyIndex] = buffer[offset]; + this.targetObject.matrixWorldNeedsUpdate = true; + } // HasToFromArray - globalState = null, - numGlobalPlanes = 0, - localClippingEnabled = false, - renderingShadows = false, - plane = new Plane(), - viewNormalMatrix = new Matrix3(), + _setValue_fromArray(buffer, offset) { + this.resolvedProperty.fromArray(buffer, offset); + } - uniform = { value: null, needsUpdate: false }; + _setValue_fromArray_setNeedsUpdate(buffer, offset) { + this.resolvedProperty.fromArray(buffer, offset); + this.targetObject.needsUpdate = true; + } - this.uniform = uniform; - this.numPlanes = 0; - this.numIntersection = 0; + _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) { + this.resolvedProperty.fromArray(buffer, offset); + this.targetObject.matrixWorldNeedsUpdate = true; + } - this.init = function ( planes, enableLocalClipping, camera ) { + _getValue_unbound(targetArray, offset) { + this.bind(); + this.getValue(targetArray, offset); + } - var enabled = - planes.length !== 0 || - enableLocalClipping || - // enable state of previous frame - the clipping code has to - // run another frame in order to reset the state: - numGlobalPlanes !== 0 || - localClippingEnabled; + _setValue_unbound(sourceArray, offset) { + this.bind(); + this.setValue(sourceArray, offset); + } // create getter / setter pair for a property in the scene graph - localClippingEnabled = enableLocalClipping; - globalState = projectPlanes( planes, camera, 0 ); - numGlobalPlanes = planes.length; + bind() { + let targetObject = this.node; + const parsedPath = this.parsedPath; + const objectName = parsedPath.objectName; + const propertyName = parsedPath.propertyName; + let propertyIndex = parsedPath.propertyIndex; - return enabled; + if (!targetObject) { + targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode; + this.node = targetObject; + } // set fail state so we can just 'return' on error - }; - this.beginShadows = function () { + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; // ensure there is a value node - renderingShadows = true; - projectPlanes( null ); + if (!targetObject) { + console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.'); + return; + } - }; + if (objectName) { + let objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials.... - this.endShadows = function () { + switch (objectName) { + case 'materials': + if (!targetObject.material) { + console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this); + return; + } - renderingShadows = false; - resetGlobalState(); + if (!targetObject.material.materials) { + console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this); + return; + } - }; + targetObject = targetObject.material.materials; + break; - this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) { + case 'bones': + if (!targetObject.skeleton) { + console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this); + return; + } // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. - if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { - // there's no local clipping + targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices. - if ( renderingShadows ) { + for (let i = 0; i < targetObject.length; i++) { + if (targetObject[i].name === objectIndex) { + objectIndex = i; + break; + } + } - // there's no global clipping + break; - projectPlanes( null ); + default: + if (targetObject[objectName] === undefined) { + console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this); + return; + } - } else { + targetObject = targetObject[objectName]; + } - resetGlobalState(); + if (objectIndex !== undefined) { + if (targetObject[objectIndex] === undefined) { + console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject); + return; + } + targetObject = targetObject[objectIndex]; } + } // resolve property - } else { - - var nGlobal = renderingShadows ? 0 : numGlobalPlanes, - lGlobal = nGlobal * 4, - dstArray = cache.clippingState || null; + const nodeProperty = targetObject[propertyName]; - uniform.value = dstArray; // ensure unique state + if (nodeProperty === undefined) { + const nodeName = parsedPath.nodeName; + console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject); + return; + } // determine versioning scheme - dstArray = projectPlanes( planes, camera, lGlobal, fromCache ); - for ( var i = 0; i !== lGlobal; ++ i ) { + let versioning = this.Versioning.None; + this.targetObject = targetObject; - dstArray[ i ] = globalState[ i ]; + if (targetObject.needsUpdate !== undefined) { + // material + versioning = this.Versioning.NeedsUpdate; + } else if (targetObject.matrixWorldNeedsUpdate !== undefined) { + // node transform + versioning = this.Versioning.MatrixWorldNeedsUpdate; + } // determine how the property gets bound - } - cache.clippingState = dstArray; - this.numIntersection = clipIntersection ? this.numPlanes : 0; - this.numPlanes += nGlobal; + let bindingType = this.BindingType.Direct; - } + if (propertyIndex !== undefined) { + // access a sub element of the property array (only primitives are supported right now) + if (propertyName === 'morphTargetInfluences') { + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + // support resolving morphTarget names into indices. + if (!targetObject.geometry) { + console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this); + return; + } + if (targetObject.geometry.isBufferGeometry) { + if (!targetObject.geometry.morphAttributes) { + console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this); + return; + } - }; + if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) { + propertyIndex = targetObject.morphTargetDictionary[propertyIndex]; + } + } else { + console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this); + return; + } + } - function resetGlobalState() { + bindingType = this.BindingType.ArrayElement; + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) { + // must use copy for Object3D.Euler/Quaternion + bindingType = this.BindingType.HasFromToArray; + this.resolvedProperty = nodeProperty; + } else if (Array.isArray(nodeProperty)) { + bindingType = this.BindingType.EntireArray; + this.resolvedProperty = nodeProperty; + } else { + this.propertyName = propertyName; + } // select getter / setter - if ( uniform.value !== globalState ) { - uniform.value = globalState; - uniform.needsUpdate = numGlobalPlanes > 0; + this.getValue = this.GetterByBindingType[bindingType]; + this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning]; + } - } - - scope.numPlanes = numGlobalPlanes; - scope.numIntersection = 0; + unbind() { + this.node = null; // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; } - function projectPlanes( planes, camera, dstOffset, skipTransform ) { - - var nPlanes = planes !== null ? planes.length : 0, - dstArray = null; + } - if ( nPlanes !== 0 ) { + PropertyBinding.Composite = Composite; + PropertyBinding.prototype.BindingType = { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }; + PropertyBinding.prototype.Versioning = { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }; + PropertyBinding.prototype.GetterByBindingType = [PropertyBinding.prototype._getValue_direct, PropertyBinding.prototype._getValue_array, PropertyBinding.prototype._getValue_arrayElement, PropertyBinding.prototype._getValue_toArray]; + PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [[// Direct + PropertyBinding.prototype._setValue_direct, PropertyBinding.prototype._setValue_direct_setNeedsUpdate, PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate], [// EntireArray + PropertyBinding.prototype._setValue_array, PropertyBinding.prototype._setValue_array_setNeedsUpdate, PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate], [// ArrayElement + PropertyBinding.prototype._setValue_arrayElement, PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate], [// HasToFromArray + PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]]; - dstArray = uniform.value; + /** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + */ - if ( skipTransform !== true || dstArray === null ) { + class AnimationObjectGroup { + constructor() { + this.uuid = generateUUID(); // cached objects followed by the active ones - var flatSize = dstOffset + nPlanes * 4, - viewMatrix = camera.matrixWorldInverse; + this._objects = Array.prototype.slice.call(arguments); + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite - viewNormalMatrix.getNormalMatrix( viewMatrix ); + const indices = {}; + this._indicesByUUID = indices; // for bookkeeping - if ( dstArray === null || dstArray.length < flatSize ) { + for (let i = 0, n = arguments.length; i !== n; ++i) { + indices[arguments[i].uuid] = i; + } - dstArray = new Float32Array( flatSize ); + this._paths = []; // inside: string - } + this._parsedPaths = []; // inside: { we don't care, here } - for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { + this._bindings = []; // inside: Array< PropertyBinding > - plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); + this._bindingsIndicesByPath = {}; // inside: indices in these arrays - plane.normal.toArray( dstArray, i4 ); - dstArray[ i4 + 3 ] = plane.constant; + const scope = this; + this.stats = { + objects: { + get total() { + return scope._objects.length; + }, + get inUse() { + return this.total - scope.nCachedObjects_; } - } - - uniform.value = dstArray; - uniform.needsUpdate = true; - - } - - scope.numPlanes = nPlanes; + }, - return dstArray; + get bindingsPerObject() { + return scope._bindings.length; + } + }; } - } - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function WebGLExtensions( gl ) { - - var extensions = {}; - - return { + add() { + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; + let knownObject = undefined, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_; - get: function ( name ) { + for (let i = 0, n = arguments.length; i !== n; ++i) { + const object = arguments[i], + uuid = object.uuid; + let index = indicesByUUID[uuid]; - if ( extensions[ name ] !== undefined ) { + if (index === undefined) { + // unknown object -> add it to the ACTIVE region + index = nObjects++; + indicesByUUID[uuid] = index; + objects.push(object); // accounting is done, now do the same for all bindings - return extensions[ name ]; + for (let j = 0, m = nBindings; j !== m; ++j) { + bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j])); + } + } else if (index < nCachedObjects) { + knownObject = objects[index]; // move existing object to the ACTIVE region + + const firstActiveIndex = --nCachedObjects, + lastCachedObject = objects[firstActiveIndex]; + indicesByUUID[lastCachedObject.uuid] = index; + objects[index] = lastCachedObject; + indicesByUUID[uuid] = firstActiveIndex; + objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings + + for (let j = 0, m = nBindings; j !== m; ++j) { + const bindingsForPath = bindings[j], + lastCached = bindingsForPath[firstActiveIndex]; + let binding = bindingsForPath[index]; + bindingsForPath[index] = lastCached; + + if (binding === undefined) { + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + binding = new PropertyBinding(object, paths[j], parsedPaths[j]); + } - } + bindingsForPath[firstActiveIndex] = binding; + } + } else if (objects[index] !== knownObject) { + console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.'); + } // else the object is already where we want it to be - var extension; + } // for arguments - switch ( name ) { - case 'WEBGL_depth_texture': - extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); - break; + this.nCachedObjects_ = nCachedObjects; + } - case 'EXT_texture_filter_anisotropic': - extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); - break; + remove() { + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + let nCachedObjects = this.nCachedObjects_; - case 'WEBGL_compressed_texture_s3tc': - extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); - break; + for (let i = 0, n = arguments.length; i !== n; ++i) { + const object = arguments[i], + uuid = object.uuid, + index = indicesByUUID[uuid]; - case 'WEBGL_compressed_texture_pvrtc': - extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); - break; + if (index !== undefined && index >= nCachedObjects) { + // move existing object into the CACHED region + const lastCachedIndex = nCachedObjects++, + firstActiveObject = objects[lastCachedIndex]; + indicesByUUID[firstActiveObject.uuid] = index; + objects[index] = firstActiveObject; + indicesByUUID[uuid] = lastCachedIndex; + objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings + + for (let j = 0, m = nBindings; j !== m; ++j) { + const bindingsForPath = bindings[j], + firstActive = bindingsForPath[lastCachedIndex], + binding = bindingsForPath[index]; + bindingsForPath[index] = firstActive; + bindingsForPath[lastCachedIndex] = binding; + } + } + } // for arguments - case 'WEBGL_compressed_texture_etc1': - extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); - break; - default: - extension = gl.getExtension( name ); + this.nCachedObjects_ = nCachedObjects; + } // remove & forget - } - if ( extension === null ) { + uncache() { + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + let nCachedObjects = this.nCachedObjects_, + nObjects = objects.length; - console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + for (let i = 0, n = arguments.length; i !== n; ++i) { + const object = arguments[i], + uuid = object.uuid, + index = indicesByUUID[uuid]; - } + if (index !== undefined) { + delete indicesByUUID[uuid]; - extensions[ name ] = extension; + if (index < nCachedObjects) { + // object is cached, shrink the CACHED region + const firstActiveIndex = --nCachedObjects, + lastCachedObject = objects[firstActiveIndex], + lastIndex = --nObjects, + lastObject = objects[lastIndex]; // last cached object takes this object's place + + indicesByUUID[lastCachedObject.uuid] = index; + objects[index] = lastCachedObject; // last object goes to the activated slot and pop + + indicesByUUID[lastObject.uuid] = firstActiveIndex; + objects[firstActiveIndex] = lastObject; + objects.pop(); // accounting is done, now do the same for all bindings + + for (let j = 0, m = nBindings; j !== m; ++j) { + const bindingsForPath = bindings[j], + lastCached = bindingsForPath[firstActiveIndex], + last = bindingsForPath[lastIndex]; + bindingsForPath[index] = lastCached; + bindingsForPath[firstActiveIndex] = last; + bindingsForPath.pop(); + } + } else { + // object is active, just swap with the last and pop + const lastIndex = --nObjects, + lastObject = objects[lastIndex]; - return extension; + if (lastIndex > 0) { + indicesByUUID[lastObject.uuid] = index; + } - } + objects[index] = lastObject; + objects.pop(); // accounting is done, now do the same for all bindings - }; + for (let j = 0, m = nBindings; j !== m; ++j) { + const bindingsForPath = bindings[j]; + bindingsForPath[index] = bindingsForPath[lastIndex]; + bindingsForPath.pop(); + } + } // cached or active - } + } // if object is known - /** - * @author mrdoob / http://mrdoob.com/ - */ + } // for arguments - function WebGLGeometries( gl, attributes, info ) { - var geometries = {}; - var wireframeAttributes = {}; + this.nCachedObjects_ = nCachedObjects; + } // Internal interface used by befriended PropertyBinding.Composite: - function onGeometryDispose( event ) { - var geometry = event.target; - var buffergeometry = geometries[ geometry.id ]; + subscribe_(path, parsedPath) { + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + const indicesByPath = this._bindingsIndicesByPath; + let index = indicesByPath[path]; + const bindings = this._bindings; + if (index !== undefined) return bindings[index]; + const paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array(nObjects); + index = bindings.length; + indicesByPath[path] = index; + paths.push(path); + parsedPaths.push(parsedPath); + bindings.push(bindingsForPath); - if ( buffergeometry.index !== null ) { + for (let i = nCachedObjects, n = objects.length; i !== n; ++i) { + const object = objects[i]; + bindingsForPath[i] = new PropertyBinding(object, path, parsedPath); + } - attributes.remove( buffergeometry.index ); + return bindingsForPath; + } + unsubscribe_(path) { + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + const indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[path]; + + if (index !== undefined) { + const paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[lastBindingsIndex], + lastBindingsPath = path[lastBindingsIndex]; + indicesByPath[lastBindingsPath] = index; + bindings[index] = lastBindings; + bindings.pop(); + parsedPaths[index] = parsedPaths[lastBindingsIndex]; + parsedPaths.pop(); + paths[index] = paths[lastBindingsIndex]; + paths.pop(); } + } + + } - for ( var name in buffergeometry.attributes ) { + AnimationObjectGroup.prototype.isAnimationObjectGroup = true; - attributes.remove( buffergeometry.attributes[ name ] ); + class AnimationAction { + constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) { + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot; + this.blendMode = blendMode; + const tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array(nTracks); + const interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + for (let i = 0; i !== nTracks; ++i) { + const interpolant = tracks[i].createInterpolant(null); + interpolants[i] = interpolant; + interpolant.settings = interpolantSettings; } - geometry.removeEventListener( 'dispose', onGeometryDispose ); + this._interpolantSettings = interpolantSettings; + this._interpolants = interpolants; // bound by the mixer + // inside: PropertyMixer (managed by the mixer) - delete geometries[ geometry.id ]; + this._propertyBindings = new Array(nTracks); + this._cacheIndex = null; // for the memory manager - // TODO Remove duplicate code + this._byClipCacheIndex = null; // for the memory manager - var attribute = wireframeAttributes[ geometry.id ]; + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + this.loop = LoopRepeat; + this._loopCount = -1; // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action - if ( attribute ) { + this._startTime = null; // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop - attributes.remove( attribute ); - delete wireframeAttributes[ geometry.id ]; + this.time = 0; + this.timeScale = 1; + this._effectiveTimeScale = 1; + this.weight = 1; + this._effectiveWeight = 1; + this.repetitions = Infinity; // no. of repetitions when looping - } + this.paused = false; // true -> zero effective time scale - attribute = wireframeAttributes[ buffergeometry.id ]; + this.enabled = true; // false -> zero effective weight - if ( attribute ) { + this.clampWhenFinished = false; // keep feeding the last frame? - attributes.remove( attribute ); - delete wireframeAttributes[ buffergeometry.id ]; + this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate - } + this.zeroSlopeAtEnd = true; // clips for start, loop and end + } // State & Scheduling - // - info.memory.geometries --; + play() { + this._mixer._activateAction(this); + return this; } - function get( object, geometry ) { + stop() { + this._mixer._deactivateAction(this); - var buffergeometry = geometries[ geometry.id ]; + return this.reset(); + } - if ( buffergeometry ) return buffergeometry; + reset() { + this.paused = false; + this.enabled = true; + this.time = 0; // restart clip - geometry.addEventListener( 'dispose', onGeometryDispose ); + this._loopCount = -1; // forget previous loops - if ( geometry.isBufferGeometry ) { + this._startTime = null; // forget scheduling - buffergeometry = geometry; + return this.stopFading().stopWarping(); + } - } else if ( geometry.isGeometry ) { + isRunning() { + return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this); + } // return true when play has been called - if ( geometry._bufferGeometry === undefined ) { - geometry._bufferGeometry = new BufferGeometry().setFromObject( object ); + isScheduled() { + return this._mixer._isActiveAction(this); + } - } + startAt(time) { + this._startTime = time; + return this; + } - buffergeometry = geometry._bufferGeometry; + setLoop(mode, repetitions) { + this.loop = mode; + this.repetitions = repetitions; + return this; + } // Weight + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing - } - geometries[ geometry.id ] = buffergeometry; + setEffectiveWeight(weight) { + this.weight = weight; // note: same logic as when updated at runtime - info.memory.geometries ++; + this._effectiveWeight = this.enabled ? weight : 0; + return this.stopFading(); + } // return the weight considering fading and .enabled - return buffergeometry; + getEffectiveWeight() { + return this._effectiveWeight; } - function update( geometry ) { - - var index = geometry.index; - var geometryAttributes = geometry.attributes; + fadeIn(duration) { + return this._scheduleFading(duration, 0, 1); + } - if ( index !== null ) { + fadeOut(duration) { + return this._scheduleFading(duration, 1, 0); + } - attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + crossFadeFrom(fadeOutAction, duration, warp) { + fadeOutAction.fadeOut(duration); + this.fadeIn(duration); + if (warp) { + const fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + fadeOutAction.warp(1.0, startEndRatio, duration); + this.warp(endStartRatio, 1.0, duration); } - for ( var name in geometryAttributes ) { - - attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); - - } + return this; + } - // morph targets + crossFadeTo(fadeInAction, duration, warp) { + return fadeInAction.crossFadeFrom(this, duration, warp); + } - var morphAttributes = geometry.morphAttributes; + stopFading() { + const weightInterpolant = this._weightInterpolant; - for ( var name in morphAttributes ) { + if (weightInterpolant !== null) { + this._weightInterpolant = null; - var array = morphAttributes[ name ]; + this._mixer._takeBackControlInterpolant(weightInterpolant); + } - for ( var i = 0, l = array.length; i < l; i ++ ) { + return this; + } // Time Scale Control + // set the time scale stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing - attributes.update( array[ i ], gl.ARRAY_BUFFER ); - } + setEffectiveTimeScale(timeScale) { + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + return this.stopWarping(); + } // return the time scale considering warping and .paused - } + getEffectiveTimeScale() { + return this._effectiveTimeScale; } - function getWireframeAttribute( geometry ) { - - var attribute = wireframeAttributes[ geometry.id ]; - - if ( attribute ) return attribute; + setDuration(duration) { + this.timeScale = this._clip.duration / duration; + return this.stopWarping(); + } - var indices = []; + syncWith(action) { + this.time = action.time; + this.timeScale = action.timeScale; + return this.stopWarping(); + } - var geometryIndex = geometry.index; - var geometryAttributes = geometry.attributes; + halt(duration) { + return this.warp(this._effectiveTimeScale, 0, duration); + } - // console.time( 'wireframe' ); + warp(startTimeScale, endTimeScale, duration) { + const mixer = this._mixer, + now = mixer.time, + timeScale = this.timeScale; + let interpolant = this._timeScaleInterpolant; - if ( geometryIndex !== null ) { + if (interpolant === null) { + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + } - var array = geometryIndex.array; + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + times[0] = now; + times[1] = now + duration; + values[0] = startTimeScale / timeScale; + values[1] = endTimeScale / timeScale; + return this; + } - for ( var i = 0, l = array.length; i < l; i += 3 ) { + stopWarping() { + const timeScaleInterpolant = this._timeScaleInterpolant; - var a = array[ i + 0 ]; - var b = array[ i + 1 ]; - var c = array[ i + 2 ]; + if (timeScaleInterpolant !== null) { + this._timeScaleInterpolant = null; - indices.push( a, b, b, c, c, a ); + this._mixer._takeBackControlInterpolant(timeScaleInterpolant); + } - } + return this; + } // Object Accessors - } else { - var array = geometryAttributes.position.array; + getMixer() { + return this._mixer; + } - for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + getClip() { + return this._clip; + } - var a = i + 0; - var b = i + 1; - var c = i + 2; + getRoot() { + return this._localRoot || this._mixer._root; + } // Interna - indices.push( a, b, b, c, c, a ); - } + _update(time, deltaTime, timeDirection, accuIndex) { + // called by the mixer + if (!this.enabled) { + // call ._updateWeight() to update ._effectiveWeight + this._updateWeight(time); + return; } - // console.timeEnd( 'wireframe' ); + const startTime = this._startTime; - attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); - - attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER ); + if (startTime !== null) { + // check for scheduled start of action + const timeRunning = (time - startTime) * timeDirection; - wireframeAttributes[ geometry.id ] = attribute; + if (timeRunning < 0 || timeDirection === 0) { + return; // yet to come / don't decide when delta = 0 + } // start - return attribute; - } + this._startTime = null; // unschedule - return { + deltaTime = timeDirection * timeRunning; + } // apply time scale and advance time - get: get, - update: update, - getWireframeAttribute: getWireframeAttribute + deltaTime *= this._updateTimeScale(time); - }; + const clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in + // an effective weight of 0 - } - /** - * @author mrdoob / http://mrdoob.com/ - */ + const weight = this._updateWeight(time); - function WebGLIndexedBufferRenderer( gl, extensions, info ) { + if (weight > 0) { + const interpolants = this._interpolants; + const propertyMixers = this._propertyBindings; - var mode; + switch (this.blendMode) { + case AdditiveAnimationBlendMode: + for (let j = 0, m = interpolants.length; j !== m; ++j) { + interpolants[j].evaluate(clipTime); + propertyMixers[j].accumulateAdditive(weight); + } - function setMode( value ) { + break; - mode = value; + case NormalAnimationBlendMode: + default: + for (let j = 0, m = interpolants.length; j !== m; ++j) { + interpolants[j].evaluate(clipTime); + propertyMixers[j].accumulate(accuIndex, weight); + } + } + } } - var type, bytesPerElement; + _updateWeight(time) { + let weight = 0; - function setIndex( value ) { - - type = value.type; - bytesPerElement = value.bytesPerElement; - - } + if (this.enabled) { + weight = this.weight; + const interpolant = this._weightInterpolant; - function render( start, count ) { + if (interpolant !== null) { + const interpolantValue = interpolant.evaluate(time)[0]; + weight *= interpolantValue; - gl.drawElements( mode, count, type, start * bytesPerElement ); + if (time > interpolant.parameterPositions[1]) { + this.stopFading(); - info.update( count, mode ); + if (interpolantValue === 0) { + // faded out, disable + this.enabled = false; + } + } + } + } + this._effectiveWeight = weight; + return weight; } - function renderInstances( geometry, start, count ) { + _updateTimeScale(time) { + let timeScale = 0; - var extension = extensions.get( 'ANGLE_instanced_arrays' ); + if (!this.paused) { + timeScale = this.timeScale; + const interpolant = this._timeScaleInterpolant; - if ( extension === null ) { + if (interpolant !== null) { + const interpolantValue = interpolant.evaluate(time)[0]; + timeScale *= interpolantValue; - console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; + if (time > interpolant.parameterPositions[1]) { + this.stopWarping(); + if (timeScale === 0) { + // motion has halted, pause + this.paused = true; + } else { + // warp done - apply final time scale + this.timeScale = timeScale; + } + } + } } - extension.drawElementsInstancedANGLE( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount ); - - info.update( count, mode, geometry.maxInstancedCount ); - + this._effectiveTimeScale = timeScale; + return timeScale; } - // + _updateTime(deltaTime) { + const duration = this._clip.duration; + const loop = this.loop; + let time = this.time + deltaTime; + let loopCount = this._loopCount; + const pingPong = loop === LoopPingPong; - this.setMode = setMode; - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; + if (deltaTime === 0) { + if (loopCount === -1) return time; + return pingPong && (loopCount & 1) === 1 ? duration - time : time; + } - } + if (loop === LoopOnce) { + if (loopCount === -1) { + // just started + this._loopCount = 0; - /** - * @author Mugen87 / https://github.com/Mugen87 - */ + this._setEndings(true, true, false); + } - function WebGLInfo( gl ) { + handle_stop: { + if (time >= duration) { + time = duration; + } else if (time < 0) { + time = 0; + } else { + this.time = time; + break handle_stop; + } - var memory = { - geometries: 0, - textures: 0 - }; - - var render = { - frame: 0, - calls: 0, - triangles: 0, - points: 0, - lines: 0 - }; - - function update( count, mode, instanceCount ) { - - instanceCount = instanceCount || 1; + if (this.clampWhenFinished) this.paused = true;else this.enabled = false; + this.time = time; - render.calls ++; + this._mixer.dispatchEvent({ + type: 'finished', + action: this, + direction: deltaTime < 0 ? -1 : 1 + }); + } + } else { + // repetitive Repeat or PingPong + if (loopCount === -1) { + // just started + if (deltaTime >= 0) { + loopCount = 0; - switch ( mode ) { + this._setEndings(true, this.repetitions === 0, pingPong); + } else { + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + this._setEndings(this.repetitions === 0, true, pingPong); + } + } - case gl.TRIANGLES: - render.triangles += instanceCount * ( count / 3 ); - break; + if (time >= duration || time < 0) { + // wrap around + const loopDelta = Math.floor(time / duration); // signed - case gl.TRIANGLE_STRIP: - case gl.TRIANGLE_FAN: - render.triangles += instanceCount * ( count - 2 ); - break; + time -= duration * loopDelta; + loopCount += Math.abs(loopDelta); + const pending = this.repetitions - loopCount; - case gl.LINES: - render.lines += instanceCount * ( count / 2 ); - break; + if (pending <= 0) { + // have to stop (switch state, clamp time, fire event) + if (this.clampWhenFinished) this.paused = true;else this.enabled = false; + time = deltaTime > 0 ? duration : 0; + this.time = time; - case gl.LINE_STRIP: - render.lines += instanceCount * ( count - 1 ); - break; + this._mixer.dispatchEvent({ + type: 'finished', + action: this, + direction: deltaTime > 0 ? 1 : -1 + }); + } else { + // keep running + if (pending === 1) { + // entering the last round + const atStart = deltaTime < 0; - case gl.LINE_LOOP: - render.lines += instanceCount * count; - break; + this._setEndings(atStart, !atStart, pingPong); + } else { + this._setEndings(false, false, pingPong); + } - case gl.POINTS: - render.points += instanceCount * count; - break; + this._loopCount = loopCount; + this.time = time; - default: - console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); - break; + this._mixer.dispatchEvent({ + type: 'loop', + action: this, + loopDelta: loopDelta + }); + } + } else { + this.time = time; + } + if (pingPong && (loopCount & 1) === 1) { + // invert time for the "pong round" + return duration - time; + } } + return time; } - function reset() { + _setEndings(atStart, atEnd, pingPong) { + const settings = this._interpolantSettings; - render.frame ++; - render.calls = 0; - render.triangles = 0; - render.points = 0; - render.lines = 0; + if (pingPong) { + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + } else { + // assuming for LoopOnce atStart == atEnd == true + if (atStart) { + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + } else { + settings.endingStart = WrapAroundEnding; + } + if (atEnd) { + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + } else { + settings.endingEnd = WrapAroundEnding; + } + } } - return { - memory: memory, - render: render, - programs: null, - autoReset: true, - reset: reset, - update: update - }; - - } - - /** - * @author mrdoob / http://mrdoob.com/ - */ + _scheduleFading(duration, weightNow, weightThen) { + const mixer = this._mixer, + now = mixer.time; + let interpolant = this._weightInterpolant; - function absNumericalSort( a, b ) { + if (interpolant === null) { + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + } - return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + times[0] = now; + values[0] = weightNow; + times[1] = now + duration; + values[1] = weightThen; + return this; + } } - function WebGLMorphtargets( gl ) { + class AnimationMixer extends EventDispatcher { + constructor(root) { + super(); + this._root = root; - var influencesList = {}; - var morphInfluences = new Float32Array( 8 ); + this._initMemoryManager(); - function update( object, geometry, material, program ) { + this._accuIndex = 0; + this.time = 0; + this.timeScale = 1.0; + } - var objectInfluences = object.morphTargetInfluences; + _bindAction(action, prototypeAction) { + const root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName; + let bindingsByName = bindingsByRoot[rootUuid]; - var length = objectInfluences.length; + if (bindingsByName === undefined) { + bindingsByName = {}; + bindingsByRoot[rootUuid] = bindingsByName; + } - var influences = influencesList[ geometry.id ]; + for (let i = 0; i !== nTracks; ++i) { + const track = tracks[i], + trackName = track.name; + let binding = bindingsByName[trackName]; - if ( influences === undefined ) { + if (binding !== undefined) { + bindings[i] = binding; + } else { + binding = bindings[i]; - // initialise list + if (binding !== undefined) { + // existing binding, make sure the cache knows + if (binding._cacheIndex === null) { + ++binding.referenceCount; - influences = []; + this._addInactiveBinding(binding, rootUuid, trackName); + } - for ( var i = 0; i < length; i ++ ) { + continue; + } - influences[ i ] = [ i, 0 ]; + const path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath; + binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize()); + ++binding.referenceCount; - } + this._addInactiveBinding(binding, rootUuid, trackName); - influencesList[ geometry.id ] = influences; + bindings[i] = binding; + } + interpolants[i].resultBuffer = binding.buffer; } + } - var morphTargets = material.morphTargets && geometry.morphAttributes.position; - var morphNormals = material.morphNormals && geometry.morphAttributes.normal; + _activateAction(action) { + if (!this._isActiveAction(action)) { + if (action._cacheIndex === null) { + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + const rootUuid = (action._localRoot || this._root).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[clipUuid]; - // Remove current morphAttributes + this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]); - for ( var i = 0; i < length; i ++ ) { + this._addInactiveAction(action, clipUuid, rootUuid); + } - var influence = influences[ i ]; + const bindings = action._propertyBindings; // increment reference counts / sort out state - if ( influence[ 1 ] !== 0 ) { + for (let i = 0, n = bindings.length; i !== n; ++i) { + const binding = bindings[i]; - if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i ); - if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i ); + if (binding.useCount++ === 0) { + this._lendBinding(binding); + binding.saveOriginalState(); + } } + this._lendAction(action); } + } - // Collect influences + _deactivateAction(action) { + if (this._isActiveAction(action)) { + const bindings = action._propertyBindings; // decrement reference counts / sort out state - for ( var i = 0; i < length; i ++ ) { + for (let i = 0, n = bindings.length; i !== n; ++i) { + const binding = bindings[i]; - var influence = influences[ i ]; + if (--binding.useCount === 0) { + binding.restoreOriginalState(); - influence[ 0 ] = i; - influence[ 1 ] = objectInfluences[ i ]; + this._takeBackBinding(binding); + } + } + this._takeBackAction(action); } + } // Memory manager + - influences.sort( absNumericalSort ); + _initMemoryManager() { + this._actions = []; // 'nActiveActions' followed by inactive ones + + this._nActiveActions = 0; + this._actionsByClip = {}; // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } - // Add morphAttributes + this._bindings = []; // 'nActiveBindings' followed by inactive ones - for ( var i = 0; i < 8; i ++ ) { + this._nActiveBindings = 0; + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - var influence = influences[ i ]; + this._controlInterpolants = []; // same game as above - if ( influence ) { + this._nActiveControlInterpolants = 0; + const scope = this; + this.stats = { + actions: { + get total() { + return scope._actions.length; + }, - var index = influence[ 0 ]; - var value = influence[ 1 ]; + get inUse() { + return scope._nActiveActions; + } - if ( value ) { + }, + bindings: { + get total() { + return scope._bindings.length; + }, - if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); - if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); + get inUse() { + return scope._nActiveBindings; + } - morphInfluences[ i ] = value; - continue; + }, + controlInterpolants: { + get total() { + return scope._controlInterpolants.length; + }, + get inUse() { + return scope._nActiveControlInterpolants; } } + }; + } // Memory management for AnimationAction objects + + + _isActiveAction(action) { + const index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + } + + _addInactiveAction(action, clipUuid, rootUuid) { + const actions = this._actions, + actionsByClip = this._actionsByClip; + let actionsForClip = actionsByClip[clipUuid]; + + if (actionsForClip === undefined) { + actionsForClip = { + knownActions: [action], + actionByRoot: {} + }; + action._byClipCacheIndex = 0; + actionsByClip[clipUuid] = actionsForClip; + } else { + const knownActions = actionsForClip.knownActions; + action._byClipCacheIndex = knownActions.length; + knownActions.push(action); + } - morphInfluences[ i ] = 0; + action._cacheIndex = actions.length; + actions.push(action); + actionsForClip.actionByRoot[rootUuid] = action; + } + + _removeInactiveAction(action) { + const actions = this._actions, + lastInactiveAction = actions[actions.length - 1], + cacheIndex = action._cacheIndex; + lastInactiveAction._cacheIndex = cacheIndex; + actions[cacheIndex] = lastInactiveAction; + actions.pop(); + action._cacheIndex = null; + const clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[clipUuid], + knownActionsForClip = actionsForClip.knownActions, + lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1], + byClipCacheIndex = action._byClipCacheIndex; + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[byClipCacheIndex] = lastKnownAction; + knownActionsForClip.pop(); + action._byClipCacheIndex = null; + const actionByRoot = actionsForClip.actionByRoot, + rootUuid = (action._localRoot || this._root).uuid; + delete actionByRoot[rootUuid]; + if (knownActionsForClip.length === 0) { + delete actionsByClip[clipUuid]; } - program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); + this._removeInactiveBindingsForAction(action); + } + + _removeInactiveBindingsForAction(action) { + const bindings = action._propertyBindings; + + for (let i = 0, n = bindings.length; i !== n; ++i) { + const binding = bindings[i]; + if (--binding.referenceCount === 0) { + this._removeInactiveBinding(binding); + } + } } - return { + _lendAction(action) { + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + const actions = this._actions, + prevIndex = action._cacheIndex, + lastActiveIndex = this._nActiveActions++, + firstInactiveAction = actions[lastActiveIndex]; + action._cacheIndex = lastActiveIndex; + actions[lastActiveIndex] = action; + firstInactiveAction._cacheIndex = prevIndex; + actions[prevIndex] = firstInactiveAction; + } + + _takeBackAction(action) { + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + const actions = this._actions, + prevIndex = action._cacheIndex, + firstInactiveIndex = --this._nActiveActions, + lastActiveAction = actions[firstInactiveIndex]; + action._cacheIndex = firstInactiveIndex; + actions[firstInactiveIndex] = action; + lastActiveAction._cacheIndex = prevIndex; + actions[prevIndex] = lastActiveAction; + } // Memory management for PropertyMixer objects - update: update - }; + _addInactiveBinding(binding, rootUuid, trackName) { + const bindingsByRoot = this._bindingsByRootAndName, + bindings = this._bindings; + let bindingByName = bindingsByRoot[rootUuid]; - } + if (bindingByName === undefined) { + bindingByName = {}; + bindingsByRoot[rootUuid] = bindingByName; + } - /** - * @author mrdoob / http://mrdoob.com/ - */ + bindingByName[trackName] = binding; + binding._cacheIndex = bindings.length; + bindings.push(binding); + } + + _removeInactiveBinding(binding) { + const bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[rootUuid], + lastInactiveBinding = bindings[bindings.length - 1], + cacheIndex = binding._cacheIndex; + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[cacheIndex] = lastInactiveBinding; + bindings.pop(); + delete bindingByName[trackName]; + + if (Object.keys(bindingByName).length === 0) { + delete bindingsByRoot[rootUuid]; + } + } - function WebGLObjects( geometries, info ) { + _lendBinding(binding) { + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + lastActiveIndex = this._nActiveBindings++, + firstInactiveBinding = bindings[lastActiveIndex]; + binding._cacheIndex = lastActiveIndex; + bindings[lastActiveIndex] = binding; + firstInactiveBinding._cacheIndex = prevIndex; + bindings[prevIndex] = firstInactiveBinding; + } - var updateList = {}; + _takeBackBinding(binding) { + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + firstInactiveIndex = --this._nActiveBindings, + lastActiveBinding = bindings[firstInactiveIndex]; + binding._cacheIndex = firstInactiveIndex; + bindings[firstInactiveIndex] = binding; + lastActiveBinding._cacheIndex = prevIndex; + bindings[prevIndex] = lastActiveBinding; + } // Memory management of Interpolants for weight and time scale - function update( object ) { - var frame = info.render.frame; + _lendControlInterpolant() { + const interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants++; + let interpolant = interpolants[lastActiveIndex]; - var geometry = object.geometry; - var buffergeometry = geometries.get( object, geometry ); + if (interpolant === undefined) { + interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer); + interpolant.__cacheIndex = lastActiveIndex; + interpolants[lastActiveIndex] = interpolant; + } - // Update once per frame + return interpolant; + } - if ( updateList[ buffergeometry.id ] !== frame ) { + _takeBackControlInterpolant(interpolant) { + const interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + firstInactiveIndex = --this._nActiveControlInterpolants, + lastActiveInterpolant = interpolants[firstInactiveIndex]; + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[firstInactiveIndex] = interpolant; + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[prevIndex] = lastActiveInterpolant; + } // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) - if ( geometry.isGeometry ) { - buffergeometry.updateFromObject( object ); + clipAction(clip, optionalRoot, blendMode) { + const root = optionalRoot || this._root, + rootUuid = root.uuid; + let clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip; + const clipUuid = clipObject !== null ? clipObject.uuid : clip; + const actionsForClip = this._actionsByClip[clipUuid]; + let prototypeAction = null; + if (blendMode === undefined) { + if (clipObject !== null) { + blendMode = clipObject.blendMode; + } else { + blendMode = NormalAnimationBlendMode; } + } + + if (actionsForClip !== undefined) { + const existingAction = actionsForClip.actionByRoot[rootUuid]; - geometries.update( buffergeometry ); + if (existingAction !== undefined && existingAction.blendMode === blendMode) { + return existingAction; + } // we know the clip, so we don't have to parse all + // the bindings again but can just copy + + + prototypeAction = actionsForClip.knownActions[0]; // also, take the clip from the prototype action + + if (clipObject === null) clipObject = prototypeAction._clip; + } // clip must be known when specified via string + + + if (clipObject === null) return null; // allocate all resources required to run it + + const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode); - updateList[ buffergeometry.id ] = frame; + this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager + + this._addInactiveAction(newAction, clipUuid, rootUuid); + + return newAction; + } // get an existing action + + + existingAction(clip, optionalRoot) { + const root = optionalRoot || this._root, + rootUuid = root.uuid, + clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip, + clipUuid = clipObject ? clipObject.uuid : clip, + actionsForClip = this._actionsByClip[clipUuid]; + + if (actionsForClip !== undefined) { + return actionsForClip.actionByRoot[rootUuid] || null; } - return buffergeometry; + return null; + } // deactivates all previously scheduled actions - } - function dispose() { + stopAllAction() { + const actions = this._actions, + nActions = this._nActiveActions; - updateList = {}; + for (let i = nActions - 1; i >= 0; --i) { + actions[i].stop(); + } - } + return this; + } // advance the time and update apply the animation - return { - update: update, - dispose: dispose + update(deltaTime) { + deltaTime *= this.timeScale; + const actions = this._actions, + nActions = this._nActiveActions, + time = this.time += deltaTime, + timeDirection = Math.sign(deltaTime), + accuIndex = this._accuIndex ^= 1; // run active actions - }; + for (let i = 0; i !== nActions; ++i) { + const action = actions[i]; - } + action._update(time, deltaTime, timeDirection, accuIndex); + } // update scene graph - /** - * @author mrdoob / http://mrdoob.com/ - */ - function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) { + const bindings = this._bindings, + nBindings = this._nActiveBindings; - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + for (let i = 0; i !== nBindings; ++i) { + bindings[i].apply(accuIndex); + } - Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); + return this; + } // Allows you to seek to a specific time in an animation. - this.flipY = false; - } + setTime(timeInSeconds) { + this.time = 0; // Zero out time attribute for AnimationMixer object; - CubeTexture.prototype = Object.create( Texture.prototype ); - CubeTexture.prototype.constructor = CubeTexture; + for (let i = 0; i < this._actions.length; i++) { + this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects. + } - CubeTexture.prototype.isCubeTexture = true; + return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object. + } // return this mixer's root target object - Object.defineProperty( CubeTexture.prototype, 'images', { - get: function () { + getRoot() { + return this._root; + } // free all resources specific to a particular clip - return this.image; - }, + uncacheClip(clip) { + const actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[clipUuid]; - set: function ( value ) { + if (actionsForClip !== undefined) { + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + const actionsToRemove = actionsForClip.knownActions; - this.image = value; + for (let i = 0, n = actionsToRemove.length; i !== n; ++i) { + const action = actionsToRemove[i]; - } + this._deactivateAction(action); - } ); + const cacheIndex = action._cacheIndex, + lastInactiveAction = actions[actions.length - 1]; + action._cacheIndex = null; + action._byClipCacheIndex = null; + lastInactiveAction._cacheIndex = cacheIndex; + actions[cacheIndex] = lastInactiveAction; + actions.pop(); - /** - * @author tschw - * - * Uniforms of a program. - * Those form a tree structure with a special top-level container for the root, - * which you get by calling 'new WebGLUniforms( gl, program, renderer )'. - * - * - * Properties of inner nodes including the top-level container: - * - * .seq - array of nested uniforms - * .map - nested uniforms by name - * - * - * Methods of all nodes except the top-level container: - * - * .setValue( gl, value, [renderer] ) - * - * uploads a uniform value(s) - * the 'renderer' parameter is needed for sampler uniforms - * - * - * Static methods of the top-level container (renderer factorizations): - * - * .upload( gl, seq, values, renderer ) - * - * sets uniforms in 'seq' to 'values[id].value' - * - * .seqWithValue( seq, values ) : filteredSeq - * - * filters 'seq' entries with corresponding entry in values - * - * - * Methods of the top-level container (renderer factorizations): - * - * .setValue( gl, name, value ) - * - * sets uniform with name 'name' to 'value' - * - * .set( gl, obj, prop ) - * - * sets uniform from object and property with same name than uniform - * - * .setOptional( gl, obj, prop ) - * - * like .set for an optional property of the object - * - */ - - var emptyTexture = new Texture(); - var emptyCubeTexture = new CubeTexture(); + this._removeInactiveBindingsForAction(action); + } - // --- Base for inner nodes (including the root) --- + delete actionsByClip[clipUuid]; + } + } // free all resources specific to a particular root target object - function UniformContainer() { - this.seq = []; - this.map = {}; + uncacheRoot(root) { + const rootUuid = root.uuid, + actionsByClip = this._actionsByClip; - } + for (const clipUuid in actionsByClip) { + const actionByRoot = actionsByClip[clipUuid].actionByRoot, + action = actionByRoot[rootUuid]; - // --- Utilities --- + if (action !== undefined) { + this._deactivateAction(action); - // Array Caches (provide typed arrays for temporary by size) + this._removeInactiveAction(action); + } + } - var arrayCacheF32 = []; - var arrayCacheI32 = []; + const bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[rootUuid]; - // Float32Array caches used for uploading Matrix uniforms + if (bindingByName !== undefined) { + for (const trackName in bindingByName) { + const binding = bindingByName[trackName]; + binding.restoreOriginalState(); - var mat4array = new Float32Array( 16 ); - var mat3array = new Float32Array( 9 ); + this._removeInactiveBinding(binding); + } + } + } // remove a targeted clip from the cache - // Flattening for arrays of vectors and matrices - function flatten( array, nBlocks, blockSize ) { + uncacheAction(clip, optionalRoot) { + const action = this.existingAction(clip, optionalRoot); - var firstElem = array[ 0 ]; + if (action !== null) { + this._deactivateAction(action); - if ( firstElem <= 0 || firstElem > 0 ) return array; - // unoptimized: ! isNaN( firstElem ) - // see http://jacksondunstan.com/articles/983 + this._removeInactiveAction(action); + } + } - var n = nBlocks * blockSize, - r = arrayCacheF32[ n ]; + } - if ( r === undefined ) { + AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array(1); - r = new Float32Array( n ); - arrayCacheF32[ n ] = r; + class Uniform { + constructor(value) { + if (typeof value === 'string') { + console.warn('THREE.Uniform: Type parameter is no longer needed.'); + value = arguments[1]; + } + this.value = value; } - if ( nBlocks !== 0 ) { - - firstElem.toArray( r, 0 ); + clone() { + return new Uniform(this.value.clone === undefined ? this.value : this.value.clone()); + } - for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) { + } - offset += blockSize; - array[ i ].toArray( r, offset ); + class InstancedInterleavedBuffer extends InterleavedBuffer { + constructor(array, stride, meshPerAttribute = 1) { + super(array, stride); + this.meshPerAttribute = meshPerAttribute; + } - } + copy(source) { + super.copy(source); + this.meshPerAttribute = source.meshPerAttribute; + return this; + } + clone(data) { + const ib = super.clone(data); + ib.meshPerAttribute = this.meshPerAttribute; + return ib; } - return r; + toJSON(data) { + const json = super.toJSON(data); + json.isInstancedInterleavedBuffer = true; + json.meshPerAttribute = this.meshPerAttribute; + return json; + } } - // Texture unit allocation + InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true; - function allocTexUnits( renderer, n ) { - - var r = arrayCacheI32[ n ]; + class GLBufferAttribute { + constructor(buffer, type, itemSize, elementSize, count) { + this.buffer = buffer; + this.type = type; + this.itemSize = itemSize; + this.elementSize = elementSize; + this.count = count; + this.version = 0; + } - if ( r === undefined ) { + set needsUpdate(value) { + if (value === true) this.version++; + } - r = new Int32Array( n ); - arrayCacheI32[ n ] = r; + setBuffer(buffer) { + this.buffer = buffer; + return this; + } + setType(type, elementSize) { + this.type = type; + this.elementSize = elementSize; + return this; } - for ( var i = 0; i !== n; ++ i ) - r[ i ] = renderer.allocTextureUnit(); + setItemSize(itemSize) { + this.itemSize = itemSize; + return this; + } - return r; + setCount(count) { + this.count = count; + return this; + } } - // --- Setters --- + GLBufferAttribute.prototype.isGLBufferAttribute = true; - // Note: Defining these methods externally, because they come in a bunch - // and this way their names minify. + class Raycaster { + constructor(origin, direction, near = 0, far = Infinity) { + this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations) - // Single scalar + this.near = near; + this.far = far; + this.camera = null; + this.layers = new Layers(); + this.params = { + Mesh: {}, + Line: { + threshold: 1 + }, + LOD: {}, + Points: { + threshold: 1 + }, + Sprite: {} + }; + } - function setValue1f( gl, v ) { + set(origin, direction) { + // direction is assumed to be normalized (for accurate distance calculations) + this.ray.set(origin, direction); + } - gl.uniform1f( this.addr, v ); + setFromCamera(coords, camera) { + if (camera && camera.isPerspectiveCamera) { + this.ray.origin.setFromMatrixPosition(camera.matrixWorld); + this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize(); + this.camera = camera; + } else if (camera && camera.isOrthographicCamera) { + this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera - } + this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld); + this.camera = camera; + } else { + console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type); + } + } - function setValue1i( gl, v ) { + intersectObject(object, recursive = false, intersects = []) { + intersectObject(object, this, intersects, recursive); + intersects.sort(ascSort); + return intersects; + } + + intersectObjects(objects, recursive = false, intersects = []) { + for (let i = 0, l = objects.length; i < l; i++) { + intersectObject(objects[i], this, intersects, recursive); + } - gl.uniform1i( this.addr, v ); + intersects.sort(ascSort); + return intersects; + } + + } + function ascSort(a, b) { + return a.distance - b.distance; } - // Single float vector (from flat array or THREE.VectorN) + function intersectObject(object, raycaster, intersects, recursive) { + if (object.layers.test(raycaster.layers)) { + object.raycast(raycaster, intersects); + } - function setValue2fv( gl, v ) { + if (recursive === true) { + const children = object.children; - if ( v.x === undefined ) { + for (let i = 0, l = children.length; i < l; i++) { + intersectObject(children[i], raycaster, intersects, true); + } + } + } - gl.uniform2fv( this.addr, v ); + /** + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. + * The azimuthal angle (theta) is measured from the positive z-axis. + */ - } else { + class Spherical { + constructor(radius = 1, phi = 0, theta = 0) { + this.radius = radius; + this.phi = phi; // polar angle - gl.uniform2f( this.addr, v.x, v.y ); + this.theta = theta; // azimuthal angle + return this; } - } + set(radius, phi, theta) { + this.radius = radius; + this.phi = phi; + this.theta = theta; + return this; + } - function setValue3fv( gl, v ) { + copy(other) { + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + return this; + } // restrict phi to be betwee EPS and PI-EPS - if ( v.x !== undefined ) { - gl.uniform3f( this.addr, v.x, v.y, v.z ); + makeSafe() { + const EPS = 0.000001; + this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi)); + return this; + } - } else if ( v.r !== undefined ) { + setFromVector3(v) { + return this.setFromCartesianCoords(v.x, v.y, v.z); + } - gl.uniform3f( this.addr, v.r, v.g, v.b ); + setFromCartesianCoords(x, y, z) { + this.radius = Math.sqrt(x * x + y * y + z * z); - } else { + if (this.radius === 0) { + this.theta = 0; + this.phi = 0; + } else { + this.theta = Math.atan2(x, z); + this.phi = Math.acos(clamp(y / this.radius, -1, 1)); + } - gl.uniform3fv( this.addr, v ); + return this; + } + clone() { + return new this.constructor().copy(this); } } - function setValue4fv( gl, v ) { - - if ( v.x === undefined ) { + /** + * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system + */ + class Cylindrical { + constructor(radius = 1, theta = 0, y = 0) { + this.radius = radius; // distance from the origin to a point in the x-z plane - gl.uniform4fv( this.addr, v ); + this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis - } else { + this.y = y; // height above the x-z plane - gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + return this; + } + set(radius, theta, y) { + this.radius = radius; + this.theta = theta; + this.y = y; + return this; } - } + copy(other) { + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + return this; + } - // Single matrix (from flat array or MatrixN) + setFromVector3(v) { + return this.setFromCartesianCoords(v.x, v.y, v.z); + } - function setValue2fm( gl, v ) { + setFromCartesianCoords(x, y, z) { + this.radius = Math.sqrt(x * x + z * z); + this.theta = Math.atan2(x, z); + this.y = y; + return this; + } - gl.uniformMatrix2fv( this.addr, false, v.elements || v ); + clone() { + return new this.constructor().copy(this); + } } - function setValue3fm( gl, v ) { + const _vector$4 = /*@__PURE__*/new Vector2(); - if ( v.elements === undefined ) { + class Box2 { + constructor(min = new Vector2(+Infinity, +Infinity), max = new Vector2(-Infinity, -Infinity)) { + this.min = min; + this.max = max; + } - gl.uniformMatrix3fv( this.addr, false, v ); + set(min, max) { + this.min.copy(min); + this.max.copy(max); + return this; + } - } else { + setFromPoints(points) { + this.makeEmpty(); - mat3array.set( v.elements ); - gl.uniformMatrix3fv( this.addr, false, mat3array ); + for (let i = 0, il = points.length; i < il; i++) { + this.expandByPoint(points[i]); + } + return this; } - } - - function setValue4fm( gl, v ) { - - if ( v.elements === undefined ) { + setFromCenterAndSize(center, size) { + const halfSize = _vector$4.copy(size).multiplyScalar(0.5); - gl.uniformMatrix4fv( this.addr, false, v ); + this.min.copy(center).sub(halfSize); + this.max.copy(center).add(halfSize); + return this; + } - } else { + clone() { + return new this.constructor().copy(this); + } - mat4array.set( v.elements ); - gl.uniformMatrix4fv( this.addr, false, mat4array ); + copy(box) { + this.min.copy(box.min); + this.max.copy(box.max); + return this; + } + makeEmpty() { + this.min.x = this.min.y = +Infinity; + this.max.x = this.max.y = -Infinity; + return this; } - } + isEmpty() { + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + return this.max.x < this.min.x || this.max.y < this.min.y; + } - // Single texture (2D / Cube) + getCenter(target) { + return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5); + } - function setValueT1( gl, v, renderer ) { + getSize(target) { + return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min); + } - var unit = renderer.allocTextureUnit(); - gl.uniform1i( this.addr, unit ); - renderer.setTexture2D( v || emptyTexture, unit ); + expandByPoint(point) { + this.min.min(point); + this.max.max(point); + return this; + } - } + expandByVector(vector) { + this.min.sub(vector); + this.max.add(vector); + return this; + } - function setValueT6( gl, v, renderer ) { + expandByScalar(scalar) { + this.min.addScalar(-scalar); + this.max.addScalar(scalar); + return this; + } - var unit = renderer.allocTextureUnit(); - gl.uniform1i( this.addr, unit ); - renderer.setTextureCube( v || emptyCubeTexture, unit ); + containsPoint(point) { + return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true; + } - } + containsBox(box) { + return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y; + } - // Integer / Boolean vectors or arrays thereof (always flat arrays) + getParameter(point, target) { + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y)); + } - function setValue2iv( gl, v ) { + intersectsBox(box) { + // using 4 splitting planes to rule out intersections + return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true; + } - gl.uniform2iv( this.addr, v ); + clampPoint(point, target) { + return target.copy(point).clamp(this.min, this.max); + } - } + distanceToPoint(point) { + const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max); - function setValue3iv( gl, v ) { + return clampedPoint.sub(point).length(); + } - gl.uniform3iv( this.addr, v ); + intersect(box) { + this.min.max(box.min); + this.max.min(box.max); + return this; + } - } + union(box) { + this.min.min(box.min); + this.max.max(box.max); + return this; + } - function setValue4iv( gl, v ) { + translate(offset) { + this.min.add(offset); + this.max.add(offset); + return this; + } - gl.uniform4iv( this.addr, v ); + equals(box) { + return box.min.equals(this.min) && box.max.equals(this.max); + } } - // Helper to pick the right setter for the singular case - - function getSingularSetter( type ) { - - switch ( type ) { + Box2.prototype.isBox2 = true; - case 0x1406: return setValue1f; // FLOAT - case 0x8b50: return setValue2fv; // _VEC2 - case 0x8b51: return setValue3fv; // _VEC3 - case 0x8b52: return setValue4fv; // _VEC4 + const _startP = /*@__PURE__*/new Vector3(); - case 0x8b5a: return setValue2fm; // _MAT2 - case 0x8b5b: return setValue3fm; // _MAT3 - case 0x8b5c: return setValue4fm; // _MAT4 + const _startEnd = /*@__PURE__*/new Vector3(); - case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES - case 0x8b60: return setValueT6; // SAMPLER_CUBE + class Line3 { + constructor(start = new Vector3(), end = new Vector3()) { + this.start = start; + this.end = end; + } - case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL - case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 - case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 - case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + set(start, end) { + this.start.copy(start); + this.end.copy(end); + return this; + } + copy(line) { + this.start.copy(line.start); + this.end.copy(line.end); + return this; } - } + getCenter(target) { + return target.addVectors(this.start, this.end).multiplyScalar(0.5); + } - // Array of scalars + delta(target) { + return target.subVectors(this.end, this.start); + } - function setValue1fv( gl, v ) { + distanceSq() { + return this.start.distanceToSquared(this.end); + } - gl.uniform1fv( this.addr, v ); + distance() { + return this.start.distanceTo(this.end); + } - } - function setValue1iv( gl, v ) { + at(t, target) { + return this.delta(target).multiplyScalar(t).add(this.start); + } - gl.uniform1iv( this.addr, v ); + closestPointToPointParameter(point, clampToLine) { + _startP.subVectors(point, this.start); - } + _startEnd.subVectors(this.end, this.start); - // Array of vectors (flat or from THREE classes) + const startEnd2 = _startEnd.dot(_startEnd); - function setValueV2a( gl, v ) { + const startEnd_startP = _startEnd.dot(_startP); - gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) ); + let t = startEnd_startP / startEnd2; - } + if (clampToLine) { + t = clamp(t, 0, 1); + } - function setValueV3a( gl, v ) { + return t; + } - gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) ); + closestPointToPoint(point, clampToLine, target) { + const t = this.closestPointToPointParameter(point, clampToLine); + return this.delta(target).multiplyScalar(t).add(this.start); + } - } + applyMatrix4(matrix) { + this.start.applyMatrix4(matrix); + this.end.applyMatrix4(matrix); + return this; + } - function setValueV4a( gl, v ) { + equals(line) { + return line.start.equals(this.start) && line.end.equals(this.end); + } - gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) ); + clone() { + return new this.constructor().copy(this); + } } - // Array of matrices (flat or from THREE clases) - - function setValueM2a( gl, v ) { - - gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) ); + class ImmediateRenderObject extends Object3D { + constructor(material) { + super(); + this.material = material; - } - - function setValueM3a( gl, v ) { + this.render = function () + /* renderCallback */ + {}; - gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) ); + this.hasPositions = false; + this.hasNormals = false; + this.hasColors = false; + this.hasUvs = false; + this.positionArray = null; + this.normalArray = null; + this.colorArray = null; + this.uvArray = null; + this.count = 0; + } } - function setValueM4a( gl, v ) { + ImmediateRenderObject.prototype.isImmediateRenderObject = true; - gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) ); + const _vector$3 = /*@__PURE__*/new Vector3(); - } + class SpotLightHelper extends Object3D { + constructor(light, color) { + super(); + this.light = light; + this.light.updateMatrixWorld(); + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + this.color = color; + const geometry = new BufferGeometry(); + const positions = [0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, -1, 1]; - // Array of textures (2D / Cube) + for (let i = 0, j = 1, l = 32; i < l; i++, j++) { + const p1 = i / l * Math.PI * 2; + const p2 = j / l * Math.PI * 2; + positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1); + } - function setValueT1a( gl, v, renderer ) { + geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)); + const material = new LineBasicMaterial({ + fog: false, + toneMapped: false + }); + this.cone = new LineSegments(geometry, material); + this.add(this.cone); + this.update(); + } - var n = v.length, - units = allocTexUnits( renderer, n ); + dispose() { + this.cone.geometry.dispose(); + this.cone.material.dispose(); + } - gl.uniform1iv( this.addr, units ); + update() { + this.light.updateMatrixWorld(); + const coneLength = this.light.distance ? this.light.distance : 1000; + const coneWidth = coneLength * Math.tan(this.light.angle); + this.cone.scale.set(coneWidth, coneWidth, coneLength); - for ( var i = 0; i !== n; ++ i ) { + _vector$3.setFromMatrixPosition(this.light.target.matrixWorld); - renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + this.cone.lookAt(_vector$3); + if (this.color !== undefined) { + this.cone.material.color.set(this.color); + } else { + this.cone.material.color.copy(this.light.color); + } } } - function setValueT6a( gl, v, renderer ) { + const _vector$2 = /*@__PURE__*/new Vector3(); - var n = v.length, - units = allocTexUnits( renderer, n ); + const _boneMatrix = /*@__PURE__*/new Matrix4(); - gl.uniform1iv( this.addr, units ); + const _matrixWorldInv = /*@__PURE__*/new Matrix4(); - for ( var i = 0; i !== n; ++ i ) { + class SkeletonHelper extends LineSegments { + constructor(object) { + const bones = getBoneList(object); + const geometry = new BufferGeometry(); + const vertices = []; + const colors = []; + const color1 = new Color(0, 0, 1); + const color2 = new Color(0, 1, 0); - renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + for (let i = 0; i < bones.length; i++) { + const bone = bones[i]; + if (bone.parent && bone.parent.isBone) { + vertices.push(0, 0, 0); + vertices.push(0, 0, 0); + colors.push(color1.r, color1.g, color1.b); + colors.push(color2.r, color2.g, color2.b); + } + } + + geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); + const material = new LineBasicMaterial({ + vertexColors: true, + depthTest: false, + depthWrite: false, + toneMapped: false, + transparent: true + }); + super(geometry, material); + this.type = 'SkeletonHelper'; + this.isSkeletonHelper = true; + this.root = object; + this.bones = bones; + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; } - } + updateMatrixWorld(force) { + const bones = this.bones; + const geometry = this.geometry; + const position = geometry.getAttribute('position'); - // Helper to pick the right setter for a pure (bottom-level) array + _matrixWorldInv.copy(this.root.matrixWorld).invert(); - function getPureArraySetter( type ) { + for (let i = 0, j = 0; i < bones.length; i++) { + const bone = bones[i]; - switch ( type ) { + if (bone.parent && bone.parent.isBone) { + _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld); - case 0x1406: return setValue1fv; // FLOAT - case 0x8b50: return setValueV2a; // _VEC2 - case 0x8b51: return setValueV3a; // _VEC3 - case 0x8b52: return setValueV4a; // _VEC4 + _vector$2.setFromMatrixPosition(_boneMatrix); - case 0x8b5a: return setValueM2a; // _MAT2 - case 0x8b5b: return setValueM3a; // _MAT3 - case 0x8b5c: return setValueM4a; // _MAT4 + position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z); - case 0x8b5e: return setValueT1a; // SAMPLER_2D - case 0x8b60: return setValueT6a; // SAMPLER_CUBE + _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld); - case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL - case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2 - case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3 - case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4 + _vector$2.setFromMatrixPosition(_boneMatrix); + position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z); + j += 2; + } + } + + geometry.getAttribute('position').needsUpdate = true; + super.updateMatrixWorld(force); } } - // --- Uniform Classes --- + function getBoneList(object) { + const boneList = []; - function SingleUniform( id, activeInfo, addr ) { - - this.id = id; - this.addr = addr; - this.setValue = getSingularSetter( activeInfo.type ); + if (object && object.isBone) { + boneList.push(object); + } - // this.path = activeInfo.name; // DEBUG + for (let i = 0; i < object.children.length; i++) { + boneList.push.apply(boneList, getBoneList(object.children[i])); + } + return boneList; } - function PureArrayUniform( id, activeInfo, addr ) { + class PointLightHelper extends Mesh { + constructor(light, sphereSize, color) { + const geometry = new SphereGeometry(sphereSize, 4, 2); + const material = new MeshBasicMaterial({ + wireframe: true, + fog: false, + toneMapped: false + }); + super(geometry, material); + this.light = light; + this.light.updateMatrixWorld(); + this.color = color; + this.type = 'PointLightHelper'; + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + this.update(); + /* + // TODO: delete this comment? + const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 ); + const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + const d = light.distance; + if ( d === 0.0 ) { + this.lightDistance.visible = false; + } else { + this.lightDistance.scale.set( d, d, d ); + } + this.add( this.lightDistance ); + */ + } - this.id = id; - this.addr = addr; - this.size = activeInfo.size; - this.setValue = getPureArraySetter( activeInfo.type ); - - // this.path = activeInfo.name; // DEBUG - - } - - function StructuredUniform( id ) { + dispose() { + this.geometry.dispose(); + this.material.dispose(); + } - this.id = id; + update() { + if (this.color !== undefined) { + this.material.color.set(this.color); + } else { + this.material.color.copy(this.light.color); + } + /* + const d = this.light.distance; + if ( d === 0.0 ) { + this.lightDistance.visible = false; + } else { + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + } + */ - UniformContainer.call( this ); // mix-in + } } - StructuredUniform.prototype.setValue = function ( gl, value ) { + const _vector$1 = /*@__PURE__*/new Vector3(); - // Note: Don't need an extra 'renderer' parameter, since samplers - // are not allowed in structured uniforms. + const _color1 = /*@__PURE__*/new Color(); - var seq = this.seq; + const _color2 = /*@__PURE__*/new Color(); - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + class HemisphereLightHelper extends Object3D { + constructor(light, size, color) { + super(); + this.light = light; + this.light.updateMatrixWorld(); + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + this.color = color; + const geometry = new OctahedronGeometry(size); + geometry.rotateY(Math.PI * 0.5); + this.material = new MeshBasicMaterial({ + wireframe: true, + fog: false, + toneMapped: false + }); + if (this.color === undefined) this.material.vertexColors = true; + const position = geometry.getAttribute('position'); + const colors = new Float32Array(position.count * 3); + geometry.setAttribute('color', new BufferAttribute(colors, 3)); + this.add(new Mesh(geometry, this.material)); + this.update(); + } + + dispose() { + this.children[0].geometry.dispose(); + this.children[0].material.dispose(); + } + + update() { + const mesh = this.children[0]; + + if (this.color !== undefined) { + this.material.color.set(this.color); + } else { + const colors = mesh.geometry.getAttribute('color'); - var u = seq[ i ]; - u.setValue( gl, value[ u.id ] ); + _color1.copy(this.light.color); - } + _color2.copy(this.light.groundColor); - }; + for (let i = 0, l = colors.count; i < l; i++) { + const color = i < l / 2 ? _color1 : _color2; + colors.setXYZ(i, color.r, color.g, color.b); + } - // --- Top-level --- + colors.needsUpdate = true; + } - // Parser - builds up the property tree from the path strings + mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate()); + } - var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g; + } - // extracts - // - the identifier (member name or array index) - // - followed by an optional right bracket (found when array index) - // - followed by an optional left bracket or dot (type of subscript) - // - // Note: These portions can be read in a non-overlapping fashion and - // allow straightforward parsing of the hierarchy that WebGL encodes - // in the uniform names. + class GridHelper extends LineSegments { + constructor(size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888) { + color1 = new Color(color1); + color2 = new Color(color2); + const center = divisions / 2; + const step = size / divisions; + const halfSize = size / 2; + const vertices = [], + colors = []; - function addUniform( container, uniformObject ) { + for (let i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) { + vertices.push(-halfSize, 0, k, halfSize, 0, k); + vertices.push(k, 0, -halfSize, k, 0, halfSize); + const color = i === center ? color1 : color2; + color.toArray(colors, j); + j += 3; + color.toArray(colors, j); + j += 3; + color.toArray(colors, j); + j += 3; + color.toArray(colors, j); + j += 3; + } - container.seq.push( uniformObject ); - container.map[ uniformObject.id ] = uniformObject; + const geometry = new BufferGeometry(); + geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); + const material = new LineBasicMaterial({ + vertexColors: true, + toneMapped: false + }); + super(geometry, material); + this.type = 'GridHelper'; + } } - function parseUniform( activeInfo, addr, container ) { + class PolarGridHelper extends LineSegments { + constructor(radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888) { + color1 = new Color(color1); + color2 = new Color(color2); + const vertices = []; + const colors = []; // create the radials - var path = activeInfo.name, - pathLength = path.length; + for (let i = 0; i <= radials; i++) { + const v = i / radials * (Math.PI * 2); + const x = Math.sin(v) * radius; + const z = Math.cos(v) * radius; + vertices.push(0, 0, 0); + vertices.push(x, 0, z); + const color = i & 1 ? color1 : color2; + colors.push(color.r, color.g, color.b); + colors.push(color.r, color.g, color.b); + } // create the circles - // reset RegExp object, because of the early exit of a previous run - RePathPart.lastIndex = 0; - for ( ; ; ) { + for (let i = 0; i <= circles; i++) { + const color = i & 1 ? color1 : color2; + const r = radius - radius / circles * i; - var match = RePathPart.exec( path ), - matchEnd = RePathPart.lastIndex, + for (let j = 0; j < divisions; j++) { + // first vertex + let v = j / divisions * (Math.PI * 2); + let x = Math.sin(v) * r; + let z = Math.cos(v) * r; + vertices.push(x, 0, z); + colors.push(color.r, color.g, color.b); // second vertex - id = match[ 1 ], - idIsIndex = match[ 2 ] === ']', - subscript = match[ 3 ]; + v = (j + 1) / divisions * (Math.PI * 2); + x = Math.sin(v) * r; + z = Math.cos(v) * r; + vertices.push(x, 0, z); + colors.push(color.r, color.g, color.b); + } + } - if ( idIsIndex ) id = id | 0; // convert to integer + const geometry = new BufferGeometry(); + geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); + const material = new LineBasicMaterial({ + vertexColors: true, + toneMapped: false + }); + super(geometry, material); + this.type = 'PolarGridHelper'; + } - if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + } - // bare name or "pure" bottom-level array "[0]" suffix + const _v1 = /*@__PURE__*/new Vector3(); - addUniform( container, subscript === undefined ? - new SingleUniform( id, activeInfo, addr ) : - new PureArrayUniform( id, activeInfo, addr ) ); + const _v2 = /*@__PURE__*/new Vector3(); - break; + const _v3 = /*@__PURE__*/new Vector3(); + class DirectionalLightHelper extends Object3D { + constructor(light, size, color) { + super(); + this.light = light; + this.light.updateMatrixWorld(); + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + this.color = color; + if (size === undefined) size = 1; + let geometry = new BufferGeometry(); + geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3)); + const material = new LineBasicMaterial({ + fog: false, + toneMapped: false + }); + this.lightPlane = new Line(geometry, material); + this.add(this.lightPlane); + geometry = new BufferGeometry(); + geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3)); + this.targetLine = new Line(geometry, material); + this.add(this.targetLine); + this.update(); + } + + dispose() { + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + } + + update() { + _v1.setFromMatrixPosition(this.light.matrixWorld); + + _v2.setFromMatrixPosition(this.light.target.matrixWorld); + + _v3.subVectors(_v2, _v1); + + this.lightPlane.lookAt(_v2); + + if (this.color !== undefined) { + this.lightPlane.material.color.set(this.color); + this.targetLine.material.color.set(this.color); } else { - - // step into inner node / create it in case it doesn't exist - - var map = container.map, next = map[ id ]; - - if ( next === undefined ) { - - next = new StructuredUniform( id ); - addUniform( container, next ); - - } - - container = next; - + this.lightPlane.material.color.copy(this.light.color); + this.targetLine.material.color.copy(this.light.color); } + this.targetLine.lookAt(_v2); + this.targetLine.scale.z = _v3.length(); } } - // Root Container + const _vector = /*@__PURE__*/new Vector3(); - function WebGLUniforms( gl, program, renderer ) { + const _camera = /*@__PURE__*/new Camera(); + /** + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * http://evanw.github.com/lightgl.js/tests/shadowmap.html + */ - UniformContainer.call( this ); - this.renderer = renderer; + class CameraHelper extends LineSegments { + constructor(camera) { + const geometry = new BufferGeometry(); + const material = new LineBasicMaterial({ + color: 0xffffff, + vertexColors: true, + toneMapped: false + }); + const vertices = []; + const colors = []; + const pointMap = {}; // colors + + const colorFrustum = new Color(0xffaa00); + const colorCone = new Color(0xff0000); + const colorUp = new Color(0x00aaff); + const colorTarget = new Color(0xffffff); + const colorCross = new Color(0x333333); // near + + addLine('n1', 'n2', colorFrustum); + addLine('n2', 'n4', colorFrustum); + addLine('n4', 'n3', colorFrustum); + addLine('n3', 'n1', colorFrustum); // far + + addLine('f1', 'f2', colorFrustum); + addLine('f2', 'f4', colorFrustum); + addLine('f4', 'f3', colorFrustum); + addLine('f3', 'f1', colorFrustum); // sides + + addLine('n1', 'f1', colorFrustum); + addLine('n2', 'f2', colorFrustum); + addLine('n3', 'f3', colorFrustum); + addLine('n4', 'f4', colorFrustum); // cone + + addLine('p', 'n1', colorCone); + addLine('p', 'n2', colorCone); + addLine('p', 'n3', colorCone); + addLine('p', 'n4', colorCone); // up + + addLine('u1', 'u2', colorUp); + addLine('u2', 'u3', colorUp); + addLine('u3', 'u1', colorUp); // target + + addLine('c', 't', colorTarget); + addLine('p', 'c', colorCross); // cross + + addLine('cn1', 'cn2', colorCross); + addLine('cn3', 'cn4', colorCross); + addLine('cf1', 'cf2', colorCross); + addLine('cf3', 'cf4', colorCross); + + function addLine(a, b, color) { + addPoint(a, color); + addPoint(b, color); + } + + function addPoint(id, color) { + vertices.push(0, 0, 0); + colors.push(color.r, color.g, color.b); + + if (pointMap[id] === undefined) { + pointMap[id] = []; + } + + pointMap[id].push(vertices.length / 3 - 1); + } + + geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); + super(geometry, material); + this.type = 'CameraHelper'; + this.camera = camera; + if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix(); + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + this.pointMap = pointMap; + this.update(); + } + + update() { + const geometry = this.geometry; + const pointMap = this.pointMap; + const w = 1, + h = 1; // we need just camera projection matrix inverse + // world matrix must be identity - var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target - for ( var i = 0; i < n; ++ i ) { - var info = gl.getActiveUniform( program, i ), - path = info.name, - addr = gl.getUniformLocation( program, path ); + setPoint('c', pointMap, geometry, _camera, 0, 0, -1); + setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near - parseUniform( info, addr, this ); + setPoint('n1', pointMap, geometry, _camera, -w, -h, -1); + setPoint('n2', pointMap, geometry, _camera, w, -h, -1); + setPoint('n3', pointMap, geometry, _camera, -w, h, -1); + setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far - } + setPoint('f1', pointMap, geometry, _camera, -w, -h, 1); + setPoint('f2', pointMap, geometry, _camera, w, -h, 1); + setPoint('f3', pointMap, geometry, _camera, -w, h, 1); + setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up - } + setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1); + setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1); + setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross - WebGLUniforms.prototype.setValue = function ( gl, name, value ) { + setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1); + setPoint('cf2', pointMap, geometry, _camera, w, 0, 1); + setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1); + setPoint('cf4', pointMap, geometry, _camera, 0, h, 1); + setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1); + setPoint('cn2', pointMap, geometry, _camera, w, 0, -1); + setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1); + setPoint('cn4', pointMap, geometry, _camera, 0, h, -1); + geometry.getAttribute('position').needsUpdate = true; + } - var u = this.map[ name ]; + dispose() { + this.geometry.dispose(); + this.material.dispose(); + } - if ( u !== undefined ) u.setValue( gl, value, this.renderer ); + } - }; + function setPoint(point, pointMap, geometry, camera, x, y, z) { + _vector.set(x, y, z).unproject(camera); - WebGLUniforms.prototype.setOptional = function ( gl, object, name ) { + const points = pointMap[point]; - var v = object[ name ]; + if (points !== undefined) { + const position = geometry.getAttribute('position'); - if ( v !== undefined ) this.setValue( gl, name, v ); + for (let i = 0, l = points.length; i < l; i++) { + position.setXYZ(points[i], _vector.x, _vector.y, _vector.z); + } + } + } - }; + const _box = /*@__PURE__*/new Box3(); + class BoxHelper extends LineSegments { + constructor(object, color = 0xffff00) { + const 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]); + const positions = new Float32Array(8 * 3); + const geometry = new BufferGeometry(); + geometry.setIndex(new BufferAttribute(indices, 1)); + geometry.setAttribute('position', new BufferAttribute(positions, 3)); + super(geometry, new LineBasicMaterial({ + color: color, + toneMapped: false + })); + this.object = object; + this.type = 'BoxHelper'; + this.matrixAutoUpdate = false; + this.update(); + } - // Static interface + update(object) { + if (object !== undefined) { + console.warn('THREE.BoxHelper: .update() has no longer arguments.'); + } - WebGLUniforms.upload = function ( gl, seq, values, renderer ) { + if (this.object !== undefined) { + _box.setFromObject(this.object); + } - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + if (_box.isEmpty()) return; + const min = _box.min; + const max = _box.max; + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ - var u = seq[ i ], - v = values[ u.id ]; + const position = this.geometry.attributes.position; + const array = position.array; + array[0] = max.x; + array[1] = max.y; + array[2] = max.z; + array[3] = min.x; + array[4] = max.y; + array[5] = max.z; + array[6] = min.x; + array[7] = min.y; + array[8] = max.z; + array[9] = max.x; + array[10] = min.y; + array[11] = max.z; + array[12] = max.x; + array[13] = max.y; + array[14] = min.z; + array[15] = min.x; + array[16] = max.y; + array[17] = min.z; + array[18] = min.x; + array[19] = min.y; + array[20] = min.z; + array[21] = max.x; + array[22] = min.y; + array[23] = min.z; + position.needsUpdate = true; + this.geometry.computeBoundingSphere(); + } - if ( v.needsUpdate !== false ) { + setFromObject(object) { + this.object = object; + this.update(); + return this; + } - // note: always updating when .needsUpdate is undefined - u.setValue( gl, v.value, renderer ); + copy(source) { + LineSegments.prototype.copy.call(this, source); + this.object = source.object; + return this; + } - } + } + class Box3Helper extends LineSegments { + constructor(box, color = 0xffff00) { + const 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]); + const 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]; + const geometry = new BufferGeometry(); + geometry.setIndex(new BufferAttribute(indices, 1)); + geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)); + super(geometry, new LineBasicMaterial({ + color: color, + toneMapped: false + })); + this.box = box; + this.type = 'Box3Helper'; + this.geometry.computeBoundingSphere(); } - }; + updateMatrixWorld(force) { + const box = this.box; + if (box.isEmpty()) return; + box.getCenter(this.position); + box.getSize(this.scale); + this.scale.multiplyScalar(0.5); + super.updateMatrixWorld(force); + } - WebGLUniforms.seqWithValue = function ( seq, values ) { + } - var r = []; + class PlaneHelper extends Line { + constructor(plane, size = 1, hex = 0xffff00) { + const color = hex; + const 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]; + const geometry = new BufferGeometry(); + geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)); + geometry.computeBoundingSphere(); + super(geometry, new LineBasicMaterial({ + color: color, + toneMapped: false + })); + this.type = 'PlaneHelper'; + this.plane = plane; + this.size = size; + const positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1]; + const geometry2 = new BufferGeometry(); + geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3)); + geometry2.computeBoundingSphere(); + this.add(new Mesh(geometry2, new MeshBasicMaterial({ + color: color, + opacity: 0.2, + transparent: true, + depthWrite: false, + toneMapped: false + }))); + } - for ( var i = 0, n = seq.length; i !== n; ++ i ) { + updateMatrixWorld(force) { + let scale = -this.plane.constant; + if (Math.abs(scale) < 1e-8) scale = 1e-8; // sign does not matter - var u = seq[ i ]; - if ( u.id in values ) r.push( u ); + this.scale.set(0.5 * this.size, 0.5 * this.size, scale); + this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here + this.lookAt(this.plane.normal); + super.updateMatrixWorld(force); } - return r; - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - */ + } - function addLineNumbers( string ) { + const _axis = /*@__PURE__*/new Vector3(); - var lines = string.split( '\n' ); + let _lineGeometry, _coneGeometry; - for ( var i = 0; i < lines.length; i ++ ) { + class ArrowHelper extends Object3D { + // dir is assumed to be normalized + constructor(dir = new Vector3(0, 0, 1), origin = new Vector3(0, 0, 0), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2) { + super(); + this.type = 'ArrowHelper'; - lines[ i ] = ( i + 1 ) + ': ' + lines[ i ]; + if (_lineGeometry === undefined) { + _lineGeometry = new BufferGeometry(); - } + _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3)); - return lines.join( '\n' ); + _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1); - } + _coneGeometry.translate(0, -0.5, 0); + } - function WebGLShader( gl, type, string ) { + this.position.copy(origin); + this.line = new Line(_lineGeometry, new LineBasicMaterial({ + color: color, + toneMapped: false + })); + this.line.matrixAutoUpdate = false; + this.add(this.line); + this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({ + color: color, + toneMapped: false + })); + this.cone.matrixAutoUpdate = false; + this.add(this.cone); + this.setDirection(dir); + this.setLength(length, headLength, headWidth); + } - var shader = gl.createShader( type ); + setDirection(dir) { + // dir is assumed to be normalized + if (dir.y > 0.99999) { + this.quaternion.set(0, 0, 0, 1); + } else if (dir.y < -0.99999) { + this.quaternion.set(1, 0, 0, 0); + } else { + _axis.set(dir.z, 0, -dir.x).normalize(); - gl.shaderSource( shader, string ); - gl.compileShader( shader ); + const radians = Math.acos(dir.y); + this.quaternion.setFromAxisAngle(_axis, radians); + } + } - if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { + setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) { + this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458 - console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); + this.line.updateMatrix(); + this.cone.scale.set(headWidth, headLength, headWidth); + this.cone.position.y = length; + this.cone.updateMatrix(); + } + setColor(color) { + this.line.material.color.set(color); + this.cone.material.color.set(color); } - if ( gl.getShaderInfoLog( shader ) !== '' ) { + copy(source) { + super.copy(source, false); + this.line.copy(source.line); + this.cone.copy(source.cone); + return this; + } - console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) ); + } + class AxesHelper extends LineSegments { + constructor(size = 1) { + const vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size]; + const colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1]; + const geometry = new BufferGeometry(); + geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3)); + geometry.setAttribute('color', new Float32BufferAttribute(colors, 3)); + const material = new LineBasicMaterial({ + vertexColors: true, + toneMapped: false + }); + super(geometry, material); + this.type = 'AxesHelper'; } - // --enable-privileged-webgl-extension - // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + setColors(xAxisColor, yAxisColor, zAxisColor) { + const color = new Color(); + const array = this.geometry.attributes.color.array; + color.set(xAxisColor); + color.toArray(array, 0); + color.toArray(array, 3); + color.set(yAxisColor); + color.toArray(array, 6); + color.toArray(array, 9); + color.set(zAxisColor); + color.toArray(array, 12); + color.toArray(array, 15); + this.geometry.attributes.color.needsUpdate = true; + return this; + } - return shader; + dispose() { + this.geometry.dispose(); + this.material.dispose(); + } } - /** - * @author mrdoob / http://mrdoob.com/ - */ + const _floatView = new Float32Array(1); - var programIdCount = 0; + const _int32View = new Int32Array(_floatView.buffer); - function getEncodingComponents( encoding ) { + class DataUtils { + // Converts float32 to float16 (stored as uint16 value). + static toHalfFloat(val) { + // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410 - switch ( encoding ) { + /* This method is faster than the OpenEXR implementation (very often + * used, eg. in Ogre), with the additional benefit of rounding, inspired + * by James Tursa?s half-precision code. */ + _floatView[0] = val; + const x = _int32View[0]; + let bits = x >> 16 & 0x8000; + /* Get the sign */ - case LinearEncoding: - return [ 'Linear', '( value )' ]; - case sRGBEncoding: - return [ 'sRGB', '( value )' ]; - case RGBEEncoding: - return [ 'RGBE', '( value )' ]; - case RGBM7Encoding: - return [ 'RGBM', '( value, 7.0 )' ]; - case RGBM16Encoding: - return [ 'RGBM', '( value, 16.0 )' ]; - case RGBDEncoding: - return [ 'RGBD', '( value, 256.0 )' ]; - case GammaEncoding: - return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ]; - default: - throw new Error( 'unsupported encoding: ' + encoding ); + let m = x >> 12 & 0x07ff; + /* Keep one extra bit for rounding */ - } + const e = x >> 23 & 0xff; + /* Using int is faster here */ - } + /* If zero, or denormal, or exponent underflows too much for a denormal + * half, return signed zero. */ - function getTexelDecodingFunction( functionName, encoding ) { + if (e < 103) return bits; + /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */ - var components = getEncodingComponents( encoding ); - return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }'; + if (e > 142) { + bits |= 0x7c00; + /* If exponent was 0xff and one mantissa bit was set, it means NaN, + * not Inf, so make sure we set one mantissa bit too. */ - } + bits |= (e == 255 ? 0 : 1) && x & 0x007fffff; + return bits; + } + /* If exponent underflows but not too much, return a denormal */ - function getTexelEncodingFunction( functionName, encoding ) { - var components = getEncodingComponents( encoding ); - return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; + if (e < 113) { + m |= 0x0800; + /* Extra rounding may overflow and set mantissa to 0 and exponent + * to 1, which is OK. */ - } + bits |= (m >> 114 - e) + (m >> 113 - e & 1); + return bits; + } - function getToneMappingFunction( functionName, toneMapping ) { + bits |= e - 112 << 10 | m >> 1; + /* Extra rounding. An overflow will set mantissa to 0 and increment + * the exponent, which is OK. */ - var toneMappingName; + bits += m & 1; + return bits; + } - switch ( toneMapping ) { + } - case LinearToneMapping: - toneMappingName = 'Linear'; - break; + const LOD_MIN = 4; + const LOD_MAX = 8; + const SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are + // chosen to approximate a Trowbridge-Reitz distribution function times the + // geometric shadowing function. These sigma values squared must match the + // variance #defines in cube_uv_reflection_fragment.glsl.js. - case ReinhardToneMapping: - toneMappingName = 'Reinhard'; - break; + const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582]; + const TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer + // samples and exit early, but not recompile the shader. - case Uncharted2ToneMapping: - toneMappingName = 'Uncharted2'; - break; + const MAX_SAMPLES = 20; + const ENCODINGS = { + [LinearEncoding]: 0, + [sRGBEncoding]: 1, + [RGBEEncoding]: 2, + [RGBM7Encoding]: 3, + [RGBM16Encoding]: 4, + [RGBDEncoding]: 5, + [GammaEncoding]: 6 + }; + const backgroundMaterial = new MeshBasicMaterial({ + side: BackSide, + depthWrite: false, + depthTest: false + }); + const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial); - case CineonToneMapping: - toneMappingName = 'OptimizedCineon'; - break; + const _flatCamera = /*@__PURE__*/new OrthographicCamera(); - default: - throw new Error( 'unsupported toneMapping: ' + toneMapping ); + const { + _lodPlanes, + _sizeLods, + _sigmas + } = /*@__PURE__*/_createPlanes(); - } + const _clearColor = /*@__PURE__*/new Color(); - return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + let _oldTarget = null; // Golden Ratio - } + const PHI = (1 + Math.sqrt(5)) / 2; + const INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the + // same axis), used as axis directions evenly spread on a sphere. - function generateExtensions( extensions, parameters, rendererExtensions ) { + const _axisDirections = [/*@__PURE__*/new Vector3(1, 1, 1), /*@__PURE__*/new Vector3(-1, 1, 1), /*@__PURE__*/new Vector3(1, 1, -1), /*@__PURE__*/new Vector3(-1, 1, -1), /*@__PURE__*/new Vector3(0, PHI, INV_PHI), /*@__PURE__*/new Vector3(0, PHI, -INV_PHI), /*@__PURE__*/new Vector3(INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(-INV_PHI, 0, PHI), /*@__PURE__*/new Vector3(PHI, INV_PHI, 0), /*@__PURE__*/new Vector3(-PHI, INV_PHI, 0)]; + /** + * This class generates a Prefiltered, Mipmapped Radiance Environment Map + * (PMREM) from a cubeMap environment texture. This allows different levels of + * blur to be quickly accessed based on material roughness. It is packed into a + * special CubeUV format that allows us to perform custom interpolation so that + * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap + * chain, it only goes down to the LOD_MIN level (above), and then creates extra + * even more filtered 'mips' at the same LOD_MIN resolution, associated with + * higher roughness levels. In this way we maintain resolution to smoothly + * interpolate diffuse lighting while limiting sampling computation. + * + * Paper: Fast, Accurate Image-Based Lighting + * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view + */ - extensions = extensions || {}; + function convertLinearToRGBE(color) { + const maxComponent = Math.max(color.r, color.g, color.b); + const fExp = Math.min(Math.max(Math.ceil(Math.log2(maxComponent)), -128.0), 127.0); + color.multiplyScalar(Math.pow(2.0, -fExp)); + const alpha = (fExp + 128.0) / 255.0; + return alpha; + } - var chunks = [ - ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', - ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', - ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', - ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '' - ]; + class PMREMGenerator { + constructor(renderer) { + this._renderer = renderer; + this._pingPongRenderTarget = null; + this._blurMaterial = _getBlurShader(MAX_SAMPLES); + this._equirectShader = null; + this._cubemapShader = null; - return chunks.filter( filterEmptyLine ).join( '\n' ); + this._compileMaterial(this._blurMaterial); + } + /** + * Generates a PMREM from a supplied Scene, which can be faster than using an + * image if networking bandwidth is low. Optional sigma specifies a blur radius + * in radians to be applied to the scene before PMREM generation. Optional near + * and far planes ensure the scene is rendered in its entirety (the cubeCamera + * is placed at the origin). + */ - } - function generateDefines( defines ) { + fromScene(scene, sigma = 0, near = 0.1, far = 100) { + _oldTarget = this._renderer.getRenderTarget(); - var chunks = []; + const cubeUVRenderTarget = this._allocateTargets(); - for ( var name in defines ) { + this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget); - var value = defines[ name ]; + if (sigma > 0) { + this._blur(cubeUVRenderTarget, 0, 0, sigma); + } - if ( value === false ) continue; + this._applyPMREM(cubeUVRenderTarget); - chunks.push( '#define ' + name + ' ' + value ); + this._cleanup(cubeUVRenderTarget); + return cubeUVRenderTarget; } + /** + * Generates a PMREM from an equirectangular texture, which can be either LDR + * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512), + * as this matches best with the 256 x 256 cubemap output. + */ - return chunks.join( '\n' ); - } + fromEquirectangular(equirectangular) { + return this._fromTexture(equirectangular); + } + /** + * Generates a PMREM from an cubemap texture, which can be either LDR + * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256, + * as this matches best with the 256 x 256 cubemap output. + */ - function fetchAttributeLocations( gl, program ) { - var attributes = {}; + fromCubemap(cubemap) { + return this._fromTexture(cubemap); + } + /** + * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */ - var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); - for ( var i = 0; i < n; i ++ ) { + compileCubemapShader() { + if (this._cubemapShader === null) { + this._cubemapShader = _getCubemapShader(); - var info = gl.getActiveAttrib( program, i ); - var name = info.name; + this._compileMaterial(this._cubemapShader); + } + } + /** + * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */ - // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); - attributes[ name ] = gl.getAttribLocation( program, name ); + compileEquirectangularShader() { + if (this._equirectShader === null) { + this._equirectShader = _getEquirectShader(); + this._compileMaterial(this._equirectShader); + } } + /** + * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, + * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on + * one of them will cause any others to also become unusable. + */ - return attributes; - } + dispose() { + this._blurMaterial.dispose(); - function filterEmptyLine( string ) { + if (this._cubemapShader !== null) this._cubemapShader.dispose(); + if (this._equirectShader !== null) this._equirectShader.dispose(); - return string !== ''; + for (let i = 0; i < _lodPlanes.length; i++) { + _lodPlanes[i].dispose(); + } + } // private interface - } - function replaceLightNums( string, parameters ) { + _cleanup(outputTarget) { + this._pingPongRenderTarget.dispose(); - return string - .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) - .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) - .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) - .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) - .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); + this._renderer.setRenderTarget(_oldTarget); - } + outputTarget.scissorTest = false; - function replaceClippingPlaneNums( string, parameters ) { + _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height); + } - return string - .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) - .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + _fromTexture(texture) { + _oldTarget = this._renderer.getRenderTarget(); - } + const cubeUVRenderTarget = this._allocateTargets(texture); - function parseIncludes( string ) { + this._textureToCubeUV(texture, cubeUVRenderTarget); - var pattern = /^[ \t]*#include +<([\w\d.]+)>/gm; + this._applyPMREM(cubeUVRenderTarget); - function replace( match, include ) { + this._cleanup(cubeUVRenderTarget); - var replace = ShaderChunk[ include ]; + return cubeUVRenderTarget; + } - if ( replace === undefined ) { + _allocateTargets(texture) { + // warning: null texture is valid + const params = { + magFilter: NearestFilter, + minFilter: NearestFilter, + generateMipmaps: false, + type: UnsignedByteType, + format: RGBEFormat, + encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding, + depthBuffer: false + }; - throw new Error( 'Can not resolve #include <' + include + '>' ); + const cubeUVRenderTarget = _createRenderTarget(params); - } + cubeUVRenderTarget.depthBuffer = texture ? false : true; + this._pingPongRenderTarget = _createRenderTarget(params); + return cubeUVRenderTarget; + } - return parseIncludes( replace ); + _compileMaterial(material) { + const tmpMesh = new Mesh(_lodPlanes[0], material); + this._renderer.compile(tmpMesh, _flatCamera); } - return string.replace( pattern, replace ); - - } + _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) { + const fov = 90; + const aspect = 1; + const cubeCamera = new PerspectiveCamera(fov, aspect, near, far); + const upSign = [1, -1, 1, 1, 1, 1]; + const forwardSign = [1, 1, 1, -1, -1, -1]; + const renderer = this._renderer; + const originalAutoClear = renderer.autoClear; + const outputEncoding = renderer.outputEncoding; + const toneMapping = renderer.toneMapping; + renderer.getClearColor(_clearColor); + renderer.toneMapping = NoToneMapping; + renderer.outputEncoding = LinearEncoding; + renderer.autoClear = false; + let useSolidColor = false; + const background = scene.background; - function unrollLoops( string ) { + if (background) { + if (background.isColor) { + backgroundMaterial.color.copy(background).convertSRGBToLinear(); + scene.background = null; + const alpha = convertLinearToRGBE(backgroundMaterial.color); + backgroundMaterial.opacity = alpha; + useSolidColor = true; + } + } else { + backgroundMaterial.color.copy(_clearColor).convertSRGBToLinear(); + const alpha = convertLinearToRGBE(backgroundMaterial.color); + backgroundMaterial.opacity = alpha; + useSolidColor = true; + } - var pattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + for (let i = 0; i < 6; i++) { + const col = i % 3; - function replace( match, start, end, snippet ) { + if (col == 0) { + cubeCamera.up.set(0, upSign[i], 0); + cubeCamera.lookAt(forwardSign[i], 0, 0); + } else if (col == 1) { + cubeCamera.up.set(0, 0, upSign[i]); + cubeCamera.lookAt(0, forwardSign[i], 0); + } else { + cubeCamera.up.set(0, upSign[i], 0); + cubeCamera.lookAt(0, 0, forwardSign[i]); + } - var unroll = ''; + _setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX); - for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { + renderer.setRenderTarget(cubeUVRenderTarget); - unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); + if (useSolidColor) { + renderer.render(backgroundBox, cubeCamera); + } + renderer.render(scene, cubeCamera); } - return unroll; - + renderer.toneMapping = toneMapping; + renderer.outputEncoding = outputEncoding; + renderer.autoClear = originalAutoClear; } - return string.replace( pattern, replace ); - - } + _textureToCubeUV(texture, cubeUVRenderTarget) { + const renderer = this._renderer; - function WebGLProgram( renderer, extensions, code, material, shader, parameters ) { + if (texture.isCubeTexture) { + if (this._cubemapShader == null) { + this._cubemapShader = _getCubemapShader(); + } + } else { + if (this._equirectShader == null) { + this._equirectShader = _getEquirectShader(); + } + } - var gl = renderer.context; + const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader; + const mesh = new Mesh(_lodPlanes[0], material); + const uniforms = material.uniforms; + uniforms['envMap'].value = texture; - var defines = material.defines; + if (!texture.isCubeTexture) { + uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height); + } - var vertexShader = shader.vertexShader; - var fragmentShader = shader.fragmentShader; + uniforms['inputEncoding'].value = ENCODINGS[texture.encoding]; + uniforms['outputEncoding'].value = ENCODINGS[cubeUVRenderTarget.texture.encoding]; - var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX); - if ( parameters.shadowMapType === PCFShadowMap ) { + renderer.setRenderTarget(cubeUVRenderTarget); + renderer.render(mesh, _flatCamera); + } - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + _applyPMREM(cubeUVRenderTarget) { + const renderer = this._renderer; + const autoClear = renderer.autoClear; + renderer.autoClear = false; - } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + for (let i = 1; i < TOTAL_LODS; i++) { + const sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]); + const poleAxis = _axisDirections[(i - 1) % _axisDirections.length]; - shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis); + } + renderer.autoClear = autoClear; } + /** + * This is a two-pass Gaussian blur for a cubemap. Normally this is done + * vertically and horizontally, but this breaks down on a cube. Here we apply + * the blur latitudinally (around the poles), and then longitudinally (towards + * the poles) to approximate the orthogonally-separable blur. It is least + * accurate at the poles, but still does a decent job. + */ - var envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - var envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; - var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - if ( parameters.envMap ) { + _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) { + const pingPongRenderTarget = this._pingPongRenderTarget; - switch ( material.envMap.mapping ) { + this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis); - case CubeReflectionMapping: - case CubeRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; - break; + this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis); + } - case CubeUVReflectionMapping: - case CubeUVRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - break; + _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) { + const renderer = this._renderer; + const blurMaterial = this._blurMaterial; - case EquirectangularReflectionMapping: - case EquirectangularRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC'; - break; + if (direction !== 'latitudinal' && direction !== 'longitudinal') { + console.error('blur direction must be either latitudinal or longitudinal!'); + } // Number of standard deviations at which to cut off the discrete approximation. - case SphericalReflectionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_SPHERE'; - break; + const STANDARD_DEVIATIONS = 3; + const blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial); + const blurUniforms = blurMaterial.uniforms; + const pixels = _sizeLods[lodIn] - 1; + const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1); + const sigmaPixels = sigmaRadians / radiansPerPixel; + const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES; + + if (samples > MAX_SAMPLES) { + console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`); } - switch ( material.envMap.mapping ) { + const weights = []; + let sum = 0; - case CubeRefractionMapping: - case EquirectangularRefractionMapping: - envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; - break; + for (let i = 0; i < MAX_SAMPLES; ++i) { + const x = i / sigmaPixels; + const weight = Math.exp(-x * x / 2); + weights.push(weight); + if (i == 0) { + sum += weight; + } else if (i < samples) { + sum += 2 * weight; + } } - switch ( material.combine ) { - - case MultiplyOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; - break; - - case MixOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; - break; + for (let i = 0; i < weights.length; i++) { + weights[i] = weights[i] / sum; + } - case AddOperation: - envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; - break; + blurUniforms['envMap'].value = targetIn.texture; + blurUniforms['samples'].value = samples; + blurUniforms['weights'].value = weights; + blurUniforms['latitudinal'].value = direction === 'latitudinal'; + if (poleAxis) { + blurUniforms['poleAxis'].value = poleAxis; } - } + blurUniforms['dTheta'].value = radiansPerPixel; + blurUniforms['mipInt'].value = LOD_MAX - lodIn; + blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding]; + blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding]; + const outputSize = _sizeLods[lodOut]; + const x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize); + const y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0); - var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0; + _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize); - // console.log( 'building new program ' ); + renderer.setRenderTarget(targetOut); + renderer.render(blurMesh, _flatCamera); + } - // + } - var customExtensions = generateExtensions( material.extensions, parameters, extensions ); + function _isLDR(texture) { + if (texture === undefined || texture.type !== UnsignedByteType) return false; + return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding; + } - var customDefines = generateDefines( defines ); + function _createPlanes() { + const _lodPlanes = []; + const _sizeLods = []; + const _sigmas = []; + let lod = LOD_MAX; - // + for (let i = 0; i < TOTAL_LODS; i++) { + const sizeLod = Math.pow(2, lod); - var program = gl.createProgram(); + _sizeLods.push(sizeLod); - var prefixVertex, prefixFragment; + let sigma = 1.0 / sizeLod; - if ( material.isRawShaderMaterial ) { + if (i > LOD_MAX - LOD_MIN) { + sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1]; + } else if (i == 0) { + sigma = 0; + } - prefixVertex = [ + _sigmas.push(sigma); - customDefines + const texelSize = 1.0 / (sizeLod - 1); + const min = -texelSize / 2; + const max = 1 + texelSize / 2; + const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max]; + const cubeFaces = 6; + const vertices = 6; + const positionSize = 3; + const uvSize = 2; + const faceIndexSize = 1; + const position = new Float32Array(positionSize * vertices * cubeFaces); + const uv = new Float32Array(uvSize * vertices * cubeFaces); + const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces); - ].filter( filterEmptyLine ).join( '\n' ); + for (let face = 0; face < cubeFaces; face++) { + const x = face % 3 * 2 / 3 - 1; + const y = face > 2 ? 0 : -1; + const coordinates = [x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0]; + position.set(coordinates, positionSize * vertices * face); + uv.set(uv1, uvSize * vertices * face); + const fill = [face, face, face, face, face, face]; + faceIndex.set(fill, faceIndexSize * vertices * face); + } - if ( prefixVertex.length > 0 ) { + const planes = new BufferGeometry(); + planes.setAttribute('position', new BufferAttribute(position, positionSize)); + planes.setAttribute('uv', new BufferAttribute(uv, uvSize)); + planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize)); - prefixVertex += '\n'; + _lodPlanes.push(planes); + if (lod > LOD_MIN) { + lod--; } + } - prefixFragment = [ + return { + _lodPlanes, + _sizeLods, + _sigmas + }; + } - customExtensions, - customDefines + function _createRenderTarget(params) { + const cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params); + cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; + cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; + cubeUVRenderTarget.scissorTest = true; + return cubeUVRenderTarget; + } - ].filter( filterEmptyLine ).join( '\n' ); + function _setViewport(target, x, y, width, height) { + target.viewport.set(x, y, width, height); + target.scissor.set(x, y, width, height); + } - if ( prefixFragment.length > 0 ) { - - prefixFragment += '\n'; - - } - - } else { - - prefixVertex = [ - - 'precision ' + parameters.precision + ' float;', - 'precision ' + parameters.precision + ' int;', - - '#define SHADER_NAME ' + shader.name, + function _getBlurShader(maxSamples) { + const weights = new Float32Array(maxSamples); + const poleAxis = new Vector3(0, 1, 0); + const shaderMaterial = new RawShaderMaterial({ + name: 'SphericalGaussianBlur', + defines: { + 'n': maxSamples + }, + uniforms: { + 'envMap': { + value: null + }, + 'samples': { + value: 1 + }, + 'weights': { + value: weights + }, + 'latitudinal': { + value: false + }, + 'dTheta': { + value: 0 + }, + 'mipInt': { + value: 0 + }, + 'poleAxis': { + value: poleAxis + }, + 'inputEncoding': { + value: ENCODINGS[LinearEncoding] + }, + 'outputEncoding': { + value: ENCODINGS[LinearEncoding] + } + }, + vertexShader: _getCommonVertexShader(), + fragmentShader: + /* glsl */ + ` - customDefines, + precision mediump float; + precision mediump int; - parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + varying vec3 vOutputDirection; - '#define GAMMA_FACTOR ' + gammaFactorDefine, + uniform sampler2D envMap; + uniform int samples; + uniform float weights[ n ]; + uniform bool latitudinal; + uniform float dTheta; + uniform float mipInt; + uniform vec3 poleAxis; - '#define MAX_BONES ' + parameters.maxBones, - ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', - ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + ${_getEncodings()} - parameters.map ? '#define USE_MAP' : '', - parameters.envMap ? '#define USE_ENVMAP' : '', - parameters.envMap ? '#define ' + envMapModeDefine : '', - parameters.lightMap ? '#define USE_LIGHTMAP' : '', - parameters.aoMap ? '#define USE_AOMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - parameters.vertexColors ? '#define USE_COLOR' : '', + #define ENVMAP_TYPE_CUBE_UV + #include - parameters.flatShading ? '#define FLAT_SHADED' : '', + vec3 getSample( float theta, vec3 axis ) { - parameters.skinning ? '#define USE_SKINNING' : '', - parameters.useVertexTexture ? '#define BONE_TEXTURE' : '', + float cosTheta = cos( theta ); + // Rodrigues' axis-angle rotation + vec3 sampleDirection = vOutputDirection * cosTheta + + cross( axis, vOutputDirection ) * sin( theta ) + + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta ); - parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', - parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', + return bilinearCubeUV( envMap, sampleDirection, mipInt ); - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + } - parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + void main() { - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection ); - 'uniform mat4 modelMatrix;', - 'uniform mat4 modelViewMatrix;', - 'uniform mat4 projectionMatrix;', - 'uniform mat4 viewMatrix;', - 'uniform mat3 normalMatrix;', - 'uniform vec3 cameraPosition;', + if ( all( equal( axis, vec3( 0.0 ) ) ) ) { - 'attribute vec3 position;', - 'attribute vec3 normal;', - 'attribute vec2 uv;', + axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x ); - '#ifdef USE_COLOR', + } - ' attribute vec3 color;', + axis = normalize( axis ); - '#endif', + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis ); - '#ifdef USE_MORPHTARGETS', + for ( int i = 1; i < n; i++ ) { - ' attribute vec3 morphTarget0;', - ' attribute vec3 morphTarget1;', - ' attribute vec3 morphTarget2;', - ' attribute vec3 morphTarget3;', + if ( i >= samples ) { - ' #ifdef USE_MORPHNORMALS', + break; - ' attribute vec3 morphNormal0;', - ' attribute vec3 morphNormal1;', - ' attribute vec3 morphNormal2;', - ' attribute vec3 morphNormal3;', + } - ' #else', + float theta = dTheta * float( i ); + gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis ); + gl_FragColor.rgb += weights[ i ] * getSample( theta, axis ); - ' attribute vec3 morphTarget4;', - ' attribute vec3 morphTarget5;', - ' attribute vec3 morphTarget6;', - ' attribute vec3 morphTarget7;', + } - ' #endif', + gl_FragColor = linearToOutputTexel( gl_FragColor ); - '#endif', + } + `, + blending: NoBlending, + depthTest: false, + depthWrite: false + }); + return shaderMaterial; + } - '#ifdef USE_SKINNING', + function _getEquirectShader() { + const texelSize = new Vector2(1, 1); + const shaderMaterial = new RawShaderMaterial({ + name: 'EquirectangularToCubeUV', + uniforms: { + 'envMap': { + value: null + }, + 'texelSize': { + value: texelSize + }, + 'inputEncoding': { + value: ENCODINGS[LinearEncoding] + }, + 'outputEncoding': { + value: ENCODINGS[LinearEncoding] + } + }, + vertexShader: _getCommonVertexShader(), + fragmentShader: + /* glsl */ + ` - ' attribute vec4 skinIndex;', - ' attribute vec4 skinWeight;', + precision mediump float; + precision mediump int; - '#endif', + varying vec3 vOutputDirection; - '\n' + uniform sampler2D envMap; + uniform vec2 texelSize; - ].filter( filterEmptyLine ).join( '\n' ); + ${_getEncodings()} - prefixFragment = [ + #include - customExtensions, + void main() { - 'precision ' + parameters.precision + ' float;', - 'precision ' + parameters.precision + ' int;', + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); - '#define SHADER_NAME ' + shader.name, + vec3 outputDirection = normalize( vOutputDirection ); + vec2 uv = equirectUv( outputDirection ); - customDefines, + vec2 f = fract( uv / texelSize - 0.5 ); + uv -= f * texelSize; + vec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; + uv.x += texelSize.x; + vec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; + uv.y += texelSize.y; + vec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; + uv.x -= texelSize.x; + vec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb; - parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', + vec3 tm = mix( tl, tr, f.x ); + vec3 bm = mix( bl, br, f.x ); + gl_FragColor.rgb = mix( tm, bm, f.y ); - '#define GAMMA_FACTOR ' + gammaFactorDefine, + gl_FragColor = linearToOutputTexel( gl_FragColor ); - ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '', - ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '', + } + `, + blending: NoBlending, + depthTest: false, + depthWrite: false + }); + return shaderMaterial; + } - parameters.map ? '#define USE_MAP' : '', - parameters.envMap ? '#define USE_ENVMAP' : '', - parameters.envMap ? '#define ' + envMapTypeDefine : '', - parameters.envMap ? '#define ' + envMapModeDefine : '', - parameters.envMap ? '#define ' + envMapBlendingDefine : '', - parameters.lightMap ? '#define USE_LIGHTMAP' : '', - parameters.aoMap ? '#define USE_AOMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - parameters.vertexColors ? '#define USE_COLOR' : '', + function _getCubemapShader() { + const shaderMaterial = new RawShaderMaterial({ + name: 'CubemapToCubeUV', + uniforms: { + 'envMap': { + value: null + }, + 'inputEncoding': { + value: ENCODINGS[LinearEncoding] + }, + 'outputEncoding': { + value: ENCODINGS[LinearEncoding] + } + }, + vertexShader: _getCommonVertexShader(), + fragmentShader: + /* glsl */ + ` - parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + precision mediump float; + precision mediump int; - parameters.flatShading ? '#define FLAT_SHADED' : '', + varying vec3 vOutputDirection; - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', + uniform samplerCube envMap; - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + ${_getEncodings()} - parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', + void main() { - parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '', + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb; + gl_FragColor = linearToOutputTexel( gl_FragColor ); - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.logarithmicDepthBuffer && extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + } + `, + blending: NoBlending, + depthTest: false, + depthWrite: false + }); + return shaderMaterial; + } - parameters.envMap && extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', + function _getCommonVertexShader() { + return ( + /* glsl */ + ` - 'uniform mat4 viewMatrix;', - 'uniform vec3 cameraPosition;', + precision mediump float; + precision mediump int; - ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', - ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below - ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + attribute vec3 position; + attribute vec2 uv; + attribute float faceIndex; - parameters.dithering ? '#define DITHERING' : '', + varying vec3 vOutputDirection; - ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below - parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', - parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', - parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', - parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '', + // RH coordinate system; PMREM face-indexing convention + vec3 getDirection( vec2 uv, float face ) { - parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '', + uv = 2.0 * uv - 1.0; - '\n' + vec3 direction = vec3( uv, 1.0 ); - ].filter( filterEmptyLine ).join( '\n' ); + if ( face == 0.0 ) { - } + direction = direction.zyx; // ( 1, v, u ) pos x - vertexShader = parseIncludes( vertexShader ); - vertexShader = replaceLightNums( vertexShader, parameters ); - vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + } else if ( face == 1.0 ) { - fragmentShader = parseIncludes( fragmentShader ); - fragmentShader = replaceLightNums( fragmentShader, parameters ); - fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + direction = direction.xzy; + direction.xz *= -1.0; // ( -u, 1, -v ) pos y - vertexShader = unrollLoops( vertexShader ); - fragmentShader = unrollLoops( fragmentShader ); + } else if ( face == 2.0 ) { - var vertexGlsl = prefixVertex + vertexShader; - var fragmentGlsl = prefixFragment + fragmentShader; + direction.x *= -1.0; // ( -u, v, 1 ) pos z - // console.log( '*VERTEX*', vertexGlsl ); - // console.log( '*FRAGMENT*', fragmentGlsl ); + } else if ( face == 3.0 ) { - var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); - var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + direction = direction.zyx; + direction.xz *= -1.0; // ( -1, v, -u ) neg x - gl.attachShader( program, glVertexShader ); - gl.attachShader( program, glFragmentShader ); + } else if ( face == 4.0 ) { - // Force a particular attribute to index 0. + direction = direction.xzy; + direction.xy *= -1.0; // ( -u, -1, v ) neg y - if ( material.index0AttributeName !== undefined ) { + } else if ( face == 5.0 ) { - gl.bindAttribLocation( program, 0, material.index0AttributeName ); + direction.z *= -1.0; // ( u, v, -1 ) neg z - } else if ( parameters.morphTargets === true ) { + } - // programs with morphTargets displace position out of attribute 0 - gl.bindAttribLocation( program, 0, 'position' ); + return direction; } - gl.linkProgram( program ); - - var programLog = gl.getProgramInfoLog( program ).trim(); - var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); - var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); + void main() { - var runnable = true; - var haveDiagnostics = true; + vOutputDirection = getDirection( uv, faceIndex ); + gl_Position = vec4( position, 1.0 ); - // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); - // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); + } + ` + ); + } - if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + function _getEncodings() { + return ( + /* glsl */ + ` - runnable = false; + uniform int inputEncoding; + uniform int outputEncoding; - console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); + #include - } else if ( programLog !== '' ) { + vec4 inputTexelToLinear( vec4 value ) { - console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + if ( inputEncoding == 0 ) { - } else if ( vertexLog === '' || fragmentLog === '' ) { + return value; - haveDiagnostics = false; + } else if ( inputEncoding == 1 ) { - } + return sRGBToLinear( value ); - if ( haveDiagnostics ) { + } else if ( inputEncoding == 2 ) { - this.diagnostics = { + return RGBEToLinear( value ); - runnable: runnable, - material: material, + } else if ( inputEncoding == 3 ) { - programLog: programLog, + return RGBMToLinear( value, 7.0 ); - vertexShader: { + } else if ( inputEncoding == 4 ) { - log: vertexLog, - prefix: prefixVertex + return RGBMToLinear( value, 16.0 ); - }, + } else if ( inputEncoding == 5 ) { - fragmentShader: { + return RGBDToLinear( value, 256.0 ); - log: fragmentLog, - prefix: prefixFragment + } else { - } + return GammaToLinear( value, 2.2 ); - }; + } } - // clean up + vec4 linearToOutputTexel( vec4 value ) { - gl.deleteShader( glVertexShader ); - gl.deleteShader( glFragmentShader ); + if ( outputEncoding == 0 ) { - // set up caching for uniform locations + return value; - var cachedUniforms; + } else if ( outputEncoding == 1 ) { - this.getUniforms = function () { + return LinearTosRGB( value ); - if ( cachedUniforms === undefined ) { + } else if ( outputEncoding == 2 ) { - cachedUniforms = new WebGLUniforms( gl, program, renderer ); + return LinearToRGBE( value ); - } + } else if ( outputEncoding == 3 ) { - return cachedUniforms; + return LinearToRGBM( value, 7.0 ); - }; + } else if ( outputEncoding == 4 ) { - // set up caching for attribute locations + return LinearToRGBM( value, 16.0 ); - var cachedAttributes; + } else if ( outputEncoding == 5 ) { - this.getAttributes = function () { + return LinearToRGBD( value, 256.0 ); - if ( cachedAttributes === undefined ) { + } else { - cachedAttributes = fetchAttributeLocations( gl, program ); + return LinearToGamma( value, 2.2 ); } - return cachedAttributes; + } - }; + vec4 envMapTexelToLinear( vec4 color ) { - // free resource + return inputTexelToLinear( color ); - this.destroy = function () { + } + ` + ); + } - gl.deleteProgram( program ); - this.program = undefined; + const LineStrip = 0; + const LinePieces = 1; + const NoColors = 0; + const FaceColors = 1; + const VertexColors = 2; + function MeshFaceMaterial(materials) { + console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.'); + return materials; + } + function MultiMaterial(materials = []) { + console.warn('THREE.MultiMaterial has been removed. Use an Array instead.'); + materials.isMultiMaterial = true; + materials.materials = materials; + materials.clone = function () { + return materials.slice(); }; - // DEPRECATED - - Object.defineProperties( this, { - - uniforms: { - get: function () { - - console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); - return this.getUniforms(); - - } - }, - - attributes: { - get: function () { - - console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); - return this.getAttributes(); - - } - } + return materials; + } + function PointCloud(geometry, material) { + console.warn('THREE.PointCloud has been renamed to THREE.Points.'); + return new Points(geometry, material); + } + function Particle(material) { + console.warn('THREE.Particle has been renamed to THREE.Sprite.'); + return new Sprite(material); + } + function ParticleSystem(geometry, material) { + console.warn('THREE.ParticleSystem has been renamed to THREE.Points.'); + return new Points(geometry, material); + } + function PointCloudMaterial(parameters) { + console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.'); + return new PointsMaterial(parameters); + } + function ParticleBasicMaterial(parameters) { + console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.'); + return new PointsMaterial(parameters); + } + function ParticleSystemMaterial(parameters) { + console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.'); + return new PointsMaterial(parameters); + } + function Vertex(x, y, z) { + console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.'); + return new Vector3(x, y, z); + } // - } ); + function DynamicBufferAttribute(array, itemSize) { + console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.'); + return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage); + } + function Int8Attribute(array, itemSize) { + console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.'); + return new Int8BufferAttribute(array, itemSize); + } + function Uint8Attribute(array, itemSize) { + console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.'); + return new Uint8BufferAttribute(array, itemSize); + } + function Uint8ClampedAttribute(array, itemSize) { + console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.'); + return new Uint8ClampedBufferAttribute(array, itemSize); + } + function Int16Attribute(array, itemSize) { + console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.'); + return new Int16BufferAttribute(array, itemSize); + } + function Uint16Attribute(array, itemSize) { + console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.'); + return new Uint16BufferAttribute(array, itemSize); + } + function Int32Attribute(array, itemSize) { + console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.'); + return new Int32BufferAttribute(array, itemSize); + } + function Uint32Attribute(array, itemSize) { + console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.'); + return new Uint32BufferAttribute(array, itemSize); + } + function Float32Attribute(array, itemSize) { + console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.'); + return new Float32BufferAttribute(array, itemSize); + } + function Float64Attribute(array, itemSize) { + console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.'); + return new Float64BufferAttribute(array, itemSize); + } // + Curve.create = function (construct, getPoint) { + console.log('THREE.Curve.create() has been deprecated'); + construct.prototype = Object.create(Curve.prototype); + construct.prototype.constructor = construct; + construct.prototype.getPoint = getPoint; + return construct; + }; // - // - this.id = programIdCount ++; - this.code = code; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; + Path.prototype.fromPoints = function (points) { + console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().'); + return this.setFromPoints(points); + }; // - return this; + function AxisHelper(size) { + console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.'); + return new AxesHelper(size); + } + function BoundingBoxHelper(object, color) { + console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.'); + return new BoxHelper(object, color); + } + function EdgesHelper(object, hex) { + console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.'); + return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({ + color: hex !== undefined ? hex : 0xffffff + })); } - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function WebGLPrograms( renderer, extensions, capabilities ) { - - var programs = []; - - var shaderIDs = { - MeshDepthMaterial: 'depth', - MeshDistanceMaterial: 'distanceRGBA', - MeshNormalMaterial: 'normal', - MeshBasicMaterial: 'basic', - MeshLambertMaterial: 'lambert', - MeshPhongMaterial: 'phong', - MeshToonMaterial: 'phong', - MeshStandardMaterial: 'physical', - MeshPhysicalMaterial: 'physical', - LineBasicMaterial: 'basic', - LineDashedMaterial: 'dashed', - PointsMaterial: 'points', - ShadowMaterial: 'shadow' - }; - - var parameterNames = [ - "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", - "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", - "roughnessMap", "metalnessMap", "gradientMap", - "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", - "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", - "maxBones", "useVertexTexture", "morphTargets", "morphNormals", - "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", - "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights", - "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights', - "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering" - ]; + GridHelper.prototype.setColors = function () { + console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.'); + }; + SkeletonHelper.prototype.update = function () { + console.error('THREE.SkeletonHelper: update() no longer needs to be called.'); + }; - function allocateBones( object ) { + function WireframeHelper(object, hex) { + console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.'); + return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({ + color: hex !== undefined ? hex : 0xffffff + })); + } // - var skeleton = object.skeleton; - var bones = skeleton.bones; + Loader.prototype.extractUrlBase = function (url) { + console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.'); + return LoaderUtils.extractUrlBase(url); + }; - if ( capabilities.floatVertexTextures ) { + Loader.Handlers = { + add: function () + /* regex, loader */ + { + console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.'); + }, + get: function () + /* file */ + { + console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.'); + } + }; + function XHRLoader(manager) { + console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.'); + return new FileLoader(manager); + } + function BinaryTextureLoader(manager) { + console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.'); + return new DataTextureLoader(manager); + } // + + Box2.prototype.center = function (optionalTarget) { + console.warn('THREE.Box2: .center() has been renamed to .getCenter().'); + return this.getCenter(optionalTarget); + }; - return 1024; + Box2.prototype.empty = function () { + console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().'); + return this.isEmpty(); + }; - } else { + Box2.prototype.isIntersectionBox = function (box) { + console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().'); + return this.intersectsBox(box); + }; - // default for when object is not specified - // ( for example when prebuilding shader to be used with multiple objects ) - // - // - leave some extra space for other uniforms - // - limit here is ANGLE's 254 max uniform vectors - // (up to 54 should be safe) + Box2.prototype.size = function (optionalTarget) { + console.warn('THREE.Box2: .size() has been renamed to .getSize().'); + return this.getSize(optionalTarget); + }; // - var nVertexUniforms = capabilities.maxVertexUniforms; - var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 ); - var maxBones = Math.min( nVertexMatrices, bones.length ); + Box3.prototype.center = function (optionalTarget) { + console.warn('THREE.Box3: .center() has been renamed to .getCenter().'); + return this.getCenter(optionalTarget); + }; - if ( maxBones < bones.length ) { + Box3.prototype.empty = function () { + console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().'); + return this.isEmpty(); + }; - console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' ); - return 0; + Box3.prototype.isIntersectionBox = function (box) { + console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().'); + return this.intersectsBox(box); + }; - } + Box3.prototype.isIntersectionSphere = function (sphere) { + console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().'); + return this.intersectsSphere(sphere); + }; - return maxBones; + Box3.prototype.size = function (optionalTarget) { + console.warn('THREE.Box3: .size() has been renamed to .getSize().'); + return this.getSize(optionalTarget); + }; // - } - } + Sphere.prototype.empty = function () { + console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().'); + return this.isEmpty(); + }; // - function getTextureEncodingFromMap( map, gammaOverrideLinear ) { - var encoding; + Frustum.prototype.setFromMatrix = function (m) { + console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().'); + return this.setFromProjectionMatrix(m); + }; // - if ( ! map ) { - encoding = LinearEncoding; + Line3.prototype.center = function (optionalTarget) { + console.warn('THREE.Line3: .center() has been renamed to .getCenter().'); + return this.getCenter(optionalTarget); + }; // - } else if ( map.isTexture ) { - encoding = map.encoding; + Matrix3.prototype.flattenToArrayOffset = function (array, offset) { + console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.'); + return this.toArray(array, offset); + }; - } else if ( map.isWebGLRenderTarget ) { + Matrix3.prototype.multiplyVector3 = function (vector) { + console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.'); + return vector.applyMatrix3(this); + }; - console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." ); - encoding = map.texture.encoding; + Matrix3.prototype.multiplyVector3Array = function () + /* a */ + { + console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.'); + }; - } + Matrix3.prototype.applyToBufferAttribute = function (attribute) { + console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.'); + return attribute.applyMatrix3(this); + }; - // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. - if ( encoding === LinearEncoding && gammaOverrideLinear ) { + Matrix3.prototype.applyToVector3Array = function () + /* array, offset, length */ + { + console.error('THREE.Matrix3: .applyToVector3Array() has been removed.'); + }; - encoding = GammaEncoding; + Matrix3.prototype.getInverse = function (matrix) { + console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.'); + return this.copy(matrix).invert(); + }; // - } - return encoding; + Matrix4.prototype.extractPosition = function (m) { + console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().'); + return this.copyPosition(m); + }; - } + Matrix4.prototype.flattenToArrayOffset = function (array, offset) { + console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.'); + return this.toArray(array, offset); + }; - this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) { + Matrix4.prototype.getPosition = function () { + console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.'); + return new Vector3().setFromMatrixColumn(this, 3); + }; - var shaderID = shaderIDs[ material.type ]; + Matrix4.prototype.setRotationFromQuaternion = function (q) { + console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().'); + return this.makeRotationFromQuaternion(q); + }; - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) + Matrix4.prototype.multiplyToArray = function () { + console.warn('THREE.Matrix4: .multiplyToArray() has been removed.'); + }; - var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0; - var precision = capabilities.precision; + Matrix4.prototype.multiplyVector3 = function (vector) { + console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.'); + return vector.applyMatrix4(this); + }; - if ( material.precision !== null ) { + Matrix4.prototype.multiplyVector4 = function (vector) { + console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.'); + return vector.applyMatrix4(this); + }; - precision = capabilities.getMaxPrecision( material.precision ); + Matrix4.prototype.multiplyVector3Array = function () + /* a */ + { + console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.'); + }; - if ( precision !== material.precision ) { + Matrix4.prototype.rotateAxis = function (v) { + console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.'); + v.transformDirection(this); + }; - console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + Matrix4.prototype.crossVector = function (vector) { + console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.'); + return vector.applyMatrix4(this); + }; - } + Matrix4.prototype.translate = function () { + console.error('THREE.Matrix4: .translate() has been removed.'); + }; - } + Matrix4.prototype.rotateX = function () { + console.error('THREE.Matrix4: .rotateX() has been removed.'); + }; - var currentRenderTarget = renderer.getRenderTarget(); + Matrix4.prototype.rotateY = function () { + console.error('THREE.Matrix4: .rotateY() has been removed.'); + }; - var parameters = { + Matrix4.prototype.rotateZ = function () { + console.error('THREE.Matrix4: .rotateZ() has been removed.'); + }; - shaderID: shaderID, + Matrix4.prototype.rotateByAxis = function () { + console.error('THREE.Matrix4: .rotateByAxis() has been removed.'); + }; - precision: precision, - supportsVertexTextures: capabilities.vertexTextures, - outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ), - map: !! material.map, - mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), - envMap: !! material.envMap, - envMapMode: material.envMap && material.envMap.mapping, - envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), - envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ), - lightMap: !! material.lightMap, - aoMap: !! material.aoMap, - emissiveMap: !! material.emissiveMap, - emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), - bumpMap: !! material.bumpMap, - normalMap: !! material.normalMap, - displacementMap: !! material.displacementMap, - roughnessMap: !! material.roughnessMap, - metalnessMap: !! material.metalnessMap, - specularMap: !! material.specularMap, - alphaMap: !! material.alphaMap, - - gradientMap: !! material.gradientMap, + Matrix4.prototype.applyToBufferAttribute = function (attribute) { + console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.'); + return attribute.applyMatrix4(this); + }; - combine: material.combine, + Matrix4.prototype.applyToVector3Array = function () + /* array, offset, length */ + { + console.error('THREE.Matrix4: .applyToVector3Array() has been removed.'); + }; - vertexColors: material.vertexColors, + Matrix4.prototype.makeFrustum = function (left, right, bottom, top, near, far) { + console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.'); + return this.makePerspective(left, right, top, bottom, near, far); + }; - fog: !! fog, - useFog: material.fog, - fogExp: ( fog && fog.isFogExp2 ), + Matrix4.prototype.getInverse = function (matrix) { + console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.'); + return this.copy(matrix).invert(); + }; // - flatShading: material.flatShading, - sizeAttenuation: material.sizeAttenuation, - logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer, + Plane.prototype.isIntersectionLine = function (line) { + console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().'); + return this.intersectsLine(line); + }; // - skinning: material.skinning && maxBones > 0, - maxBones: maxBones, - useVertexTexture: capabilities.floatVertexTextures, - morphTargets: material.morphTargets, - morphNormals: material.morphNormals, - maxMorphTargets: renderer.maxMorphTargets, - maxMorphNormals: renderer.maxMorphNormals, + Quaternion.prototype.multiplyVector3 = function (vector) { + console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.'); + return vector.applyQuaternion(this); + }; - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numRectAreaLights: lights.rectArea.length, - numHemiLights: lights.hemi.length, + Quaternion.prototype.inverse = function () { + console.warn('THREE.Quaternion: .inverse() has been renamed to invert().'); + return this.invert(); + }; // - numClippingPlanes: nClipPlanes, - numClipIntersection: nClipIntersection, - dithering: material.dithering, + Ray.prototype.isIntersectionBox = function (box) { + console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().'); + return this.intersectsBox(box); + }; - shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && shadows.length > 0, - shadowMapType: renderer.shadowMap.type, + Ray.prototype.isIntersectionPlane = function (plane) { + console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().'); + return this.intersectsPlane(plane); + }; - toneMapping: renderer.toneMapping, - physicallyCorrectLights: renderer.physicallyCorrectLights, + Ray.prototype.isIntersectionSphere = function (sphere) { + console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().'); + return this.intersectsSphere(sphere); + }; // - premultipliedAlpha: material.premultipliedAlpha, - alphaTest: material.alphaTest, - doubleSided: material.side === DoubleSide, - flipSided: material.side === BackSide, + Triangle.prototype.area = function () { + console.warn('THREE.Triangle: .area() has been renamed to .getArea().'); + return this.getArea(); + }; - depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false + Triangle.prototype.barycoordFromPoint = function (point, target) { + console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().'); + return this.getBarycoord(point, target); + }; - }; + Triangle.prototype.midpoint = function (target) { + console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().'); + return this.getMidpoint(target); + }; - return parameters; + Triangle.prototypenormal = function (target) { + console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().'); + return this.getNormal(target); + }; - }; + Triangle.prototype.plane = function (target) { + console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().'); + return this.getPlane(target); + }; - this.getProgramCode = function ( material, parameters ) { + Triangle.barycoordFromPoint = function (point, a, b, c, target) { + console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().'); + return Triangle.getBarycoord(point, a, b, c, target); + }; - var array = []; + Triangle.normal = function (a, b, c, target) { + console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().'); + return Triangle.getNormal(a, b, c, target); + }; // - if ( parameters.shaderID ) { - array.push( parameters.shaderID ); + Shape.prototype.extractAllPoints = function (divisions) { + console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.'); + return this.extractPoints(divisions); + }; - } else { + Shape.prototype.extrude = function (options) { + console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.'); + return new ExtrudeGeometry(this, options); + }; - array.push( material.fragmentShader ); - array.push( material.vertexShader ); + Shape.prototype.makeGeometry = function (options) { + console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.'); + return new ShapeGeometry(this, options); + }; // - } - if ( material.defines !== undefined ) { + Vector2.prototype.fromAttribute = function (attribute, index, offset) { + console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().'); + return this.fromBufferAttribute(attribute, index, offset); + }; - for ( var name in material.defines ) { + Vector2.prototype.distanceToManhattan = function (v) { + console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().'); + return this.manhattanDistanceTo(v); + }; - array.push( name ); - array.push( material.defines[ name ] ); + Vector2.prototype.lengthManhattan = function () { + console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().'); + return this.manhattanLength(); + }; // - } - } + Vector3.prototype.setEulerFromRotationMatrix = function () { + console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.'); + }; - for ( var i = 0; i < parameterNames.length; i ++ ) { + Vector3.prototype.setEulerFromQuaternion = function () { + console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.'); + }; - array.push( parameters[ parameterNames[ i ] ] ); + Vector3.prototype.getPositionFromMatrix = function (m) { + console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().'); + return this.setFromMatrixPosition(m); + }; - } + Vector3.prototype.getScaleFromMatrix = function (m) { + console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().'); + return this.setFromMatrixScale(m); + }; - array.push( material.onBeforeCompile.toString() ); + Vector3.prototype.getColumnFromMatrix = function (index, matrix) { + console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().'); + return this.setFromMatrixColumn(matrix, index); + }; - array.push( renderer.gammaOutput ); + Vector3.prototype.applyProjection = function (m) { + console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.'); + return this.applyMatrix4(m); + }; - return array.join(); + Vector3.prototype.fromAttribute = function (attribute, index, offset) { + console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().'); + return this.fromBufferAttribute(attribute, index, offset); + }; - }; + Vector3.prototype.distanceToManhattan = function (v) { + console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().'); + return this.manhattanDistanceTo(v); + }; - this.acquireProgram = function ( material, shader, parameters, code ) { + Vector3.prototype.lengthManhattan = function () { + console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().'); + return this.manhattanLength(); + }; // - var program; - // Check if code has been already compiled - for ( var p = 0, pl = programs.length; p < pl; p ++ ) { + Vector4.prototype.fromAttribute = function (attribute, index, offset) { + console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().'); + return this.fromBufferAttribute(attribute, index, offset); + }; - var programInfo = programs[ p ]; + Vector4.prototype.lengthManhattan = function () { + console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().'); + return this.manhattanLength(); + }; // - if ( programInfo.code === code ) { - program = programInfo; - ++ program.usedTimes; + Object3D.prototype.getChildByName = function (name) { + console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().'); + return this.getObjectByName(name); + }; - break; + Object3D.prototype.renderDepth = function () { + console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.'); + }; - } + Object3D.prototype.translate = function (distance, axis) { + console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.'); + return this.translateOnAxis(axis, distance); + }; - } + Object3D.prototype.getWorldRotation = function () { + console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.'); + }; - if ( program === undefined ) { - - program = new WebGLProgram( renderer, extensions, code, material, shader, parameters ); - programs.push( program ); + Object3D.prototype.applyMatrix = function (matrix) { + console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().'); + return this.applyMatrix4(matrix); + }; + Object.defineProperties(Object3D.prototype, { + eulerOrder: { + get: function () { + console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.'); + return this.rotation.order; + }, + set: function (value) { + console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.'); + this.rotation.order = value; } - - return program; - - }; - - this.releaseProgram = function ( program ) { - - if ( -- program.usedTimes === 0 ) { - - // Remove from unordered set - var i = programs.indexOf( program ); - programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); - - // Free WebGL resources - program.destroy(); - + }, + useQuaternion: { + get: function () { + console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.'); + }, + set: function () { + console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.'); } + } + }); - }; - - // Exposed for resource monitoring & error feedback via renderer.info: - this.programs = programs; - - } - - /** - * @author fordacious / fordacious.github.io - */ - - function WebGLProperties() { + Mesh.prototype.setDrawMode = function () { + console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.'); + }; - var properties = new WeakMap(); + Object.defineProperties(Mesh.prototype, { + drawMode: { + get: function () { + console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.'); + return TrianglesDrawMode; + }, + set: function () { + console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.'); + } + } + }); - function get( object ) { + SkinnedMesh.prototype.initBones = function () { + console.error('THREE.SkinnedMesh: initBones() has been removed.'); + }; // - var map = properties.get( object ); - if ( map === undefined ) { + PerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) { + console.warn('THREE.PerspectiveCamera.setLens is deprecated. ' + 'Use .setFocalLength and .filmGauge for a photographic setup.'); + if (filmGauge !== undefined) this.filmGauge = filmGauge; + this.setFocalLength(focalLength); + }; // - map = {}; - properties.set( object, map ); + Object.defineProperties(Light.prototype, { + onlyShadow: { + set: function () { + console.warn('THREE.Light: .onlyShadow has been removed.'); + } + }, + shadowCameraFov: { + set: function (value) { + console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.'); + this.shadow.camera.fov = value; + } + }, + shadowCameraLeft: { + set: function (value) { + console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.'); + this.shadow.camera.left = value; + } + }, + shadowCameraRight: { + set: function (value) { + console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.'); + this.shadow.camera.right = value; + } + }, + shadowCameraTop: { + set: function (value) { + console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.'); + this.shadow.camera.top = value; + } + }, + shadowCameraBottom: { + set: function (value) { + console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.'); + this.shadow.camera.bottom = value; + } + }, + shadowCameraNear: { + set: function (value) { + console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.'); + this.shadow.camera.near = value; + } + }, + shadowCameraFar: { + set: function (value) { + console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.'); + this.shadow.camera.far = value; + } + }, + shadowCameraVisible: { + set: function () { + console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.'); + } + }, + shadowBias: { + set: function (value) { + console.warn('THREE.Light: .shadowBias is now .shadow.bias.'); + this.shadow.bias = value; + } + }, + shadowDarkness: { + set: function () { + console.warn('THREE.Light: .shadowDarkness has been removed.'); + } + }, + shadowMapWidth: { + set: function (value) { + console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.'); + this.shadow.mapSize.width = value; + } + }, + shadowMapHeight: { + set: function (value) { + console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.'); + this.shadow.mapSize.height = value; } - - return map; - } + }); // - function remove( object ) { - - properties.delete( object ); - + Object.defineProperties(BufferAttribute.prototype, { + length: { + get: function () { + console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.'); + return this.array.length; + } + }, + dynamic: { + get: function () { + console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.'); + return this.usage === DynamicDrawUsage; + }, + set: function () + /* value */ + { + console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.'); + this.setUsage(DynamicDrawUsage); + } } + }); - function update( object, key, value ) { - - properties.get( object )[ key ] = value; - - } + BufferAttribute.prototype.setDynamic = function (value) { + console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.'); + this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage); + return this; + }; - function dispose() { + BufferAttribute.prototype.copyIndicesArray = function () + /* indices */ + { + console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.'); + }, BufferAttribute.prototype.setArray = function () + /* array */ + { + console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers'); + }; // + + BufferGeometry.prototype.addIndex = function (index) { + console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().'); + this.setIndex(index); + }; - properties = new WeakMap(); + BufferGeometry.prototype.addAttribute = function (name, attribute) { + console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().'); + if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) { + console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).'); + return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2])); } - return { - get: get, - remove: remove, - update: update, - dispose: dispose - }; - - } - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function painterSortStable( a, b ) { + if (name === 'index') { + console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.'); + this.setIndex(attribute); + return this; + } - if ( a.renderOrder !== b.renderOrder ) { + return this.setAttribute(name, attribute); + }; - return a.renderOrder - b.renderOrder; + BufferGeometry.prototype.addDrawCall = function (start, count, indexOffset) { + if (indexOffset !== undefined) { + console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.'); + } - } else if ( a.program && b.program && a.program !== b.program ) { + console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().'); + this.addGroup(start, count); + }; - return a.program.id - b.program.id; + BufferGeometry.prototype.clearDrawCalls = function () { + console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().'); + this.clearGroups(); + }; - } else if ( a.material.id !== b.material.id ) { + BufferGeometry.prototype.computeOffsets = function () { + console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.'); + }; - return a.material.id - b.material.id; + BufferGeometry.prototype.removeAttribute = function (name) { + console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().'); + return this.deleteAttribute(name); + }; - } else if ( a.z !== b.z ) { + BufferGeometry.prototype.applyMatrix = function (matrix) { + console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().'); + return this.applyMatrix4(matrix); + }; - return a.z - b.z; + Object.defineProperties(BufferGeometry.prototype, { + drawcalls: { + get: function () { + console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.'); + return this.groups; + } + }, + offsets: { + get: function () { + console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.'); + return this.groups; + } + } + }); - } else { + InterleavedBuffer.prototype.setDynamic = function (value) { + console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.'); + this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage); + return this; + }; - return a.id - b.id; + InterleavedBuffer.prototype.setArray = function () + /* array */ + { + console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers'); + }; // - } - } + ExtrudeGeometry.prototype.getArrays = function () { + console.error('THREE.ExtrudeGeometry: .getArrays() has been removed.'); + }; - function reversePainterSortStable( a, b ) { + ExtrudeGeometry.prototype.addShapeList = function () { + console.error('THREE.ExtrudeGeometry: .addShapeList() has been removed.'); + }; - if ( a.renderOrder !== b.renderOrder ) { + ExtrudeGeometry.prototype.addShape = function () { + console.error('THREE.ExtrudeGeometry: .addShape() has been removed.'); + }; // - return a.renderOrder - b.renderOrder; - } if ( a.z !== b.z ) { + Scene.prototype.dispose = function () { + console.error('THREE.Scene: .dispose() has been removed.'); + }; // - return b.z - a.z; - } else { + Uniform.prototype.onUpdate = function () { + console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.'); + return this; + }; // - return a.id - b.id; + Object.defineProperties(Material.prototype, { + wrapAround: { + get: function () { + console.warn('THREE.Material: .wrapAround has been removed.'); + }, + set: function () { + console.warn('THREE.Material: .wrapAround has been removed.'); + } + }, + overdraw: { + get: function () { + console.warn('THREE.Material: .overdraw has been removed.'); + }, + set: function () { + console.warn('THREE.Material: .overdraw has been removed.'); + } + }, + wrapRGB: { + get: function () { + console.warn('THREE.Material: .wrapRGB has been removed.'); + return new Color(); + } + }, + shading: { + get: function () { + console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.'); + }, + set: function (value) { + console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.'); + this.flatShading = value === FlatShading; + } + }, + stencilMask: { + get: function () { + console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.'); + return this.stencilFuncMask; + }, + set: function (value) { + console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.'); + this.stencilFuncMask = value; + } } + }); + Object.defineProperties(ShaderMaterial.prototype, { + derivatives: { + get: function () { + console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.'); + return this.extensions.derivatives; + }, + set: function (value) { + console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.'); + this.extensions.derivatives = value; + } + } + }); // - } - - function WebGLRenderList() { + WebGLRenderer.prototype.clearTarget = function (renderTarget, color, depth, stencil) { + console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.'); + this.setRenderTarget(renderTarget); + this.clear(color, depth, stencil); + }; - var renderItems = []; - var renderItemsIndex = 0; + WebGLRenderer.prototype.animate = function (callback) { + console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().'); + this.setAnimationLoop(callback); + }; - var opaque = []; - var transparent = []; + WebGLRenderer.prototype.getCurrentRenderTarget = function () { + console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().'); + return this.getRenderTarget(); + }; - function init() { + WebGLRenderer.prototype.getMaxAnisotropy = function () { + console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().'); + return this.capabilities.getMaxAnisotropy(); + }; - renderItemsIndex = 0; + WebGLRenderer.prototype.getPrecision = function () { + console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.'); + return this.capabilities.precision; + }; - opaque.length = 0; - transparent.length = 0; + WebGLRenderer.prototype.resetGLState = function () { + console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().'); + return this.state.reset(); + }; - } + WebGLRenderer.prototype.supportsFloatTextures = function () { + console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).'); + return this.extensions.get('OES_texture_float'); + }; - function push( object, geometry, material, z, group ) { + WebGLRenderer.prototype.supportsHalfFloatTextures = function () { + console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).'); + return this.extensions.get('OES_texture_half_float'); + }; - var renderItem = renderItems[ renderItemsIndex ]; + WebGLRenderer.prototype.supportsStandardDerivatives = function () { + console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).'); + return this.extensions.get('OES_standard_derivatives'); + }; - if ( renderItem === undefined ) { + WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () { + console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).'); + return this.extensions.get('WEBGL_compressed_texture_s3tc'); + }; - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - program: material.program, - renderOrder: object.renderOrder, - z: z, - group: group - }; + WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () { + console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).'); + return this.extensions.get('WEBGL_compressed_texture_pvrtc'); + }; - renderItems[ renderItemsIndex ] = renderItem; + WebGLRenderer.prototype.supportsBlendMinMax = function () { + console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).'); + return this.extensions.get('EXT_blend_minmax'); + }; - } else { + WebGLRenderer.prototype.supportsVertexTextures = function () { + console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.'); + return this.capabilities.vertexTextures; + }; - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.program = material.program; - renderItem.renderOrder = object.renderOrder; - renderItem.z = z; - renderItem.group = group; + WebGLRenderer.prototype.supportsInstancedArrays = function () { + console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).'); + return this.extensions.get('ANGLE_instanced_arrays'); + }; - } + WebGLRenderer.prototype.enableScissorTest = function (boolean) { + console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().'); + this.setScissorTest(boolean); + }; - ( material.transparent === true ? transparent : opaque ).push( renderItem ); + WebGLRenderer.prototype.initMaterial = function () { + console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.'); + }; - renderItemsIndex ++; + WebGLRenderer.prototype.addPrePlugin = function () { + console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.'); + }; - } + WebGLRenderer.prototype.addPostPlugin = function () { + console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.'); + }; - function sort() { + WebGLRenderer.prototype.updateShadowMap = function () { + console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.'); + }; - if ( opaque.length > 1 ) opaque.sort( painterSortStable ); - if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable ); + WebGLRenderer.prototype.setFaceCulling = function () { + console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.'); + }; - } + WebGLRenderer.prototype.allocTextureUnit = function () { + console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.'); + }; - return { - opaque: opaque, - transparent: transparent, + WebGLRenderer.prototype.setTexture = function () { + console.warn('THREE.WebGLRenderer: .setTexture() has been removed.'); + }; - init: init, - push: push, + WebGLRenderer.prototype.setTexture2D = function () { + console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.'); + }; - sort: sort - }; + WebGLRenderer.prototype.setTextureCube = function () { + console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.'); + }; - } - - function WebGLRenderLists() { - - var lists = {}; - - function get( scene, camera ) { - - var hash = scene.id + ',' + camera.id; - var list = lists[ hash ]; - - if ( list === undefined ) { - - // console.log( 'THREE.WebGLRenderLists:', hash ); - - list = new WebGLRenderList(); - lists[ hash ] = list; + WebGLRenderer.prototype.getActiveMipMapLevel = function () { + console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().'); + return this.getActiveMipmapLevel(); + }; + Object.defineProperties(WebGLRenderer.prototype, { + shadowMapEnabled: { + get: function () { + return this.shadowMap.enabled; + }, + set: function (value) { + console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.'); + this.shadowMap.enabled = value; + } + }, + shadowMapType: { + get: function () { + return this.shadowMap.type; + }, + set: function (value) { + console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.'); + this.shadowMap.type = value; + } + }, + shadowMapCullFace: { + get: function () { + console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.'); + return undefined; + }, + set: function () + /* value */ + { + console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.'); + } + }, + context: { + get: function () { + console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.'); + return this.getContext(); + } + }, + vr: { + get: function () { + console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr'); + return this.xr; + } + }, + gammaInput: { + get: function () { + console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.'); + return false; + }, + set: function () { + console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.'); + } + }, + gammaOutput: { + get: function () { + console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.'); + return false; + }, + set: function (value) { + console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.'); + this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding; + } + }, + toneMappingWhitePoint: { + get: function () { + console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.'); + return 1.0; + }, + set: function () { + console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.'); } - - return list; - } - - function dispose() { - - lists = {}; - + }); + Object.defineProperties(WebGLShadowMap.prototype, { + cullFace: { + get: function () { + console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.'); + return undefined; + }, + set: function () + /* cullFace */ + { + console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.'); + } + }, + renderReverseSided: { + get: function () { + console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.'); + return undefined; + }, + set: function () { + console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.'); + } + }, + renderSingleSided: { + get: function () { + console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.'); + return undefined; + }, + set: function () { + console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.'); + } } + }); + function WebGLRenderTargetCube(width, height, options) { + console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).'); + return new WebGLCubeRenderTarget(width, options); + } // - return { - get: get, - dispose: dispose - }; - - } - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function UniformsCache() { - - var lights = {}; - - return { - - get: function ( light ) { - - if ( lights[ light.id ] !== undefined ) { + Object.defineProperties(WebGLRenderTarget.prototype, { + wrapS: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.'); + return this.texture.wrapS; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.'); + this.texture.wrapS = value; + } + }, + wrapT: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.'); + return this.texture.wrapT; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.'); + this.texture.wrapT = value; + } + }, + magFilter: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.'); + return this.texture.magFilter; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.'); + this.texture.magFilter = value; + } + }, + minFilter: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.'); + return this.texture.minFilter; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.'); + this.texture.minFilter = value; + } + }, + anisotropy: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.'); + return this.texture.anisotropy; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.'); + this.texture.anisotropy = value; + } + }, + offset: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.'); + return this.texture.offset; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.'); + this.texture.offset = value; + } + }, + repeat: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.'); + return this.texture.repeat; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.'); + this.texture.repeat = value; + } + }, + format: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.'); + return this.texture.format; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.'); + this.texture.format = value; + } + }, + type: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.'); + return this.texture.type; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.'); + this.texture.type = value; + } + }, + generateMipmaps: { + get: function () { + console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.'); + return this.texture.generateMipmaps; + }, + set: function (value) { + console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.'); + this.texture.generateMipmaps = value; + } + } + }); // - return lights[ light.id ]; + Audio.prototype.load = function (file) { + console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.'); + const scope = this; + const audioLoader = new AudioLoader(); + audioLoader.load(file, function (buffer) { + scope.setBuffer(buffer); + }); + return this; + }; - } + AudioAnalyser.prototype.getData = function () { + console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().'); + return this.getFrequencyData(); + }; // - var uniforms; - switch ( light.type ) { + CubeCamera.prototype.updateCubeMap = function (renderer, scene) { + console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().'); + return this.update(renderer, scene); + }; - case 'DirectionalLight': - uniforms = { - direction: new Vector3(), - color: new Color(), + CubeCamera.prototype.clear = function (renderer, color, depth, stencil) { + console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().'); + return this.renderTarget.clear(renderer, color, depth, stencil); + }; - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; + ImageUtils.crossOrigin = undefined; - case 'SpotLight': - uniforms = { - position: new Vector3(), - direction: new Vector3(), - color: new Color(), - distance: 0, - coneCos: 0, - penumbraCos: 0, - decay: 0, + ImageUtils.loadTexture = function (url, mapping, onLoad, onError) { + console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.'); + const loader = new TextureLoader(); + loader.setCrossOrigin(this.crossOrigin); + const texture = loader.load(url, onLoad, undefined, onError); + if (mapping) texture.mapping = mapping; + return texture; + }; - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2() - }; - break; + ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) { + console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.'); + const loader = new CubeTextureLoader(); + loader.setCrossOrigin(this.crossOrigin); + const texture = loader.load(urls, onLoad, undefined, onError); + if (mapping) texture.mapping = mapping; + return texture; + }; - case 'PointLight': - uniforms = { - position: new Vector3(), - color: new Color(), - distance: 0, - decay: 0, + ImageUtils.loadCompressedTexture = function () { + console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.'); + }; - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new Vector2(), - shadowCameraNear: 1, - shadowCameraFar: 1000 - }; - break; + ImageUtils.loadCompressedTextureCube = function () { + console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.'); + }; // - case 'HemisphereLight': - uniforms = { - direction: new Vector3(), - skyColor: new Color(), - groundColor: new Color() - }; - break; - case 'RectAreaLight': - uniforms = { - color: new Color(), - position: new Vector3(), - halfWidth: new Vector3(), - halfHeight: new Vector3() - // TODO (abelnation): set RectAreaLight shadow uniforms - }; - break; + function CanvasRenderer() { + console.error('THREE.CanvasRenderer has been removed'); + } // - } + function JSONLoader() { + console.error('THREE.JSONLoader has been removed.'); + } // - lights[ light.id ] = uniforms; + const SceneUtils = { + createMultiMaterialObject: function () + /* geometry, materials */ + { + console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js'); + }, + detach: function () + /* child, parent, scene */ + { + console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js'); + }, + attach: function () + /* child, scene, parent */ + { + console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js'); + } + }; // - return uniforms; + function LensFlare() { + console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js'); + } + if (typeof __THREE_DEVTOOLS__ !== 'undefined') { + /* eslint-disable no-undef */ + __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', { + detail: { + revision: REVISION } - - }; + })); + /* eslint-enable no-undef */ } - var count = 0; - - function WebGLLights() { - - var cache = new UniformsCache(); - - var state = { - - id: count ++, - - hash: '', - - ambient: [ 0, 0, 0 ], - directional: [], - directionalShadowMap: [], - directionalShadowMatrix: [], - spot: [], - spotShadowMap: [], - spotShadowMatrix: [], - rectArea: [], - point: [], - pointShadowMap: [], - pointShadowMatrix: [], - hemi: [] - - }; - - var vector3 = new Vector3(); - var matrix4 = new Matrix4(); - var matrix42 = new Matrix4(); - - function setup( lights, shadows, camera ) { + if (typeof window !== 'undefined') { + if (window.__THREE__) { + console.warn('WARNING: Multiple instances of Three.js being imported.'); + } else { + window.__THREE__ = REVISION; + } + } - var r = 0, g = 0, b = 0; - - var directionalLength = 0; - var pointLength = 0; - var spotLength = 0; - var rectAreaLength = 0; - var hemiLength = 0; - - var viewMatrix = camera.matrixWorldInverse; - - for ( var i = 0, l = lights.length; i < l; i ++ ) { - - var light = lights[ i ]; - - var color = light.color; - var intensity = light.intensity; - var distance = light.distance; - - var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; - - if ( light.isAmbientLight ) { - - r += color.r * intensity; - g += color.g * intensity; - b += color.b * intensity; - - } else if ( light.isDirectionalLight ) { - - var uniforms = cache.get( light ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - uniforms.shadow = light.castShadow; - - if ( light.castShadow ) { - - var shadow = light.shadow; - - uniforms.shadowBias = shadow.bias; - uniforms.shadowRadius = shadow.radius; - uniforms.shadowMapSize = shadow.mapSize; - - } - - state.directionalShadowMap[ directionalLength ] = shadowMap; - state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; - state.directional[ directionalLength ] = uniforms; - - directionalLength ++; - - } else if ( light.isSpotLight ) { - - var uniforms = cache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.color.copy( color ).multiplyScalar( intensity ); - uniforms.distance = distance; - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - uniforms.coneCos = Math.cos( light.angle ); - uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); - uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; - - uniforms.shadow = light.castShadow; - - if ( light.castShadow ) { - - var shadow = light.shadow; - - uniforms.shadowBias = shadow.bias; - uniforms.shadowRadius = shadow.radius; - uniforms.shadowMapSize = shadow.mapSize; - - } - - state.spotShadowMap[ spotLength ] = shadowMap; - state.spotShadowMatrix[ spotLength ] = light.shadow.matrix; - state.spot[ spotLength ] = uniforms; - - spotLength ++; - - } else if ( light.isRectAreaLight ) { - - var uniforms = cache.get( light ); - - // (a) intensity is the total visible light emitted - //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) ); - - // (b) intensity is the brightness of the light - uniforms.color.copy( color ).multiplyScalar( intensity ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - // extract local rotation of light to derive width/height half vectors - matrix42.identity(); - matrix4.copy( light.matrixWorld ); - matrix4.premultiply( viewMatrix ); - matrix42.extractRotation( matrix4 ); - - uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); - uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); - - uniforms.halfWidth.applyMatrix4( matrix42 ); - uniforms.halfHeight.applyMatrix4( matrix42 ); - - // TODO (abelnation): RectAreaLight distance? - // uniforms.distance = distance; - - state.rectArea[ rectAreaLength ] = uniforms; - - rectAreaLength ++; - - } else if ( light.isPointLight ) { - - var uniforms = cache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.distance = light.distance; - uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; - - uniforms.shadow = light.castShadow; - - if ( light.castShadow ) { - - var shadow = light.shadow; - - uniforms.shadowBias = shadow.bias; - uniforms.shadowRadius = shadow.radius; - uniforms.shadowMapSize = shadow.mapSize; - uniforms.shadowCameraNear = shadow.camera.near; - uniforms.shadowCameraFar = shadow.camera.far; - - } - - state.pointShadowMap[ pointLength ] = shadowMap; - state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; - state.point[ pointLength ] = uniforms; - - pointLength ++; - - } else if ( light.isHemisphereLight ) { - - var uniforms = cache.get( light ); - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - uniforms.direction.transformDirection( viewMatrix ); - uniforms.direction.normalize(); - - uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); - uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); - - state.hemi[ hemiLength ] = uniforms; - - hemiLength ++; - - } - - } - - state.ambient[ 0 ] = r; - state.ambient[ 1 ] = g; - state.ambient[ 2 ] = b; - - state.directional.length = directionalLength; - state.spot.length = spotLength; - state.rectArea.length = rectAreaLength; - state.point.length = pointLength; - state.hemi.length = hemiLength; - - state.hash = state.id + ',' + directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + shadows.length; - - } - - return { - setup: setup, - state: state - }; - - } - - /** - * @author Mugen87 / https://github.com/Mugen87 - */ - - function WebGLRenderState() { - - var lights = new WebGLLights(); - - var lightsArray = []; - var shadowsArray = []; - var spritesArray = []; - - function init() { - - lightsArray.length = 0; - shadowsArray.length = 0; - spritesArray.length = 0; - - } - - function pushLight( light ) { - - lightsArray.push( light ); - - } - - function pushShadow( shadowLight ) { - - shadowsArray.push( shadowLight ); - - } - - function pushSprite( shadowLight ) { - - spritesArray.push( shadowLight ); - - } - - function setupLights( camera ) { - - lights.setup( lightsArray, shadowsArray, camera ); - - } - - var state = { - lightsArray: lightsArray, - shadowsArray: shadowsArray, - spritesArray: spritesArray, - - lights: lights - }; - - return { - init: init, - state: state, - setupLights: setupLights, - - pushLight: pushLight, - pushShadow: pushShadow, - pushSprite: pushSprite - }; - - } - - function WebGLRenderStates() { - - var renderStates = {}; - - function get( scene, camera ) { - - var hash = scene.id + ',' + camera.id; - - var renderState = renderStates[ hash ]; - - if ( renderState === undefined ) { - - renderState = new WebGLRenderState(); - renderStates[ hash ] = renderState; - - } - - return renderState; - - } - - function dispose() { - - renderStates = {}; - - } - - return { - get: get, - dispose: dispose - }; - - } - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / https://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * - * opacity: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * } - */ - - function MeshDepthMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshDepthMaterial'; - - this.depthPacking = BasicDepthPacking; - - this.skinning = false; - this.morphTargets = false; - - this.map = null; - - this.alphaMap = null; - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.fog = false; - this.lights = false; - - this.setValues( parameters ); - - } - - MeshDepthMaterial.prototype = Object.create( Material.prototype ); - MeshDepthMaterial.prototype.constructor = MeshDepthMaterial; - - MeshDepthMaterial.prototype.isMeshDepthMaterial = true; - - MeshDepthMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.depthPacking = source.depthPacking; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - return this; - - }; - - /** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * - * referencePosition: , - * nearDistance: , - * farDistance: , - * - * skinning: , - * morphTargets: , - * - * map: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: - * - * } - */ - - function MeshDistanceMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshDistanceMaterial'; - - this.referencePosition = new Vector3(); - this.nearDistance = 1; - this.farDistance = 1000; - - this.skinning = false; - this.morphTargets = false; - - this.map = null; - - this.alphaMap = null; - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.fog = false; - this.lights = false; - - this.setValues( parameters ); - - } - - MeshDistanceMaterial.prototype = Object.create( Material.prototype ); - MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial; - - MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true; - - MeshDistanceMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.referencePosition.copy( source.referencePosition ); - this.nearDistance = source.nearDistance; - this.farDistance = source.farDistance; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - - this.map = source.map; - - this.alphaMap = source.alphaMap; - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - return this; - - }; - - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - - function WebGLShadowMap( _renderer, _objects, maxTextureSize ) { - - var _frustum = new Frustum(), - _projScreenMatrix = new Matrix4(), - - _shadowMapSize = new Vector2(), - _maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ), - - _lookTarget = new Vector3(), - _lightPositionWorld = new Vector3(), - - _MorphingFlag = 1, - _SkinningFlag = 2, - - _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, - - _depthMaterials = new Array( _NumberOfMaterialVariants ), - _distanceMaterials = new Array( _NumberOfMaterialVariants ), - - _materialCache = {}; - - var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide }; - - var cubeDirections = [ - new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), - new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) - ]; - - var cubeUps = [ - new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), - new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) - ]; - - var cube2DViewPorts = [ - new Vector4(), new Vector4(), new Vector4(), - new Vector4(), new Vector4(), new Vector4() - ]; - - // init - - for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { - - var useMorphing = ( i & _MorphingFlag ) !== 0; - var useSkinning = ( i & _SkinningFlag ) !== 0; - - var depthMaterial = new MeshDepthMaterial( { - - depthPacking: RGBADepthPacking, - - morphTargets: useMorphing, - skinning: useSkinning - - } ); - - _depthMaterials[ i ] = depthMaterial; - - // - - var distanceMaterial = new MeshDistanceMaterial( { - - morphTargets: useMorphing, - skinning: useSkinning - - } ); - - _distanceMaterials[ i ] = distanceMaterial; - - } - - // - - var scope = this; - - this.enabled = false; - - this.autoUpdate = true; - this.needsUpdate = false; - - this.type = PCFShadowMap; - - this.render = function ( lights, scene, camera ) { - - if ( scope.enabled === false ) return; - if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; - - if ( lights.length === 0 ) return; - - // TODO Clean up (needed in case of contextlost) - var _gl = _renderer.context; - var _state = _renderer.state; - - // Set GL state for depth map. - _state.disable( _gl.BLEND ); - _state.buffers.color.setClear( 1, 1, 1, 1 ); - _state.buffers.depth.setTest( true ); - _state.setScissorTest( false ); - - // render depth map - - var faceCount; - - for ( var i = 0, il = lights.length; i < il; i ++ ) { - - var light = lights[ i ]; - var shadow = light.shadow; - var isPointLight = light && light.isPointLight; - - if ( shadow === undefined ) { - - console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); - continue; - - } - - var shadowCamera = shadow.camera; - - _shadowMapSize.copy( shadow.mapSize ); - _shadowMapSize.min( _maxShadowMapSize ); - - if ( isPointLight ) { - - var vpWidth = _shadowMapSize.x; - var vpHeight = _shadowMapSize.y; - - // These viewports map a cube-map onto a 2D texture with the - // following orientation: - // - // xzXZ - // y Y - // - // X - Positive x direction - // x - Negative x direction - // Y - Positive y direction - // y - Negative y direction - // Z - Positive z direction - // z - Negative z direction - - // positive X - cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); - // negative X - cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); - // positive Z - cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); - // negative Z - cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); - // positive Y - cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); - // negative Y - cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); - - _shadowMapSize.x *= 4.0; - _shadowMapSize.y *= 2.0; - - } - - if ( shadow.map === null ) { - - var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat }; - - shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - shadow.map.texture.name = light.name + ".shadowMap"; - - shadowCamera.updateProjectionMatrix(); - - } - - if ( shadow.isSpotLightShadow ) { - - shadow.update( light ); - - } - - var shadowMap = shadow.map; - var shadowMatrix = shadow.matrix; - - _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - shadowCamera.position.copy( _lightPositionWorld ); - - if ( isPointLight ) { - - faceCount = 6; - - // for point lights we set the shadow matrix to be a translation-only matrix - // equal to inverse of the light's position - - shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); - - } else { - - faceCount = 1; - - _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); - shadowCamera.lookAt( _lookTarget ); - shadowCamera.updateMatrixWorld(); - - // compute shadow matrix - - shadowMatrix.set( - 0.5, 0.0, 0.0, 0.5, - 0.0, 0.5, 0.0, 0.5, - 0.0, 0.0, 0.5, 0.5, - 0.0, 0.0, 0.0, 1.0 - ); - - shadowMatrix.multiply( shadowCamera.projectionMatrix ); - shadowMatrix.multiply( shadowCamera.matrixWorldInverse ); - - } - - _renderer.setRenderTarget( shadowMap ); - _renderer.clear(); - - // render shadow map for each cube face (if omni-directional) or - // run a single pass if not - - for ( var face = 0; face < faceCount; face ++ ) { - - if ( isPointLight ) { - - _lookTarget.copy( shadowCamera.position ); - _lookTarget.add( cubeDirections[ face ] ); - shadowCamera.up.copy( cubeUps[ face ] ); - shadowCamera.lookAt( _lookTarget ); - shadowCamera.updateMatrixWorld(); - - var vpDimensions = cube2DViewPorts[ face ]; - _state.viewport( vpDimensions ); - - } - - // update camera matrices and frustum - - _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); - - // set object matrices & frustum culling - - renderObject( scene, camera, shadowCamera, isPointLight ); - - } - - } - - scope.needsUpdate = false; - - }; - - function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) { - - var geometry = object.geometry; - - var result = null; - - var materialVariants = _depthMaterials; - var customMaterial = object.customDepthMaterial; - - if ( isPointLight ) { - - materialVariants = _distanceMaterials; - customMaterial = object.customDistanceMaterial; - - } - - if ( ! customMaterial ) { - - var useMorphing = false; - - if ( material.morphTargets ) { - - if ( geometry && geometry.isBufferGeometry ) { - - useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0; - - } else if ( geometry && geometry.isGeometry ) { - - useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0; - - } - - } - - if ( object.isSkinnedMesh && material.skinning === false ) { - - console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object ); - - } - - var useSkinning = object.isSkinnedMesh && material.skinning; - - var variantIndex = 0; - - if ( useMorphing ) variantIndex |= _MorphingFlag; - if ( useSkinning ) variantIndex |= _SkinningFlag; - - result = materialVariants[ variantIndex ]; - - } else { - - result = customMaterial; - - } - - if ( _renderer.localClippingEnabled && - material.clipShadows === true && - material.clippingPlanes.length !== 0 ) { - - // in this case we need a unique material instance reflecting the - // appropriate state - - var keyA = result.uuid, keyB = material.uuid; - - var materialsForVariant = _materialCache[ keyA ]; - - if ( materialsForVariant === undefined ) { - - materialsForVariant = {}; - _materialCache[ keyA ] = materialsForVariant; - - } - - var cachedMaterial = materialsForVariant[ keyB ]; - - if ( cachedMaterial === undefined ) { - - cachedMaterial = result.clone(); - materialsForVariant[ keyB ] = cachedMaterial; - - } - - result = cachedMaterial; - - } - - result.visible = material.visible; - result.wireframe = material.wireframe; - - result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ]; - - result.clipShadows = material.clipShadows; - result.clippingPlanes = material.clippingPlanes; - result.clipIntersection = material.clipIntersection; - - result.wireframeLinewidth = material.wireframeLinewidth; - result.linewidth = material.linewidth; - - if ( isPointLight && result.isMeshDistanceMaterial ) { - - result.referencePosition.copy( lightPositionWorld ); - result.nearDistance = shadowCameraNear; - result.farDistance = shadowCameraFar; - - } - - return result; - - } - - function renderObject( object, camera, shadowCamera, isPointLight ) { - - if ( object.visible === false ) return; - - var visible = object.layers.test( camera.layers ); - - if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { - - if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { - - object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - - var geometry = _objects.update( object ); - var material = object.material; - - if ( Array.isArray( material ) ) { - - var groups = geometry.groups; - - for ( var k = 0, kl = groups.length; k < kl; k ++ ) { - - var group = groups[ k ]; - var groupMaterial = material[ group.materialIndex ]; - - if ( groupMaterial && groupMaterial.visible ) { - - var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); - - } - - } - - } else if ( material.visible ) { - - var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far ); - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); - - } - - } - - } - - var children = object.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - renderObject( children[ i ], camera, shadowCamera, isPointLight ); - - } - - } - - } - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.needsUpdate = true; - - } - - CanvasTexture.prototype = Object.create( Texture.prototype ); - CanvasTexture.prototype.constructor = CanvasTexture; - - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - - function WebGLSpriteRenderer( renderer, gl, state, textures, capabilities ) { - - var vertexBuffer, elementBuffer; - var program, attributes, uniforms; - - var texture; - - // decompose matrixWorld - - var spritePosition = new Vector3(); - var spriteRotation = new Quaternion(); - var spriteScale = new Vector3(); - - function init() { - - var vertices = new Float32Array( [ - - 0.5, - 0.5, 0, 0, - 0.5, - 0.5, 1, 0, - 0.5, 0.5, 1, 1, - - 0.5, 0.5, 0, 1 - ] ); - - var faces = new Uint16Array( [ - 0, 1, 2, - 0, 2, 3 - ] ); - - vertexBuffer = gl.createBuffer(); - elementBuffer = gl.createBuffer(); - - gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); - gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW ); - - gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); - gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW ); - - program = createProgram(); - - attributes = { - position: gl.getAttribLocation( program, 'position' ), - uv: gl.getAttribLocation( program, 'uv' ) - }; - - uniforms = { - uvOffset: gl.getUniformLocation( program, 'uvOffset' ), - uvScale: gl.getUniformLocation( program, 'uvScale' ), - - rotation: gl.getUniformLocation( program, 'rotation' ), - center: gl.getUniformLocation( program, 'center' ), - scale: gl.getUniformLocation( program, 'scale' ), - - color: gl.getUniformLocation( program, 'color' ), - map: gl.getUniformLocation( program, 'map' ), - opacity: gl.getUniformLocation( program, 'opacity' ), - - modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ), - projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ), - - fogType: gl.getUniformLocation( program, 'fogType' ), - fogDensity: gl.getUniformLocation( program, 'fogDensity' ), - fogNear: gl.getUniformLocation( program, 'fogNear' ), - fogFar: gl.getUniformLocation( program, 'fogFar' ), - fogColor: gl.getUniformLocation( program, 'fogColor' ), - fogDepth: gl.getUniformLocation( program, 'fogDepth' ), - - alphaTest: gl.getUniformLocation( program, 'alphaTest' ) - }; - - var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = 8; - canvas.height = 8; - - var context = canvas.getContext( '2d' ); - context.fillStyle = 'white'; - context.fillRect( 0, 0, 8, 8 ); - - texture = new CanvasTexture( canvas ); - - } - - this.render = function ( sprites, scene, camera ) { - - if ( sprites.length === 0 ) return; - - // setup gl - - if ( program === undefined ) { - - init(); - - } - - state.useProgram( program ); - - state.initAttributes(); - state.enableAttribute( attributes.position ); - state.enableAttribute( attributes.uv ); - state.disableUnusedAttributes(); - - state.disable( gl.CULL_FACE ); - state.enable( gl.BLEND ); - - gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer ); - gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 ); - gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 ); - - gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer ); - - gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); - - state.activeTexture( gl.TEXTURE0 ); - gl.uniform1i( uniforms.map, 0 ); - - var oldFogType = 0; - var sceneFogType = 0; - var fog = scene.fog; - - if ( fog ) { - - gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b ); - - if ( fog.isFog ) { - - gl.uniform1f( uniforms.fogNear, fog.near ); - gl.uniform1f( uniforms.fogFar, fog.far ); - - gl.uniform1i( uniforms.fogType, 1 ); - oldFogType = 1; - sceneFogType = 1; - - } else if ( fog.isFogExp2 ) { - - gl.uniform1f( uniforms.fogDensity, fog.density ); - - gl.uniform1i( uniforms.fogType, 2 ); - oldFogType = 2; - sceneFogType = 2; - - } - - } else { - - gl.uniform1i( uniforms.fogType, 0 ); - oldFogType = 0; - sceneFogType = 0; - - } - - - // update positions and sort - - for ( var i = 0, l = sprites.length; i < l; i ++ ) { - - var sprite = sprites[ i ]; - - sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld ); - sprite.z = - sprite.modelViewMatrix.elements[ 14 ]; - - } - - sprites.sort( painterSortStable ); - - // render all sprites - - var scale = []; - var center = []; - - for ( var i = 0, l = sprites.length; i < l; i ++ ) { - - var sprite = sprites[ i ]; - var material = sprite.material; - - if ( material.visible === false ) continue; - - sprite.onBeforeRender( renderer, scene, camera, undefined, material, undefined ); - - gl.uniform1f( uniforms.alphaTest, material.alphaTest ); - gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements ); - - sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale ); - - scale[ 0 ] = spriteScale.x; - scale[ 1 ] = spriteScale.y; - - center[ 0 ] = sprite.center.x - 0.5; - center[ 1 ] = sprite.center.y - 0.5; - - var fogType = 0; - - if ( scene.fog && material.fog ) { - - fogType = sceneFogType; - - } - - if ( oldFogType !== fogType ) { - - gl.uniform1i( uniforms.fogType, fogType ); - oldFogType = fogType; - - } - - if ( material.map !== null ) { - - gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y ); - gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y ); - - } else { - - gl.uniform2f( uniforms.uvOffset, 0, 0 ); - gl.uniform2f( uniforms.uvScale, 1, 1 ); - - } - - gl.uniform1f( uniforms.opacity, material.opacity ); - gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b ); - - gl.uniform1f( uniforms.rotation, material.rotation ); - gl.uniform2fv( uniforms.center, center ); - gl.uniform2fv( uniforms.scale, scale ); - - state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); - state.buffers.depth.setTest( material.depthTest ); - state.buffers.depth.setMask( material.depthWrite ); - state.buffers.color.setMask( material.colorWrite ); - - textures.setTexture2D( material.map || texture, 0 ); - - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - - sprite.onAfterRender( renderer, scene, camera, undefined, material, undefined ); - - } - - // restore gl - - state.enable( gl.CULL_FACE ); - - state.reset(); - - }; - - function createProgram() { - - var program = gl.createProgram(); - - var vertexShader = gl.createShader( gl.VERTEX_SHADER ); - var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER ); - - gl.shaderSource( vertexShader, [ - - 'precision ' + capabilities.precision + ' float;', - - '#define SHADER_NAME ' + 'SpriteMaterial', - - 'uniform mat4 modelViewMatrix;', - 'uniform mat4 projectionMatrix;', - 'uniform float rotation;', - 'uniform vec2 center;', - 'uniform vec2 scale;', - 'uniform vec2 uvOffset;', - 'uniform vec2 uvScale;', - - 'attribute vec2 position;', - 'attribute vec2 uv;', - - 'varying vec2 vUV;', - 'varying float fogDepth;', - - 'void main() {', - - ' vUV = uvOffset + uv * uvScale;', - - ' vec2 alignedPosition = ( position - center ) * scale;', - - ' vec2 rotatedPosition;', - ' rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;', - ' rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;', - - ' vec4 mvPosition;', - - ' mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );', - ' mvPosition.xy += rotatedPosition;', - - ' gl_Position = projectionMatrix * mvPosition;', - - ' fogDepth = - mvPosition.z;', - - '}' - - ].join( '\n' ) ); - - gl.shaderSource( fragmentShader, [ - - 'precision ' + capabilities.precision + ' float;', - - '#define SHADER_NAME ' + 'SpriteMaterial', - - 'uniform vec3 color;', - 'uniform sampler2D map;', - 'uniform float opacity;', - - 'uniform int fogType;', - 'uniform vec3 fogColor;', - 'uniform float fogDensity;', - 'uniform float fogNear;', - 'uniform float fogFar;', - 'uniform float alphaTest;', - - 'varying vec2 vUV;', - 'varying float fogDepth;', - - 'void main() {', - - ' vec4 texture = texture2D( map, vUV );', - - ' gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );', - - ' if ( gl_FragColor.a < alphaTest ) discard;', - - ' if ( fogType > 0 ) {', - - ' float fogFactor = 0.0;', - - ' if ( fogType == 1 ) {', - - ' fogFactor = smoothstep( fogNear, fogFar, fogDepth );', - - ' } else {', - - ' const float LOG2 = 1.442695;', - ' fogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );', - ' fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );', - - ' }', - - ' gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );', - - ' }', - - '}' - - ].join( '\n' ) ); - - gl.compileShader( vertexShader ); - gl.compileShader( fragmentShader ); - - gl.attachShader( program, vertexShader ); - gl.attachShader( program, fragmentShader ); - - gl.linkProgram( program ); - - return program; - - } - - function painterSortStable( a, b ) { - - if ( a.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else { - - return b.id - a.id; - - } - - } - - } - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function WebGLState( gl, extensions, utils ) { - - function ColorBuffer() { - - var locked = false; - - var color = new Vector4(); - var currentColorMask = null; - var currentColorClear = new Vector4( 0, 0, 0, 0 ); - - return { - - setMask: function ( colorMask ) { - - if ( currentColorMask !== colorMask && ! locked ) { - - gl.colorMask( colorMask, colorMask, colorMask, colorMask ); - currentColorMask = colorMask; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( r, g, b, a, premultipliedAlpha ) { - - if ( premultipliedAlpha === true ) { - - r *= a; g *= a; b *= a; - - } - - color.set( r, g, b, a ); - - if ( currentColorClear.equals( color ) === false ) { - - gl.clearColor( r, g, b, a ); - currentColorClear.copy( color ); - - } - - }, - - reset: function () { - - locked = false; - - currentColorMask = null; - currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state - - } - - }; - - } - - function DepthBuffer() { - - var locked = false; - - var currentDepthMask = null; - var currentDepthFunc = null; - var currentDepthClear = null; - - return { - - setTest: function ( depthTest ) { - - if ( depthTest ) { - - enable( gl.DEPTH_TEST ); - - } else { - - disable( gl.DEPTH_TEST ); - - } - - }, - - setMask: function ( depthMask ) { - - if ( currentDepthMask !== depthMask && ! locked ) { - - gl.depthMask( depthMask ); - currentDepthMask = depthMask; - - } - - }, - - setFunc: function ( depthFunc ) { - - if ( currentDepthFunc !== depthFunc ) { - - if ( depthFunc ) { - - switch ( depthFunc ) { - - case NeverDepth: - - gl.depthFunc( gl.NEVER ); - break; - - case AlwaysDepth: - - gl.depthFunc( gl.ALWAYS ); - break; - - case LessDepth: - - gl.depthFunc( gl.LESS ); - break; - - case LessEqualDepth: - - gl.depthFunc( gl.LEQUAL ); - break; - - case EqualDepth: - - gl.depthFunc( gl.EQUAL ); - break; - - case GreaterEqualDepth: - - gl.depthFunc( gl.GEQUAL ); - break; - - case GreaterDepth: - - gl.depthFunc( gl.GREATER ); - break; - - case NotEqualDepth: - - gl.depthFunc( gl.NOTEQUAL ); - break; - - default: - - gl.depthFunc( gl.LEQUAL ); - - } - - } else { - - gl.depthFunc( gl.LEQUAL ); - - } - - currentDepthFunc = depthFunc; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( depth ) { - - if ( currentDepthClear !== depth ) { - - gl.clearDepth( depth ); - currentDepthClear = depth; - - } - - }, - - reset: function () { - - locked = false; - - currentDepthMask = null; - currentDepthFunc = null; - currentDepthClear = null; - - } - - }; - - } - - function StencilBuffer() { - - var locked = false; - - var currentStencilMask = null; - var currentStencilFunc = null; - var currentStencilRef = null; - var currentStencilFuncMask = null; - var currentStencilFail = null; - var currentStencilZFail = null; - var currentStencilZPass = null; - var currentStencilClear = null; - - return { - - setTest: function ( stencilTest ) { - - if ( stencilTest ) { - - enable( gl.STENCIL_TEST ); - - } else { - - disable( gl.STENCIL_TEST ); - - } - - }, - - setMask: function ( stencilMask ) { - - if ( currentStencilMask !== stencilMask && ! locked ) { - - gl.stencilMask( stencilMask ); - currentStencilMask = stencilMask; - - } - - }, - - setFunc: function ( stencilFunc, stencilRef, stencilMask ) { - - if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilFuncMask !== stencilMask ) { - - gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); - - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilFuncMask = stencilMask; - - } - - }, - - setOp: function ( stencilFail, stencilZFail, stencilZPass ) { - - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { - - gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; - - } - - }, - - setLocked: function ( lock ) { - - locked = lock; - - }, - - setClear: function ( stencil ) { - - if ( currentStencilClear !== stencil ) { - - gl.clearStencil( stencil ); - currentStencilClear = stencil; - - } - - }, - - reset: function () { - - locked = false; - - currentStencilMask = null; - currentStencilFunc = null; - currentStencilRef = null; - currentStencilFuncMask = null; - currentStencilFail = null; - currentStencilZFail = null; - currentStencilZPass = null; - currentStencilClear = null; - - } - - }; - - } - - // - - var colorBuffer = new ColorBuffer(); - var depthBuffer = new DepthBuffer(); - var stencilBuffer = new StencilBuffer(); - - var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); - var newAttributes = new Uint8Array( maxVertexAttributes ); - var enabledAttributes = new Uint8Array( maxVertexAttributes ); - var attributeDivisors = new Uint8Array( maxVertexAttributes ); - - var capabilities = {}; - - var compressedTextureFormats = null; - - var currentProgram = null; - - var currentBlending = null; - var currentBlendEquation = null; - var currentBlendSrc = null; - var currentBlendDst = null; - var currentBlendEquationAlpha = null; - var currentBlendSrcAlpha = null; - var currentBlendDstAlpha = null; - var currentPremultipledAlpha = false; - - var currentFlipSided = null; - var currentCullFace = null; - - var currentLineWidth = null; - - var currentPolygonOffsetFactor = null; - var currentPolygonOffsetUnits = null; - - var maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); - - var lineWidthAvailable = false; - var version = 0; - var glVersion = gl.getParameter( gl.VERSION ); - - if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { - - version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] ); - lineWidthAvailable = ( version >= 1.0 ); - - } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { - - version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] ); - lineWidthAvailable = ( version >= 2.0 ); - - } - - var currentTextureSlot = null; - var currentBoundTextures = {}; - - var currentScissor = new Vector4(); - var currentViewport = new Vector4(); - - function createTexture( type, target, count ) { - - var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. - var texture = gl.createTexture(); - - gl.bindTexture( type, texture ); - gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); - gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); - - for ( var i = 0; i < count; i ++ ) { - - gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); - - } - - return texture; - - } - - var emptyTextures = {}; - emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); - emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); - - // init - - colorBuffer.setClear( 0, 0, 0, 1 ); - depthBuffer.setClear( 1 ); - stencilBuffer.setClear( 0 ); - - enable( gl.DEPTH_TEST ); - depthBuffer.setFunc( LessEqualDepth ); - - setFlipSided( false ); - setCullFace( CullFaceBack ); - enable( gl.CULL_FACE ); - - enable( gl.BLEND ); - setBlending( NormalBlending ); - - // - - function initAttributes() { - - for ( var i = 0, l = newAttributes.length; i < l; i ++ ) { - - newAttributes[ i ] = 0; - - } - - } - - function enableAttribute( attribute ) { - - newAttributes[ attribute ] = 1; - - if ( enabledAttributes[ attribute ] === 0 ) { - - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; - - } - - if ( attributeDivisors[ attribute ] !== 0 ) { - - var extension = extensions.get( 'ANGLE_instanced_arrays' ); - - extension.vertexAttribDivisorANGLE( attribute, 0 ); - attributeDivisors[ attribute ] = 0; - - } - - } - - function enableAttributeAndDivisor( attribute, meshPerAttribute ) { - - newAttributes[ attribute ] = 1; - - if ( enabledAttributes[ attribute ] === 0 ) { - - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; - - } - - if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { - - var extension = extensions.get( 'ANGLE_instanced_arrays' ); - - extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); - attributeDivisors[ attribute ] = meshPerAttribute; - - } - - } - - function disableUnusedAttributes() { - - for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) { - - if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { - - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; - - } - - } - - } - - function enable( id ) { - - if ( capabilities[ id ] !== true ) { - - gl.enable( id ); - capabilities[ id ] = true; - - } - - } - - function disable( id ) { - - if ( capabilities[ id ] !== false ) { - - gl.disable( id ); - capabilities[ id ] = false; - - } - - } - - function getCompressedTextureFormats() { - - if ( compressedTextureFormats === null ) { - - compressedTextureFormats = []; - - if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || - extensions.get( 'WEBGL_compressed_texture_s3tc' ) || - extensions.get( 'WEBGL_compressed_texture_etc1' ) || - extensions.get( 'WEBGL_compressed_texture_astc' ) ) { - - var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); - - for ( var i = 0; i < formats.length; i ++ ) { - - compressedTextureFormats.push( formats[ i ] ); - - } - - } - - } - - return compressedTextureFormats; - - } - - function useProgram( program ) { - - if ( currentProgram !== program ) { - - gl.useProgram( program ); - - currentProgram = program; - - return true; - - } - - return false; - - } - - function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { - - if ( blending !== NoBlending ) { - - enable( gl.BLEND ); - - } else { - - disable( gl.BLEND ); - - } - - if ( blending !== CustomBlending ) { - - if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { - - switch ( blending ) { - - case AdditiveBlending: - - if ( premultipliedAlpha ) { - - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); - - } else { - - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); - - } - break; - - case SubtractiveBlending: - - if ( premultipliedAlpha ) { - - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); - - } else { - - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); - - } - break; - - case MultiplyBlending: - - if ( premultipliedAlpha ) { - - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); - - } else { - - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); - - } - break; - - default: - - if ( premultipliedAlpha ) { - - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - - } else { - - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - - } - - } - - } - - currentBlendEquation = null; - currentBlendSrc = null; - currentBlendDst = null; - currentBlendEquationAlpha = null; - currentBlendSrcAlpha = null; - currentBlendDstAlpha = null; - - } else { - - blendEquationAlpha = blendEquationAlpha || blendEquation; - blendSrcAlpha = blendSrcAlpha || blendSrc; - blendDstAlpha = blendDstAlpha || blendDst; - - if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { - - gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) ); - - currentBlendEquation = blendEquation; - currentBlendEquationAlpha = blendEquationAlpha; - - } - - if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { - - gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) ); - - currentBlendSrc = blendSrc; - currentBlendDst = blendDst; - currentBlendSrcAlpha = blendSrcAlpha; - currentBlendDstAlpha = blendDstAlpha; - - } - - } - - currentBlending = blending; - currentPremultipledAlpha = premultipliedAlpha; - - } - - function setMaterial( material, frontFaceCW ) { - - material.side === DoubleSide - ? disable( gl.CULL_FACE ) - : enable( gl.CULL_FACE ); - - var flipSided = ( material.side === BackSide ); - if ( frontFaceCW ) flipSided = ! flipSided; - - setFlipSided( flipSided ); - - material.transparent === true - ? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ) - : setBlending( NoBlending ); - - depthBuffer.setFunc( material.depthFunc ); - depthBuffer.setTest( material.depthTest ); - depthBuffer.setMask( material.depthWrite ); - colorBuffer.setMask( material.colorWrite ); - - setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - // - - function setFlipSided( flipSided ) { - - if ( currentFlipSided !== flipSided ) { - - if ( flipSided ) { - - gl.frontFace( gl.CW ); - - } else { - - gl.frontFace( gl.CCW ); - - } - - currentFlipSided = flipSided; - - } - - } - - function setCullFace( cullFace ) { - - if ( cullFace !== CullFaceNone ) { - - enable( gl.CULL_FACE ); - - if ( cullFace !== currentCullFace ) { - - if ( cullFace === CullFaceBack ) { - - gl.cullFace( gl.BACK ); - - } else if ( cullFace === CullFaceFront ) { - - gl.cullFace( gl.FRONT ); - - } else { - - gl.cullFace( gl.FRONT_AND_BACK ); - - } - - } - - } else { - - disable( gl.CULL_FACE ); - - } - - currentCullFace = cullFace; - - } - - function setLineWidth( width ) { - - if ( width !== currentLineWidth ) { - - if ( lineWidthAvailable ) gl.lineWidth( width ); - - currentLineWidth = width; - - } - - } - - function setPolygonOffset( polygonOffset, factor, units ) { - - if ( polygonOffset ) { - - enable( gl.POLYGON_OFFSET_FILL ); - - if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { - - gl.polygonOffset( factor, units ); - - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; - - } - - } else { - - disable( gl.POLYGON_OFFSET_FILL ); - - } - - } - - function setScissorTest( scissorTest ) { - - if ( scissorTest ) { - - enable( gl.SCISSOR_TEST ); - - } else { - - disable( gl.SCISSOR_TEST ); - - } - - } - - // texture - - function activeTexture( webglSlot ) { - - if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; - - } - - } - - function bindTexture( webglType, webglTexture ) { - - if ( currentTextureSlot === null ) { - - activeTexture(); - - } - - var boundTexture = currentBoundTextures[ currentTextureSlot ]; - - if ( boundTexture === undefined ) { - - boundTexture = { type: undefined, texture: undefined }; - currentBoundTextures[ currentTextureSlot ] = boundTexture; - - } - - if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - - gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); - - boundTexture.type = webglType; - boundTexture.texture = webglTexture; - - } - - } - - function compressedTexImage2D() { - - try { - - gl.compressedTexImage2D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - function texImage2D() { - - try { - - gl.texImage2D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( 'THREE.WebGLState:', error ); - - } - - } - - // - - function scissor( scissor ) { - - if ( currentScissor.equals( scissor ) === false ) { - - gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); - currentScissor.copy( scissor ); - - } - - } - - function viewport( viewport ) { - - if ( currentViewport.equals( viewport ) === false ) { - - gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); - currentViewport.copy( viewport ); - - } - - } - - // - - function reset() { - - for ( var i = 0; i < enabledAttributes.length; i ++ ) { - - if ( enabledAttributes[ i ] === 1 ) { - - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; - - } - - } - - capabilities = {}; - - compressedTextureFormats = null; - - currentTextureSlot = null; - currentBoundTextures = {}; - - currentProgram = null; - - currentBlending = null; - - currentFlipSided = null; - currentCullFace = null; - - colorBuffer.reset(); - depthBuffer.reset(); - stencilBuffer.reset(); - - } - - return { - - buffers: { - color: colorBuffer, - depth: depthBuffer, - stencil: stencilBuffer - }, - - initAttributes: initAttributes, - enableAttribute: enableAttribute, - enableAttributeAndDivisor: enableAttributeAndDivisor, - disableUnusedAttributes: disableUnusedAttributes, - enable: enable, - disable: disable, - getCompressedTextureFormats: getCompressedTextureFormats, - - useProgram: useProgram, - - setBlending: setBlending, - setMaterial: setMaterial, - - setFlipSided: setFlipSided, - setCullFace: setCullFace, - - setLineWidth: setLineWidth, - setPolygonOffset: setPolygonOffset, - - setScissorTest: setScissorTest, - - activeTexture: activeTexture, - bindTexture: bindTexture, - compressedTexImage2D: compressedTexImage2D, - texImage2D: texImage2D, - - scissor: scissor, - viewport: viewport, - - reset: reset - - }; - - } - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { - - var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext ); /* global WebGL2RenderingContext */ - var _videoTextures = {}; - var _canvas; - - // - - function clampToMaxSize( image, maxSize ) { - - if ( image.width > maxSize || image.height > maxSize ) { - - if ( 'data' in image ) { - - console.warn( 'THREE.WebGLRenderer: image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); - return; - - } - - // Warning: Scaling through the canvas will only work with images that use - // premultiplied alpha. - - var scale = maxSize / Math.max( image.width, image.height ); - - var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - canvas.width = Math.floor( image.width * scale ); - canvas.height = Math.floor( image.height * scale ); - - var context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height ); - - console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); - - return canvas; - - } - - return image; - - } - - function isPowerOfTwo( image ) { - - return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height ); - - } - - function makePowerOfTwo( image ) { - - if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof ImageBitmap ) { - - if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - - _canvas.width = _Math.floorPowerOfTwo( image.width ); - _canvas.height = _Math.floorPowerOfTwo( image.height ); - - var context = _canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, _canvas.width, _canvas.height ); - - console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + _canvas.width + 'x' + _canvas.height, image ); - - return _canvas; - - } - - return image; - - } - - function textureNeedsPowerOfTwo( texture ) { - - return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || - ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); - - } - - function textureNeedsGenerateMipmaps( texture, isPowerOfTwo ) { - - return texture.generateMipmaps && isPowerOfTwo && - texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; - - } - - function generateMipmap( target, texture, width, height ) { - - _gl.generateMipmap( target ); - - var textureProperties = properties.get( texture ); - textureProperties.__maxMipLevel = Math.log2( Math.max( width, height ) ); - - } - - // Fallback filters for non-power-of-2 textures - - function filterFallback( f ) { - - if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) { - - return _gl.NEAREST; - - } - - return _gl.LINEAR; - - } - - // - - function onTextureDispose( event ) { - - var texture = event.target; - - texture.removeEventListener( 'dispose', onTextureDispose ); - - deallocateTexture( texture ); - - if ( texture.isVideoTexture ) { - - delete _videoTextures[ texture.id ]; - - } - - info.memory.textures --; - - } - - function onRenderTargetDispose( event ) { - - var renderTarget = event.target; - - renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - - deallocateRenderTarget( renderTarget ); - - info.memory.textures --; - - } - - // - - function deallocateTexture( texture ) { - - var textureProperties = properties.get( texture ); - - if ( texture.image && textureProperties.__image__webglTextureCube ) { - - // cube texture - - _gl.deleteTexture( textureProperties.__image__webglTextureCube ); - - } else { - - // 2D texture - - if ( textureProperties.__webglInit === undefined ) return; - - _gl.deleteTexture( textureProperties.__webglTexture ); - - } - - // remove all webgl properties - properties.remove( texture ); - - } - - function deallocateRenderTarget( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); - - if ( ! renderTarget ) return; - - if ( textureProperties.__webglTexture !== undefined ) { - - _gl.deleteTexture( textureProperties.__webglTexture ); - - } - - if ( renderTarget.depthTexture ) { - - renderTarget.depthTexture.dispose(); - - } - - if ( renderTarget.isWebGLRenderTargetCube ) { - - for ( var i = 0; i < 6; i ++ ) { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); - - } - - } else { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); - if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); - - } - - properties.remove( renderTarget.texture ); - properties.remove( renderTarget ); - - } - - // - - - - function setTexture2D( texture, slot ) { - - var textureProperties = properties.get( texture ); - - if ( texture.isVideoTexture ) updateVideoTexture( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - var image = texture.image; - - if ( image === undefined ) { - - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); - - } else if ( image.complete === false ) { - - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); - - } else { - - uploadTexture( textureProperties, texture, slot ); - return; - - } - - } - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); - - } - - function setTextureCube( texture, slot ) { - - var textureProperties = properties.get( texture ); - - if ( texture.image.length === 6 ) { - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - if ( ! textureProperties.__image__webglTextureCube ) { - - texture.addEventListener( 'dispose', onTextureDispose ); - - textureProperties.__image__webglTextureCube = _gl.createTexture(); - - info.memory.textures ++; - - } - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); - - _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - - var isCompressed = ( texture && texture.isCompressedTexture ); - var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); - - var cubeImage = []; - - for ( var i = 0; i < 6; i ++ ) { - - if ( ! isCompressed && ! isDataTexture ) { - - cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize ); - - } else { - - cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; - - } - - } - - var image = cubeImage[ 0 ], - isPowerOfTwoImage = isPowerOfTwo( image ), - glFormat = utils.convert( texture.format ), - glType = utils.convert( texture.type ); - - setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); - - for ( var i = 0; i < 6; i ++ ) { - - if ( ! isCompressed ) { - - if ( isDataTexture ) { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); - - } else { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] ); - - } - - } else { - - var mipmap, mipmaps = cubeImage[ i ].mipmaps; - - for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) { - - mipmap = mipmaps[ j ]; - - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - - if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { - - state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - } - - } - - if ( ! isCompressed ) { - - textureProperties.__maxMipLevel = 0; - - } else { - - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } - - if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) { - - // We assume images for cube map have the same size. - generateMipmap( _gl.TEXTURE_CUBE_MAP, texture, image.width, image.height ); - - } - - textureProperties.__version = texture.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } else { - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); - - } - - } - - } - - function setTextureCubeDynamic( texture, slot ) { - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); - - } - - function setTextureParameters( textureType, texture, isPowerOfTwoImage ) { - - var extension; - - if ( isPowerOfTwoImage ) { - - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, utils.convert( texture.wrapS ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, utils.convert( texture.wrapT ) ); - - _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, utils.convert( texture.magFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, utils.convert( texture.minFilter ) ); - - } else { - - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); - _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); - - if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { - - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); - - } - - _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); - _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); - - if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { - - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); - - } - - } - - extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - if ( extension ) { - - if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; - if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; - - if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { - - _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); - properties.get( texture ).__currentAnisotropy = texture.anisotropy; - - } - - } - - } - - function uploadTexture( textureProperties, texture, slot ) { - - if ( textureProperties.__webglInit === undefined ) { - - textureProperties.__webglInit = true; - - texture.addEventListener( 'dispose', onTextureDispose ); - - textureProperties.__webglTexture = _gl.createTexture(); - - info.memory.textures ++; - - } - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); - - _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); - _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); - _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); - - var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); - - if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { - - image = makePowerOfTwo( image ); - - } - - var isPowerOfTwoImage = isPowerOfTwo( image ), - glFormat = utils.convert( texture.format ), - glType = utils.convert( texture.type ); - - setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); - - var mipmap, mipmaps = texture.mipmaps; - - if ( texture.isDepthTexture ) { - - // populate depth texture with dummy data - - var internalFormat = _gl.DEPTH_COMPONENT; - - if ( texture.type === FloatType ) { - - if ( ! _isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); - internalFormat = _gl.DEPTH_COMPONENT32F; - - } else if ( _isWebGL2 ) { - - // WebGL 2.0 requires signed internalformat for glTexImage2D - internalFormat = _gl.DEPTH_COMPONENT16; - - } - - if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) { - - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { - - console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); - - texture.type = UnsignedShortType; - glType = utils.convert( texture.type ); - - } - - } - - // Depth stencil textures need the DEPTH_STENCIL internal format - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - if ( texture.format === DepthStencilFormat ) { - - internalFormat = _gl.DEPTH_STENCIL; - - // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are - // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. - // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) - if ( texture.type !== UnsignedInt248Type ) { - - console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); - - texture.type = UnsignedInt248Type; - glType = utils.convert( texture.type ); - - } - - } - - state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null ); - - } else if ( texture.isDataTexture ) { - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - - if ( mipmaps.length > 0 && isPowerOfTwoImage ) { - - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - texture.generateMipmaps = false; - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else { - - state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data ); - textureProperties.__maxMipLevel = 0; - - } - - } else if ( texture.isCompressedTexture ) { - - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - - if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) { - - if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { - - state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else { - - // regular Texture (image, video, canvas) - - // use manually created mipmaps if available - // if there are no manual mipmaps - // set 0 level mipmap and then use GL to generate other mipmap levels - - if ( mipmaps.length > 0 && isPowerOfTwoImage ) { - - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); - - } - - texture.generateMipmaps = false; - textureProperties.__maxMipLevel = mipmaps.length - 1; - - } else { - - state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); - textureProperties.__maxMipLevel = 0; - - } - - } - - if ( textureNeedsGenerateMipmaps( texture, isPowerOfTwoImage ) ) { - - generateMipmap( _gl.TEXTURE_2D, texture, image.width, image.height ); - - } - - textureProperties.__version = texture.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } - - // Render targets - - // Setup storage for target texture and bind it to correct framebuffer - function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) { - - var glFormat = utils.convert( renderTarget.texture.format ); - var glType = utils.convert( renderTarget.texture.type ); - state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); - - } - - // Setup storage for internal depth/stencil buffers and bind to correct framebuffer - function setupRenderBufferStorage( renderbuffer, renderTarget ) { - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); - - if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); - - } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { - - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); - _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); - - } else { - - // FIXME: We don't support !depth !stencil - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); - - } - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); - - } - - // Setup resources for a Depth Texture for a FBO (needs an extension) - function setupDepthTexture( framebuffer, renderTarget ) { - - var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube ); - if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { - - throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); - - } - - // upload an empty depth texture with framebuffer size - if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || - renderTarget.depthTexture.image.width !== renderTarget.width || - renderTarget.depthTexture.image.height !== renderTarget.height ) { - - renderTarget.depthTexture.image.width = renderTarget.width; - renderTarget.depthTexture.image.height = renderTarget.height; - renderTarget.depthTexture.needsUpdate = true; - - } - - setTexture2D( renderTarget.depthTexture, 0 ); - - var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; - - if ( renderTarget.depthTexture.format === DepthFormat ) { - - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); - - } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { - - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); - - } else { - - throw new Error( 'Unknown depthTexture format' ); - - } - - } - - // Setup GL resources for a non-texture depth buffer - function setupDepthRenderbuffer( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - - var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); - - if ( renderTarget.depthTexture ) { - - if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); - - setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); - - } else { - - if ( isCube ) { - - renderTargetProperties.__webglDepthbuffer = []; - - for ( var i = 0; i < 6; i ++ ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); - renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); - - } - - } else { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); - - } - - } - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); - - } - - // Set up GL resources for the render target - function setupRenderTarget( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); - - renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - - textureProperties.__webglTexture = _gl.createTexture(); - - info.memory.textures ++; - - var isCube = ( renderTarget.isWebGLRenderTargetCube === true ); - var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); - - // Setup framebuffer - - if ( isCube ) { - - renderTargetProperties.__webglFramebuffer = []; - - for ( var i = 0; i < 6; i ++ ) { - - renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - - } - - } else { - - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - - } - - // Setup color buffer - - if ( isCube ) { - - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); - - for ( var i = 0; i < 6; i ++ ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); - - } - - if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) { - - generateMipmap( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, renderTarget.width, renderTarget.height ); - - } - - state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); - - } else { - - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); - - if ( textureNeedsGenerateMipmaps( renderTarget.texture, isTargetPowerOfTwo ) ) { - - generateMipmap( _gl.TEXTURE_2D, renderTarget.texture, renderTarget.width, renderTarget.height ); - - } - - state.bindTexture( _gl.TEXTURE_2D, null ); - - } - - // Setup depth and stencil buffers - - if ( renderTarget.depthBuffer ) { - - setupDepthRenderbuffer( renderTarget ); - - } - - } - - function updateRenderTargetMipmap( renderTarget ) { - - var texture = renderTarget.texture; - var isTargetPowerOfTwo = isPowerOfTwo( renderTarget ); - - if ( textureNeedsGenerateMipmaps( texture, isTargetPowerOfTwo ) ) { - - var target = renderTarget.isWebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; - var webglTexture = properties.get( texture ).__webglTexture; - - state.bindTexture( target, webglTexture ); - generateMipmap( target, texture, renderTarget.width, renderTarget.height ); - state.bindTexture( target, null ); - - } - - } - - function updateVideoTexture( texture ) { - - var id = texture.id; - var frame = info.render.frame; - - // Check the last frame we updated the VideoTexture - - if ( _videoTextures[ id ] !== frame ) { - - _videoTextures[ id ] = frame; - texture.update(); - - } - - } - - this.setTexture2D = setTexture2D; - this.setTextureCube = setTextureCube; - this.setTextureCubeDynamic = setTextureCubeDynamic; - this.setupRenderTarget = setupRenderTarget; - this.updateRenderTargetMipmap = updateRenderTargetMipmap; - - } - - /** - * @author thespite / http://www.twitter.com/thespite - */ - - function WebGLUtils( gl, extensions ) { - - function convert( p ) { - - var extension; - - if ( p === RepeatWrapping ) return gl.REPEAT; - if ( p === ClampToEdgeWrapping ) return gl.CLAMP_TO_EDGE; - if ( p === MirroredRepeatWrapping ) return gl.MIRRORED_REPEAT; - - if ( p === NearestFilter ) return gl.NEAREST; - if ( p === NearestMipMapNearestFilter ) return gl.NEAREST_MIPMAP_NEAREST; - if ( p === NearestMipMapLinearFilter ) return gl.NEAREST_MIPMAP_LINEAR; - - if ( p === LinearFilter ) return gl.LINEAR; - if ( p === LinearMipMapNearestFilter ) return gl.LINEAR_MIPMAP_NEAREST; - if ( p === LinearMipMapLinearFilter ) return gl.LINEAR_MIPMAP_LINEAR; - - if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; - if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; - if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; - if ( p === UnsignedShort565Type ) return gl.UNSIGNED_SHORT_5_6_5; - - if ( p === ByteType ) return gl.BYTE; - if ( p === ShortType ) return gl.SHORT; - if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; - if ( p === IntType ) return gl.INT; - if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; - if ( p === FloatType ) return gl.FLOAT; - - if ( p === HalfFloatType ) { - - extension = extensions.get( 'OES_texture_half_float' ); - - if ( extension !== null ) return extension.HALF_FLOAT_OES; - - } - - if ( p === AlphaFormat ) return gl.ALPHA; - if ( p === RGBFormat ) return gl.RGB; - if ( p === RGBAFormat ) return gl.RGBA; - if ( p === LuminanceFormat ) return gl.LUMINANCE; - if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; - if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; - if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; - - if ( p === AddEquation ) return gl.FUNC_ADD; - if ( p === SubtractEquation ) return gl.FUNC_SUBTRACT; - if ( p === ReverseSubtractEquation ) return gl.FUNC_REVERSE_SUBTRACT; - - if ( p === ZeroFactor ) return gl.ZERO; - if ( p === OneFactor ) return gl.ONE; - if ( p === SrcColorFactor ) return gl.SRC_COLOR; - if ( p === OneMinusSrcColorFactor ) return gl.ONE_MINUS_SRC_COLOR; - if ( p === SrcAlphaFactor ) return gl.SRC_ALPHA; - if ( p === OneMinusSrcAlphaFactor ) return gl.ONE_MINUS_SRC_ALPHA; - if ( p === DstAlphaFactor ) return gl.DST_ALPHA; - if ( p === OneMinusDstAlphaFactor ) return gl.ONE_MINUS_DST_ALPHA; - - if ( p === DstColorFactor ) return gl.DST_COLOR; - if ( p === OneMinusDstColorFactor ) return gl.ONE_MINUS_DST_COLOR; - if ( p === SrcAlphaSaturateFactor ) return gl.SRC_ALPHA_SATURATE; - - if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || - p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); - - if ( extension !== null ) { - - if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; - if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; - if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; - - } - - } - - if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || - p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - - if ( extension !== null ) { - - if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; - if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; - if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; - if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; - - } - - } - - if ( p === RGB_ETC1_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); - - if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL; - - } - - if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || - p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || - p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || - p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || - p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { - - extension = extensions.get( 'WEBGL_compressed_texture_astc' ); - - if ( extension !== null ) { - - return p; - - } - - } - - if ( p === MinEquation || p === MaxEquation ) { - - extension = extensions.get( 'EXT_blend_minmax' ); - - if ( extension !== null ) { - - if ( p === MinEquation ) return extension.MIN_EXT; - if ( p === MaxEquation ) return extension.MAX_EXT; - - } - - } - - if ( p === UnsignedInt248Type ) { - - extension = extensions.get( 'WEBGL_depth_texture' ); - - if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL; - - } - - return 0; - - } - - return { convert: convert }; - - } - - /** - * @author mrdoob / http://mrdoob.com/ - * @author greggman / http://games.greggman.com/ - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author tschw - */ - - function PerspectiveCamera( fov, aspect, near, far ) { - - Camera.call( this ); - - this.type = 'PerspectiveCamera'; - - this.fov = fov !== undefined ? fov : 50; - this.zoom = 1; - - this.near = near !== undefined ? near : 0.1; - this.far = far !== undefined ? far : 2000; - this.focus = 10; - - this.aspect = aspect !== undefined ? aspect : 1; - this.view = null; - - this.filmGauge = 35; // width of the film (default in millimeters) - this.filmOffset = 0; // horizontal film offset (same unit as gauge) - - this.updateProjectionMatrix(); - - } - - PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), { - - constructor: PerspectiveCamera, - - isPerspectiveCamera: true, - - copy: function ( source, recursive ) { - - Camera.prototype.copy.call( this, source, recursive ); - - this.fov = source.fov; - this.zoom = source.zoom; - - this.near = source.near; - this.far = source.far; - this.focus = source.focus; - - this.aspect = source.aspect; - this.view = source.view === null ? null : Object.assign( {}, source.view ); - - this.filmGauge = source.filmGauge; - this.filmOffset = source.filmOffset; - - return this; - - }, - - /** - * Sets the FOV by focal length in respect to the current .filmGauge. - * - * The default film gauge is 35, so that the focal length can be specified for - * a 35mm (full frame) camera. - * - * Values for focal length and film gauge must have the same unit. - */ - setFocalLength: function ( focalLength ) { - - // see http://www.bobatkins.com/photography/technical/field_of_view.html - var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; - - this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope ); - this.updateProjectionMatrix(); - - }, - - /** - * Calculates the focal length from the current .fov and .filmGauge. - */ - getFocalLength: function () { - - var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov ); - - return 0.5 * this.getFilmHeight() / vExtentSlope; - - }, - - getEffectiveFOV: function () { - - return _Math.RAD2DEG * 2 * Math.atan( - Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom ); - - }, - - getFilmWidth: function () { - - // film not completely covered in portrait format (aspect < 1) - return this.filmGauge * Math.min( this.aspect, 1 ); - - }, - - getFilmHeight: function () { - - // film not completely covered in landscape format (aspect > 1) - return this.filmGauge / Math.max( this.aspect, 1 ); - - }, - - /** - * Sets an offset in a larger frustum. This is useful for multi-window or - * multi-monitor/multi-machine setups. - * - * For example, if you have 3x2 monitors and each monitor is 1920x1080 and - * the monitors are in grid like this - * - * +---+---+---+ - * | A | B | C | - * +---+---+---+ - * | D | E | F | - * +---+---+---+ - * - * then for each monitor you would call it like this - * - * var w = 1920; - * var h = 1080; - * var fullWidth = w * 3; - * var fullHeight = h * 2; - * - * --A-- - * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); - * --B-- - * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); - * --C-- - * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); - * --D-- - * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); - * --E-- - * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); - * --F-- - * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); - * - * Note there is no reason monitors have to be the same size or in a grid. - */ - setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) { - - this.aspect = fullWidth / fullHeight; - - if ( this.view === null ) { - - this.view = { - enabled: true, - fullWidth: 1, - fullHeight: 1, - offsetX: 0, - offsetY: 0, - width: 1, - height: 1 - }; - - } - - this.view.enabled = true; - this.view.fullWidth = fullWidth; - this.view.fullHeight = fullHeight; - this.view.offsetX = x; - this.view.offsetY = y; - this.view.width = width; - this.view.height = height; - - this.updateProjectionMatrix(); - - }, - - clearViewOffset: function () { - - if ( this.view !== null ) { - - this.view.enabled = false; - - } - - this.updateProjectionMatrix(); - - }, - - updateProjectionMatrix: function () { - - var near = this.near, - top = near * Math.tan( - _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom, - height = 2 * top, - width = this.aspect * height, - left = - 0.5 * width, - view = this.view; - - if ( this.view !== null && this.view.enabled ) { - - var fullWidth = view.fullWidth, - fullHeight = view.fullHeight; - - left += view.offsetX * width / fullWidth; - top -= view.offsetY * height / fullHeight; - width *= view.width / fullWidth; - height *= view.height / fullHeight; - - } - - var skew = this.filmOffset; - if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); - - this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far ); - - }, - - toJSON: function ( meta ) { - - var data = Object3D.prototype.toJSON.call( this, meta ); - - data.object.fov = this.fov; - data.object.zoom = this.zoom; - - data.object.near = this.near; - data.object.far = this.far; - data.object.focus = this.focus; - - data.object.aspect = this.aspect; - - if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); - - data.object.filmGauge = this.filmGauge; - data.object.filmOffset = this.filmOffset; - - return data; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function ArrayCamera( array ) { - - PerspectiveCamera.call( this ); - - this.cameras = array || []; - - } - - ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), { - - constructor: ArrayCamera, - - isArrayCamera: true - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function WebVRManager( renderer ) { - - var scope = this; - - var device = null; - var frameData = null; - - var poseTarget = null; - - var standingMatrix = new Matrix4(); - var standingMatrixInverse = new Matrix4(); - - if ( typeof window !== 'undefined' && 'VRFrameData' in window ) { - - frameData = new window.VRFrameData(); - - } - - var matrixWorldInverse = new Matrix4(); - var tempQuaternion = new Quaternion(); - var tempPosition = new Vector3(); - - var cameraL = new PerspectiveCamera(); - cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 ); - cameraL.layers.enable( 1 ); - - var cameraR = new PerspectiveCamera(); - cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 ); - cameraR.layers.enable( 2 ); - - var cameraVR = new ArrayCamera( [ cameraL, cameraR ] ); - cameraVR.layers.enable( 1 ); - cameraVR.layers.enable( 2 ); - - // - - var currentSize, currentPixelRatio; - - function onVRDisplayPresentChange() { - - if ( device !== null && device.isPresenting ) { - - var eyeParameters = device.getEyeParameters( 'left' ); - var renderWidth = eyeParameters.renderWidth; - var renderHeight = eyeParameters.renderHeight; - - currentPixelRatio = renderer.getPixelRatio(); - currentSize = renderer.getSize(); - - renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 ); - - } else if ( scope.enabled ) { - - renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio ); - - } - - } - - if ( typeof window !== 'undefined' ) { - - window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false ); - - } - - // - - this.enabled = false; - this.userHeight = 1.6; - - this.getDevice = function () { - - return device; - - }; - - this.setDevice = function ( value ) { - - if ( value !== undefined ) device = value; - - }; - - this.setPoseTarget = function ( object ) { - - if ( object !== undefined ) poseTarget = object; - - }; - - this.getCamera = function ( camera ) { - - if ( device === null ) return camera; - - device.depthNear = camera.near; - device.depthFar = camera.far; - - device.getFrameData( frameData ); - - // - - var stageParameters = device.stageParameters; - - if ( stageParameters ) { - - standingMatrix.fromArray( stageParameters.sittingToStandingTransform ); - - } else { - - standingMatrix.makeTranslation( 0, scope.userHeight, 0 ); - - } - - - var pose = frameData.pose; - var poseObject = poseTarget !== null ? poseTarget : camera; - - // We want to manipulate poseObject by its position and quaternion components since users may rely on them. - poseObject.matrix.copy( standingMatrix ); - poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale ); - - if ( pose.orientation !== null ) { - - tempQuaternion.fromArray( pose.orientation ); - poseObject.quaternion.multiply( tempQuaternion ); - - } - - if ( pose.position !== null ) { - - tempQuaternion.setFromRotationMatrix( standingMatrix ); - tempPosition.fromArray( pose.position ); - tempPosition.applyQuaternion( tempQuaternion ); - poseObject.position.add( tempPosition ); - - } - - poseObject.updateMatrixWorld(); - - if ( device.isPresenting === false ) return camera; - - // - - cameraL.near = camera.near; - cameraR.near = camera.near; - - cameraL.far = camera.far; - cameraR.far = camera.far; - - cameraVR.matrixWorld.copy( camera.matrixWorld ); - cameraVR.matrixWorldInverse.copy( camera.matrixWorldInverse ); - - cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix ); - cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix ); - - // TODO (mrdoob) Double check this code - - standingMatrixInverse.getInverse( standingMatrix ); - - cameraL.matrixWorldInverse.multiply( standingMatrixInverse ); - cameraR.matrixWorldInverse.multiply( standingMatrixInverse ); - - var parent = poseObject.parent; - - if ( parent !== null ) { - - matrixWorldInverse.getInverse( parent.matrixWorld ); - - cameraL.matrixWorldInverse.multiply( matrixWorldInverse ); - cameraR.matrixWorldInverse.multiply( matrixWorldInverse ); - - } - - // envMap and Mirror needs camera.matrixWorld - - cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse ); - cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse ); - - cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix ); - cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix ); - - // HACK (mrdoob) - // https://github.com/w3c/webvr/issues/203 - - cameraVR.projectionMatrix.copy( cameraL.projectionMatrix ); - - // - - var layers = device.getLayers(); - - if ( layers.length ) { - - var layer = layers[ 0 ]; - - if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) { - - cameraL.bounds.fromArray( layer.leftBounds ); - - } - - if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) { - - cameraR.bounds.fromArray( layer.rightBounds ); - - } - - } - - return cameraVR; - - }; - - this.getStandingMatrix = function () { - - return standingMatrix; - - }; - - this.submitFrame = function () { - - if ( device && device.isPresenting ) device.submitFrame(); - - }; - - this.dispose = function () { - - if ( typeof window !== 'undefined' ) { - - window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange ); - - } - - }; - - } - - /** - * @author supereggbert / http://www.paulbrunt.co.uk/ - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author szimek / https://github.com/szimek/ - * @author tschw - */ - - function WebGLRenderer( parameters ) { - - console.log( 'THREE.WebGLRenderer', REVISION ); - - parameters = parameters || {}; - - var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), - _context = parameters.context !== undefined ? parameters.context : null, - - _alpha = parameters.alpha !== undefined ? parameters.alpha : false, - _depth = parameters.depth !== undefined ? parameters.depth : true, - _stencil = parameters.stencil !== undefined ? parameters.stencil : true, - _antialias = parameters.antialias !== undefined ? parameters.antialias : false, - _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true, - _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false, - _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default'; - - var currentRenderList = null; - var currentRenderState = null; - - // public properties - - this.domElement = _canvas; - this.context = null; - - // clearing - - this.autoClear = true; - this.autoClearColor = true; - this.autoClearDepth = true; - this.autoClearStencil = true; - - // scene graph - - this.sortObjects = true; - - // user-defined clipping - - this.clippingPlanes = []; - this.localClippingEnabled = false; - - // physically based shading - - this.gammaFactor = 2.0; // for backwards compatibility - this.gammaInput = false; - this.gammaOutput = false; - - // physical lights - - this.physicallyCorrectLights = false; - - // tone mapping - - this.toneMapping = LinearToneMapping; - this.toneMappingExposure = 1.0; - this.toneMappingWhitePoint = 1.0; - - // morphs - - this.maxMorphTargets = 8; - this.maxMorphNormals = 4; - - // internal properties - - var _this = this, - - _isContextLost = false, - - // internal state cache - - _currentRenderTarget = null, - _currentFramebuffer = null, - _currentMaterialId = - 1, - _currentGeometryProgram = '', - - _currentCamera = null, - _currentArrayCamera = null, - - _currentViewport = new Vector4(), - _currentScissor = new Vector4(), - _currentScissorTest = null, - - // - - _usedTextureUnits = 0, - - // - - _width = _canvas.width, - _height = _canvas.height, - - _pixelRatio = 1, - - _viewport = new Vector4( 0, 0, _width, _height ), - _scissor = new Vector4( 0, 0, _width, _height ), - _scissorTest = false, - - // frustum - - _frustum = new Frustum(), - - // clipping - - _clipping = new WebGLClipping(), - _clippingEnabled = false, - _localClippingEnabled = false, - - // camera matrices cache - - _projScreenMatrix = new Matrix4(), - - _vector3 = new Vector3(); - - function getTargetPixelRatio() { - - return _currentRenderTarget === null ? _pixelRatio : 1; - - } - - // initialize - - var _gl; - - try { - - var contextAttributes = { - alpha: _alpha, - depth: _depth, - stencil: _stencil, - antialias: _antialias, - premultipliedAlpha: _premultipliedAlpha, - preserveDrawingBuffer: _preserveDrawingBuffer, - powerPreference: _powerPreference - }; - - // event listeners must be registered before WebGL context is created, see #12753 - - _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); - _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); - - _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes ); - - if ( _gl === null ) { - - if ( _canvas.getContext( 'webgl' ) !== null ) { - - throw new Error( 'Error creating WebGL context with your selected attributes.' ); - - } else { - - throw new Error( 'Error creating WebGL context.' ); - - } - - } - - // Some experimental-webgl implementations do not have getShaderPrecisionFormat - - if ( _gl.getShaderPrecisionFormat === undefined ) { - - _gl.getShaderPrecisionFormat = function () { - - return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; - - }; - - } - - } catch ( error ) { - - console.error( 'THREE.WebGLRenderer: ' + error.message ); - - } - - var extensions, capabilities, state, info; - var properties, textures, attributes, geometries, objects; - var programCache, renderLists, renderStates; - - var background, morphtargets, bufferRenderer, indexedBufferRenderer; - var spriteRenderer; - - var utils; - - function initGLContext() { - - extensions = new WebGLExtensions( _gl ); - extensions.get( 'WEBGL_depth_texture' ); - extensions.get( 'OES_texture_float' ); - extensions.get( 'OES_texture_float_linear' ); - extensions.get( 'OES_texture_half_float' ); - extensions.get( 'OES_texture_half_float_linear' ); - extensions.get( 'OES_standard_derivatives' ); - extensions.get( 'OES_element_index_uint' ); - extensions.get( 'ANGLE_instanced_arrays' ); - - utils = new WebGLUtils( _gl, extensions ); - - capabilities = new WebGLCapabilities( _gl, extensions, parameters ); - - state = new WebGLState( _gl, extensions, utils ); - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); - - info = new WebGLInfo( _gl ); - properties = new WebGLProperties(); - textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); - attributes = new WebGLAttributes( _gl ); - geometries = new WebGLGeometries( _gl, attributes, info ); - objects = new WebGLObjects( geometries, info ); - morphtargets = new WebGLMorphtargets( _gl ); - programCache = new WebGLPrograms( _this, extensions, capabilities ); - renderLists = new WebGLRenderLists(); - renderStates = new WebGLRenderStates(); - - background = new WebGLBackground( _this, state, geometries, _premultipliedAlpha ); - - bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info ); - indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info ); - - spriteRenderer = new WebGLSpriteRenderer( _this, _gl, state, textures, capabilities ); - - info.programs = programCache.programs; - - _this.context = _gl; - _this.capabilities = capabilities; - _this.extensions = extensions; - _this.properties = properties; - _this.renderLists = renderLists; - _this.state = state; - _this.info = info; - - } - - initGLContext(); - - // vr - - var vr = new WebVRManager( _this ); - - this.vr = vr; - - // shadow map - - var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize ); - - this.shadowMap = shadowMap; - - // API - - this.getContext = function () { - - return _gl; - - }; - - this.getContextAttributes = function () { - - return _gl.getContextAttributes(); - - }; - - this.forceContextLoss = function () { - - var extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.loseContext(); - - }; - - this.forceContextRestore = function () { - - var extension = extensions.get( 'WEBGL_lose_context' ); - if ( extension ) extension.restoreContext(); - - }; - - this.getPixelRatio = function () { - - return _pixelRatio; - - }; - - this.setPixelRatio = function ( value ) { - - if ( value === undefined ) return; - - _pixelRatio = value; - - this.setSize( _width, _height, false ); - - }; - - this.getSize = function () { - - return { - width: _width, - height: _height - }; - - }; - - this.setSize = function ( width, height, updateStyle ) { - - var device = vr.getDevice(); - - if ( device && device.isPresenting ) { - - console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); - return; - - } - - _width = width; - _height = height; - - _canvas.width = width * _pixelRatio; - _canvas.height = height * _pixelRatio; - - if ( updateStyle !== false ) { - - _canvas.style.width = width + 'px'; - _canvas.style.height = height + 'px'; - - } - - this.setViewport( 0, 0, width, height ); - - }; - - this.getDrawingBufferSize = function () { - - return { - width: _width * _pixelRatio, - height: _height * _pixelRatio - }; - - }; - - this.setDrawingBufferSize = function ( width, height, pixelRatio ) { - - _width = width; - _height = height; - - _pixelRatio = pixelRatio; - - _canvas.width = width * pixelRatio; - _canvas.height = height * pixelRatio; - - this.setViewport( 0, 0, width, height ); - - }; - - this.getCurrentViewport = function () { - - return _currentViewport; - - }; - - this.setViewport = function ( x, y, width, height ) { - - _viewport.set( x, _height - y - height, width, height ); - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); - - }; - - this.setScissor = function ( x, y, width, height ) { - - _scissor.set( x, _height - y - height, width, height ); - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); - - }; - - this.setScissorTest = function ( boolean ) { - - state.setScissorTest( _scissorTest = boolean ); - - }; - - // Clearing - - this.getClearColor = function () { - - return background.getClearColor(); - - }; - - this.setClearColor = function () { - - background.setClearColor.apply( background, arguments ); - - }; - - this.getClearAlpha = function () { - - return background.getClearAlpha(); - - }; - - this.setClearAlpha = function () { - - background.setClearAlpha.apply( background, arguments ); - - }; - - this.clear = function ( color, depth, stencil ) { - - var bits = 0; - - if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT; - if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT; - if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT; - - _gl.clear( bits ); - - }; - - this.clearColor = function () { - - this.clear( true, false, false ); - - }; - - this.clearDepth = function () { - - this.clear( false, true, false ); - - }; - - this.clearStencil = function () { - - this.clear( false, false, true ); - - }; - - this.clearTarget = function ( renderTarget, color, depth, stencil ) { - - this.setRenderTarget( renderTarget ); - this.clear( color, depth, stencil ); - - }; - - // - - this.dispose = function () { - - _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); - _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); - - renderLists.dispose(); - renderStates.dispose(); - properties.dispose(); - objects.dispose(); - - vr.dispose(); - - stopAnimation(); - - }; - - // Events - - function onContextLost( event ) { - - event.preventDefault(); - - console.log( 'THREE.WebGLRenderer: Context Lost.' ); - - _isContextLost = true; - - } - - function onContextRestore( /* event */ ) { - - console.log( 'THREE.WebGLRenderer: Context Restored.' ); - - _isContextLost = false; - - initGLContext(); - - } - - function onMaterialDispose( event ) { - - var material = event.target; - - material.removeEventListener( 'dispose', onMaterialDispose ); - - deallocateMaterial( material ); - - } - - // Buffer deallocation - - function deallocateMaterial( material ) { - - releaseMaterialProgramReference( material ); - - properties.remove( material ); - - } - - - function releaseMaterialProgramReference( material ) { - - var programInfo = properties.get( material ).program; - - material.program = undefined; - - if ( programInfo !== undefined ) { - - programCache.releaseProgram( programInfo ); - - } - - } - - // Buffer rendering - - function renderObjectImmediate( object, program, material ) { - - object.render( function ( object ) { - - _this.renderBufferImmediate( object, program, material ); - - } ); - - } - - this.renderBufferImmediate = function ( object, program, material ) { - - state.initAttributes(); - - var buffers = properties.get( object ); - - if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); - if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); - if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); - if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); - - var programAttributes = program.getAttributes(); - - if ( object.hasPositions ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); - - state.enableAttribute( programAttributes.position ); - _gl.vertexAttribPointer( programAttributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); - - if ( ! material.isMeshPhongMaterial && - ! material.isMeshStandardMaterial && - ! material.isMeshNormalMaterial && - material.flatShading === true ) { - - for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { - - var array = object.normalArray; - - var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; - var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; - var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; - - array[ i + 0 ] = nx; - array[ i + 1 ] = ny; - array[ i + 2 ] = nz; - - array[ i + 3 ] = nx; - array[ i + 4 ] = ny; - array[ i + 5 ] = nz; - - array[ i + 6 ] = nx; - array[ i + 7 ] = ny; - array[ i + 8 ] = nz; - - } - - } - - _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); - - state.enableAttribute( programAttributes.normal ); - - _gl.vertexAttribPointer( programAttributes.normal, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasUvs && material.map ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); - - state.enableAttribute( programAttributes.uv ); - - _gl.vertexAttribPointer( programAttributes.uv, 2, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasColors && material.vertexColors !== NoColors ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); - - state.enableAttribute( programAttributes.color ); - - _gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 ); - - } - - state.disableUnusedAttributes(); - - _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); - - object.count = 0; - - }; - - this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { - - var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); - - state.setMaterial( material, frontFaceCW ); - - var program = setProgram( camera, fog, material, object ); - var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true ); - - var updateBuffers = false; - - if ( geometryProgram !== _currentGeometryProgram ) { - - _currentGeometryProgram = geometryProgram; - updateBuffers = true; - - } - - if ( object.morphTargetInfluences ) { - - morphtargets.update( object, geometry, material, program ); - - updateBuffers = true; - - } - - // - - var index = geometry.index; - var position = geometry.attributes.position; - var rangeFactor = 1; - - if ( material.wireframe === true ) { - - index = geometries.getWireframeAttribute( geometry ); - rangeFactor = 2; - - } - - var attribute; - var renderer = bufferRenderer; - - if ( index !== null ) { - - attribute = attributes.get( index ); - - renderer = indexedBufferRenderer; - renderer.setIndex( attribute ); - - } - - if ( updateBuffers ) { - - setupVertexAttributes( material, program, geometry ); - - if ( index !== null ) { - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attribute.buffer ); - - } - - } - - // - - var dataCount = Infinity; - - if ( index !== null ) { - - dataCount = index.count; - - } else if ( position !== undefined ) { - - dataCount = position.count; - - } - - var rangeStart = geometry.drawRange.start * rangeFactor; - var rangeCount = geometry.drawRange.count * rangeFactor; - - var groupStart = group !== null ? group.start * rangeFactor : 0; - var groupCount = group !== null ? group.count * rangeFactor : Infinity; - - var drawStart = Math.max( rangeStart, groupStart ); - var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; - - var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); - - if ( drawCount === 0 ) return; - - // - - if ( object.isMesh ) { - - if ( material.wireframe === true ) { - - state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); - renderer.setMode( _gl.LINES ); - - } else { - - switch ( object.drawMode ) { - - case TrianglesDrawMode: - renderer.setMode( _gl.TRIANGLES ); - break; - - case TriangleStripDrawMode: - renderer.setMode( _gl.TRIANGLE_STRIP ); - break; - - case TriangleFanDrawMode: - renderer.setMode( _gl.TRIANGLE_FAN ); - break; - - } - - } - - - } else if ( object.isLine ) { - - var lineWidth = material.linewidth; - - if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material - - state.setLineWidth( lineWidth * getTargetPixelRatio() ); - - if ( object.isLineSegments ) { - - renderer.setMode( _gl.LINES ); - - } else if ( object.isLineLoop ) { - - renderer.setMode( _gl.LINE_LOOP ); - - } else { - - renderer.setMode( _gl.LINE_STRIP ); - - } - - } else if ( object.isPoints ) { - - renderer.setMode( _gl.POINTS ); - - } - - if ( geometry && geometry.isInstancedBufferGeometry ) { - - if ( geometry.maxInstancedCount > 0 ) { - - renderer.renderInstances( geometry, drawStart, drawCount ); - - } - - } else { - - renderer.render( drawStart, drawCount ); - - } - - }; - - function setupVertexAttributes( material, program, geometry, startIndex ) { - - if ( geometry && geometry.isInstancedBufferGeometry ) { - - if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { - - console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; - - } - - } - - if ( startIndex === undefined ) startIndex = 0; - - state.initAttributes(); - - var geometryAttributes = geometry.attributes; - - var programAttributes = program.getAttributes(); - - var materialDefaultAttributeValues = material.defaultAttributeValues; - - for ( var name in programAttributes ) { - - var programAttribute = programAttributes[ name ]; - - if ( programAttribute >= 0 ) { - - var geometryAttribute = geometryAttributes[ name ]; - - if ( geometryAttribute !== undefined ) { - - var normalized = geometryAttribute.normalized; - var size = geometryAttribute.itemSize; - - var attribute = attributes.get( geometryAttribute ); - - // TODO Attribute may not be available on context restore - - if ( attribute === undefined ) continue; - - var buffer = attribute.buffer; - var type = attribute.type; - var bytesPerElement = attribute.bytesPerElement; - - if ( geometryAttribute.isInterleavedBufferAttribute ) { - - var data = geometryAttribute.data; - var stride = data.stride; - var offset = geometryAttribute.offset; - - if ( data && data.isInstancedInterleavedBuffer ) { - - state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute ); - - if ( geometry.maxInstancedCount === undefined ) { - - geometry.maxInstancedCount = data.meshPerAttribute * data.count; - - } - - } else { - - state.enableAttribute( programAttribute ); - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); - _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement ); - - } else { - - if ( geometryAttribute.isInstancedBufferAttribute ) { - - state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute ); - - if ( geometry.maxInstancedCount === undefined ) { - - geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; - - } - - } else { - - state.enableAttribute( programAttribute ); - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); - _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement ); - - } - - } else if ( materialDefaultAttributeValues !== undefined ) { - - var value = materialDefaultAttributeValues[ name ]; - - if ( value !== undefined ) { - - switch ( value.length ) { - - case 2: - _gl.vertexAttrib2fv( programAttribute, value ); - break; - - case 3: - _gl.vertexAttrib3fv( programAttribute, value ); - break; - - case 4: - _gl.vertexAttrib4fv( programAttribute, value ); - break; - - default: - _gl.vertexAttrib1fv( programAttribute, value ); - - } - - } - - } - - } - - } - - state.disableUnusedAttributes(); - - } - - // Compile - - this.compile = function ( scene, camera ) { - - currentRenderState = renderStates.get( scene, camera ); - currentRenderState.init(); - - scene.traverse( function ( object ) { - - if ( object.isLight ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } - - } ); - - currentRenderState.setupLights( camera ); - - scene.traverse( function ( object ) { - - if ( object.material ) { - - if ( Array.isArray( object.material ) ) { - - for ( var i = 0; i < object.material.length; i ++ ) { - - initMaterial( object.material[ i ], scene.fog, object ); - - } - - } else { - - initMaterial( object.material, scene.fog, object ); - - } - - } - - } ); - - }; - - // Animation Loop - - var isAnimating = false; - var onAnimationFrame = null; - - function startAnimation() { - - if ( isAnimating ) return; - - requestAnimationLoopFrame(); - - isAnimating = true; - - } - - function stopAnimation() { - - isAnimating = false; - - } - - function requestAnimationLoopFrame() { - - var device = vr.getDevice(); - - if ( device && device.isPresenting ) { - - device.requestAnimationFrame( animationLoop ); - - } else { - - window.requestAnimationFrame( animationLoop ); - - } - - } - - function animationLoop( time ) { - - if ( isAnimating === false ) return; - - onAnimationFrame( time ); - - requestAnimationLoopFrame(); - - } - - this.animate = function ( callback ) { - - onAnimationFrame = callback; - onAnimationFrame !== null ? startAnimation() : stopAnimation(); - - }; - - // Rendering - - this.render = function ( scene, camera, renderTarget, forceClear ) { - - if ( ! ( camera && camera.isCamera ) ) { - - console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); - return; - - } - - if ( _isContextLost ) return; - - // reset caching for this frame - - _currentGeometryProgram = ''; - _currentMaterialId = - 1; - _currentCamera = null; - - // update scene graph - - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); - - // update camera matrices and frustum - - if ( camera.parent === null ) camera.updateMatrixWorld(); - - if ( vr.enabled ) { - - camera = vr.getCamera( camera ); - - } - - // - - currentRenderState = renderStates.get( scene, camera ); - currentRenderState.init(); - - scene.onBeforeRender( _this, scene, camera, renderTarget ); - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); - - _localClippingEnabled = this.localClippingEnabled; - _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera ); - - currentRenderList = renderLists.get( scene, camera ); - currentRenderList.init(); - - projectObject( scene, camera, _this.sortObjects ); - - if ( _this.sortObjects === true ) { - - currentRenderList.sort(); - - } - - // - - if ( _clippingEnabled ) _clipping.beginShadows(); - - var shadowsArray = currentRenderState.state.shadowsArray; - - shadowMap.render( shadowsArray, scene, camera ); - - currentRenderState.setupLights( camera ); - - if ( _clippingEnabled ) _clipping.endShadows(); - - // - - if ( this.info.autoReset ) this.info.reset(); - - if ( renderTarget === undefined ) { - - renderTarget = null; - - } - - this.setRenderTarget( renderTarget ); - - // - - background.render( currentRenderList, scene, camera, forceClear ); - - // render scene - - var opaqueObjects = currentRenderList.opaque; - var transparentObjects = currentRenderList.transparent; - - if ( scene.overrideMaterial ) { - - var overrideMaterial = scene.overrideMaterial; - - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial ); - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial ); - - } else { - - // opaque pass (front-to-back order) - - if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera ); - - // transparent pass (back-to-front order) - - if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera ); - - } - - // custom renderers - - var spritesArray = currentRenderState.state.spritesArray; - - spriteRenderer.render( spritesArray, scene, camera ); - - // Generate mipmap if we're using any kind of mipmap filtering - - if ( renderTarget ) { - - textures.updateRenderTargetMipmap( renderTarget ); - - } - - // Ensure depth buffer writing is enabled so it can be cleared on next render - - state.buffers.depth.setTest( true ); - state.buffers.depth.setMask( true ); - state.buffers.color.setMask( true ); - - state.setPolygonOffset( false ); - - scene.onAfterRender( _this, scene, camera ); - - if ( vr.enabled ) { - - vr.submitFrame(); - - } - - // _gl.finish(); - - currentRenderList = null; - currentRenderState = null; - - }; - - /* - // TODO Duplicated code (Frustum) - - var _sphere = new Sphere(); - - function isObjectViewable( object ) { - - var geometry = object.geometry; - - if ( geometry.boundingSphere === null ) - geometry.computeBoundingSphere(); - - _sphere.copy( geometry.boundingSphere ). - applyMatrix4( object.matrixWorld ); - - return isSphereViewable( _sphere ); - - } - - function isSpriteViewable( sprite ) { - - _sphere.center.set( 0, 0, 0 ); - _sphere.radius = 0.7071067811865476; - _sphere.applyMatrix4( sprite.matrixWorld ); - - return isSphereViewable( _sphere ); - - } - - function isSphereViewable( sphere ) { - - if ( ! _frustum.intersectsSphere( sphere ) ) return false; - - var numPlanes = _clipping.numPlanes; - - if ( numPlanes === 0 ) return true; - - var planes = _this.clippingPlanes, - - center = sphere.center, - negRad = - sphere.radius, - i = 0; - - do { - - // out when deeper than radius in the negative halfspace - if ( planes[ i ].distanceToPoint( center ) < negRad ) return false; - - } while ( ++ i !== numPlanes ); - - return true; - - } - */ - - function projectObject( object, camera, sortObjects ) { - - if ( object.visible === false ) return; - - var visible = object.layers.test( camera.layers ); - - if ( visible ) { - - if ( object.isLight ) { - - currentRenderState.pushLight( object ); - - if ( object.castShadow ) { - - currentRenderState.pushShadow( object ); - - } - - } else if ( object.isSprite ) { - - if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { - - currentRenderState.pushSprite( object ); - - } - - } else if ( object.isImmediateRenderObject ) { - - if ( sortObjects ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - currentRenderList.push( object, null, object.material, _vector3.z, null ); - - } else if ( object.isMesh || object.isLine || object.isPoints ) { - - if ( object.isSkinnedMesh ) { - - object.skeleton.update(); - - } - - if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { - - if ( sortObjects ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ) - .applyMatrix4( _projScreenMatrix ); - - } - - var geometry = objects.update( object ); - var material = object.material; - - if ( Array.isArray( material ) ) { - - var groups = geometry.groups; - - for ( var i = 0, l = groups.length; i < l; i ++ ) { - - var group = groups[ i ]; - var groupMaterial = material[ group.materialIndex ]; - - if ( groupMaterial && groupMaterial.visible ) { - - currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group ); - - } - - } - - } else if ( material.visible ) { - - currentRenderList.push( object, geometry, material, _vector3.z, null ); - - } - - } - - } - - } - - var children = object.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - projectObject( children[ i ], camera, sortObjects ); - - } - - } - - function renderObjects( renderList, scene, camera, overrideMaterial ) { - - for ( var i = 0, l = renderList.length; i < l; i ++ ) { - - var renderItem = renderList[ i ]; - - var object = renderItem.object; - var geometry = renderItem.geometry; - var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; - var group = renderItem.group; - - if ( camera.isArrayCamera ) { - - _currentArrayCamera = camera; - - var cameras = camera.cameras; - - for ( var j = 0, jl = cameras.length; j < jl; j ++ ) { - - var camera2 = cameras[ j ]; - - if ( object.layers.test( camera2.layers ) ) { - - var bounds = camera2.bounds; - - var x = bounds.x * _width; - var y = bounds.y * _height; - var width = bounds.z * _width; - var height = bounds.w * _height; - - state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) ); - - renderObject( object, scene, camera2, geometry, material, group ); - - } - - } - - } else { - - _currentArrayCamera = null; - - renderObject( object, scene, camera, geometry, material, group ); - - } - - } - - } - - function renderObject( object, scene, camera, geometry, material, group ) { - - object.onBeforeRender( _this, scene, camera, geometry, material, group ); - currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); - - object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); - - if ( object.isImmediateRenderObject ) { - - var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); - - state.setMaterial( material, frontFaceCW ); - - var program = setProgram( camera, scene.fog, material, object ); - - _currentGeometryProgram = ''; - - renderObjectImmediate( object, program, material ); - - } else { - - _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group ); - - } - - object.onAfterRender( _this, scene, camera, geometry, material, group ); - currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); - - } - - function initMaterial( material, fog, object ) { - - var materialProperties = properties.get( material ); - - var lights = currentRenderState.state.lights; - var shadowsArray = currentRenderState.state.shadowsArray; - - var parameters = programCache.getParameters( - material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object ); - - var code = programCache.getProgramCode( material, parameters ); - - var program = materialProperties.program; - var programChange = true; - - if ( program === undefined ) { - - // new material - material.addEventListener( 'dispose', onMaterialDispose ); - - } else if ( program.code !== code ) { - - // changed glsl or parameters - releaseMaterialProgramReference( material ); - - } else if ( materialProperties.lightsHash !== lights.state.hash ) { - - properties.update( material, 'lightsHash', lights.state.hash ); - programChange = false; - - } else if ( parameters.shaderID !== undefined ) { - - // same glsl and uniform list - return; - - } else { - - // only rebuild uniform list - programChange = false; - - } - - if ( programChange ) { - - if ( parameters.shaderID ) { - - var shader = ShaderLib[ parameters.shaderID ]; - - materialProperties.shader = { - name: material.type, - uniforms: UniformsUtils.clone( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader - }; - - } else { - - materialProperties.shader = { - name: material.type, - uniforms: material.uniforms, - vertexShader: material.vertexShader, - fragmentShader: material.fragmentShader - }; - - } - - material.onBeforeCompile( materialProperties.shader, _this ); - - program = programCache.acquireProgram( material, materialProperties.shader, parameters, code ); - - materialProperties.program = program; - material.program = program; - - } - - var programAttributes = program.getAttributes(); - - if ( material.morphTargets ) { - - material.numSupportedMorphTargets = 0; - - for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { - - if ( programAttributes[ 'morphTarget' + i ] >= 0 ) { - - material.numSupportedMorphTargets ++; - - } - - } - - } - - if ( material.morphNormals ) { - - material.numSupportedMorphNormals = 0; - - for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { - - if ( programAttributes[ 'morphNormal' + i ] >= 0 ) { - - material.numSupportedMorphNormals ++; - - } - - } - - } - - var uniforms = materialProperties.shader.uniforms; - - if ( ! material.isShaderMaterial && - ! material.isRawShaderMaterial || - material.clipping === true ) { - - materialProperties.numClippingPlanes = _clipping.numPlanes; - materialProperties.numIntersection = _clipping.numIntersection; - uniforms.clippingPlanes = _clipping.uniform; - - } - - materialProperties.fog = fog; - - // store the light setup it was created for - - materialProperties.lightsHash = lights.state.hash; - - if ( material.lights ) { - - // wire up the material to this renderer's lighting state - - uniforms.ambientLightColor.value = lights.state.ambient; - uniforms.directionalLights.value = lights.state.directional; - uniforms.spotLights.value = lights.state.spot; - uniforms.rectAreaLights.value = lights.state.rectArea; - uniforms.pointLights.value = lights.state.point; - uniforms.hemisphereLights.value = lights.state.hemi; - - uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; - uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; - uniforms.spotShadowMap.value = lights.state.spotShadowMap; - uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix; - uniforms.pointShadowMap.value = lights.state.pointShadowMap; - uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; - // TODO (abelnation): add area lights shadow info to uniforms - - } - - var progUniforms = materialProperties.program.getUniforms(), - uniformsList = - WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); - - materialProperties.uniformsList = uniformsList; - - } - - function setProgram( camera, fog, material, object ) { - - _usedTextureUnits = 0; - - var materialProperties = properties.get( material ); - var lights = currentRenderState.state.lights; - - if ( _clippingEnabled ) { - - if ( _localClippingEnabled || camera !== _currentCamera ) { - - var useCache = - camera === _currentCamera && - material.id === _currentMaterialId; - - // we might want to call this function with some ClippingGroup - // object instead of the material, once it becomes feasible - // (#8465, #8379) - _clipping.setState( - material.clippingPlanes, material.clipIntersection, material.clipShadows, - camera, materialProperties, useCache ); - - } - - } - - if ( material.needsUpdate === false ) { - - if ( materialProperties.program === undefined ) { - - material.needsUpdate = true; - - } else if ( material.fog && materialProperties.fog !== fog ) { - - material.needsUpdate = true; - - } else if ( material.lights && materialProperties.lightsHash !== lights.state.hash ) { - - material.needsUpdate = true; - - } else if ( materialProperties.numClippingPlanes !== undefined && - ( materialProperties.numClippingPlanes !== _clipping.numPlanes || - materialProperties.numIntersection !== _clipping.numIntersection ) ) { - - material.needsUpdate = true; - - } - - } - - if ( material.needsUpdate ) { - - initMaterial( material, fog, object ); - material.needsUpdate = false; - - } - - var refreshProgram = false; - var refreshMaterial = false; - var refreshLights = false; - - var program = materialProperties.program, - p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.shader.uniforms; - - if ( state.useProgram( program.program ) ) { - - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; - - } - - if ( material.id !== _currentMaterialId ) { - - _currentMaterialId = material.id; - - refreshMaterial = true; - - } - - if ( refreshProgram || camera !== _currentCamera ) { - - p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); - - if ( capabilities.logarithmicDepthBuffer ) { - - p_uniforms.setValue( _gl, 'logDepthBufFC', - 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); - - } - - // Avoid unneeded uniform updates per ArrayCamera's sub-camera - - if ( _currentCamera !== ( _currentArrayCamera || camera ) ) { - - _currentCamera = ( _currentArrayCamera || camera ); - - // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: - - refreshMaterial = true; // set to true on material change - refreshLights = true; // remains set until update done - - } - - // load material specific uniforms - // (shader material also gets them for the sake of genericity) - - if ( material.isShaderMaterial || - material.isMeshPhongMaterial || - material.isMeshStandardMaterial || - material.envMap ) { - - var uCamPos = p_uniforms.map.cameraPosition; - - if ( uCamPos !== undefined ) { - - uCamPos.setValue( _gl, - _vector3.setFromMatrixPosition( camera.matrixWorld ) ); - - } - - } - - if ( material.isMeshPhongMaterial || - material.isMeshLambertMaterial || - material.isMeshBasicMaterial || - material.isMeshStandardMaterial || - material.isShaderMaterial || - material.skinning ) { - - p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); - - } - - } - - // skinning uniforms must be set even if material didn't change - // auto-setting of texture unit for bone texture must go before other textures - // not sure why, but otherwise weird things happen - - if ( material.skinning ) { - - p_uniforms.setOptional( _gl, object, 'bindMatrix' ); - p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); - - var skeleton = object.skeleton; - - if ( skeleton ) { - - var bones = skeleton.bones; - - if ( capabilities.floatVertexTextures ) { - - if ( skeleton.boneTexture === undefined ) { - - // layout (1 matrix = 4 pixels) - // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) - // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) - // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) - // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) - // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) - - - var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix - size = _Math.ceilPowerOfTwo( size ); - size = Math.max( size, 4 ); - - var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel - boneMatrices.set( skeleton.boneMatrices ); // copy current values - - var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); - boneTexture.needsUpdate = true; - - skeleton.boneMatrices = boneMatrices; - skeleton.boneTexture = boneTexture; - skeleton.boneTextureSize = size; - - } - - p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture ); - p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); - - } else { - - p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' ); - - } - - } - - } - - if ( refreshMaterial ) { - - p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); - p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint ); - - if ( material.lights ) { - - // the current material requires lighting info - - // note: all lighting uniforms are always set correctly - // they simply reference the renderer's state for their - // values - // - // use the current material's .needsUpdate flags to set - // the GL state when required - - markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); - - } - - // refresh uniforms common to several materials - - if ( fog && material.fog ) { - - refreshUniformsFog( m_uniforms, fog ); - - } - - if ( material.isMeshBasicMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - - } else if ( material.isMeshLambertMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsLambert( m_uniforms, material ); - - } else if ( material.isMeshPhongMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - - if ( material.isMeshToonMaterial ) { - - refreshUniformsToon( m_uniforms, material ); - - } else { - - refreshUniformsPhong( m_uniforms, material ); - - } - - } else if ( material.isMeshStandardMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - - if ( material.isMeshPhysicalMaterial ) { - - refreshUniformsPhysical( m_uniforms, material ); - - } else { - - refreshUniformsStandard( m_uniforms, material ); - - } - - } else if ( material.isMeshDepthMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsDepth( m_uniforms, material ); - - } else if ( material.isMeshDistanceMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsDistance( m_uniforms, material ); - - } else if ( material.isMeshNormalMaterial ) { - - refreshUniformsCommon( m_uniforms, material ); - refreshUniformsNormal( m_uniforms, material ); - - } else if ( material.isLineBasicMaterial ) { - - refreshUniformsLine( m_uniforms, material ); - - if ( material.isLineDashedMaterial ) { - - refreshUniformsDash( m_uniforms, material ); - - } - - } else if ( material.isPointsMaterial ) { - - refreshUniformsPoints( m_uniforms, material ); - - } else if ( material.isShadowMaterial ) { - - m_uniforms.color.value = material.color; - m_uniforms.opacity.value = material.opacity; - - } - - // RectAreaLight Texture - // TODO (mrdoob): Find a nicer implementation - - if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1; - if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2; - - WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); - - } - - if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { - - WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, _this ); - material.uniformsNeedUpdate = false; - - } - - // common matrices - - p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); - p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); - p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); - - return program; - - } - - // Uniforms (refresh uniforms objects) - - function refreshUniformsCommon( uniforms, material ) { - - uniforms.opacity.value = material.opacity; - - if ( material.color ) { - - uniforms.diffuse.value = material.color; - - } - - if ( material.emissive ) { - - uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); - - } - - if ( material.map ) { - - uniforms.map.value = material.map; - - } - - if ( material.alphaMap ) { - - uniforms.alphaMap.value = material.alphaMap; - - } - - if ( material.specularMap ) { - - uniforms.specularMap.value = material.specularMap; - - } - - if ( material.envMap ) { - - uniforms.envMap.value = material.envMap; - - // don't flip CubeTexture envMaps, flip everything else: - // WebGLRenderTargetCube will be flipped for backwards compatibility - // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture - // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future - uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1; - - uniforms.reflectivity.value = material.reflectivity; - uniforms.refractionRatio.value = material.refractionRatio; - - uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel; - - } - - if ( material.lightMap ) { - - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - - } - - if ( material.aoMap ) { - - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; - - } - - // uv repeat and offset setting priorities - // 1. color map - // 2. specular map - // 3. normal map - // 4. bump map - // 5. alpha map - // 6. emissive map - - var uvScaleMap; - - if ( material.map ) { - - uvScaleMap = material.map; - - } else if ( material.specularMap ) { - - uvScaleMap = material.specularMap; - - } else if ( material.displacementMap ) { - - uvScaleMap = material.displacementMap; - - } else if ( material.normalMap ) { - - uvScaleMap = material.normalMap; - - } else if ( material.bumpMap ) { - - uvScaleMap = material.bumpMap; - - } else if ( material.roughnessMap ) { - - uvScaleMap = material.roughnessMap; - - } else if ( material.metalnessMap ) { - - uvScaleMap = material.metalnessMap; - - } else if ( material.alphaMap ) { - - uvScaleMap = material.alphaMap; - - } else if ( material.emissiveMap ) { - - uvScaleMap = material.emissiveMap; - - } - - if ( uvScaleMap !== undefined ) { - - // backwards compatibility - if ( uvScaleMap.isWebGLRenderTarget ) { - - uvScaleMap = uvScaleMap.texture; - - } - - if ( uvScaleMap.matrixAutoUpdate === true ) { - - var offset = uvScaleMap.offset; - var repeat = uvScaleMap.repeat; - var rotation = uvScaleMap.rotation; - var center = uvScaleMap.center; - - uvScaleMap.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); - - } - - uniforms.uvTransform.value.copy( uvScaleMap.matrix ); - - } - - } - - function refreshUniformsLine( uniforms, material ) { - - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - - } - - function refreshUniformsDash( uniforms, material ) { - - uniforms.dashSize.value = material.dashSize; - uniforms.totalSize.value = material.dashSize + material.gapSize; - uniforms.scale.value = material.scale; - - } - - function refreshUniformsPoints( uniforms, material ) { - - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * _pixelRatio; - uniforms.scale.value = _height * 0.5; - - uniforms.map.value = material.map; - - if ( material.map !== null ) { - - if ( material.map.matrixAutoUpdate === true ) { - - var offset = material.map.offset; - var repeat = material.map.repeat; - var rotation = material.map.rotation; - var center = material.map.center; - - material.map.matrix.setUvTransform( offset.x, offset.y, repeat.x, repeat.y, rotation, center.x, center.y ); - - } - - uniforms.uvTransform.value.copy( material.map.matrix ); - - } - - } - - function refreshUniformsFog( uniforms, fog ) { - - uniforms.fogColor.value = fog.color; - - if ( fog.isFog ) { - - uniforms.fogNear.value = fog.near; - uniforms.fogFar.value = fog.far; - - } else if ( fog.isFogExp2 ) { - - uniforms.fogDensity.value = fog.density; - - } - - } - - function refreshUniformsLambert( uniforms, material ) { - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - } - - function refreshUniformsPhong( uniforms, material ) { - - uniforms.specular.value = material.specular; - uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsToon( uniforms, material ) { - - refreshUniformsPhong( uniforms, material ); - - if ( material.gradientMap ) { - - uniforms.gradientMap.value = material.gradientMap; - - } - - } - - function refreshUniformsStandard( uniforms, material ) { - - uniforms.roughness.value = material.roughness; - uniforms.metalness.value = material.metalness; - - if ( material.roughnessMap ) { - - uniforms.roughnessMap.value = material.roughnessMap; - - } - - if ( material.metalnessMap ) { - - uniforms.metalnessMap.value = material.metalnessMap; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - if ( material.envMap ) { - - //uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value = material.envMapIntensity; - - } - - } - - function refreshUniformsPhysical( uniforms, material ) { - - uniforms.clearCoat.value = material.clearCoat; - uniforms.clearCoatRoughness.value = material.clearCoatRoughness; - - refreshUniformsStandard( uniforms, material ); - - } - - function refreshUniformsDepth( uniforms, material ) { - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsDistance( uniforms, material ) { - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - uniforms.referencePosition.value.copy( material.referencePosition ); - uniforms.nearDistance.value = material.nearDistance; - uniforms.farDistance.value = material.farDistance; - - } - - function refreshUniformsNormal( uniforms, material ) { - - if ( material.bumpMap ) { - - uniforms.bumpMap.value = material.bumpMap; - uniforms.bumpScale.value = material.bumpScale; - - } - - if ( material.normalMap ) { - - uniforms.normalMap.value = material.normalMap; - uniforms.normalScale.value.copy( material.normalScale ); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - // If uniforms are marked as clean, they don't need to be loaded to the GPU. - - function markUniformsLightsNeedsUpdate( uniforms, value ) { - - uniforms.ambientLightColor.needsUpdate = value; - - uniforms.directionalLights.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; - uniforms.spotLights.needsUpdate = value; - uniforms.rectAreaLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; - - } - - // Textures - - function allocTextureUnit() { - - var textureUnit = _usedTextureUnits; - - if ( textureUnit >= capabilities.maxTextures ) { - - console.warn( 'THREE.WebGLRenderer: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); - - } - - _usedTextureUnits += 1; - - return textureUnit; - - } - - this.allocTextureUnit = allocTextureUnit; - - // this.setTexture2D = setTexture2D; - this.setTexture2D = ( function () { - - var warned = false; - - // backwards compatibility: peel texture.texture - return function setTexture2D( texture, slot ) { - - if ( texture && texture.isWebGLRenderTarget ) { - - if ( ! warned ) { - - console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." ); - warned = true; - - } - - texture = texture.texture; - - } - - textures.setTexture2D( texture, slot ); - - }; - - }() ); - - this.setTexture = ( function () { - - var warned = false; - - return function setTexture( texture, slot ) { - - if ( ! warned ) { - - console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." ); - warned = true; - - } - - textures.setTexture2D( texture, slot ); - - }; - - }() ); - - this.setTextureCube = ( function () { - - var warned = false; - - return function setTextureCube( texture, slot ) { - - // backwards compatibility: peel texture.texture - if ( texture && texture.isWebGLRenderTargetCube ) { - - if ( ! warned ) { - - console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." ); - warned = true; - - } - - texture = texture.texture; - - } - - // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture - // TODO: unify these code paths - if ( ( texture && texture.isCubeTexture ) || - ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { - - // CompressedTexture can have Array in image :/ - - // this function alone should take care of cube textures - textures.setTextureCube( texture, slot ); - - } else { - - // assumed: texture property of THREE.WebGLRenderTargetCube - - textures.setTextureCubeDynamic( texture, slot ); - - } - - }; - - }() ); - - this.getRenderTarget = function () { - - return _currentRenderTarget; - - }; - - this.setRenderTarget = function ( renderTarget ) { - - _currentRenderTarget = renderTarget; - - if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { - - textures.setupRenderTarget( renderTarget ); - - } - - var framebuffer = null; - var isCube = false; - - if ( renderTarget ) { - - var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( renderTarget.isWebGLRenderTargetCube ) { - - framebuffer = __webglFramebuffer[ renderTarget.activeCubeFace ]; - isCube = true; - - } else { - - framebuffer = __webglFramebuffer; - - } - - _currentViewport.copy( renderTarget.viewport ); - _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; - - } else { - - _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); - _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); - _currentScissorTest = _scissorTest; - - } - - if ( _currentFramebuffer !== framebuffer ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _currentFramebuffer = framebuffer; - - } - - state.viewport( _currentViewport ); - state.scissor( _currentScissor ); - state.setScissorTest( _currentScissorTest ); - - if ( isCube ) { - - var textureProperties = properties.get( renderTarget.texture ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); - - } - - }; - - this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { - - if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - return; - - } - - var framebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( framebuffer ) { - - var restore = false; - - if ( framebuffer !== _currentFramebuffer ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - restore = true; - - } - - try { - - var texture = renderTarget.texture; - var textureFormat = texture.format; - var textureType = texture.type; - - if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); - return; - - } - - if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513) - ! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox - ! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); - return; - - } - - if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { - - // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) - - if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { - - _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); - - } - - } else { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); - - } - - } finally { - - if ( restore ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); - - } - - } - - } - - }; - - this.copyFramebufferToTexture = function ( position, texture, level ) { - - var width = texture.image.width; - var height = texture.image.height; - var glFormat = utils.convert( texture.format ); - - this.setTexture2D( texture, 0 ); - - _gl.copyTexImage2D( _gl.TEXTURE_2D, level || 0, glFormat, position.x, position.y, width, height, 0 ); - - }; - - this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) { - - var width = srcTexture.image.width; - var height = srcTexture.image.height; - var glFormat = utils.convert( dstTexture.format ); - var glType = utils.convert( dstTexture.type ); - var pixels = srcTexture.isDataTexture ? srcTexture.image.data : srcTexture.image; - - this.setTexture2D( dstTexture, 0 ); - - _gl.texSubImage2D( _gl.TEXTURE_2D, level || 0, position.x, position.y, width, height, glFormat, glType, pixels ); - - }; - - } - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - - function FogExp2( color, density ) { - - this.name = ''; - - this.color = new Color( color ); - this.density = ( density !== undefined ) ? density : 0.00025; - - } - - FogExp2.prototype.isFogExp2 = true; - - FogExp2.prototype.clone = function () { - - return new FogExp2( this.color.getHex(), this.density ); - - }; - - FogExp2.prototype.toJSON = function ( /* meta */ ) { - - return { - type: 'FogExp2', - color: this.color.getHex(), - density: this.density - }; - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - - function Fog( color, near, far ) { - - this.name = ''; - - this.color = new Color( color ); - - this.near = ( near !== undefined ) ? near : 1; - this.far = ( far !== undefined ) ? far : 1000; - - } - - Fog.prototype.isFog = true; - - Fog.prototype.clone = function () { - - return new Fog( this.color.getHex(), this.near, this.far ); - - }; - - Fog.prototype.toJSON = function ( /* meta */ ) { - - return { - type: 'Fog', - color: this.color.getHex(), - near: this.near, - far: this.far - }; - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function Scene() { - - Object3D.call( this ); - - this.type = 'Scene'; - - this.background = null; - this.fog = null; - this.overrideMaterial = null; - - this.autoUpdate = true; // checked by the renderer - - } - - Scene.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Scene, - - copy: function ( source, recursive ) { - - Object3D.prototype.copy.call( this, source, recursive ); - - if ( source.background !== null ) this.background = source.background.clone(); - if ( source.fog !== null ) this.fog = source.fog.clone(); - if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); - - this.autoUpdate = source.autoUpdate; - this.matrixAutoUpdate = source.matrixAutoUpdate; - - return this; - - }, - - toJSON: function ( meta ) { - - var data = Object3D.prototype.toJSON.call( this, meta ); - - if ( this.background !== null ) data.object.background = this.background.toJSON( meta ); - if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); - - return data; - - } - - } ); - - /** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * uvOffset: new THREE.Vector2(), - * uvScale: new THREE.Vector2() - * } - */ - - function SpriteMaterial( parameters ) { - - Material.call( this ); - - this.type = 'SpriteMaterial'; - - this.color = new Color( 0xffffff ); - this.map = null; - - this.rotation = 0; - - this.fog = false; - this.lights = false; - - this.setValues( parameters ); - - } - - SpriteMaterial.prototype = Object.create( Material.prototype ); - SpriteMaterial.prototype.constructor = SpriteMaterial; - SpriteMaterial.prototype.isSpriteMaterial = true; - - SpriteMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - this.map = source.map; - - this.rotation = source.rotation; - - return this; - - }; - - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - - function Sprite( material ) { - - Object3D.call( this ); - - this.type = 'Sprite'; - - this.material = ( material !== undefined ) ? material : new SpriteMaterial(); - - this.center = new Vector2( 0.5, 0.5 ); - - } - - Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Sprite, - - isSprite: true, - - raycast: ( function () { - - var intersectPoint = new Vector3(); - var worldPosition = new Vector3(); - var worldScale = new Vector3(); - - return function raycast( raycaster, intersects ) { - - worldPosition.setFromMatrixPosition( this.matrixWorld ); - raycaster.ray.closestPointToPoint( worldPosition, intersectPoint ); - - worldScale.setFromMatrixScale( this.matrixWorld ); - var guessSizeSq = worldScale.x * worldScale.y / 4; - - if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return; - - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - point: intersectPoint.clone(), - face: null, - object: this - - } ); - - }; - - }() ), - - clone: function () { - - return new this.constructor( this.material ).copy( this ); - - }, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source ); - - if ( source.center !== undefined ) this.center.copy( source.center ); - - return this; - - } - - - } ); - - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - - function LOD() { - - Object3D.call( this ); - - this.type = 'LOD'; - - Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - } - } ); - - } - - LOD.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: LOD, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source, false ); - - var levels = source.levels; - - for ( var i = 0, l = levels.length; i < l; i ++ ) { - - var level = levels[ i ]; - - this.addLevel( level.object.clone(), level.distance ); - - } - - return this; - - }, - - addLevel: function ( object, distance ) { - - if ( distance === undefined ) distance = 0; - - distance = Math.abs( distance ); - - var levels = this.levels; - - for ( var l = 0; l < levels.length; l ++ ) { - - if ( distance < levels[ l ].distance ) { - - break; - - } - - } - - levels.splice( l, 0, { distance: distance, object: object } ); - - this.add( object ); - - }, - - getObjectForDistance: function ( distance ) { - - var levels = this.levels; - - for ( var i = 1, l = levels.length; i < l; i ++ ) { - - if ( distance < levels[ i ].distance ) { - - break; - - } - - } - - return levels[ i - 1 ].object; - - }, - - raycast: ( function () { - - var matrixPosition = new Vector3(); - - return function raycast( raycaster, intersects ) { - - matrixPosition.setFromMatrixPosition( this.matrixWorld ); - - var distance = raycaster.ray.origin.distanceTo( matrixPosition ); - - this.getObjectForDistance( distance ).raycast( raycaster, intersects ); - - }; - - }() ), - - update: function () { - - var v1 = new Vector3(); - var v2 = new Vector3(); - - return function update( camera ) { - - var levels = this.levels; - - if ( levels.length > 1 ) { - - v1.setFromMatrixPosition( camera.matrixWorld ); - v2.setFromMatrixPosition( this.matrixWorld ); - - var distance = v1.distanceTo( v2 ); - - levels[ 0 ].object.visible = true; - - for ( var i = 1, l = levels.length; i < l; i ++ ) { - - if ( distance >= levels[ i ].distance ) { - - levels[ i - 1 ].object.visible = false; - levels[ i ].object.visible = true; - - } else { - - break; - - } - - } - - for ( ; i < l; i ++ ) { - - levels[ i ].object.visible = false; - - } - - } - - }; - - }(), - - toJSON: function ( meta ) { - - var data = Object3D.prototype.toJSON.call( this, meta ); - - data.object.levels = []; - - var levels = this.levels; - - for ( var i = 0, l = levels.length; i < l; i ++ ) { - - var level = levels[ i ]; - - data.object.levels.push( { - object: level.object.uuid, - distance: level.distance - } ); - - } - - return data; - - } - - } ); - - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author michael guerrero / http://realitymeltdown.com - * @author ikerr / http://verold.com - */ - - function Skeleton( bones, boneInverses ) { - - // copy the bone array - - bones = bones || []; - - this.bones = bones.slice( 0 ); - this.boneMatrices = new Float32Array( this.bones.length * 16 ); - - // use the supplied bone inverses or calculate the inverses - - if ( boneInverses === undefined ) { - - this.calculateInverses(); - - } else { - - if ( this.bones.length === boneInverses.length ) { - - this.boneInverses = boneInverses.slice( 0 ); - - } else { - - console.warn( 'THREE.Skeleton boneInverses is the wrong length.' ); - - this.boneInverses = []; - - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - - this.boneInverses.push( new Matrix4() ); - - } - - } - - } - - } - - Object.assign( Skeleton.prototype, { - - calculateInverses: function () { - - this.boneInverses = []; - - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - - var inverse = new Matrix4(); - - if ( this.bones[ i ] ) { - - inverse.getInverse( this.bones[ i ].matrixWorld ); - - } - - this.boneInverses.push( inverse ); - - } - - }, - - pose: function () { - - var bone, i, il; - - // recover the bind-time world matrices - - for ( i = 0, il = this.bones.length; i < il; i ++ ) { - - bone = this.bones[ i ]; - - if ( bone ) { - - bone.matrixWorld.getInverse( this.boneInverses[ i ] ); - - } - - } - - // compute the local matrices, positions, rotations and scales - - for ( i = 0, il = this.bones.length; i < il; i ++ ) { - - bone = this.bones[ i ]; - - if ( bone ) { - - if ( bone.parent && bone.parent.isBone ) { - - bone.matrix.getInverse( bone.parent.matrixWorld ); - bone.matrix.multiply( bone.matrixWorld ); - - } else { - - bone.matrix.copy( bone.matrixWorld ); - - } - - bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); - - } - - } - - }, - - update: ( function () { - - var offsetMatrix = new Matrix4(); - var identityMatrix = new Matrix4(); - - return function update() { - - var bones = this.bones; - var boneInverses = this.boneInverses; - var boneMatrices = this.boneMatrices; - var boneTexture = this.boneTexture; - - // flatten bone matrices to array - - for ( var i = 0, il = bones.length; i < il; i ++ ) { - - // compute the offset between the current and the original transform - - var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix; - - offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); - offsetMatrix.toArray( boneMatrices, i * 16 ); - - } - - if ( boneTexture !== undefined ) { - - boneTexture.needsUpdate = true; - - } - - }; - - } )(), - - clone: function () { - - return new Skeleton( this.bones, this.boneInverses ); - - }, - - getBoneByName: function ( name ) { - - for ( var i = 0, il = this.bones.length; i < il; i ++ ) { - - var bone = this.bones[ i ]; - - if ( bone.name === name ) { - - return bone; - - } - - } - - return undefined; - - } - - } ); - - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */ - - function Bone() { - - Object3D.call( this ); - - this.type = 'Bone'; - - } - - Bone.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Bone, - - isBone: true - - } ); - - /** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - * @author ikerr / http://verold.com - */ - - function SkinnedMesh( geometry, material ) { - - Mesh.call( this, geometry, material ); - - this.type = 'SkinnedMesh'; - - this.bindMode = 'attached'; - this.bindMatrix = new Matrix4(); - this.bindMatrixInverse = new Matrix4(); - - var bones = this.initBones(); - var skeleton = new Skeleton( bones ); - - this.bind( skeleton, this.matrixWorld ); - - this.normalizeSkinWeights(); - - } - - SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { - - constructor: SkinnedMesh, - - isSkinnedMesh: true, - - initBones: function () { - - var bones = [], bone, gbone; - var i, il; - - if ( this.geometry && this.geometry.bones !== undefined ) { - - // first, create array of 'Bone' objects from geometry data - - for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { - - gbone = this.geometry.bones[ i ]; - - // create new 'Bone' object - - bone = new Bone(); - bones.push( bone ); - - // apply values - - bone.name = gbone.name; - bone.position.fromArray( gbone.pos ); - bone.quaternion.fromArray( gbone.rotq ); - if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); - - } - - // second, create bone hierarchy - - for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) { - - gbone = this.geometry.bones[ i ]; - - if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) { - - // subsequent bones in the hierarchy - - bones[ gbone.parent ].add( bones[ i ] ); - - } else { - - // topmost bone, immediate child of the skinned mesh - - this.add( bones[ i ] ); - - } - - } - - } - - // now the bones are part of the scene graph and children of the skinned mesh. - // let's update the corresponding matrices - - this.updateMatrixWorld( true ); - - return bones; - - }, - - bind: function ( skeleton, bindMatrix ) { - - this.skeleton = skeleton; - - if ( bindMatrix === undefined ) { - - this.updateMatrixWorld( true ); - - this.skeleton.calculateInverses(); - - bindMatrix = this.matrixWorld; - - } - - this.bindMatrix.copy( bindMatrix ); - this.bindMatrixInverse.getInverse( bindMatrix ); - - }, - - pose: function () { - - this.skeleton.pose(); - - }, - - normalizeSkinWeights: function () { - - var scale, i; - - if ( this.geometry && this.geometry.isGeometry ) { - - for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) { - - var sw = this.geometry.skinWeights[ i ]; - - scale = 1.0 / sw.manhattanLength(); - - if ( scale !== Infinity ) { - - sw.multiplyScalar( scale ); - - } else { - - sw.set( 1, 0, 0, 0 ); // do something reasonable - - } - - } - - } else if ( this.geometry && this.geometry.isBufferGeometry ) { - - var vec = new Vector4(); - - var skinWeight = this.geometry.attributes.skinWeight; - - for ( i = 0; i < skinWeight.count; i ++ ) { - - vec.x = skinWeight.getX( i ); - vec.y = skinWeight.getY( i ); - vec.z = skinWeight.getZ( i ); - vec.w = skinWeight.getW( i ); - - scale = 1.0 / vec.manhattanLength(); - - if ( scale !== Infinity ) { - - vec.multiplyScalar( scale ); - - } else { - - vec.set( 1, 0, 0, 0 ); // do something reasonable - - } - - skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); - - } - - } - - }, - - updateMatrixWorld: function ( force ) { - - Mesh.prototype.updateMatrixWorld.call( this, force ); - - if ( this.bindMode === 'attached' ) { - - this.bindMatrixInverse.getInverse( this.matrixWorld ); - - } else if ( this.bindMode === 'detached' ) { - - this.bindMatrixInverse.getInverse( this.bindMatrix ); - - } else { - - console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); - - } - - }, - - clone: function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round" - * } - */ - - function LineBasicMaterial( parameters ) { - - Material.call( this ); - - this.type = 'LineBasicMaterial'; - - this.color = new Color( 0xffffff ); - - this.linewidth = 1; - this.linecap = 'round'; - this.linejoin = 'round'; - - this.lights = false; - - this.setValues( parameters ); - - } - - LineBasicMaterial.prototype = Object.create( Material.prototype ); - LineBasicMaterial.prototype.constructor = LineBasicMaterial; - - LineBasicMaterial.prototype.isLineBasicMaterial = true; - - LineBasicMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; - - return this; - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function Line( geometry, material, mode ) { - - if ( mode === 1 ) { - - console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); - return new LineSegments( geometry, material ); - - } - - Object3D.call( this ); - - this.type = 'Line'; - - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); - - } - - Line.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Line, - - isLine: true, - - computeLineDistances: ( function () { - - var start = new Vector3(); - var end = new Vector3(); - - return function computeLineDistances() { - - var geometry = this.geometry; - - if ( geometry.isBufferGeometry ) { - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - var positionAttribute = geometry.attributes.position; - var lineDistances = [ 0 ]; - - for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) { - - start.fromBufferAttribute( positionAttribute, i - 1 ); - end.fromBufferAttribute( positionAttribute, i ); - - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += start.distanceTo( end ); - - } - - geometry.addAttribute( 'lineDistance', new THREE.Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - } else if ( geometry.isGeometry ) { - - var vertices = geometry.vertices; - var lineDistances = geometry.lineDistances; - - lineDistances[ 0 ] = 0; - - for ( var i = 1, l = vertices.length; i < l; i ++ ) { - - lineDistances[ i ] = lineDistances[ i - 1 ]; - lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); - - } - - } - - return this; - - }; - - }() ), - - raycast: ( function () { - - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); - - return function raycast( raycaster, intersects ) { - - var precision = raycaster.linePrecision; - var precisionSq = precision * precision; - - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - - // - - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - - var vStart = new Vector3(); - var vEnd = new Vector3(); - var interSegment = new Vector3(); - var interRay = new Vector3(); - var step = ( this && this.isLineSegments ) ? 2 : 1; - - if ( geometry.isBufferGeometry ) { - - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; - - if ( index !== null ) { - - var indices = index.array; - - for ( var i = 0, l = indices.length - 1; i < l; i += step ) { - - var a = indices[ i ]; - var b = indices[ i + 1 ]; - - vStart.fromArray( positions, a * 3 ); - vEnd.fromArray( positions, b * 3 ); - - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - - if ( distSq > precisionSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var distance = raycaster.ray.origin.distanceTo( interRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this - - } ); - - } - - } else { - - for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { - - vStart.fromArray( positions, 3 * i ); - vEnd.fromArray( positions, 3 * i + 3 ); - - var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); - - if ( distSq > precisionSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var distance = raycaster.ray.origin.distanceTo( interRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this - - } ); - - } - - } - - } else if ( geometry.isGeometry ) { - - var vertices = geometry.vertices; - var nbVertices = vertices.length; - - for ( var i = 0; i < nbVertices - 1; i += step ) { - - var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); - - if ( distSq > precisionSq ) continue; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var distance = raycaster.ray.origin.distanceTo( interRay ); - - if ( distance < raycaster.near || distance > raycaster.far ) continue; - - intersects.push( { - - distance: distance, - // What do we want? intersection point on the ray or on the segment?? - // point: raycaster.ray.at( distance ), - point: interSegment.clone().applyMatrix4( this.matrixWorld ), - index: i, - face: null, - faceIndex: null, - object: this - - } ); - - } - - } - - }; - - }() ), - - clone: function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function LineSegments( geometry, material ) { - - Line.call( this, geometry, material ); - - this.type = 'LineSegments'; - - } - - LineSegments.prototype = Object.assign( Object.create( Line.prototype ), { - - constructor: LineSegments, - - isLineSegments: true, - - computeLineDistances: ( function () { - - var start = new Vector3(); - var end = new Vector3(); - - return function computeLineDistances() { - - var geometry = this.geometry; - - if ( geometry.isBufferGeometry ) { - - // we assume non-indexed geometry - - if ( geometry.index === null ) { - - var positionAttribute = geometry.attributes.position; - var lineDistances = []; - - for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) { - - start.fromBufferAttribute( positionAttribute, i ); - end.fromBufferAttribute( positionAttribute, i + 1 ); - - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); - - } - - geometry.addAttribute( 'lineDistance', new THREE.Float32BufferAttribute( lineDistances, 1 ) ); - - } else { - - console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); - - } - - } else if ( geometry.isGeometry ) { - - var vertices = geometry.vertices; - var lineDistances = geometry.lineDistances; - - for ( var i = 0, l = vertices.length; i < l; i += 2 ) { - - start.copy( vertices[ i ] ); - end.copy( vertices[ i + 1 ] ); - - lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; - lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end ); - - } - - } - - return this; - - }; - - }() ) - - } ); - - /** - * @author mgreter / http://github.com/mgreter - */ - - function LineLoop( geometry, material ) { - - Line.call( this, geometry, material ); - - this.type = 'LineLoop'; - - } - - LineLoop.prototype = Object.assign( Object.create( Line.prototype ), { - - constructor: LineLoop, - - isLineLoop: true, - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * size: , - * sizeAttenuation: - * } - */ - - function PointsMaterial( parameters ) { - - Material.call( this ); - - this.type = 'PointsMaterial'; - - this.color = new Color( 0xffffff ); - - this.map = null; - - this.size = 1; - this.sizeAttenuation = true; - - this.lights = false; - - this.setValues( parameters ); - - } - - PointsMaterial.prototype = Object.create( Material.prototype ); - PointsMaterial.prototype.constructor = PointsMaterial; - - PointsMaterial.prototype.isPointsMaterial = true; - - PointsMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; - - return this; - - }; - - /** - * @author alteredq / http://alteredqualia.com/ - */ - - function Points( geometry, material ) { - - Object3D.call( this ); - - this.type = 'Points'; - - this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); - this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); - - } - - Points.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Points, - - isPoints: true, - - raycast: ( function () { - - var inverseMatrix = new Matrix4(); - var ray = new Ray(); - var sphere = new Sphere(); - - return function raycast( raycaster, intersects ) { - - var object = this; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - var threshold = raycaster.params.Points.threshold; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); - sphere.radius += threshold; - - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - - // - - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - - var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - var localThresholdSq = localThreshold * localThreshold; - var position = new Vector3(); - var intersectPoint = new Vector3(); - - function testPoint( point, index ) { - - var rayPointDistanceSq = ray.distanceSqToPoint( point ); - - if ( rayPointDistanceSq < localThresholdSq ) { - - ray.closestPointToPoint( point, intersectPoint ); - intersectPoint.applyMatrix4( matrixWorld ); - - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint.clone(), - index: index, - face: null, - object: object - - } ); - - } - - } - - if ( geometry.isBufferGeometry ) { - - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; - - if ( index !== null ) { - - var indices = index.array; - - for ( var i = 0, il = indices.length; i < il; i ++ ) { - - var a = indices[ i ]; - - position.fromArray( positions, a * 3 ); - - testPoint( position, a ); - - } - - } else { - - for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { - - position.fromArray( positions, i * 3 ); - - testPoint( position, i ); - - } - - } - - } else { - - var vertices = geometry.vertices; - - for ( var i = 0, l = vertices.length; i < l; i ++ ) { - - testPoint( vertices[ i ], i ); - - } - - } - - }; - - }() ), - - clone: function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function Group() { - - Object3D.call( this ); - - this.type = 'Group'; - - } - - Group.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Group, - - isGroup: true - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.generateMipmaps = false; - - } - - VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), { - - constructor: VideoTexture, - - isVideoTexture: true, - - update: function () { - - var video = this.image; - - if ( video.readyState >= video.HAVE_CURRENT_DATA ) { - - this.needsUpdate = true; - - } - - } - - } ); - - /** - * @author alteredq / http://alteredqualia.com/ - */ - - function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) { - - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ); - - this.image = { width: width, height: height }; - this.mipmaps = mipmaps; - - // no flipping for cube textures - // (also flipping doesn't work for compressed textures ) - - this.flipY = false; - - // can't generate mipmaps for compressed textures - // mips must be embedded in DDS files - - this.generateMipmaps = false; - - } - - CompressedTexture.prototype = Object.create( Texture.prototype ); - CompressedTexture.prototype.constructor = CompressedTexture; - - CompressedTexture.prototype.isCompressedTexture = true; - - /** - * @author Matt DesLauriers / @mattdesl - * @author atix / arthursilber.de - */ - - function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { - - format = format !== undefined ? format : DepthFormat; - - if ( format !== DepthFormat && format !== DepthStencilFormat ) { - - throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); - - } - - if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; - if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; - - Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.image = { width: width, height: height }; - - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; - - this.flipY = false; - this.generateMipmaps = false; - - } - - DepthTexture.prototype = Object.create( Texture.prototype ); - DepthTexture.prototype.constructor = DepthTexture; - DepthTexture.prototype.isDepthTexture = true; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ - - function WireframeGeometry( geometry ) { - - BufferGeometry.call( this ); - - this.type = 'WireframeGeometry'; - - // buffer - - var vertices = []; - - // helper variables - - var i, j, l, o, ol; - var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; - var vertex; - - // different logic for Geometry and BufferGeometry - - if ( geometry && geometry.isGeometry ) { - - // create a data structure that contains all edges without duplicates - - var faces = geometry.faces; - - for ( i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - for ( j = 0; j < 3; j ++ ) { - - edge1 = face[ keys[ j ] ]; - edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); - - key = edge[ 0 ] + ',' + edge[ 1 ]; - - if ( edges[ key ] === undefined ) { - - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - - } - - } - - } - - // generate vertices - - for ( key in edges ) { - - e = edges[ key ]; - - vertex = geometry.vertices[ e.index1 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - vertex = geometry.vertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } else if ( geometry && geometry.isBufferGeometry ) { - - var position, indices, groups; - var group, start, count; - var index1, index2; - - vertex = new Vector3(); - - if ( geometry.index !== null ) { - - // indexed BufferGeometry - - position = geometry.attributes.position; - indices = geometry.index; - groups = geometry.groups; - - if ( groups.length === 0 ) { - - groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; - - } - - // create a data structure that contains all eges without duplicates - - for ( o = 0, ol = groups.length; o < ol; ++ o ) { - - group = groups[ o ]; - - start = group.start; - count = group.count; - - for ( i = start, l = ( start + count ); i < l; i += 3 ) { - - for ( j = 0; j < 3; j ++ ) { - - edge1 = indices.getX( i + j ); - edge2 = indices.getX( i + ( j + 1 ) % 3 ); - edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates - edge[ 1 ] = Math.max( edge1, edge2 ); - - key = edge[ 0 ] + ',' + edge[ 1 ]; - - if ( edges[ key ] === undefined ) { - - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; - - } - - } - - } - - } - - // generate vertices - - for ( key in edges ) { - - e = edges[ key ]; - - vertex.fromBufferAttribute( position, e.index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - vertex.fromBufferAttribute( position, e.index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } else { - - // non-indexed BufferGeometry - - position = geometry.attributes.position; - - for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { - - for ( j = 0; j < 3; j ++ ) { - - // three edges per triangle, an edge is represented as (index1, index2) - // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) - - index1 = 3 * i + j; - vertex.fromBufferAttribute( position, index1 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - index2 = 3 * i + ( ( j + 1 ) % 3 ); - vertex.fromBufferAttribute( position, index2 ); - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - } - - } - - // build geometry - - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - - WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); - WireframeGeometry.prototype.constructor = WireframeGeometry; - - /** - * @author zz85 / https://github.com/zz85 - * @author Mugen87 / https://github.com/Mugen87 - * - * Parametric Surfaces Geometry - * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 - */ - - // ParametricGeometry - - function ParametricGeometry( func, slices, stacks ) { - - Geometry.call( this ); - - this.type = 'ParametricGeometry'; - - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; - - this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) ); - this.mergeVertices(); - - } - - ParametricGeometry.prototype = Object.create( Geometry.prototype ); - ParametricGeometry.prototype.constructor = ParametricGeometry; - - // ParametricBufferGeometry - - function ParametricBufferGeometry( func, slices, stacks ) { - - BufferGeometry.call( this ); - - this.type = 'ParametricBufferGeometry'; - - this.parameters = { - func: func, - slices: slices, - stacks: stacks - }; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - var EPS = 0.00001; - - var normal = new Vector3(); - - var p0 = new Vector3(), p1 = new Vector3(); - var pu = new Vector3(), pv = new Vector3(); - - var i, j; - - // generate vertices, normals and uvs - - var sliceCount = slices + 1; - - for ( i = 0; i <= stacks; i ++ ) { - - var v = i / stacks; - - for ( j = 0; j <= slices; j ++ ) { - - var u = j / slices; - - // vertex - - func( u, v, p0 ); - vertices.push( p0.x, p0.y, p0.z ); - - // normal - - // approximate tangent vectors via finite differences - - if ( u - EPS >= 0 ) { - - func( u - EPS, v, p1 ); - pu.subVectors( p0, p1 ); - - } else { - - func( u + EPS, v, p1 ); - pu.subVectors( p1, p0 ); - - } - - if ( v - EPS >= 0 ) { - - func( u, v - EPS, p1 ); - pv.subVectors( p0, p1 ); - - } else { - - func( u, v + EPS, p1 ); - pv.subVectors( p1, p0 ); - - } - - // cross product of tangent vectors returns surface normal - - normal.crossVectors( pu, pv ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u, v ); - - } - - } - - // generate indices - - for ( i = 0; i < stacks; i ++ ) { - - for ( j = 0; j < slices; j ++ ) { - - var a = i * sliceCount + j; - var b = i * sliceCount + j + 1; - var c = ( i + 1 ) * sliceCount + j + 1; - var d = ( i + 1 ) * sliceCount + j; - - // faces one and two - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry; - - /** - * @author clockworkgeek / https://github.com/clockworkgeek - * @author timothypratley / https://github.com/timothypratley - * @author WestLangley / http://github.com/WestLangley - * @author Mugen87 / https://github.com/Mugen87 - */ - - // PolyhedronGeometry - - function PolyhedronGeometry( vertices, indices, radius, detail ) { - - Geometry.call( this ); - - this.type = 'PolyhedronGeometry'; - - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) ); - this.mergeVertices(); - - } - - PolyhedronGeometry.prototype = Object.create( Geometry.prototype ); - PolyhedronGeometry.prototype.constructor = PolyhedronGeometry; - - // PolyhedronBufferGeometry - - function PolyhedronBufferGeometry( vertices, indices, radius, detail ) { - - BufferGeometry.call( this ); - - this.type = 'PolyhedronBufferGeometry'; - - this.parameters = { - vertices: vertices, - indices: indices, - radius: radius, - detail: detail - }; - - radius = radius || 1; - detail = detail || 0; - - // default buffer data - - var vertexBuffer = []; - var uvBuffer = []; - - // the subdivision creates the vertex buffer data - - subdivide( detail ); - - // all vertices should lie on a conceptual sphere with a given radius - - appplyRadius( radius ); - - // finally, create the uv data - - generateUVs(); - - // build non-indexed geometry - - this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); - - if ( detail === 0 ) { - - this.computeVertexNormals(); // flat normals - - } else { - - this.normalizeNormals(); // smooth normals - - } - - // helper functions - - function subdivide( detail ) { - - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); - - // iterate over all faces and apply a subdivison with the given detail value - - for ( var i = 0; i < indices.length; i += 3 ) { - - // get the vertices of the face - - getVertexByIndex( indices[ i + 0 ], a ); - getVertexByIndex( indices[ i + 1 ], b ); - getVertexByIndex( indices[ i + 2 ], c ); - - // perform subdivision - - subdivideFace( a, b, c, detail ); - - } - - } - - function subdivideFace( a, b, c, detail ) { - - var cols = Math.pow( 2, detail ); - - // we use this multidimensional array as a data structure for creating the subdivision - - var v = []; - - var i, j; - - // construct all of the vertices for this subdivision - - for ( i = 0; i <= cols; i ++ ) { - - v[ i ] = []; - - var aj = a.clone().lerp( c, i / cols ); - var bj = b.clone().lerp( c, i / cols ); - - var rows = cols - i; - - for ( j = 0; j <= rows; j ++ ) { - - if ( j === 0 && i === cols ) { - - v[ i ][ j ] = aj; - - } else { - - v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); - - } - - } - - } - - // construct all of the faces - - for ( i = 0; i < cols; i ++ ) { - - for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { - - var k = Math.floor( j / 2 ); - - if ( j % 2 === 0 ) { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - pushVertex( v[ i ][ k ] ); - - } else { - - pushVertex( v[ i ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k + 1 ] ); - pushVertex( v[ i + 1 ][ k ] ); - - } - - } - - } - - } - - function appplyRadius( radius ) { - - var vertex = new Vector3(); - - // iterate over the entire buffer and apply the radius to each vertex - - for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; - - vertex.normalize().multiplyScalar( radius ); - - vertexBuffer[ i + 0 ] = vertex.x; - vertexBuffer[ i + 1 ] = vertex.y; - vertexBuffer[ i + 2 ] = vertex.z; - - } - - } - - function generateUVs() { - - var vertex = new Vector3(); - - for ( var i = 0; i < vertexBuffer.length; i += 3 ) { - - vertex.x = vertexBuffer[ i + 0 ]; - vertex.y = vertexBuffer[ i + 1 ]; - vertex.z = vertexBuffer[ i + 2 ]; - - var u = azimuth( vertex ) / 2 / Math.PI + 0.5; - var v = inclination( vertex ) / Math.PI + 0.5; - uvBuffer.push( u, 1 - v ); - - } - - correctUVs(); - - correctSeam(); - - } - - function correctSeam() { - - // handle case when face straddles the seam, see #3269 - - for ( var i = 0; i < uvBuffer.length; i += 6 ) { - - // uv data of a single face - - var x0 = uvBuffer[ i + 0 ]; - var x1 = uvBuffer[ i + 2 ]; - var x2 = uvBuffer[ i + 4 ]; - - var max = Math.max( x0, x1, x2 ); - var min = Math.min( x0, x1, x2 ); - - // 0.9 is somewhat arbitrary - - if ( max > 0.9 && min < 0.1 ) { - - if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; - if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; - if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; - - } - - } - - } - - function pushVertex( vertex ) { - - vertexBuffer.push( vertex.x, vertex.y, vertex.z ); - - } - - function getVertexByIndex( index, vertex ) { - - var stride = index * 3; - - vertex.x = vertices[ stride + 0 ]; - vertex.y = vertices[ stride + 1 ]; - vertex.z = vertices[ stride + 2 ]; - - } - - function correctUVs() { - - var a = new Vector3(); - var b = new Vector3(); - var c = new Vector3(); - - var centroid = new Vector3(); - - var uvA = new Vector2(); - var uvB = new Vector2(); - var uvC = new Vector2(); - - for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { - - a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); - b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); - c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); - - uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); - uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); - uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); - - centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); - - var azi = azimuth( centroid ); - - correctUV( uvA, j + 0, a, azi ); - correctUV( uvB, j + 2, b, azi ); - correctUV( uvC, j + 4, c, azi ); - - } - - } - - function correctUV( uv, stride, vector, azimuth ) { - - if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { - - uvBuffer[ stride ] = uv.x - 1; - - } - - if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { - - uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; - - } - - } - - // Angle around the Y axis, counter-clockwise when looking from above. - - function azimuth( vector ) { - - return Math.atan2( vector.z, - vector.x ); - - } - - - // Angle above the XZ plane. - - function inclination( vector ) { - - return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); - - } - - } - - PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry; - - /** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ - - // TetrahedronGeometry - - function TetrahedronGeometry( radius, detail ) { - - Geometry.call( this ); - - this.type = 'TetrahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - - } - - TetrahedronGeometry.prototype = Object.create( Geometry.prototype ); - TetrahedronGeometry.prototype.constructor = TetrahedronGeometry; - - // TetrahedronBufferGeometry - - function TetrahedronBufferGeometry( radius, detail ) { - - var vertices = [ - 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 - ]; - - var indices = [ - 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 - ]; - - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'TetrahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - - TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); - TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry; - - /** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ - - // OctahedronGeometry - - function OctahedronGeometry( radius, detail ) { - - Geometry.call( this ); - - this.type = 'OctahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - - } - - OctahedronGeometry.prototype = Object.create( Geometry.prototype ); - OctahedronGeometry.prototype.constructor = OctahedronGeometry; - - // OctahedronBufferGeometry - - function OctahedronBufferGeometry( radius, detail ) { - - var vertices = [ - 1, 0, 0, - 1, 0, 0, 0, 1, 0, - 0, - 1, 0, 0, 0, 1, 0, 0, - 1 - ]; - - var indices = [ - 0, 2, 4, 0, 4, 3, 0, 3, 5, - 0, 5, 2, 1, 2, 5, 1, 5, 3, - 1, 3, 4, 1, 4, 2 - ]; - - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'OctahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - - OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); - OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry; - - /** - * @author timothypratley / https://github.com/timothypratley - * @author Mugen87 / https://github.com/Mugen87 - */ - - // IcosahedronGeometry - - function IcosahedronGeometry( radius, detail ) { - - Geometry.call( this ); - - this.type = 'IcosahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - - } - - IcosahedronGeometry.prototype = Object.create( Geometry.prototype ); - IcosahedronGeometry.prototype.constructor = IcosahedronGeometry; - - // IcosahedronBufferGeometry - - function IcosahedronBufferGeometry( radius, detail ) { - - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - - var vertices = [ - - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, - 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, - t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 - ]; - - var indices = [ - 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, - 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, - 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, - 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 - ]; - - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'IcosahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - - IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); - IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry; - - /** - * @author Abe Pazos / https://hamoid.com - * @author Mugen87 / https://github.com/Mugen87 - */ - - // DodecahedronGeometry - - function DodecahedronGeometry( radius, detail ) { - - Geometry.call( this ); - - this.type = 'DodecahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) ); - this.mergeVertices(); - - } - - DodecahedronGeometry.prototype = Object.create( Geometry.prototype ); - DodecahedronGeometry.prototype.constructor = DodecahedronGeometry; - - // DodecahedronBufferGeometry - - function DodecahedronBufferGeometry( radius, detail ) { - - var t = ( 1 + Math.sqrt( 5 ) ) / 2; - var r = 1 / t; - - var vertices = [ - - // (±1, ±1, ±1) - - 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, ±1/φ, ±φ) - 0, - r, - t, 0, - r, t, - 0, r, - t, 0, r, t, - - // (±1/φ, ±φ, 0) - - r, - t, 0, - r, t, 0, - r, - t, 0, r, t, 0, - - // (±φ, 0, ±1/φ) - - t, 0, - r, t, 0, - r, - - t, 0, r, t, 0, r - ]; - - var indices = [ - 3, 11, 7, 3, 7, 15, 3, 15, 13, - 7, 19, 17, 7, 17, 6, 7, 6, 15, - 17, 4, 8, 17, 8, 10, 17, 10, 6, - 8, 0, 16, 8, 16, 2, 8, 2, 10, - 0, 12, 1, 0, 1, 18, 0, 18, 16, - 6, 10, 2, 6, 2, 13, 6, 13, 15, - 2, 16, 18, 2, 18, 3, 2, 3, 13, - 18, 1, 9, 18, 9, 11, 18, 11, 3, - 4, 14, 12, 4, 12, 0, 4, 0, 8, - 11, 9, 5, 11, 5, 19, 11, 19, 7, - 19, 5, 14, 19, 14, 4, 19, 4, 17, - 1, 12, 14, 1, 14, 5, 1, 5, 9 - ]; - - PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail ); - - this.type = 'DodecahedronBufferGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - - } - - DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype ); - DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry; - - /** - * @author oosmoxiecode / https://github.com/oosmoxiecode - * @author WestLangley / https://github.com/WestLangley - * @author zz85 / https://github.com/zz85 - * @author miningold / https://github.com/miningold - * @author jonobr1 / https://github.com/jonobr1 - * @author Mugen87 / https://github.com/Mugen87 - * - */ - - // TubeGeometry - - function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) { - - Geometry.call( this ); - - this.type = 'TubeGeometry'; - - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' ); - - var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ); - - // expose internals - - this.tangents = bufferGeometry.tangents; - this.normals = bufferGeometry.normals; - this.binormals = bufferGeometry.binormals; - - // create geometry - - this.fromBufferGeometry( bufferGeometry ); - this.mergeVertices(); - - } - - TubeGeometry.prototype = Object.create( Geometry.prototype ); - TubeGeometry.prototype.constructor = TubeGeometry; - - // TubeBufferGeometry - - function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) { - - BufferGeometry.call( this ); - - this.type = 'TubeBufferGeometry'; - - this.parameters = { - path: path, - tubularSegments: tubularSegments, - radius: radius, - radialSegments: radialSegments, - closed: closed - }; - - tubularSegments = tubularSegments || 64; - radius = radius || 1; - radialSegments = radialSegments || 8; - closed = closed || false; - - var frames = path.computeFrenetFrames( tubularSegments, closed ); - - // expose internals - - this.tangents = frames.tangents; - this.normals = frames.normals; - this.binormals = frames.binormals; - - // helper variables - - var vertex = new Vector3(); - var normal = new Vector3(); - var uv = new Vector2(); - var P = new Vector3(); - - var i, j; - - // buffer - - var vertices = []; - var normals = []; - var uvs = []; - var indices = []; - - // create buffer data - - generateBufferData(); - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // functions - - function generateBufferData() { - - for ( i = 0; i < tubularSegments; i ++ ) { - - generateSegment( i ); - - } - - // if the geometry is not closed, generate the last row of vertices and normals - // at the regular position on the given path - // - // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) - - generateSegment( ( closed === false ) ? tubularSegments : 0 ); - - // uvs are generated in a separate function. - // this makes it easy compute correct values for closed geometries - - generateUVs(); - - // finally create faces - - generateIndices(); - - } - - function generateSegment( i ) { - - // we use getPointAt to sample evenly distributed points from the given path - - P = path.getPointAt( i / tubularSegments, P ); - - // retrieve corresponding normal and binormal - - var N = frames.normals[ i ]; - var B = frames.binormals[ i ]; - - // generate normals and vertices for the current segment - - for ( j = 0; j <= radialSegments; j ++ ) { - - var v = j / radialSegments * Math.PI * 2; - - var sin = Math.sin( v ); - var cos = - Math.cos( v ); - - // normal - - normal.x = ( cos * N.x + sin * B.x ); - normal.y = ( cos * N.y + sin * B.y ); - normal.z = ( cos * N.z + sin * B.z ); - normal.normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // vertex - - vertex.x = P.x + radius * normal.x; - vertex.y = P.y + radius * normal.y; - vertex.z = P.z + radius * normal.z; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - function generateIndices() { - - for ( j = 1; j <= tubularSegments; j ++ ) { - - for ( i = 1; i <= radialSegments; i ++ ) { - - var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - var b = ( radialSegments + 1 ) * j + ( i - 1 ); - var c = ( radialSegments + 1 ) * j + i; - var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - } - - function generateUVs() { - - for ( i = 0; i <= tubularSegments; i ++ ) { - - for ( j = 0; j <= radialSegments; j ++ ) { - - uv.x = i / tubularSegments; - uv.y = j / radialSegments; - - uvs.push( uv.x, uv.y ); - - } - - } - - } - - } - - TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - TubeBufferGeometry.prototype.constructor = TubeBufferGeometry; - - /** - * @author oosmoxiecode - * @author Mugen87 / https://github.com/Mugen87 - * - * based on http://www.blackpawn.com/texts/pqtorus/ - */ - - // TorusKnotGeometry - - function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { - - Geometry.call( this ); - - this.type = 'TorusKnotGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); - - this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); - this.mergeVertices(); - - } - - TorusKnotGeometry.prototype = Object.create( Geometry.prototype ); - TorusKnotGeometry.prototype.constructor = TorusKnotGeometry; - - // TorusKnotBufferGeometry - - function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) { - - BufferGeometry.call( this ); - - this.type = 'TorusKnotBufferGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - radius = radius || 1; - tube = tube || 0.4; - tubularSegments = Math.floor( tubularSegments ) || 64; - radialSegments = Math.floor( radialSegments ) || 8; - p = p || 2; - q = q || 3; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // helper variables - - var i, j; - - var vertex = new Vector3(); - var normal = new Vector3(); - - var P1 = new Vector3(); - var P2 = new Vector3(); - - var B = new Vector3(); - var T = new Vector3(); - var N = new Vector3(); - - // generate vertices, normals and uvs - - for ( i = 0; i <= tubularSegments; ++ i ) { - - // the radian "u" is used to calculate the position on the torus curve of the current tubular segement - - var u = i / tubularSegments * p * Math.PI * 2; - - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - - calculatePositionOnCurve( u, p, q, radius, P1 ); - calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - - // calculate orthonormal basis - - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); - - // normalize B, N. T can be ignored, we don't use it - - B.normalize(); - N.normalize(); - - for ( j = 0; j <= radialSegments; ++ j ) { - - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. - - var v = j / radialSegments * Math.PI * 2; - var cx = - tube * Math.cos( v ); - var cy = tube * Math.sin( v ); - - // now calculate the final vertex position. - // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve - - vertex.x = P1.x + ( cx * N.x + cy * B.x ); - vertex.y = P1.y + ( cx * N.y + cy * B.y ); - vertex.z = P1.z + ( cx * N.z + cy * B.z ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - - normal.subVectors( vertex, P1 ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( j = 1; j <= tubularSegments; j ++ ) { - - for ( i = 1; i <= radialSegments; i ++ ) { - - // indices - - var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - var b = ( radialSegments + 1 ) * j + ( i - 1 ); - var c = ( radialSegments + 1 ) * j + i; - var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // this function calculates the current position on the torus curve - - function calculatePositionOnCurve( u, p, q, radius, position ) { - - var cu = Math.cos( u ); - var su = Math.sin( u ); - var quOverP = q / p * u; - var cs = Math.cos( quOverP ); - - position.x = radius * ( 2 + cs ) * 0.5 * cu; - position.y = radius * ( 2 + cs ) * su * 0.5; - position.z = radius * Math.sin( quOverP ) * 0.5; - - } - - } - - TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry; - - /** - * @author oosmoxiecode - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ - - // TorusGeometry - - function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) { - - Geometry.call( this ); - - this.type = 'TorusGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; - - this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); - this.mergeVertices(); - - } - - TorusGeometry.prototype = Object.create( Geometry.prototype ); - TorusGeometry.prototype.constructor = TorusGeometry; - - // TorusBufferGeometry - - function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) { - - BufferGeometry.call( this ); - - this.type = 'TorusBufferGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; - - radius = radius || 1; - tube = tube || 0.4; - radialSegments = Math.floor( radialSegments ) || 8; - tubularSegments = Math.floor( tubularSegments ) || 6; - arc = arc || Math.PI * 2; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // helper variables - - var center = new Vector3(); - var vertex = new Vector3(); - var normal = new Vector3(); - - var j, i; - - // generate vertices, normals and uvs - - for ( j = 0; j <= radialSegments; j ++ ) { - - for ( i = 0; i <= tubularSegments; i ++ ) { - - var u = i / tubularSegments * arc; - var v = j / radialSegments * Math.PI * 2; - - // vertex - - vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); - vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); - vertex.z = tube * Math.sin( v ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - normal.subVectors( vertex, center ).normalize(); - - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( i / tubularSegments ); - uvs.push( j / radialSegments ); - - } - - } - - // generate indices - - for ( j = 1; j <= radialSegments; j ++ ) { - - for ( i = 1; i <= tubularSegments; i ++ ) { - - // indices - - var a = ( tubularSegments + 1 ) * j + i - 1; - var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; - var c = ( tubularSegments + 1 ) * ( j - 1 ) + i; - var d = ( tubularSegments + 1 ) * j + i; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - TorusBufferGeometry.prototype.constructor = TorusBufferGeometry; - - /** - * @author Mugen87 / https://github.com/Mugen87 - * Port from https://github.com/mapbox/earcut (v2.1.2) - */ - - var Earcut = { - - triangulate: function ( data, holeIndices, dim ) { - - dim = dim || 2; - - var hasHoles = holeIndices && holeIndices.length, - outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length, - outerNode = linkedList( data, 0, outerLen, dim, true ), - triangles = []; - - if ( ! outerNode ) return triangles; - - var minX, minY, maxX, maxY, x, y, invSize; - - if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); - - // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox - - if ( data.length > 80 * dim ) { - - minX = maxX = data[ 0 ]; - minY = maxY = data[ 1 ]; - - for ( var i = dim; i < outerLen; i += dim ) { - - x = data[ i ]; - y = data[ i + 1 ]; - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - - } - - // minX, minY and invSize are later used to transform coords into integers for z-order calculation - - invSize = Math.max( maxX - minX, maxY - minY ); - invSize = invSize !== 0 ? 1 / invSize : 0; - - } - - earcutLinked( outerNode, triangles, dim, minX, minY, invSize ); - - return triangles; - - } - - }; - - // create a circular doubly linked list from polygon points in the specified winding order - - function linkedList( data, start, end, dim, clockwise ) { - - var i, last; - - if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { - - for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); - - } else { - - for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); - - } - - if ( last && equals( last, last.next ) ) { - - removeNode( last ); - last = last.next; - - } - - return last; - - } - - // eliminate colinear or duplicate points - - function filterPoints( start, end ) { - - if ( ! start ) return start; - if ( ! end ) end = start; - - var p = start, again; - - do { - - again = false; - - if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { - - removeNode( p ); - p = end = p.prev; - if ( p === p.next ) break; - again = true; - - } else { - - p = p.next; - - } - - } while ( again || p !== end ); - - return end; - - } - - // main ear slicing loop which triangulates a polygon (given as a linked list) - - function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { - - if ( ! ear ) return; - - // interlink polygon nodes in z-order - - if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); - - var stop = ear, prev, next; - - // iterate through ears, slicing them one by one - - while ( ear.prev !== ear.next ) { - - prev = ear.prev; - next = ear.next; - - if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { - - // cut off the triangle - triangles.push( prev.i / dim ); - triangles.push( ear.i / dim ); - triangles.push( next.i / dim ); - - removeNode( ear ); - - // skipping the next vertice leads to less sliver triangles - ear = next.next; - stop = next.next; - - continue; - - } - - ear = next; - - // if we looped through the whole remaining polygon and can't find any more ears - - if ( ear === stop ) { - - // try filtering points and slicing again - - if ( ! pass ) { - - earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); - - // if this didn't work, try curing all small self-intersections locally - - } else if ( pass === 1 ) { - - ear = cureLocalIntersections( ear, triangles, dim ); - earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); - - // as a last resort, try splitting the remaining polygon into two - - } else if ( pass === 2 ) { - - splitEarcut( ear, triangles, dim, minX, minY, invSize ); - - } - - break; - - } - - } - - } - - // check whether a polygon node forms a valid ear with adjacent nodes - - function isEar( ear ) { - - var a = ear.prev, - b = ear, - c = ear.next; - - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - // now make sure we don't have other points inside the potential ear - var p = ear.next.next; - - while ( p !== ear.prev ) { - - if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) { - - return false; - - } - - p = p.next; - - } - - return true; - - } - - function isEarHashed( ear, minX, minY, invSize ) { - - var a = ear.prev, - b = ear, - c = ear.next; - - if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear - - // triangle bbox; min & max are calculated like this for speed - - var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ), - minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ), - maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ), - maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y ); - - // z-order range for the current triangle bbox; - - var minZ = zOrder( minTX, minTY, minX, minY, invSize ), - maxZ = zOrder( maxTX, maxTY, minX, minY, invSize ); - - // first look for points inside the triangle in increasing z-order - - var p = ear.nextZ; - - while ( p && p.z <= maxZ ) { - - if ( p !== ear.prev && p !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && - area( p.prev, p, p.next ) >= 0 ) return false; - p = p.nextZ; - - } - - // then look for points in decreasing z-order - - p = ear.prevZ; - - while ( p && p.z >= minZ ) { - - if ( p !== ear.prev && p !== ear.next && - pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && - area( p.prev, p, p.next ) >= 0 ) return false; - - p = p.prevZ; - - } - - return true; - - } - - // go through all polygon nodes and cure small local self-intersections - - function cureLocalIntersections( start, triangles, dim ) { - - var p = start; - - do { - - var a = p.prev, b = p.next.next; - - if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { - - triangles.push( a.i / dim ); - triangles.push( p.i / dim ); - triangles.push( b.i / dim ); - - // remove two nodes involved - - removeNode( p ); - removeNode( p.next ); - - p = start = b; - - } - - p = p.next; - - } while ( p !== start ); - - return p; - - } - - // try splitting polygon into two and triangulate them independently - - function splitEarcut( start, triangles, dim, minX, minY, invSize ) { - - // look for a valid diagonal that divides the polygon into two - - var a = start; - - do { - - var b = a.next.next; - - while ( b !== a.prev ) { - - if ( a.i !== b.i && isValidDiagonal( a, b ) ) { - - // split the polygon in two by the diagonal - - var c = splitPolygon( a, b ); - - // filter colinear points around the cuts - - a = filterPoints( a, a.next ); - c = filterPoints( c, c.next ); - - // run earcut on each half - - earcutLinked( a, triangles, dim, minX, minY, invSize ); - earcutLinked( c, triangles, dim, minX, minY, invSize ); - return; - - } - - b = b.next; - - } - - a = a.next; - - } while ( a !== start ); - - } - - // link every hole into the outer loop, producing a single-ring polygon without holes - - function eliminateHoles( data, holeIndices, outerNode, dim ) { - - var queue = [], i, len, start, end, list; - - for ( i = 0, len = holeIndices.length; i < len; i ++ ) { - - start = holeIndices[ i ] * dim; - end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; - list = linkedList( data, start, end, dim, false ); - if ( list === list.next ) list.steiner = true; - queue.push( getLeftmost( list ) ); - - } - - queue.sort( compareX ); - - // process holes from left to right - - for ( i = 0; i < queue.length; i ++ ) { - - eliminateHole( queue[ i ], outerNode ); - outerNode = filterPoints( outerNode, outerNode.next ); - - } - - return outerNode; - - } - - function compareX( a, b ) { - - return a.x - b.x; - - } - - // find a bridge between vertices that connects hole with an outer ring and and link it - - function eliminateHole( hole, outerNode ) { - - outerNode = findHoleBridge( hole, outerNode ); - - if ( outerNode ) { - - var b = splitPolygon( outerNode, hole ); - - filterPoints( b, b.next ); - - } - - } - - // David Eberly's algorithm for finding a bridge between hole and outer polygon - - function findHoleBridge( hole, outerNode ) { - - var p = outerNode, - hx = hole.x, - hy = hole.y, - qx = - Infinity, - m; - - // find a segment intersected by a ray from the hole's leftmost point to the left; - // segment's endpoint with lesser x will be potential connection point - - do { - - if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { - - var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); - - if ( x <= hx && x > qx ) { - - qx = x; - - if ( x === hx ) { - - if ( hy === p.y ) return p; - if ( hy === p.next.y ) return p.next; - - } - - m = p.x < p.next.x ? p : p.next; - - } - - } - - p = p.next; - - } while ( p !== outerNode ); - - if ( ! m ) return null; - - if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint - - // look for points inside the triangle of hole point, segment intersection and endpoint; - // if there are no points found, we have a valid connection; - // otherwise choose the point of the minimum angle with the ray as connection point - - var stop = m, - mx = m.x, - my = m.y, - tanMin = Infinity, - tan; - - p = m.next; - - while ( p !== stop ) { - - if ( hx >= p.x && p.x >= mx && hx !== p.x && - pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { - - tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential - - if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) { - - m = p; - tanMin = tan; - - } - - } - - p = p.next; - - } - - return m; - - } - - // interlink polygon nodes in z-order - - function indexCurve( start, minX, minY, invSize ) { - - var p = start; - - do { - - if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); - p.prevZ = p.prev; - p.nextZ = p.next; - p = p.next; - - } while ( p !== start ); - - p.prevZ.nextZ = null; - p.prevZ = null; - - sortLinked( p ); - - } - - // Simon Tatham's linked list merge sort algorithm - // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html - - function sortLinked( list ) { - - var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1; - - do { - - p = list; - list = null; - tail = null; - numMerges = 0; - - while ( p ) { - - numMerges ++; - q = p; - pSize = 0; - - for ( i = 0; i < inSize; i ++ ) { - - pSize ++; - q = q.nextZ; - if ( ! q ) break; - - } - - qSize = inSize; - - while ( pSize > 0 || ( qSize > 0 && q ) ) { - - if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { - - e = p; - p = p.nextZ; - pSize --; - - } else { - - e = q; - q = q.nextZ; - qSize --; - - } - - if ( tail ) tail.nextZ = e; - else list = e; - - e.prevZ = tail; - tail = e; - - } - - p = q; - - } - - tail.nextZ = null; - inSize *= 2; - - } while ( numMerges > 1 ); - - return list; - - } - - // z-order of a point given coords and inverse of the longer side of data bbox - - function zOrder( x, y, minX, minY, invSize ) { - - // coords are transformed into non-negative 15-bit integer range - - x = 32767 * ( x - minX ) * invSize; - y = 32767 * ( y - minY ) * invSize; - - x = ( x | ( x << 8 ) ) & 0x00FF00FF; - x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; - x = ( x | ( x << 2 ) ) & 0x33333333; - x = ( x | ( x << 1 ) ) & 0x55555555; - - y = ( y | ( y << 8 ) ) & 0x00FF00FF; - y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; - y = ( y | ( y << 2 ) ) & 0x33333333; - y = ( y | ( y << 1 ) ) & 0x55555555; - - return x | ( y << 1 ); - - } - - // find the leftmost node of a polygon ring - - function getLeftmost( start ) { - - var p = start, leftmost = start; - - do { - - if ( p.x < leftmost.x ) leftmost = p; - p = p.next; - - } while ( p !== start ); - - return leftmost; - - } - - // check if a point lies within a convex triangle - - function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { - - return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 && - ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 && - ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0; - - } - - // check if a diagonal between two polygon nodes is valid (lies in polygon interior) - - function isValidDiagonal( a, b ) { - - return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && - locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ); - - } - - // signed area of a triangle - - function area( p, q, r ) { - - return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); - - } - - // check if two points are equal - - function equals( p1, p2 ) { - - return p1.x === p2.x && p1.y === p2.y; - - } - - // check if two segments intersect - - function intersects( p1, q1, p2, q2 ) { - - if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) || - ( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true; - - return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 && - area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0; - - } - - // check if a polygon diagonal intersects any polygon segments - - function intersectsPolygon( a, b ) { - - var p = a; - - do { - - if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && - intersects( p, p.next, a, b ) ) { - - return true; - - } - - p = p.next; - - } while ( p !== a ); - - return false; - - } - - // check if a polygon diagonal is locally inside the polygon - - function locallyInside( a, b ) { - - return area( a.prev, a, a.next ) < 0 ? - area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : - area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; - - } - - // check if the middle point of a polygon diagonal is inside the polygon - - function middleInside( a, b ) { - - var p = a, - inside = false, - px = ( a.x + b.x ) / 2, - py = ( a.y + b.y ) / 2; - - do { - - if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && - ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) { - - inside = ! inside; - - } - - p = p.next; - - } while ( p !== a ); - - return inside; - - } - - // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; - // if one belongs to the outer ring and another to a hole, it merges it into a single ring - - function splitPolygon( a, b ) { - - var a2 = new Node( a.i, a.x, a.y ), - b2 = new Node( b.i, b.x, b.y ), - an = a.next, - bp = b.prev; - - a.next = b; - b.prev = a; - - a2.next = an; - an.prev = a2; - - b2.next = a2; - a2.prev = b2; - - bp.next = b2; - b2.prev = bp; - - return b2; - - } - - // create a node and optionally link it with previous one (in a circular doubly linked list) - - function insertNode( i, x, y, last ) { - - var p = new Node( i, x, y ); - - if ( ! last ) { - - p.prev = p; - p.next = p; - - } else { - - p.next = last.next; - p.prev = last; - last.next.prev = p; - last.next = p; - - } - - return p; - - } - - function removeNode( p ) { - - p.next.prev = p.prev; - p.prev.next = p.next; - - if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; - if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; - - } - - function Node( i, x, y ) { - - // vertice index in coordinates array - this.i = i; - - // vertex coordinates - this.x = x; - this.y = y; - - // previous and next vertice nodes in a polygon ring - this.prev = null; - this.next = null; - - // z-order curve value - this.z = null; - - // previous and next nodes in z-order - this.prevZ = null; - this.nextZ = null; - - // indicates whether this is a steiner point - this.steiner = false; - - } - - function signedArea( data, start, end, dim ) { - - var sum = 0; - - for ( var i = start, j = end - dim; i < end; i += dim ) { - - sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); - j = i; - - } - - return sum; - - } - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - - var ShapeUtils = { - - // calculate area of the contour polygon - - area: function ( contour ) { - - var n = contour.length; - var a = 0.0; - - for ( var p = n - 1, q = 0; q < n; p = q ++ ) { - - a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; - - } - - return a * 0.5; - - }, - - isClockWise: function ( pts ) { - - return ShapeUtils.area( pts ) < 0; - - }, - - triangulateShape: function ( contour, holes ) { - - var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] - var holeIndices = []; // array of hole indices - var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] - - removeDupEndPts( contour ); - addContour( vertices, contour ); - - // - - var holeIndex = contour.length; - - holes.forEach( removeDupEndPts ); - - for ( var i = 0; i < holes.length; i ++ ) { - - holeIndices.push( holeIndex ); - holeIndex += holes[ i ].length; - addContour( vertices, holes[ i ] ); - - } - - // - - var triangles = Earcut.triangulate( vertices, holeIndices ); - - // - - for ( var i = 0; i < triangles.length; i += 3 ) { - - faces.push( triangles.slice( i, i + 3 ) ); - - } - - return faces; - - } - - }; - - function removeDupEndPts( points ) { - - var l = points.length; - - if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { - - points.pop(); - - } - - } - - function addContour( vertices, contour ) { - - for ( var i = 0; i < contour.length; i ++ ) { - - vertices.push( contour[ i ].x ); - vertices.push( contour[ i ].y ); - - } - - } - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - * Creates extruded geometry from a path shape. - * - * parameters = { - * - * curveSegments: , // number of points on the curves - * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too - * amount: , // Depth to extrude the shape - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into the original shape bevel goes - * bevelSize: , // how far from shape outline is bevel - * bevelSegments: , // number of bevel layers - * - * extrudePath: // curve to extrude shape along - * frames: // containing arrays of tangents, normals, binormals - * - * UVGenerator: // object that provides UV generator functions - * - * } - */ - - // ExtrudeGeometry - - function ExtrudeGeometry( shapes, options ) { - - Geometry.call( this ); - - this.type = 'ExtrudeGeometry'; - - this.parameters = { - shapes: shapes, - options: options - }; - - this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) ); - this.mergeVertices(); - - } - - ExtrudeGeometry.prototype = Object.create( Geometry.prototype ); - ExtrudeGeometry.prototype.constructor = ExtrudeGeometry; - - // ExtrudeBufferGeometry - - function ExtrudeBufferGeometry( shapes, options ) { - - if ( typeof ( shapes ) === "undefined" ) { - - return; - - } - - BufferGeometry.call( this ); - - this.type = 'ExtrudeBufferGeometry'; - - shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; - - this.addShapeList( shapes, options ); - - this.computeVertexNormals(); - - // can't really use automatic vertex normals - // as then front and back sides get smoothed too - // should do separate smoothing just for sides - - //this.computeVertexNormals(); - - //console.log( "took", ( Date.now() - startTime ) ); - - } - - ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry; - - ExtrudeBufferGeometry.prototype.getArrays = function () { - - var positionAttribute = this.getAttribute( "position" ); - var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : []; - - var uvAttribute = this.getAttribute( "uv" ); - var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : []; - - var IndexAttribute = this.index; - var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : []; - - return { - position: verticesArray, - uv: uvArray, - index: indicesArray - }; - - }; - - ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) { - - var sl = shapes.length; - options.arrays = this.getArrays(); - - for ( var s = 0; s < sl; s ++ ) { - - var shape = shapes[ s ]; - this.addShape( shape, options ); - - } - - this.setIndex( options.arrays.index ); - this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) ); - - }; - - ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) { - - var arrays = options.arrays ? options.arrays : this.getArrays(); - var verticesArray = arrays.position; - var indicesArray = arrays.index; - var uvArray = arrays.uv; - - var placeholder = []; - - - var amount = options.amount !== undefined ? options.amount : 100; - - var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10 - var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8 - var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; - - var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false - - var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; - - var steps = options.steps !== undefined ? options.steps : 1; - - var extrudePath = options.extrudePath; - var extrudePts, extrudeByPath = false; - - // Use default WorldUVGenerator if no UV generators are specified. - var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator; - - var splineTube, binormal, normal, position2; - if ( extrudePath ) { - - extrudePts = extrudePath.getSpacedPoints( steps ); - - extrudeByPath = true; - bevelEnabled = false; // bevels not supported for path extrusion - - // SETUP TNB variables - - // TODO1 - have a .isClosed in spline? - - splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false ); - - // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); - - binormal = new Vector3(); - normal = new Vector3(); - position2 = new Vector3(); - - } - - // Safeguards if bevels are not enabled - - if ( ! bevelEnabled ) { - - bevelSegments = 0; - bevelThickness = 0; - bevelSize = 0; - - } - - // Variables initialization - - var ahole, h, hl; // looping of holes - var scope = this; - - var shapePoints = shape.extractPoints( curveSegments ); - - var vertices = shapePoints.shape; - var holes = shapePoints.holes; - - var reverse = ! ShapeUtils.isClockWise( vertices ); - - if ( reverse ) { - - vertices = vertices.reverse(); - - // Maybe we should also check if holes are in the opposite direction, just to be safe ... - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - if ( ShapeUtils.isClockWise( ahole ) ) { - - holes[ h ] = ahole.reverse(); - - } - - } - - } - - - var faces = ShapeUtils.triangulateShape( vertices, holes ); - - /* Vertices */ - - var contour = vertices; // vertices has all points but contour has only points of circumference - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - vertices = vertices.concat( ahole ); - - } - - - function scalePt2( pt, vec, size ) { - - if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" ); - - return vec.clone().multiplyScalar( size ).add( pt ); - - } - - var b, bs, t, z, - vert, vlen = vertices.length, - face, flen = faces.length; - - - // Find directions for point movement - - - function getBevelVec( inPt, inPrev, inNext ) { - - // computes for inPt the corresponding point inPt' on a new contour - // shifted by 1 unit (length of normalized vector) to the left - // if we walk along contour clockwise, this new contour is outside the old one - // - // inPt' is the intersection of the two lines parallel to the two - // adjacent edges of inPt at a distance of 1 unit on the left side. - - var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt - - // good reading for geometry algorithms (here: line-line intersection) - // http://geomalgorithms.com/a05-_intersect-1.html - - var v_prev_x = inPt.x - inPrev.x, - v_prev_y = inPt.y - inPrev.y; - var v_next_x = inNext.x - inPt.x, - v_next_y = inNext.y - inPt.y; - - var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); - - // check for collinear edges - var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - if ( Math.abs( collinear0 ) > Number.EPSILON ) { - - // not collinear - - // length of vectors for normalizing - - var v_prev_len = Math.sqrt( v_prev_lensq ); - var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); - - // shift adjacent points by unit vectors to the left - - var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); - var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); - - var ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); - var ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); - - // scaling factor for v_prev to intersection point - - var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - - ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / - ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - // vector from inPt to intersection point - - v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); - v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); - - // Don't normalize!, otherwise sharp corners become ugly - // but prevent crazy spikes - var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); - if ( v_trans_lensq <= 2 ) { - - return new Vector2( v_trans_x, v_trans_y ); - - } else { - - shrink_by = Math.sqrt( v_trans_lensq / 2 ); - - } - - } else { - - // handle special case of collinear edges - - var direction_eq = false; // assumes: opposite - if ( v_prev_x > Number.EPSILON ) { - - if ( v_next_x > Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( v_prev_x < - Number.EPSILON ) { - - if ( v_next_x < - Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { - - direction_eq = true; - - } - - } - - } - - if ( direction_eq ) { - - // console.log("Warning: lines are a straight sequence"); - v_trans_x = - v_prev_y; - v_trans_y = v_prev_x; - shrink_by = Math.sqrt( v_prev_lensq ); - - } else { - - // console.log("Warning: lines are a straight spike"); - v_trans_x = v_prev_x; - v_trans_y = v_prev_y; - shrink_by = Math.sqrt( v_prev_lensq / 2 ); - - } - - } - - return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); - - } - - - var contourMovements = []; - - for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - // console.log('i,j,k', i, j , k) - - contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); - - } - - var holesMovements = [], - oneHoleMovements, verticesMovements = contourMovements.concat(); - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - - oneHoleMovements = []; - - for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { - - if ( j === il ) j = 0; - if ( k === il ) k = 0; - - // (j)---(i)---(k) - oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); - - } - - holesMovements.push( oneHoleMovements ); - verticesMovements = verticesMovements.concat( oneHoleMovements ); - - } - - - // Loop bevelSegments, 1 for the front, 1 for the back - - for ( b = 0; b < bevelSegments; b ++ ) { - - //for ( b = bevelSegments; b > 0; b -- ) { - - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); - - // contract shape - - for ( i = 0, il = contour.length; i < il; i ++ ) { - - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - // expand holes - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( i = 0, il = ahole.length; i < il; i ++ ) { - - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - v( vert.x, vert.y, - z ); - - } - - } - - } - - bs = bevelSize; - - // Back facing vertices - - for ( i = 0; i < vlen; i ++ ) { - - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, 0 ); - - } else { - - // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); - - normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - // Add stepped vertices... - // Including front facing vertices - - var s; - - for ( s = 1; s <= steps; s ++ ) { - - for ( i = 0; i < vlen; i ++ ) { - - vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, amount / steps * s ); - - } else { - - // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); - - normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); - binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); - - position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); - - v( position2.x, position2.y, position2.z ); - - } - - } - - } - - - // Add bevel segments planes - - //for ( b = 1; b <= bevelSegments; b ++ ) { - for ( b = bevelSegments - 1; b >= 0; b -- ) { - - t = b / bevelSegments; - z = bevelThickness * Math.cos( t * Math.PI / 2 ); - bs = bevelSize * Math.sin( t * Math.PI / 2 ); - - // contract shape - - for ( i = 0, il = contour.length; i < il; i ++ ) { - - vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); - v( vert.x, vert.y, amount + z ); - - } - - // expand holes - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - oneHoleMovements = holesMovements[ h ]; - - for ( i = 0, il = ahole.length; i < il; i ++ ) { - - vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); - - if ( ! extrudeByPath ) { - - v( vert.x, vert.y, amount + z ); - - } else { - - v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); - - } - - } - - } - - } - - /* Faces */ - - // Top and bottom faces - - buildLidFaces(); - - // Sides faces - - buildSideFaces(); - - - ///// Internal functions - - function buildLidFaces() { - - var start = verticesArray.length / 3; - - if ( bevelEnabled ) { - - var layer = 0; // steps + 1 - var offset = vlen * layer; - - // Bottom faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); - - } - - layer = steps + bevelSegments * 2; - offset = vlen * layer; - - // Top faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); - - } - - } else { - - // Bottom faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 2 ], face[ 1 ], face[ 0 ] ); - - } - - // Top faces - - for ( i = 0; i < flen; i ++ ) { - - face = faces[ i ]; - f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); - - } - - } - - scope.addGroup( start, verticesArray.length / 3 - start, 0 ); - - } - - // Create faces for the z-sides of the shape - - function buildSideFaces() { - - var start = verticesArray.length / 3; - var layeroffset = 0; - sidewalls( contour, layeroffset ); - layeroffset += contour.length; - - for ( h = 0, hl = holes.length; h < hl; h ++ ) { - - ahole = holes[ h ]; - sidewalls( ahole, layeroffset ); - - //, true - layeroffset += ahole.length; - - } - - - scope.addGroup( start, verticesArray.length / 3 - start, 1 ); - - - } - - function sidewalls( contour, layeroffset ) { - - var j, k; - i = contour.length; - - while ( -- i >= 0 ) { - - j = i; - k = i - 1; - if ( k < 0 ) k = contour.length - 1; - - //console.log('b', i,j, i-1, k,vertices.length); - - var s = 0, - sl = steps + bevelSegments * 2; - - for ( s = 0; s < sl; s ++ ) { - - var slen1 = vlen * s; - var slen2 = vlen * ( s + 1 ); - - var a = layeroffset + j + slen1, - b = layeroffset + k + slen1, - c = layeroffset + k + slen2, - d = layeroffset + j + slen2; - - f4( a, b, c, d ); - - } - - } - - } - - function v( x, y, z ) { - - placeholder.push( x ); - placeholder.push( y ); - placeholder.push( z ); - - } - - - function f3( a, b, c ) { - - addVertex( a ); - addVertex( b ); - addVertex( c ); - - var nextIndex = verticesArray.length / 3; - var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - - } - - function f4( a, b, c, d ) { - - addVertex( a ); - addVertex( b ); - addVertex( d ); - - addVertex( b ); - addVertex( c ); - addVertex( d ); - - - var nextIndex = verticesArray.length / 3; - var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); - - addUV( uvs[ 0 ] ); - addUV( uvs[ 1 ] ); - addUV( uvs[ 3 ] ); - - addUV( uvs[ 1 ] ); - addUV( uvs[ 2 ] ); - addUV( uvs[ 3 ] ); - - } - - function addVertex( index ) { - - indicesArray.push( verticesArray.length / 3 ); - verticesArray.push( placeholder[ index * 3 + 0 ] ); - verticesArray.push( placeholder[ index * 3 + 1 ] ); - verticesArray.push( placeholder[ index * 3 + 2 ] ); - - } - - - function addUV( vector2 ) { - - uvArray.push( vector2.x ); - uvArray.push( vector2.y ); - - } - - if ( ! options.arrays ) { - - this.setIndex( indicesArray ); - this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); - - } - - }; - - ExtrudeGeometry.WorldUVGenerator = { - - generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { - - var a_x = vertices[ indexA * 3 ]; - var a_y = vertices[ indexA * 3 + 1 ]; - var b_x = vertices[ indexB * 3 ]; - var b_y = vertices[ indexB * 3 + 1 ]; - var c_x = vertices[ indexC * 3 ]; - var c_y = vertices[ indexC * 3 + 1 ]; - - return [ - new Vector2( a_x, a_y ), - new Vector2( b_x, b_y ), - new Vector2( c_x, c_y ) - ]; - - }, - - generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { - - var a_x = vertices[ indexA * 3 ]; - var a_y = vertices[ indexA * 3 + 1 ]; - var a_z = vertices[ indexA * 3 + 2 ]; - var b_x = vertices[ indexB * 3 ]; - var b_y = vertices[ indexB * 3 + 1 ]; - var b_z = vertices[ indexB * 3 + 2 ]; - var c_x = vertices[ indexC * 3 ]; - var c_y = vertices[ indexC * 3 + 1 ]; - var c_z = vertices[ indexC * 3 + 2 ]; - var d_x = vertices[ indexD * 3 ]; - var d_y = vertices[ indexD * 3 + 1 ]; - var d_z = vertices[ indexD * 3 + 2 ]; - - if ( Math.abs( a_y - b_y ) < 0.01 ) { - - return [ - new Vector2( a_x, 1 - a_z ), - new Vector2( b_x, 1 - b_z ), - new Vector2( c_x, 1 - c_z ), - new Vector2( d_x, 1 - d_z ) - ]; - - } else { - - return [ - new Vector2( a_y, 1 - a_z ), - new Vector2( b_y, 1 - b_z ), - new Vector2( c_y, 1 - c_z ), - new Vector2( d_y, 1 - d_z ) - ]; - - } - - } - }; - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author alteredq / http://alteredqualia.com/ - * - * Text = 3D Text - * - * parameters = { - * font: , // font - * - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: // how far from text outline is bevel - * } - */ - - // TextGeometry - - function TextGeometry( text, parameters ) { - - Geometry.call( this ); - - this.type = 'TextGeometry'; - - this.parameters = { - text: text, - parameters: parameters - }; - - this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) ); - this.mergeVertices(); - - } - - TextGeometry.prototype = Object.create( Geometry.prototype ); - TextGeometry.prototype.constructor = TextGeometry; - - // TextBufferGeometry - - function TextBufferGeometry( text, parameters ) { - - parameters = parameters || {}; - - var font = parameters.font; - - if ( ! ( font && font.isFont ) ) { - - console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); - return new Geometry(); - - } - - var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); - - // translate parameters to ExtrudeGeometry API - - parameters.amount = parameters.height !== undefined ? parameters.height : 50; - - // defaults - - if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10; - if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8; - if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false; - - ExtrudeBufferGeometry.call( this, shapes, parameters ); - - this.type = 'TextBufferGeometry'; - - } - - TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype ); - TextBufferGeometry.prototype.constructor = TextBufferGeometry; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author benaadams / https://twitter.com/ben_a_adams - * @author Mugen87 / https://github.com/Mugen87 - */ - - // SphereGeometry - - function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - - Geometry.call( this ); - - this.type = 'SphereGeometry'; - - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); - this.mergeVertices(); - - } - - SphereGeometry.prototype = Object.create( Geometry.prototype ); - SphereGeometry.prototype.constructor = SphereGeometry; - - // SphereBufferGeometry - - function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - - BufferGeometry.call( this ); - - this.type = 'SphereBufferGeometry'; - - this.parameters = { - radius: radius, - widthSegments: widthSegments, - heightSegments: heightSegments, - phiStart: phiStart, - phiLength: phiLength, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - radius = radius || 1; - - widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 ); - heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 ); - - phiStart = phiStart !== undefined ? phiStart : 0; - phiLength = phiLength !== undefined ? phiLength : Math.PI * 2; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI; - - var thetaEnd = thetaStart + thetaLength; - - var ix, iy; - - var index = 0; - var grid = []; - - var vertex = new Vector3(); - var normal = new Vector3(); - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // generate vertices, normals and uvs - - for ( iy = 0; iy <= heightSegments; iy ++ ) { - - var verticesRow = []; - - var v = iy / heightSegments; - - for ( ix = 0; ix <= widthSegments; ix ++ ) { - - var u = ix / widthSegments; - - // vertex - - vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); - vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.set( vertex.x, vertex.y, vertex.z ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u, 1 - v ); - - verticesRow.push( index ++ ); - - } - - grid.push( verticesRow ); - - } - - // indices - - for ( iy = 0; iy < heightSegments; iy ++ ) { - - for ( ix = 0; ix < widthSegments; ix ++ ) { - - var a = grid[ iy ][ ix + 1 ]; - var b = grid[ iy ][ ix ]; - var c = grid[ iy + 1 ][ ix ]; - var d = grid[ iy + 1 ][ ix + 1 ]; - - if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); - if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - SphereBufferGeometry.prototype.constructor = SphereBufferGeometry; - - /** - * @author Kaleb Murphy - * @author Mugen87 / https://github.com/Mugen87 - */ - - // RingGeometry - - function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - - Geometry.call( this ); - - this.type = 'RingGeometry'; - - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); - this.mergeVertices(); - - } - - RingGeometry.prototype = Object.create( Geometry.prototype ); - RingGeometry.prototype.constructor = RingGeometry; - - // RingBufferGeometry - - function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - - BufferGeometry.call( this ); - - this.type = 'RingBufferGeometry'; - - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - innerRadius = innerRadius || 0.5; - outerRadius = outerRadius || 1; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - - thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8; - phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // some helper variables - - var segment; - var radius = innerRadius; - var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - var vertex = new Vector3(); - var uv = new Vector2(); - var j, i; - - // generate vertices, normals and uvs - - for ( j = 0; j <= phiSegments; j ++ ) { - - for ( i = 0; i <= thetaSegments; i ++ ) { - - // values are generate from the inside of the ring to the outside - - segment = thetaStart + i / thetaSegments * thetaLength; - - // vertex - - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, 0, 1 ); - - // uv - - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // increase the radius for next row of vertices - - radius += radiusStep; - - } - - // indices - - for ( j = 0; j < phiSegments; j ++ ) { - - var thetaSegmentLevel = j * ( thetaSegments + 1 ); - - for ( i = 0; i < thetaSegments; i ++ ) { - - segment = i + thetaSegmentLevel; - - var a = segment; - var b = segment + thetaSegments + 1; - var c = segment + thetaSegments + 2; - var d = segment + 1; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - RingBufferGeometry.prototype.constructor = RingBufferGeometry; - - /** - * @author astrodud / http://astrodud.isgreat.org/ - * @author zz85 / https://github.com/zz85 - * @author bhouston / http://clara.io - * @author Mugen87 / https://github.com/Mugen87 - */ - - // LatheGeometry - - function LatheGeometry( points, segments, phiStart, phiLength ) { - - Geometry.call( this ); - - this.type = 'LatheGeometry'; - - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; - - this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) ); - this.mergeVertices(); - - } - - LatheGeometry.prototype = Object.create( Geometry.prototype ); - LatheGeometry.prototype.constructor = LatheGeometry; - - // LatheBufferGeometry - - function LatheBufferGeometry( points, segments, phiStart, phiLength ) { - - BufferGeometry.call( this ); - - this.type = 'LatheBufferGeometry'; - - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; - - segments = Math.floor( segments ) || 12; - phiStart = phiStart || 0; - phiLength = phiLength || Math.PI * 2; - - // clamp phiLength so it's in range of [ 0, 2PI ] - - phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 ); - - - // buffers - - var indices = []; - var vertices = []; - var uvs = []; - - // helper variables - - var base; - var inverseSegments = 1.0 / segments; - var vertex = new Vector3(); - var uv = new Vector2(); - var i, j; - - // generate vertices and uvs - - for ( i = 0; i <= segments; i ++ ) { - - var phi = phiStart + i * inverseSegments * phiLength; - - var sin = Math.sin( phi ); - var cos = Math.cos( phi ); - - for ( j = 0; j <= ( points.length - 1 ); j ++ ) { - - // vertex - - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // uv - - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); - - uvs.push( uv.x, uv.y ); - - - } - - } - - // indices - - for ( i = 0; i < segments; i ++ ) { - - for ( j = 0; j < ( points.length - 1 ); j ++ ) { - - base = j + i * points.length; - - var a = base; - var b = base + points.length; - var c = base + points.length + 1; - var d = base + 1; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - // generate normals - - this.computeVertexNormals(); - - // if the geometry is closed, we need to average the normals along the seam. - // because the corresponding vertices are identical (but still have different UVs). - - if ( phiLength === Math.PI * 2 ) { - - var normals = this.attributes.normal.array; - var n1 = new Vector3(); - var n2 = new Vector3(); - var n = new Vector3(); - - // this is the buffer offset for the last line of vertices - - base = segments * points.length * 3; - - for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) { - - // select the normal of the vertex in the first line - - n1.x = normals[ j + 0 ]; - n1.y = normals[ j + 1 ]; - n1.z = normals[ j + 2 ]; - - // select the normal of the vertex in the last line - - n2.x = normals[ base + j + 0 ]; - n2.y = normals[ base + j + 1 ]; - n2.z = normals[ base + j + 2 ]; - - // average normals - - n.addVectors( n1, n2 ).normalize(); - - // assign the new values to both normals - - normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; - normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; - normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; - - } - - } - - } - - LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - LatheBufferGeometry.prototype.constructor = LatheBufferGeometry; - - /** - * @author jonobr1 / http://jonobr1.com - * @author Mugen87 / https://github.com/Mugen87 - */ - - // ShapeGeometry - - function ShapeGeometry( shapes, curveSegments ) { - - Geometry.call( this ); - - this.type = 'ShapeGeometry'; - - if ( typeof curveSegments === 'object' ) { - - console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' ); - - curveSegments = curveSegments.curveSegments; - - } - - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; - - this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) ); - this.mergeVertices(); - - } - - ShapeGeometry.prototype = Object.create( Geometry.prototype ); - ShapeGeometry.prototype.constructor = ShapeGeometry; - - ShapeGeometry.prototype.toJSON = function () { - - var data = Geometry.prototype.toJSON.call( this ); - - var shapes = this.parameters.shapes; - - return toJSON( shapes, data ); - - }; - - // ShapeBufferGeometry - - function ShapeBufferGeometry( shapes, curveSegments ) { - - BufferGeometry.call( this ); - - this.type = 'ShapeBufferGeometry'; - - this.parameters = { - shapes: shapes, - curveSegments: curveSegments - }; - - curveSegments = curveSegments || 12; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // helper variables - - var groupStart = 0; - var groupCount = 0; - - // allow single and array values for "shapes" parameter - - if ( Array.isArray( shapes ) === false ) { - - addShape( shapes ); - - } else { - - for ( var i = 0; i < shapes.length; i ++ ) { - - addShape( shapes[ i ] ); - - this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support - - groupStart += groupCount; - groupCount = 0; - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - - // helper functions - - function addShape( shape ) { - - var i, l, shapeHole; - - var indexOffset = vertices.length / 3; - var points = shape.extractPoints( curveSegments ); - - var shapeVertices = points.shape; - var shapeHoles = points.holes; - - // check direction of vertices - - if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { - - shapeVertices = shapeVertices.reverse(); - - // also check if holes are in the opposite direction - - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { - - shapeHole = shapeHoles[ i ]; - - if ( ShapeUtils.isClockWise( shapeHole ) === true ) { - - shapeHoles[ i ] = shapeHole.reverse(); - - } - - } - - } - - var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); - - // join vertices of inner and outer paths to a single array - - for ( i = 0, l = shapeHoles.length; i < l; i ++ ) { - - shapeHole = shapeHoles[ i ]; - shapeVertices = shapeVertices.concat( shapeHole ); - - } - - // vertices, normals, uvs - - for ( i = 0, l = shapeVertices.length; i < l; i ++ ) { - - var vertex = shapeVertices[ i ]; - - vertices.push( vertex.x, vertex.y, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( vertex.x, vertex.y ); // world uvs - - } - - // incides - - for ( i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - var a = face[ 0 ] + indexOffset; - var b = face[ 1 ] + indexOffset; - var c = face[ 2 ] + indexOffset; - - indices.push( a, b, c ); - groupCount += 3; - - } - - } - - } - - ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry; - - ShapeBufferGeometry.prototype.toJSON = function () { - - var data = BufferGeometry.prototype.toJSON.call( this ); - - var shapes = this.parameters.shapes; - - return toJSON( shapes, data ); - - }; - - // - - function toJSON( shapes, data ) { - - data.shapes = []; - - if ( Array.isArray( shapes ) ) { - - for ( var i = 0, l = shapes.length; i < l; i ++ ) { - - var shape = shapes[ i ]; - - data.shapes.push( shape.uuid ); - - } - - } else { - - data.shapes.push( shapes.uuid ); - - } - - return data; - - } - - /** - * @author WestLangley / http://github.com/WestLangley - * @author Mugen87 / https://github.com/Mugen87 - */ - - function EdgesGeometry( geometry, thresholdAngle ) { - - BufferGeometry.call( this ); - - this.type = 'EdgesGeometry'; - - this.parameters = { - thresholdAngle: thresholdAngle - }; - - thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; - - // buffer - - var vertices = []; - - // helper variables - - var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle ); - var edge = [ 0, 0 ], edges = {}, edge1, edge2; - var key, keys = [ 'a', 'b', 'c' ]; - - // prepare source geometry - - var geometry2; - - if ( geometry.isBufferGeometry ) { - - geometry2 = new Geometry(); - geometry2.fromBufferGeometry( geometry ); - - } else { - - geometry2 = geometry.clone(); - - } - - geometry2.mergeVertices(); - geometry2.computeFaceNormals(); - - var sourceVertices = geometry2.vertices; - var faces = geometry2.faces; - - // now create a data structure where each entry represents an edge with its adjoining faces - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - for ( var j = 0; j < 3; j ++ ) { - - edge1 = face[ keys[ j ] ]; - edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; - edge[ 0 ] = Math.min( edge1, edge2 ); - edge[ 1 ] = Math.max( edge1, edge2 ); - - key = edge[ 0 ] + ',' + edge[ 1 ]; - - if ( edges[ key ] === undefined ) { - - edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined }; - - } else { - - edges[ key ].face2 = i; - - } - - } - - } - - // generate vertices - - for ( key in edges ) { - - var e = edges[ key ]; - - // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree. - - if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) { - - var vertex = sourceVertices[ e.index1 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - vertex = sourceVertices[ e.index2 ]; - vertices.push( vertex.x, vertex.y, vertex.z ); - - } - - } - - // build geometry - - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - - } - - EdgesGeometry.prototype = Object.create( BufferGeometry.prototype ); - EdgesGeometry.prototype.constructor = EdgesGeometry; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ - - // CylinderGeometry - - function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - - Geometry.call( this ); - - this.type = 'CylinderGeometry'; - - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); - this.mergeVertices(); - - } - - CylinderGeometry.prototype = Object.create( Geometry.prototype ); - CylinderGeometry.prototype.constructor = CylinderGeometry; - - // CylinderBufferGeometry - - function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - - BufferGeometry.call( this ); - - this.type = 'CylinderBufferGeometry'; - - this.parameters = { - radiusTop: radiusTop, - radiusBottom: radiusBottom, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - var scope = this; - - radiusTop = radiusTop !== undefined ? radiusTop : 1; - radiusBottom = radiusBottom !== undefined ? radiusBottom : 1; - height = height || 1; - - radialSegments = Math.floor( radialSegments ) || 8; - heightSegments = Math.floor( heightSegments ) || 1; - - openEnded = openEnded !== undefined ? openEnded : false; - thetaStart = thetaStart !== undefined ? thetaStart : 0.0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // helper variables - - var index = 0; - var indexArray = []; - var halfHeight = height / 2; - var groupStart = 0; - - // generate geometry - - generateTorso(); - - if ( openEnded === false ) { - - if ( radiusTop > 0 ) generateCap( true ); - if ( radiusBottom > 0 ) generateCap( false ); - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - function generateTorso() { - - var x, y; - var normal = new Vector3(); - var vertex = new Vector3(); - - var groupCount = 0; - - // this will be used to calculate the normal - var slope = ( radiusBottom - radiusTop ) / height; - - // generate vertices, normals and uvs - - for ( y = 0; y <= heightSegments; y ++ ) { - - var indexRow = []; - - var v = y / heightSegments; - - // calculate the radius of the current row - - var radius = v * ( radiusBottom - radiusTop ) + radiusTop; - - for ( x = 0; x <= radialSegments; x ++ ) { - - var u = x / radialSegments; - - var theta = u * thetaLength + thetaStart; - - var sinTheta = Math.sin( theta ); - var cosTheta = Math.cos( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = - v * height + halfHeight; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normal.set( sinTheta, slope, cosTheta ).normalize(); - normals.push( normal.x, normal.y, normal.z ); - - // uv - - uvs.push( u, 1 - v ); - - // save index of vertex in respective row - - indexRow.push( index ++ ); - - } - - // now save vertices of the row in our index array - - indexArray.push( indexRow ); - - } - - // generate indices - - for ( x = 0; x < radialSegments; x ++ ) { - - for ( y = 0; y < heightSegments; y ++ ) { - - // we use the index array to access the correct indices - - var a = indexArray[ y ][ x ]; - var b = indexArray[ y + 1 ][ x ]; - var c = indexArray[ y + 1 ][ x + 1 ]; - var d = indexArray[ y ][ x + 1 ]; - - // faces - - indices.push( a, b, d ); - indices.push( b, c, d ); - - // update group counter - - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, 0 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - function generateCap( top ) { - - var x, centerIndexStart, centerIndexEnd; - - var uv = new Vector2(); - var vertex = new Vector3(); - - var groupCount = 0; - - var radius = ( top === true ) ? radiusTop : radiusBottom; - var sign = ( top === true ) ? 1 : - 1; - - // save the index of the first center vertex - centerIndexStart = index; - - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment - - for ( x = 1; x <= radialSegments; x ++ ) { - - // vertex - - vertices.push( 0, halfHeight * sign, 0 ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uvs.push( 0.5, 0.5 ); - - // increase index - - index ++; - - } - - // save the index of the last center vertex - - centerIndexEnd = index; - - // now we generate the surrounding vertices, normals and uvs - - for ( x = 0; x <= radialSegments; x ++ ) { - - var u = x / radialSegments; - var theta = u * thetaLength + thetaStart; - - var cosTheta = Math.cos( theta ); - var sinTheta = Math.sin( theta ); - - // vertex - - vertex.x = radius * sinTheta; - vertex.y = halfHeight * sign; - vertex.z = radius * cosTheta; - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, sign, 0 ); - - // uv - - uv.x = ( cosTheta * 0.5 ) + 0.5; - uv.y = ( sinTheta * 0.5 * sign ) + 0.5; - uvs.push( uv.x, uv.y ); - - // increase index - - index ++; - - } - - // generate indices - - for ( x = 0; x < radialSegments; x ++ ) { - - var c = centerIndexStart + x; - var i = centerIndexEnd + x; - - if ( top === true ) { - - // face top - - indices.push( i, i + 1, c ); - - } else { - - // face bottom - - indices.push( i + 1, i, c ); - - } - - groupCount += 3; - - } - - // add a group to the geometry. this will ensure multi material support - - scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); - - // calculate new start value for groups - - groupStart += groupCount; - - } - - } - - CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry; - - /** - * @author abelnation / http://github.com/abelnation - */ - - // ConeGeometry - - function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - - CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - - this.type = 'ConeGeometry'; - - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - } - - ConeGeometry.prototype = Object.create( CylinderGeometry.prototype ); - ConeGeometry.prototype.constructor = ConeGeometry; - - // ConeBufferGeometry - - function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - - CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); - - this.type = 'ConeBufferGeometry'; - - this.parameters = { - radius: radius, - height: height, - radialSegments: radialSegments, - heightSegments: heightSegments, - openEnded: openEnded, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - } - - ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype ); - ConeBufferGeometry.prototype.constructor = ConeBufferGeometry; - - /** - * @author benaadams / https://twitter.com/ben_a_adams - * @author Mugen87 / https://github.com/Mugen87 - * @author hughes - */ - - // CircleGeometry - - function CircleGeometry( radius, segments, thetaStart, thetaLength ) { - - Geometry.call( this ); - - this.type = 'CircleGeometry'; - - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); - this.mergeVertices(); - - } - - CircleGeometry.prototype = Object.create( Geometry.prototype ); - CircleGeometry.prototype.constructor = CircleGeometry; - - // CircleBufferGeometry - - function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) { - - BufferGeometry.call( this ); - - this.type = 'CircleBufferGeometry'; - - this.parameters = { - radius: radius, - segments: segments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - radius = radius || 1; - segments = segments !== undefined ? Math.max( 3, segments ) : 8; - - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2; - - // buffers - - var indices = []; - var vertices = []; - var normals = []; - var uvs = []; - - // helper variables - - var i, s; - var vertex = new Vector3(); - var uv = new Vector2(); - - // center point - - vertices.push( 0, 0, 0 ); - normals.push( 0, 0, 1 ); - uvs.push( 0.5, 0.5 ); - - for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) { - - var segment = thetaStart + s / segments * thetaLength; - - // vertex - - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); - - vertices.push( vertex.x, vertex.y, vertex.z ); - - // normal - - normals.push( 0, 0, 1 ); - - // uvs - - uv.x = ( vertices[ i ] / radius + 1 ) / 2; - uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; - - uvs.push( uv.x, uv.y ); - - } - - // indices - - for ( i = 1; i <= segments; i ++ ) { - - indices.push( i, i + 1, 0 ); - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); - - } - - CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype ); - CircleBufferGeometry.prototype.constructor = CircleBufferGeometry; - - - - var Geometries = Object.freeze({ - WireframeGeometry: WireframeGeometry, - ParametricGeometry: ParametricGeometry, - ParametricBufferGeometry: ParametricBufferGeometry, - TetrahedronGeometry: TetrahedronGeometry, - TetrahedronBufferGeometry: TetrahedronBufferGeometry, - OctahedronGeometry: OctahedronGeometry, - OctahedronBufferGeometry: OctahedronBufferGeometry, - IcosahedronGeometry: IcosahedronGeometry, - IcosahedronBufferGeometry: IcosahedronBufferGeometry, - DodecahedronGeometry: DodecahedronGeometry, - DodecahedronBufferGeometry: DodecahedronBufferGeometry, - PolyhedronGeometry: PolyhedronGeometry, - PolyhedronBufferGeometry: PolyhedronBufferGeometry, - TubeGeometry: TubeGeometry, - TubeBufferGeometry: TubeBufferGeometry, - TorusKnotGeometry: TorusKnotGeometry, - TorusKnotBufferGeometry: TorusKnotBufferGeometry, - TorusGeometry: TorusGeometry, - TorusBufferGeometry: TorusBufferGeometry, - TextGeometry: TextGeometry, - TextBufferGeometry: TextBufferGeometry, - SphereGeometry: SphereGeometry, - SphereBufferGeometry: SphereBufferGeometry, - RingGeometry: RingGeometry, - RingBufferGeometry: RingBufferGeometry, - PlaneGeometry: PlaneGeometry, - PlaneBufferGeometry: PlaneBufferGeometry, - LatheGeometry: LatheGeometry, - LatheBufferGeometry: LatheBufferGeometry, - ShapeGeometry: ShapeGeometry, - ShapeBufferGeometry: ShapeBufferGeometry, - ExtrudeGeometry: ExtrudeGeometry, - ExtrudeBufferGeometry: ExtrudeBufferGeometry, - EdgesGeometry: EdgesGeometry, - ConeGeometry: ConeGeometry, - ConeBufferGeometry: ConeBufferGeometry, - CylinderGeometry: CylinderGeometry, - CylinderBufferGeometry: CylinderBufferGeometry, - CircleGeometry: CircleGeometry, - CircleBufferGeometry: CircleBufferGeometry, - BoxGeometry: BoxGeometry, - BoxBufferGeometry: BoxBufferGeometry - }); - - /** - * @author mrdoob / http://mrdoob.com/ - * - * parameters = { - * color: - * } - */ - - function ShadowMaterial( parameters ) { - - Material.call( this ); - - this.type = 'ShadowMaterial'; - - this.color = new Color( 0x000000 ); - this.transparent = true; - - this.setValues( parameters ); - - } - - ShadowMaterial.prototype = Object.create( Material.prototype ); - ShadowMaterial.prototype.constructor = ShadowMaterial; - - ShadowMaterial.prototype.isShadowMaterial = true; - - ShadowMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - return this; - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function RawShaderMaterial( parameters ) { - - ShaderMaterial.call( this, parameters ); - - this.type = 'RawShaderMaterial'; - - } - - RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype ); - RawShaderMaterial.prototype.constructor = RawShaderMaterial; - - RawShaderMaterial.prototype.isRawShaderMaterial = true; - - /** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * roughness: , - * metalness: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * roughnessMap: new THREE.Texture( ), - * - * metalnessMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * envMapIntensity: - * - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - - function MeshStandardMaterial( parameters ) { - - Material.call( this ); - - this.defines = { 'STANDARD': '' }; - - this.type = 'MeshStandardMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - this.roughness = 0.5; - this.metalness = 0.5; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.roughnessMap = null; - - this.metalnessMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapIntensity = 1.0; - - this.refractionRatio = 0.98; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - - } - - MeshStandardMaterial.prototype = Object.create( Material.prototype ); - MeshStandardMaterial.prototype.constructor = MeshStandardMaterial; - - MeshStandardMaterial.prototype.isMeshStandardMaterial = true; - - MeshStandardMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.defines = { 'STANDARD': '' }; - - this.color.copy( source.color ); - this.roughness = source.roughness; - this.metalness = source.metalness; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.roughnessMap = source.roughnessMap; - - this.metalnessMap = source.metalnessMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapIntensity = source.envMapIntensity; - - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - - }; - - /** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * reflectivity: - * } - */ - - function MeshPhysicalMaterial( parameters ) { - - MeshStandardMaterial.call( this ); - - this.defines = { 'PHYSICAL': '' }; - - this.type = 'MeshPhysicalMaterial'; - - this.reflectivity = 0.5; // maps to F0 = 0.04 - - this.clearCoat = 0.0; - this.clearCoatRoughness = 0.0; - - this.setValues( parameters ); - - } - - MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype ); - MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial; - - MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true; - - MeshPhysicalMaterial.prototype.copy = function ( source ) { - - MeshStandardMaterial.prototype.copy.call( this, source ); - - this.defines = { 'PHYSICAL': '' }; - - this.reflectivity = source.reflectivity; - - this.clearCoat = source.clearCoat; - this.clearCoatRoughness = source.clearCoatRoughness; - - return this; - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - - function MeshPhongMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshPhongMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - this.specular = new Color( 0x111111 ); - this.shininess = 30; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - - } - - MeshPhongMaterial.prototype = Object.create( Material.prototype ); - MeshPhongMaterial.prototype.constructor = MeshPhongMaterial; - - MeshPhongMaterial.prototype.isMeshPhongMaterial = true; - - MeshPhongMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - - }; - - /** - * @author takahirox / http://github.com/takahirox - * - * parameters = { - * gradientMap: new THREE.Texture( ) - * } - */ - - function MeshToonMaterial( parameters ) { - - MeshPhongMaterial.call( this ); - - this.defines = { 'TOON': '' }; - - this.type = 'MeshToonMaterial'; - - this.gradientMap = null; - - this.setValues( parameters ); - - } - - MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype ); - MeshToonMaterial.prototype.constructor = MeshToonMaterial; - - MeshToonMaterial.prototype.isMeshToonMaterial = true; - - MeshToonMaterial.prototype.copy = function ( source ) { - - MeshPhongMaterial.prototype.copy.call( this, source ); - - this.gradientMap = source.gradientMap; - - return this; - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * opacity: , - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * wireframe: , - * wireframeLinewidth: - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - - function MeshNormalMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshNormalMaterial'; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalScale = new Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.wireframe = false; - this.wireframeLinewidth = 1; - - this.fog = false; - this.lights = false; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - - } - - MeshNormalMaterial.prototype = Object.create( Material.prototype ); - MeshNormalMaterial.prototype.constructor = MeshNormalMaterial; - - MeshNormalMaterial.prototype.isMeshNormalMaterial = true; - - MeshNormalMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * specularMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * combine: THREE.Multiply, - * reflectivity: , - * refractionRatio: , - * - * wireframe: , - * wireframeLinewidth: , - * - * skinning: , - * morphTargets: , - * morphNormals: - * } - */ - - function MeshLambertMaterial( parameters ) { - - Material.call( this ); - - this.type = 'MeshLambertMaterial'; - - this.color = new Color( 0xffffff ); // diffuse - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.specularMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.combine = MultiplyOperation; - this.reflectivity = 1; - this.refractionRatio = 0.98; - - this.wireframe = false; - this.wireframeLinewidth = 1; - this.wireframeLinecap = 'round'; - this.wireframeLinejoin = 'round'; - - this.skinning = false; - this.morphTargets = false; - this.morphNormals = false; - - this.setValues( parameters ); - - } - - MeshLambertMaterial.prototype = Object.create( Material.prototype ); - MeshLambertMaterial.prototype.constructor = MeshLambertMaterial; - - MeshLambertMaterial.prototype.isMeshLambertMaterial = true; - - MeshLambertMaterial.prototype.copy = function ( source ) { - - Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - - }; - - /** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * - * scale: , - * dashSize: , - * gapSize: - * } - */ - - function LineDashedMaterial( parameters ) { - - LineBasicMaterial.call( this ); - - this.type = 'LineDashedMaterial'; - - this.scale = 1; - this.dashSize = 3; - this.gapSize = 1; - - this.setValues( parameters ); - - } - - LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype ); - LineDashedMaterial.prototype.constructor = LineDashedMaterial; - - LineDashedMaterial.prototype.isLineDashedMaterial = true; - - LineDashedMaterial.prototype.copy = function ( source ) { - - LineBasicMaterial.prototype.copy.call( this, source ); - - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; - - return this; - - }; - - - - var Materials = Object.freeze({ - ShadowMaterial: ShadowMaterial, - SpriteMaterial: SpriteMaterial, - RawShaderMaterial: RawShaderMaterial, - ShaderMaterial: ShaderMaterial, - PointsMaterial: PointsMaterial, - MeshPhysicalMaterial: MeshPhysicalMaterial, - MeshStandardMaterial: MeshStandardMaterial, - MeshPhongMaterial: MeshPhongMaterial, - MeshToonMaterial: MeshToonMaterial, - MeshNormalMaterial: MeshNormalMaterial, - MeshLambertMaterial: MeshLambertMaterial, - MeshDepthMaterial: MeshDepthMaterial, - MeshDistanceMaterial: MeshDistanceMaterial, - MeshBasicMaterial: MeshBasicMaterial, - LineDashedMaterial: LineDashedMaterial, - LineBasicMaterial: LineBasicMaterial, - Material: Material - }); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - var Cache = { - - enabled: false, - - files: {}, - - add: function ( key, file ) { - - if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Adding key:', key ); - - this.files[ key ] = file; - - }, - - get: function ( key ) { - - if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Checking key:', key ); - - return this.files[ key ]; - - }, - - remove: function ( key ) { - - delete this.files[ key ]; - - }, - - clear: function () { - - this.files = {}; - - } - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function LoadingManager( onLoad, onProgress, onError ) { - - var scope = this; - - var isLoading = false; - var itemsLoaded = 0; - var itemsTotal = 0; - var urlModifier = undefined; - - this.onStart = undefined; - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; - - this.itemStart = function ( url ) { - - itemsTotal ++; - - if ( isLoading === false ) { - - if ( scope.onStart !== undefined ) { - - scope.onStart( url, itemsLoaded, itemsTotal ); - - } - - } - - isLoading = true; - - }; - - this.itemEnd = function ( url ) { - - itemsLoaded ++; - - if ( scope.onProgress !== undefined ) { - - scope.onProgress( url, itemsLoaded, itemsTotal ); - - } - - if ( itemsLoaded === itemsTotal ) { - - isLoading = false; - - if ( scope.onLoad !== undefined ) { - - scope.onLoad(); - - } - - } - - }; - - this.itemError = function ( url ) { - - if ( scope.onError !== undefined ) { - - scope.onError( url ); - - } - - }; - - this.resolveURL = function ( url ) { - - if ( urlModifier ) { - - return urlModifier( url ); - - } - - return url; - - }; - - this.setURLModifier = function ( transform ) { - - urlModifier = transform; - return this; - - }; - - } - - var DefaultLoadingManager = new LoadingManager(); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - var loading = {}; - - function FileLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - } - - Object.assign( FileLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - if ( url === undefined ) url = ''; - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - var scope = this; - - var cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - // Check if request is duplicate - - if ( loading[ url ] !== undefined ) { - - loading[ url ].push( { - - onLoad: onLoad, - onProgress: onProgress, - onError: onError - - } ); - - return; - - } - - // Check for data: URI - var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/; - var dataUriRegexResult = url.match( dataUriRegex ); - - // Safari can not handle Data URIs through XMLHttpRequest so process manually - if ( dataUriRegexResult ) { - - var mimeType = dataUriRegexResult[ 1 ]; - var isBase64 = !! dataUriRegexResult[ 2 ]; - var data = dataUriRegexResult[ 3 ]; - - data = window.decodeURIComponent( data ); - - if ( isBase64 ) data = window.atob( data ); - - try { - - var response; - var responseType = ( this.responseType || '' ).toLowerCase(); - - switch ( responseType ) { - - case 'arraybuffer': - case 'blob': - - var view = new Uint8Array( data.length ); - - for ( var i = 0; i < data.length; i ++ ) { - - view[ i ] = data.charCodeAt( i ); - - } - - if ( responseType === 'blob' ) { - - response = new Blob( [ view.buffer ], { type: mimeType } ); - - } else { - - response = view.buffer; - - } - - break; - - case 'document': - - var parser = new DOMParser(); - response = parser.parseFromString( data, mimeType ); - - break; - - case 'json': - - response = JSON.parse( data ); - - break; - - default: // 'text' or other - - response = data; - - break; - - } - - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - window.setTimeout( function () { - - if ( onLoad ) onLoad( response ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - } catch ( error ) { - - // Wait for next browser tick like standard XMLHttpRequest event dispatching does - window.setTimeout( function () { - - if ( onError ) onError( error ); - - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); - - }, 0 ); - - } - - } else { - - // Initialise array for duplicate requests - - loading[ url ] = []; - - loading[ url ].push( { - - onLoad: onLoad, - onProgress: onProgress, - onError: onError - - } ); - - var request = new XMLHttpRequest(); - - request.open( 'GET', url, true ); - - request.addEventListener( 'load', function ( event ) { - - var response = this.response; - - Cache.add( url, response ); - - var callbacks = loading[ url ]; - - delete loading[ url ]; - - if ( this.status === 200 ) { - - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - - var callback = callbacks[ i ]; - if ( callback.onLoad ) callback.onLoad( response ); - - } - - scope.manager.itemEnd( url ); - - } else if ( this.status === 0 ) { - - // Some browsers return HTTP Status 0 when using non-http protocol - // e.g. 'file://' or 'data://'. Handle as success. - - console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); - - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - - var callback = callbacks[ i ]; - if ( callback.onLoad ) callback.onLoad( response ); - - } - - scope.manager.itemEnd( url ); - - } else { - - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - - var callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); - - } - - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); - - } - - }, false ); - - request.addEventListener( 'progress', function ( event ) { - - var callbacks = loading[ url ]; - - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - - var callback = callbacks[ i ]; - if ( callback.onProgress ) callback.onProgress( event ); - - } - - }, false ); - - request.addEventListener( 'error', function ( event ) { - - var callbacks = loading[ url ]; - - delete loading[ url ]; - - for ( var i = 0, il = callbacks.length; i < il; i ++ ) { - - var callback = callbacks[ i ]; - if ( callback.onError ) callback.onError( event ); - - } - - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); - - }, false ); - - if ( this.responseType !== undefined ) request.responseType = this.responseType; - if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; - - if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); - - for ( var header in this.requestHeader ) { - - request.setRequestHeader( header, this.requestHeader[ header ] ); - - } - - request.send( null ); - - } - - scope.manager.itemStart( url ); - - return request; - - }, - - setPath: function ( value ) { - - this.path = value; - return this; - - }, - - setResponseType: function ( value ) { - - this.responseType = value; - return this; - - }, - - setWithCredentials: function ( value ) { - - this.withCredentials = value; - return this; - - }, - - setMimeType: function ( value ) { - - this.mimeType = value; - return this; - - }, - - setRequestHeader: function ( value ) { - - this.requestHeader = value; - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * - * Abstract Base class to block based textures loader (dds, pvr, ...) - */ - - function CompressedTextureLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - // override in sub classes - this._parser = null; - - } - - Object.assign( CompressedTextureLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var images = []; - - var texture = new CompressedTexture(); - texture.image = images; - - var loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); - - function loadTexture( i ) { - - loader.load( url[ i ], function ( buffer ) { - - var texDatas = scope._parser( buffer, true ); - - images[ i ] = { - width: texDatas.width, - height: texDatas.height, - format: texDatas.format, - mipmaps: texDatas.mipmaps - }; - - loaded += 1; - - if ( loaded === 6 ) { - - if ( texDatas.mipmapCount === 1 ) - texture.minFilter = LinearFilter; - - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, onProgress, onError ); - - } - - if ( Array.isArray( url ) ) { - - var loaded = 0; - - for ( var i = 0, il = url.length; i < il; ++ i ) { - - loadTexture( i ); - - } - - } else { - - // compressed cubemap texture stored in a single DDS file - - loader.load( url, function ( buffer ) { - - var texDatas = scope._parser( buffer, true ); - - if ( texDatas.isCubemap ) { - - var faces = texDatas.mipmaps.length / texDatas.mipmapCount; - - for ( var f = 0; f < faces; f ++ ) { - - images[ f ] = { mipmaps: [] }; - - for ( var i = 0; i < texDatas.mipmapCount; i ++ ) { - - images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); - images[ f ].format = texDatas.format; - images[ f ].width = texDatas.width; - images[ f ].height = texDatas.height; - - } - - } - - } else { - - texture.image.width = texDatas.width; - texture.image.height = texDatas.height; - texture.mipmaps = texDatas.mipmaps; - - } - - if ( texDatas.mipmapCount === 1 ) { - - texture.minFilter = LinearFilter; - - } - - texture.format = texDatas.format; - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - }, onProgress, onError ); - - } - - return texture; - - }, - - setPath: function ( value ) { - - this.path = value; - return this; - - } - - } ); - - /** - * @author Nikos M. / https://github.com/foo123/ - * - * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) - */ - - function DataTextureLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - // override in sub classes - this._parser = null; - - } - - Object.assign( DataTextureLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var texture = new DataTexture(); - - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - - loader.load( url, function ( buffer ) { - - var texData = scope._parser( buffer ); - - if ( ! texData ) return; - - if ( undefined !== texData.image ) { - - texture.image = texData.image; - - } else if ( undefined !== texData.data ) { - - texture.image.width = texData.width; - texture.image.height = texData.height; - texture.image.data = texData.data; - - } - - texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping; - texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping; - - texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter; - texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter; - - texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1; - - if ( undefined !== texData.format ) { - - texture.format = texData.format; - - } - if ( undefined !== texData.type ) { - - texture.type = texData.type; - - } - - if ( undefined !== texData.mipmaps ) { - - texture.mipmaps = texData.mipmaps; - - } - - if ( 1 === texData.mipmapCount ) { - - texture.minFilter = LinearFilter; - - } - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture, texData ); - - }, onProgress, onError ); - - - return texture; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function ImageLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - } - - Object.assign( ImageLoader.prototype, { - - crossOrigin: 'Anonymous', - - load: function ( url, onLoad, onProgress, onError ) { - - if ( url === undefined ) url = ''; - - if ( this.path !== undefined ) url = this.path + url; - - url = this.manager.resolveURL( url ); - - var scope = this; - - var cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' ); - - image.addEventListener( 'load', function () { - - Cache.add( url, this ); - - if ( onLoad ) onLoad( this ); - - scope.manager.itemEnd( url ); - - }, false ); - - /* - image.addEventListener( 'progress', function ( event ) { - - if ( onProgress ) onProgress( event ); - - }, false ); - */ - - image.addEventListener( 'error', function ( event ) { - - if ( onError ) onError( event ); - - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); - - }, false ); - - if ( url.substr( 0, 5 ) !== 'data:' ) { - - if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; - - } - - scope.manager.itemStart( url ); - - image.src = url; - - return image; - - }, - - setCrossOrigin: function ( value ) { - - this.crossOrigin = value; - return this; - - }, - - setPath: function ( value ) { - - this.path = value; - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function CubeTextureLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - } - - Object.assign( CubeTextureLoader.prototype, { - - crossOrigin: 'Anonymous', - - load: function ( urls, onLoad, onProgress, onError ) { - - var texture = new CubeTexture(); - - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - var loaded = 0; - - function loadTexture( i ) { - - loader.load( urls[ i ], function ( image ) { - - texture.images[ i ] = image; - - loaded ++; - - if ( loaded === 6 ) { - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, undefined, onError ); - - } - - for ( var i = 0; i < urls.length; ++ i ) { - - loadTexture( i ); - - } - - return texture; - - }, - - setCrossOrigin: function ( value ) { - - this.crossOrigin = value; - return this; - - }, - - setPath: function ( value ) { - - this.path = value; - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function TextureLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - } - - Object.assign( TextureLoader.prototype, { - - crossOrigin: 'Anonymous', - - load: function ( url, onLoad, onProgress, onError ) { - - var texture = new Texture(); - - var loader = new ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - loader.load( url, function ( image ) { - - texture.image = image; - - // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB. - var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0; - - texture.format = isJPEG ? RGBFormat : RGBAFormat; - texture.needsUpdate = true; - - if ( onLoad !== undefined ) { - - onLoad( texture ); - - } - - }, onProgress, onError ); - - return texture; - - }, - - setCrossOrigin: function ( value ) { - - this.crossOrigin = value; - return this; - - }, - - setPath: function ( value ) { - - this.path = value; - return this; - - } - - } ); - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Extensible curve object - * - * Some common of curve methods: - * .getPoint( t, optionalTarget ), .getTangent( t ) - * .getPointAt( u, optionalTarget ), .getTangentAt( u ) - * .getPoints(), .getSpacedPoints() - * .getLength() - * .updateArcLengths() - * - * This following curves inherit from THREE.Curve: - * - * -- 2D curves -- - * THREE.ArcCurve - * THREE.CubicBezierCurve - * THREE.EllipseCurve - * THREE.LineCurve - * THREE.QuadraticBezierCurve - * THREE.SplineCurve - * - * -- 3D curves -- - * THREE.CatmullRomCurve3 - * THREE.CubicBezierCurve3 - * THREE.LineCurve3 - * THREE.QuadraticBezierCurve3 - * - * A series of curves can be represented as a THREE.CurvePath. - * - **/ - - /************************************************************** - * Abstract Curve base class - **************************************************************/ - - function Curve() { - - this.type = 'Curve'; - - this.arcLengthDivisions = 200; - - } - - Object.assign( Curve.prototype, { - - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] - - getPoint: function ( /* t, optionalTarget */ ) { - - console.warn( 'THREE.Curve: .getPoint() not implemented.' ); - return null; - - }, - - // Get point at relative position in curve according to arc length - // - u [0 .. 1] - - getPointAt: function ( u, optionalTarget ) { - - var t = this.getUtoTmapping( u ); - return this.getPoint( t, optionalTarget ); - - }, - - // Get sequence of points using getPoint( t ) - - getPoints: function ( divisions ) { - - if ( divisions === undefined ) divisions = 5; - - var points = []; - - for ( var d = 0; d <= divisions; d ++ ) { - - points.push( this.getPoint( d / divisions ) ); - - } - - return points; - - }, - - // Get sequence of points using getPointAt( u ) - - getSpacedPoints: function ( divisions ) { - - if ( divisions === undefined ) divisions = 5; - - var points = []; - - for ( var d = 0; d <= divisions; d ++ ) { - - points.push( this.getPointAt( d / divisions ) ); - - } - - return points; - - }, - - // Get total curve arc length - - getLength: function () { - - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; - - }, - - // Get list of cumulative segment lengths - - getLengths: function ( divisions ) { - - if ( divisions === undefined ) divisions = this.arcLengthDivisions; - - if ( this.cacheArcLengths && - ( this.cacheArcLengths.length === divisions + 1 ) && - ! this.needsUpdate ) { - - return this.cacheArcLengths; - - } - - this.needsUpdate = false; - - var cache = []; - var current, last = this.getPoint( 0 ); - var p, sum = 0; - - cache.push( 0 ); - - for ( p = 1; p <= divisions; p ++ ) { - - current = this.getPoint( p / divisions ); - sum += current.distanceTo( last ); - cache.push( sum ); - last = current; - - } - - this.cacheArcLengths = cache; - - return cache; // { sums: cache, sum: sum }; Sum is in the last element. - - }, - - updateArcLengths: function () { - - this.needsUpdate = true; - this.getLengths(); - - }, - - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - - getUtoTmapping: function ( u, distance ) { - - var arcLengths = this.getLengths(); - - var i = 0, il = arcLengths.length; - - var targetArcLength; // The targeted u distance value to get - - if ( distance ) { - - targetArcLength = distance; - - } else { - - targetArcLength = u * arcLengths[ il - 1 ]; - - } - - // binary search for the index with largest value smaller than target u distance - - var low = 0, high = il - 1, comparison; - - while ( low <= high ) { - - 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 - - comparison = arcLengths[ i ] - targetArcLength; - - if ( comparison < 0 ) { - - low = i + 1; - - } else if ( comparison > 0 ) { - - high = i - 1; - - } else { - - high = i; - break; - - // DONE - - } - - } - - i = high; - - if ( arcLengths[ i ] === targetArcLength ) { - - return i / ( il - 1 ); - - } - - // we could get finer grain at lengths, or use simple interpolation between two points - - var lengthBefore = arcLengths[ i ]; - var lengthAfter = arcLengths[ i + 1 ]; - - var segmentLength = lengthAfter - lengthBefore; - - // determine where we are between the 'before' and 'after' points - - var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; - - // add that fractional amount to t - - var t = ( i + segmentFraction ) / ( il - 1 ); - - return t; - - }, - - // Returns a unit vector tangent at t - // In case any sub curve does not implement its tangent derivation, - // 2 points a small delta apart will be used to find its gradient - // which seems to give a reasonable approximation - - getTangent: function ( t ) { - - var delta = 0.0001; - var t1 = t - delta; - var t2 = t + delta; - - // Capping in case of danger - - if ( t1 < 0 ) t1 = 0; - if ( t2 > 1 ) t2 = 1; - - var pt1 = this.getPoint( t1 ); - var pt2 = this.getPoint( t2 ); - - var vec = pt2.clone().sub( pt1 ); - return vec.normalize(); - - }, - - getTangentAt: function ( u ) { - - var t = this.getUtoTmapping( u ); - return this.getTangent( t ); - - }, - - computeFrenetFrames: function ( segments, closed ) { - - // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf - - var normal = new Vector3(); - - var tangents = []; - var normals = []; - var binormals = []; - - var vec = new Vector3(); - var mat = new Matrix4(); - - var i, u, theta; - - // compute the tangent vectors for each segment on the curve - - for ( i = 0; i <= segments; i ++ ) { - - u = i / segments; - - tangents[ i ] = this.getTangentAt( u ); - tangents[ i ].normalize(); - - } - - // select an initial normal vector perpendicular to the first tangent vector, - // and in the direction of the minimum tangent xyz component - - normals[ 0 ] = new Vector3(); - binormals[ 0 ] = new Vector3(); - var min = Number.MAX_VALUE; - var tx = Math.abs( tangents[ 0 ].x ); - var ty = Math.abs( tangents[ 0 ].y ); - var tz = Math.abs( tangents[ 0 ].z ); - - if ( tx <= min ) { - - min = tx; - normal.set( 1, 0, 0 ); - - } - - if ( ty <= min ) { - - min = ty; - normal.set( 0, 1, 0 ); - - } - - if ( tz <= min ) { - - normal.set( 0, 0, 1 ); - - } - - vec.crossVectors( tangents[ 0 ], normal ).normalize(); - - normals[ 0 ].crossVectors( tangents[ 0 ], vec ); - binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); - - - // compute the slowly-varying normal and binormal vectors for each segment on the curve - - for ( i = 1; i <= segments; i ++ ) { - - normals[ i ] = normals[ i - 1 ].clone(); - - binormals[ i ] = binormals[ i - 1 ].clone(); - - vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); - - if ( vec.length() > Number.EPSILON ) { - - vec.normalize(); - - theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors - - normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); - - } - - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same - - if ( closed === true ) { - - theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); - theta /= segments; - - if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { - - theta = - theta; - - } - - for ( i = 1; i <= segments; i ++ ) { - - // twist a little... - normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); - binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); - - } - - } - - return { - tangents: tangents, - normals: normals, - binormals: binormals - }; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( source ) { - - this.arcLengthDivisions = source.arcLengthDivisions; - - return this; - - }, - - toJSON: function () { - - var data = { - metadata: { - version: 4.5, - type: 'Curve', - generator: 'Curve.toJSON' - } - }; - - data.arcLengthDivisions = this.arcLengthDivisions; - data.type = this.type; - - return data; - - }, - - fromJSON: function ( json ) { - - this.arcLengthDivisions = json.arcLengthDivisions; - - return this; - - } - - } ); - - function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - Curve.call( this ); - - this.type = 'EllipseCurve'; - - this.aX = aX || 0; - this.aY = aY || 0; - - this.xRadius = xRadius || 1; - this.yRadius = yRadius || 1; - - this.aStartAngle = aStartAngle || 0; - this.aEndAngle = aEndAngle || 2 * Math.PI; - - this.aClockwise = aClockwise || false; - - this.aRotation = aRotation || 0; - - } - - EllipseCurve.prototype = Object.create( Curve.prototype ); - EllipseCurve.prototype.constructor = EllipseCurve; - - EllipseCurve.prototype.isEllipseCurve = true; - - EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) { - - var point = optionalTarget || new Vector2(); - - var twoPi = Math.PI * 2; - var deltaAngle = this.aEndAngle - this.aStartAngle; - var samePoints = Math.abs( deltaAngle ) < Number.EPSILON; - - // ensures that deltaAngle is 0 .. 2 PI - while ( deltaAngle < 0 ) deltaAngle += twoPi; - while ( deltaAngle > twoPi ) deltaAngle -= twoPi; - - if ( deltaAngle < Number.EPSILON ) { - - if ( samePoints ) { - - deltaAngle = 0; - - } else { - - deltaAngle = twoPi; - - } - - } - - if ( this.aClockwise === true && ! samePoints ) { - - if ( deltaAngle === twoPi ) { - - deltaAngle = - twoPi; - - } else { - - deltaAngle = deltaAngle - twoPi; - - } - - } - - var angle = this.aStartAngle + t * deltaAngle; - var x = this.aX + this.xRadius * Math.cos( angle ); - var y = this.aY + this.yRadius * Math.sin( angle ); - - if ( this.aRotation !== 0 ) { - - var cos = Math.cos( this.aRotation ); - var sin = Math.sin( this.aRotation ); - - var tx = x - this.aX; - var ty = y - this.aY; - - // Rotate the point about the center of the ellipse. - x = tx * cos - ty * sin + this.aX; - y = tx * sin + ty * cos + this.aY; - - } - - return point.set( x, y ); - - }; - - EllipseCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.aX = source.aX; - this.aY = source.aY; - - this.xRadius = source.xRadius; - this.yRadius = source.yRadius; - - this.aStartAngle = source.aStartAngle; - this.aEndAngle = source.aEndAngle; - - this.aClockwise = source.aClockwise; - - this.aRotation = source.aRotation; - - return this; - - }; - - - EllipseCurve.prototype.toJSON = function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.aX = this.aX; - data.aY = this.aY; - - data.xRadius = this.xRadius; - data.yRadius = this.yRadius; - - data.aStartAngle = this.aStartAngle; - data.aEndAngle = this.aEndAngle; - - data.aClockwise = this.aClockwise; - - data.aRotation = this.aRotation; - - return data; - - }; - - EllipseCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.aX = json.aX; - this.aY = json.aY; - - this.xRadius = json.xRadius; - this.yRadius = json.yRadius; - - this.aStartAngle = json.aStartAngle; - this.aEndAngle = json.aEndAngle; - - this.aClockwise = json.aClockwise; - - this.aRotation = json.aRotation; - - return this; - - }; - - function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - this.type = 'ArcCurve'; - - } - - ArcCurve.prototype = Object.create( EllipseCurve.prototype ); - ArcCurve.prototype.constructor = ArcCurve; - - ArcCurve.prototype.isArcCurve = true; - - /** - * @author zz85 https://github.com/zz85 - * - * Centripetal CatmullRom Curve - which is useful for avoiding - * cusps and self-intersections in non-uniform catmull rom curves. - * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf - * - * curve.type accepts centripetal(default), chordal and catmullrom - * curve.tension is used for catmullrom which defaults to 0.5 - */ - - - /* - Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - - http://ideone.com/NoEbVM - - This CubicPoly class could be used for reusing some variables and calculations, - but for three.js curve use, it could be possible inlined and flatten into a single function call - which can be placed in CurveUtils. - */ - - function CubicPoly() { - - var c0 = 0, c1 = 0, c2 = 0, c3 = 0; - - /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ - function init( x0, x1, t0, t1 ) { - - c0 = x0; - c1 = t0; - c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - c3 = 2 * x0 - 2 * x1 + t0 + t1; - - } - - return { - - initCatmullRom: function ( x0, x1, x2, x3, tension ) { - - init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); - - }, - - initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { - - // compute tangents when parameterized in [t1,t2] - var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; - var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; - - init( x1, x2, t1, t2 ); - - }, - - calc: function ( t ) { - - var t2 = t * t; - var t3 = t2 * t; - return c0 + c1 * t + c2 * t2 + c3 * t3; - - } - - }; - - } - - // - - var tmp = new Vector3(); - var px = new CubicPoly(); - var py = new CubicPoly(); - var pz = new CubicPoly(); - - function CatmullRomCurve3( points, closed, curveType, tension ) { - - Curve.call( this ); - - this.type = 'CatmullRomCurve3'; - - this.points = points || []; - this.closed = closed || false; - this.curveType = curveType || 'centripetal'; - this.tension = tension || 0.5; - - } - - CatmullRomCurve3.prototype = Object.create( Curve.prototype ); - CatmullRomCurve3.prototype.constructor = CatmullRomCurve3; - - CatmullRomCurve3.prototype.isCatmullRomCurve3 = true; - - CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) { - - var point = optionalTarget || new Vector3(); - - var points = this.points; - var l = points.length; - - var p = ( l - ( this.closed ? 0 : 1 ) ) * t; - var intPoint = Math.floor( p ); - var weight = p - intPoint; - - if ( this.closed ) { - - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; - - } else if ( weight === 0 && intPoint === l - 1 ) { - - intPoint = l - 2; - weight = 1; - - } - - var p0, p1, p2, p3; // 4 points - - if ( this.closed || intPoint > 0 ) { - - p0 = points[ ( intPoint - 1 ) % l ]; - - } else { - - // extrapolate first point - tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; - - } - - p1 = points[ intPoint % l ]; - p2 = points[ ( intPoint + 1 ) % l ]; - - if ( this.closed || intPoint + 2 < l ) { - - p3 = points[ ( intPoint + 2 ) % l ]; - - } else { - - // extrapolate last point - tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; - - } - - if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { - - // init Centripetal / Chordal Catmull-Rom - var pow = this.curveType === 'chordal' ? 0.5 : 0.25; - var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); - var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); - var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); - - // safety check for repeated points - if ( dt1 < 1e-4 ) dt1 = 1.0; - if ( dt0 < 1e-4 ) dt0 = dt1; - if ( dt2 < 1e-4 ) dt2 = dt1; - - px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); - py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); - pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); - - } else if ( this.curveType === 'catmullrom' ) { - - px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); - py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); - pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); - - } - - point.set( - px.calc( weight ), - py.calc( weight ), - pz.calc( weight ) - ); - - return point; - - }; - - CatmullRomCurve3.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.points = []; - - for ( var i = 0, l = source.points.length; i < l; i ++ ) { - - var point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - this.closed = source.closed; - this.curveType = source.curveType; - this.tension = source.tension; - - return this; - - }; - - CatmullRomCurve3.prototype.toJSON = function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.points = []; - - for ( var i = 0, l = this.points.length; i < l; i ++ ) { - - var point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - data.closed = this.closed; - data.curveType = this.curveType; - data.tension = this.tension; - - return data; - - }; - - CatmullRomCurve3.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.points = []; - - for ( var i = 0, l = json.points.length; i < l; i ++ ) { - - var point = json.points[ i ]; - this.points.push( new Vector3().fromArray( point ) ); - - } - - this.closed = json.closed; - this.curveType = json.curveType; - this.tension = json.tension; - - return this; - - }; - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - * Bezier Curves formulas obtained from - * http://en.wikipedia.org/wiki/Bézier_curve - */ - - function CatmullRom( t, p0, p1, p2, p3 ) { - - var v0 = ( p2 - p0 ) * 0.5; - var v1 = ( p3 - p1 ) * 0.5; - var t2 = t * t; - var t3 = t * t2; - return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; - - } - - // - - function QuadraticBezierP0( t, p ) { - - var k = 1 - t; - return k * k * p; - - } - - function QuadraticBezierP1( t, p ) { - - return 2 * ( 1 - t ) * t * p; - - } - - function QuadraticBezierP2( t, p ) { - - return t * t * p; - - } - - function QuadraticBezier( t, p0, p1, p2 ) { - - return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + - QuadraticBezierP2( t, p2 ); - - } - - // - - function CubicBezierP0( t, p ) { - - var k = 1 - t; - return k * k * k * p; - - } - - function CubicBezierP1( t, p ) { - - var k = 1 - t; - return 3 * k * k * t * p; - - } - - function CubicBezierP2( t, p ) { - - return 3 * ( 1 - t ) * t * t * p; - - } - - function CubicBezierP3( t, p ) { - - return t * t * t * p; - - } - - function CubicBezier( t, p0, p1, p2, p3 ) { - - return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + - CubicBezierP3( t, p3 ); - - } - - function CubicBezierCurve( v0, v1, v2, v3 ) { - - Curve.call( this ); - - this.type = 'CubicBezierCurve'; - - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - this.v3 = v3 || new Vector2(); - - } - - CubicBezierCurve.prototype = Object.create( Curve.prototype ); - CubicBezierCurve.prototype.constructor = CubicBezierCurve; - - CubicBezierCurve.prototype.isCubicBezierCurve = true; - - CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { - - var point = optionalTarget || new Vector2(); - - var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) - ); - - return point; - - }; - - CubicBezierCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - - }; - - CubicBezierCurve.prototype.toJSON = function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - - }; - - CubicBezierCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - - }; - - function CubicBezierCurve3( v0, v1, v2, v3 ) { - - Curve.call( this ); - - this.type = 'CubicBezierCurve3'; - - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - this.v3 = v3 || new Vector3(); - - } - - CubicBezierCurve3.prototype = Object.create( Curve.prototype ); - CubicBezierCurve3.prototype.constructor = CubicBezierCurve3; - - CubicBezierCurve3.prototype.isCubicBezierCurve3 = true; - - CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { - - var point = optionalTarget || new Vector3(); - - var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; - - point.set( - CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), - CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), - CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) - ); - - return point; - - }; - - CubicBezierCurve3.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - this.v3.copy( source.v3 ); - - return this; - - }; - - CubicBezierCurve3.prototype.toJSON = function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - data.v3 = this.v3.toArray(); - - return data; - - }; - - CubicBezierCurve3.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - this.v3.fromArray( json.v3 ); - - return this; - - }; - - function LineCurve( v1, v2 ) { - - Curve.call( this ); - - this.type = 'LineCurve'; - - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - - } - - LineCurve.prototype = Object.create( Curve.prototype ); - LineCurve.prototype.constructor = LineCurve; - - LineCurve.prototype.isLineCurve = true; - - LineCurve.prototype.getPoint = function ( t, optionalTarget ) { - - var point = optionalTarget || new Vector2(); - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - - }; - - // Line curve is linear, so we can overwrite default getPointAt - - LineCurve.prototype.getPointAt = function ( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - - }; - - LineCurve.prototype.getTangent = function ( /* t */ ) { - - var tangent = this.v2.clone().sub( this.v1 ); - - return tangent.normalize(); - - }; - - LineCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - }; - - LineCurve.prototype.toJSON = function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - }; - - LineCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - }; - - function LineCurve3( v1, v2 ) { - - Curve.call( this ); - - this.type = 'LineCurve3'; - - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - - } - - LineCurve3.prototype = Object.create( Curve.prototype ); - LineCurve3.prototype.constructor = LineCurve3; - - LineCurve3.prototype.isLineCurve3 = true; - - LineCurve3.prototype.getPoint = function ( t, optionalTarget ) { - - var point = optionalTarget || new Vector3(); - - if ( t === 1 ) { - - point.copy( this.v2 ); - - } else { - - point.copy( this.v2 ).sub( this.v1 ); - point.multiplyScalar( t ).add( this.v1 ); - - } - - return point; - - }; - - // Line curve is linear, so we can overwrite default getPointAt - - LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) { - - return this.getPoint( u, optionalTarget ); - - }; - - LineCurve3.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - }; - - LineCurve3.prototype.toJSON = function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - }; - - LineCurve3.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - }; - - function QuadraticBezierCurve( v0, v1, v2 ) { - - Curve.call( this ); - - this.type = 'QuadraticBezierCurve'; - - this.v0 = v0 || new Vector2(); - this.v1 = v1 || new Vector2(); - this.v2 = v2 || new Vector2(); - - } - - QuadraticBezierCurve.prototype = Object.create( Curve.prototype ); - QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve; - - QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true; - - QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) { - - var point = optionalTarget || new Vector2(); - - var v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ) - ); - - return point; - - }; - - QuadraticBezierCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - }; - - QuadraticBezierCurve.prototype.toJSON = function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - }; - - QuadraticBezierCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - }; - - function QuadraticBezierCurve3( v0, v1, v2 ) { - - Curve.call( this ); - - this.type = 'QuadraticBezierCurve3'; - - this.v0 = v0 || new Vector3(); - this.v1 = v1 || new Vector3(); - this.v2 = v2 || new Vector3(); - - } - - QuadraticBezierCurve3.prototype = Object.create( Curve.prototype ); - QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3; - - QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true; - - QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) { - - var point = optionalTarget || new Vector3(); - - var v0 = this.v0, v1 = this.v1, v2 = this.v2; - - point.set( - QuadraticBezier( t, v0.x, v1.x, v2.x ), - QuadraticBezier( t, v0.y, v1.y, v2.y ), - QuadraticBezier( t, v0.z, v1.z, v2.z ) - ); - - return point; - - }; - - QuadraticBezierCurve3.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.v0.copy( source.v0 ); - this.v1.copy( source.v1 ); - this.v2.copy( source.v2 ); - - return this; - - }; - - QuadraticBezierCurve3.prototype.toJSON = function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.v0 = this.v0.toArray(); - data.v1 = this.v1.toArray(); - data.v2 = this.v2.toArray(); - - return data; - - }; - - QuadraticBezierCurve3.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.v0.fromArray( json.v0 ); - this.v1.fromArray( json.v1 ); - this.v2.fromArray( json.v2 ); - - return this; - - }; - - function SplineCurve( points /* array of Vector2 */ ) { - - Curve.call( this ); - - this.type = 'SplineCurve'; - - this.points = points || []; - - } - - SplineCurve.prototype = Object.create( Curve.prototype ); - SplineCurve.prototype.constructor = SplineCurve; - - SplineCurve.prototype.isSplineCurve = true; - - SplineCurve.prototype.getPoint = function ( t, optionalTarget ) { - - var point = optionalTarget || new Vector2(); - - var points = this.points; - var p = ( points.length - 1 ) * t; - - var intPoint = Math.floor( p ); - var weight = p - intPoint; - - var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; - var p1 = points[ intPoint ]; - var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; - var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; - - point.set( - CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), - CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) - ); - - return point; - - }; - - SplineCurve.prototype.copy = function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.points = []; - - for ( var i = 0, l = source.points.length; i < l; i ++ ) { - - var point = source.points[ i ]; - - this.points.push( point.clone() ); - - } - - return this; - - }; - - SplineCurve.prototype.toJSON = function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.points = []; - - for ( var i = 0, l = this.points.length; i < l; i ++ ) { - - var point = this.points[ i ]; - data.points.push( point.toArray() ); - - } - - return data; - - }; - - SplineCurve.prototype.fromJSON = function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.points = []; - - for ( var i = 0, l = json.points.length; i < l; i ++ ) { - - var point = json.points[ i ]; - this.points.push( new Vector2().fromArray( point ) ); - - } - - return this; - - }; - - - - var Curves = Object.freeze({ - ArcCurve: ArcCurve, - CatmullRomCurve3: CatmullRomCurve3, - CubicBezierCurve: CubicBezierCurve, - CubicBezierCurve3: CubicBezierCurve3, - EllipseCurve: EllipseCurve, - LineCurve: LineCurve, - LineCurve3: LineCurve3, - QuadraticBezierCurve: QuadraticBezierCurve, - QuadraticBezierCurve3: QuadraticBezierCurve3, - SplineCurve: SplineCurve - }); - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * - **/ - - /************************************************************** - * Curved Path - a curve path is simply a array of connected - * curves, but retains the api of a curve - **************************************************************/ - - function CurvePath() { - - Curve.call( this ); - - this.type = 'CurvePath'; - - this.curves = []; - this.autoClose = false; // Automatically closes the path - - } - - CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), { - - constructor: CurvePath, - - add: function ( curve ) { - - this.curves.push( curve ); - - }, - - closePath: function () { - - // Add a line curve if start and end of lines are not connected - var startPoint = this.curves[ 0 ].getPoint( 0 ); - var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); - - if ( ! startPoint.equals( endPoint ) ) { - - this.curves.push( new LineCurve( endPoint, startPoint ) ); - - } - - }, - - // To get accurate point with reference to - // entire path distance at time t, - // following has to be done: - - // 1. Length of each sub path have to be known - // 2. Locate and identify type of curve - // 3. Get t for the curve - // 4. Return curve.getPointAt(t') - - getPoint: function ( t ) { - - var d = t * this.getLength(); - var curveLengths = this.getCurveLengths(); - var i = 0; - - // To think about boundaries points. - - while ( i < curveLengths.length ) { - - if ( curveLengths[ i ] >= d ) { - - var diff = curveLengths[ i ] - d; - var curve = this.curves[ i ]; - - var segmentLength = curve.getLength(); - var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; - - return curve.getPointAt( u ); - - } - - i ++; - - } - - return null; - - // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { - - points.push( points[ 0 ] ); - - } - - return points; - - }, - - copy: function ( source ) { - - Curve.prototype.copy.call( this, source ); - - this.curves = []; - - for ( var i = 0, l = source.curves.length; i < l; i ++ ) { - - var curve = source.curves[ i ]; - - this.curves.push( curve.clone() ); - - } - - this.autoClose = source.autoClose; - - return this; - - }, - - toJSON: function () { - - var data = Curve.prototype.toJSON.call( this ); - - data.autoClose = this.autoClose; - data.curves = []; - - for ( var i = 0, l = this.curves.length; i < l; i ++ ) { - - var curve = this.curves[ i ]; - data.curves.push( curve.toJSON() ); - - } - - return data; - - }, - - fromJSON: function ( json ) { - - Curve.prototype.fromJSON.call( this, json ); - - this.autoClose = json.autoClose; - this.curves = []; - - for ( var i = 0, l = json.curves.length; i < l; i ++ ) { - - var curve = json.curves[ i ]; - this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); - - } - - return this; - - } - - } ); - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Creates free form 2d path using series of points, lines or curves. - **/ - - function Path( points ) { - - CurvePath.call( this ); - - this.type = 'Path'; - - this.currentPoint = new Vector2(); - - if ( points ) { - - this.setFromPoints( points ); - - } - - } - - Path.prototype = Object.assign( Object.create( CurvePath.prototype ), { - - constructor: Path, - - setFromPoints: function ( points ) { - - this.moveTo( points[ 0 ].x, points[ 0 ].y ); - - for ( var i = 1, l = points.length; i < l; i ++ ) { - - this.lineTo( points[ i ].x, points[ i ].y ); - - } - - }, - - moveTo: function ( x, y ) { - - this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? - - }, - - lineTo: function ( x, y ) { - - var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); - this.curves.push( curve ); - - this.currentPoint.set( x, y ); - - }, - - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - - var curve = new QuadraticBezierCurve( - this.currentPoint.clone(), - new Vector2( aCPx, aCPy ), - new Vector2( aX, aY ) - ); - - this.curves.push( curve ); - - this.currentPoint.set( aX, aY ); - - }, - - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - - var curve = new CubicBezierCurve( - this.currentPoint.clone(), - new Vector2( aCP1x, aCP1y ), - new Vector2( aCP2x, aCP2y ), - new Vector2( aX, aY ) - ); - - this.curves.push( curve ); - - this.currentPoint.set( aX, aY ); - - }, - - splineThru: function ( pts /*Array of Vector*/ ) { - - var npts = [ this.currentPoint.clone() ].concat( pts ); - - var curve = new SplineCurve( npts ); - this.curves.push( curve ); - - this.currentPoint.copy( pts[ pts.length - 1 ] ); - - }, - - arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - var x0 = this.currentPoint.x; - var y0 = this.currentPoint.y; - - this.absarc( aX + x0, aY + y0, aRadius, - aStartAngle, aEndAngle, aClockwise ); - - }, - - absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { - - this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); - - }, - - ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - var x0 = this.currentPoint.x; - var y0 = this.currentPoint.y; - - this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - }, - - absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); - - if ( this.curves.length > 0 ) { - - // if a previous curve is present, attempt to join - var firstPoint = curve.getPoint( 0 ); - - if ( ! firstPoint.equals( this.currentPoint ) ) { - - this.lineTo( firstPoint.x, firstPoint.y ); - - } - - } - - this.curves.push( curve ); - - var lastPoint = curve.getPoint( 1 ); - this.currentPoint.copy( lastPoint ); - - }, - - copy: function ( source ) { - - CurvePath.prototype.copy.call( this, source ); - - this.currentPoint.copy( source.currentPoint ); - - return this; - - }, - - toJSON: function () { - - var data = CurvePath.prototype.toJSON.call( this ); - - data.currentPoint = this.currentPoint.toArray(); - - return data; - - }, - - fromJSON: function ( json ) { - - CurvePath.prototype.fromJSON.call( this, json ); - - this.currentPoint.fromArray( json.currentPoint ); - - return this; - - } - - } ); - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * Defines a 2d shape plane using paths. - **/ - - // STEP 1 Create a path. - // STEP 2 Turn path into shape. - // STEP 3 ExtrudeGeometry takes in Shape/Shapes - // STEP 3a - Extract points from each shape, turn to vertices - // STEP 3b - Triangulate each shape, add faces. - - function Shape( points ) { - - Path.call( this, points ); - - this.uuid = _Math.generateUUID(); - - this.type = 'Shape'; - - this.holes = []; - - } - - Shape.prototype = Object.assign( Object.create( Path.prototype ), { - - constructor: Shape, - - getPointsHoles: function ( divisions ) { - - var holesPts = []; - - for ( var i = 0, l = this.holes.length; i < l; i ++ ) { - - holesPts[ i ] = this.holes[ i ].getPoints( divisions ); - - } - - return holesPts; - - }, - - // get points of shape and holes (keypoints based on segments parameter) - - extractPoints: function ( divisions ) { - - return { - - shape: this.getPoints( divisions ), - holes: this.getPointsHoles( divisions ) - - }; - - }, - - copy: function ( source ) { - - Path.prototype.copy.call( this, source ); - - this.holes = []; - - for ( var i = 0, l = source.holes.length; i < l; i ++ ) { - - var hole = source.holes[ i ]; - - this.holes.push( hole.clone() ); - - } - - return this; - - }, - - toJSON: function () { - - var data = Path.prototype.toJSON.call( this ); - - data.uuid = this.uuid; - data.holes = []; - - for ( var i = 0, l = this.holes.length; i < l; i ++ ) { - - var hole = this.holes[ i ]; - data.holes.push( hole.toJSON() ); - - } - - return data; - - }, - - fromJSON: function ( json ) { - - Path.prototype.fromJSON.call( this, json ); - - this.uuid = json.uuid; - this.holes = []; - - for ( var i = 0, l = json.holes.length; i < l; i ++ ) { - - var hole = json.holes[ i ]; - this.holes.push( new Path().fromJSON( hole ) ); - - } - - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - - function Light( color, intensity ) { - - Object3D.call( this ); - - this.type = 'Light'; - - this.color = new Color( color ); - this.intensity = intensity !== undefined ? intensity : 1; - - this.receiveShadow = undefined; - - } - - Light.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Light, - - isLight: true, - - copy: function ( source ) { - - Object3D.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - this.intensity = source.intensity; - - return this; - - }, - - toJSON: function ( meta ) { - - var data = Object3D.prototype.toJSON.call( this, meta ); - - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; - - if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); - - if ( this.distance !== undefined ) data.object.distance = this.distance; - if ( this.angle !== undefined ) data.object.angle = this.angle; - if ( this.decay !== undefined ) data.object.decay = this.decay; - if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; - - if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); - - return data; - - } - - } ); - - /** - * @author alteredq / http://alteredqualia.com/ - */ - - function HemisphereLight( skyColor, groundColor, intensity ) { - - Light.call( this, skyColor, intensity ); - - this.type = 'HemisphereLight'; - - this.castShadow = undefined; - - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); - - this.groundColor = new Color( groundColor ); - - } - - HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: HemisphereLight, - - isHemisphereLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.groundColor.copy( source.groundColor ); - - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function LightShadow( camera ) { - - this.camera = camera; - - this.bias = 0; - this.radius = 1; - - this.mapSize = new Vector2( 512, 512 ); - - this.map = null; - this.matrix = new Matrix4(); - - } - - Object.assign( LightShadow.prototype, { - - copy: function ( source ) { - - this.camera = source.camera.clone(); - - this.bias = source.bias; - this.radius = source.radius; - - this.mapSize.copy( source.mapSize ); - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - toJSON: function () { - - var object = {}; - - if ( this.bias !== 0 ) object.bias = this.bias; - if ( this.radius !== 1 ) object.radius = this.radius; - if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); - - object.camera = this.camera.toJSON( false ).object; - delete object.camera.matrix; - - return object; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function SpotLightShadow() { - - LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) ); - - } - - SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { - - constructor: SpotLightShadow, - - isSpotLightShadow: true, - - update: function ( light ) { - - var camera = this.camera; - - var fov = _Math.RAD2DEG * 2 * light.angle; - var aspect = this.mapSize.width / this.mapSize.height; - var far = light.distance || camera.far; - - if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { - - camera.fov = fov; - camera.aspect = aspect; - camera.far = far; - camera.updateProjectionMatrix(); - - } - - } - - } ); - - /** - * @author alteredq / http://alteredqualia.com/ - */ - - function SpotLight( color, intensity, distance, angle, penumbra, decay ) { - - Light.call( this, color, intensity ); - - this.type = 'SpotLight'; - - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); - - this.target = new Object3D(); - - Object.defineProperty( this, 'power', { - get: function () { - - // intensity = power per solid angle. - // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - return this.intensity * Math.PI; - - }, - set: function ( power ) { - - // intensity = power per solid angle. - // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - this.intensity = power / Math.PI; - - } - } ); - - this.distance = ( distance !== undefined ) ? distance : 0; - this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; - this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - - this.shadow = new SpotLightShadow(); - - } - - SpotLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: SpotLight, - - isSpotLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.distance = source.distance; - this.angle = source.angle; - this.penumbra = source.penumbra; - this.decay = source.decay; - - this.target = source.target.clone(); - - this.shadow = source.shadow.clone(); - - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - - function PointLight( color, intensity, distance, decay ) { - - Light.call( this, color, intensity ); - - this.type = 'PointLight'; - - Object.defineProperty( this, 'power', { - get: function () { - - // intensity = power per solid angle. - // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - return this.intensity * 4 * Math.PI; - - }, - set: function ( power ) { - - // intensity = power per solid angle. - // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf - this.intensity = power / ( 4 * Math.PI ); - - } - } ); - - this.distance = ( distance !== undefined ) ? distance : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - - this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); - - } - - PointLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: PointLight, - - isPointLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.distance = source.distance; - this.decay = source.decay; - - this.shadow = source.shadow.clone(); - - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function DirectionalLightShadow( ) { - - LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); - - } - - DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), { - - constructor: DirectionalLightShadow - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - - function DirectionalLight( color, intensity ) { - - Light.call( this, color, intensity ); - - this.type = 'DirectionalLight'; - - this.position.copy( Object3D.DefaultUp ); - this.updateMatrix(); - - this.target = new Object3D(); - - this.shadow = new DirectionalLightShadow(); - - } - - DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: DirectionalLight, - - isDirectionalLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.target = source.target.clone(); - - this.shadow = source.shadow.clone(); - - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function AmbientLight( color, intensity ) { - - Light.call( this, color, intensity ); - - this.type = 'AmbientLight'; - - this.castShadow = undefined; - - } - - AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: AmbientLight, - - isAmbientLight: true - - } ); - - /** - * @author abelnation / http://github.com/abelnation - */ - - function RectAreaLight( color, intensity, width, height ) { - - Light.call( this, color, intensity ); - - this.type = 'RectAreaLight'; - - this.width = ( width !== undefined ) ? width : 10; - this.height = ( height !== undefined ) ? height : 10; - - } - - RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), { - - constructor: RectAreaLight, - - isRectAreaLight: true, - - copy: function ( source ) { - - Light.prototype.copy.call( this, source ); - - this.width = source.width; - this.height = source.height; - - return this; - - }, - - toJSON: function ( meta ) { - - var data = Light.prototype.toJSON.call( this, meta ); - - data.object.width = this.width; - data.object.height = this.height; - - return data; - - } - - } ); - - /** - * - * A Track that interpolates Strings - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - function StringKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - - } - - StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: StringKeyframeTrack, - - ValueTypeName: 'string', - ValueBufferType: Array, - - DefaultInterpolation: InterpolateDiscrete, - - InterpolantFactoryMethodLinear: undefined, - - InterpolantFactoryMethodSmooth: undefined - - } ); - - /** - * - * A Track of Boolean keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - function BooleanKeyframeTrack( name, times, values ) { - - KeyframeTrack.call( this, name, times, values ); - - } - - BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: BooleanKeyframeTrack, - - ValueTypeName: 'bool', - ValueBufferType: Array, - - DefaultInterpolation: InterpolateDiscrete, - - InterpolantFactoryMethodLinear: undefined, - InterpolantFactoryMethodSmooth: undefined - - // Note: Actually this track could have a optimized / compressed - // representation of a single value and a custom interpolant that - // computes "firstValue ^ isOdd( index )". - - } ); - - /** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: - * - * http://www.oodesign.com/template-method-pattern.html - * - * @author tschw - */ - - function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; - - this.resultBuffer = resultBuffer !== undefined ? - resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; - - } - - Object.assign( Interpolant.prototype, { - - evaluate: function ( t ) { - - var pp = this.parameterPositions, - i1 = this._cachedIndex, - - t1 = pp[ i1 ], - t0 = pp[ i1 - 1 ]; - - validate_interval: { - - seek: { - - var right; - - linear_scan: { - - //- See http://jsperf.com/comparison-to-undefined/3 - //- slower code: - //- - //- if ( t >= t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { - - for ( var giveUpAt = i1 + 2; ; ) { - - if ( t1 === undefined ) { - - if ( t < t0 ) break forward_scan; - - // after end - - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t, t0 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t0 = t1; - t1 = pp[ ++ i1 ]; - - if ( t < t1 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; - - } - - //- slower code: - //- if ( t < t0 || t0 === undefined ) { - if ( ! ( t >= t0 ) ) { - - // looping? - - var t1global = pp[ 1 ]; - - if ( t < t1global ) { - - i1 = 2; // + 1, using the scan for the details - t0 = t1global; - - } - - // linear reverse scan - - for ( var giveUpAt = i1 - 2; ; ) { - - if ( t0 === undefined ) { - - // before start - - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t1 = t0; - t0 = pp[ -- i1 - 1 ]; - - if ( t >= t0 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; - - } - - // the interval is valid - - break validate_interval; - - } // linear scan - - // binary search - - while ( i1 < right ) { - - var mid = ( i1 + right ) >>> 1; - - if ( t < pp[ mid ] ) { - - right = mid; - - } else { - - i1 = mid + 1; - - } - - } - - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; - - // check boundary cases, again - - if ( t0 === undefined ) { - - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); - - } - - if ( t1 === undefined ) { - - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t0, t ); - - } - - } // seek - - this._cachedIndex = i1; - - this.intervalChanged_( i1, t0, t1 ); - - } // validate_interval - - return this.interpolate_( i1, t0, t, t1 ); - - }, - - settings: null, // optional, subclass-specific settings structure - // Note: The indirection allows central control of many interpolants. - - // --- Protected interface - - DefaultSettings_: {}, - - getSettings_: function () { - - return this.settings || this.DefaultSettings_; - - }, - - copySampleValue_: function ( index ) { - - // copies a sample value to the result buffer - - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; - - for ( var i = 0; i !== stride; ++ i ) { - - result[ i ] = values[ offset + i ]; - - } - - return result; - - }, - - // Template methods for derived classes: - - interpolate_: function ( /* i1, t0, t, t1 */ ) { - - throw new Error( 'call to abstract method' ); - // implementations shall return this.resultBuffer - - }, - - intervalChanged_: function ( /* i1, t0, t1 */ ) { - - // empty - - } - - } ); - - //!\ DECLARE ALIAS AFTER assign prototype ! - Object.assign( Interpolant.prototype, { - - //( 0, t, t0 ), returns this.resultBuffer - beforeStart_: Interpolant.prototype.copySampleValue_, - - //( N-1, tN-1, t ), returns this.resultBuffer - afterEnd_: Interpolant.prototype.copySampleValue_, - - } ); - - /** - * Spherical linear unit quaternion interpolant. - * - * @author tschw - */ - - function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: QuaternionLinearInterpolant, - - interpolate_: function ( i1, t0, t, t1 ) { - - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - offset = i1 * stride, - - alpha = ( t - t0 ) / ( t1 - t0 ); - - for ( var end = offset + stride; offset !== end; offset += 4 ) { - - Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); - - } - - return result; - - } - - } ); - - /** - * - * A Track of quaternion keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - function QuaternionKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - - } - - QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: QuaternionKeyframeTrack, - - ValueTypeName: 'quaternion', - - // ValueBufferType is inherited - - DefaultInterpolation: InterpolateLinear, - - InterpolantFactoryMethodLinear: function ( result ) { - - return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - }, - - InterpolantFactoryMethodSmooth: undefined // not yet implemented - - } ); - - /** - * - * A Track of keyframe values that represent color. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - function ColorKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - - } - - ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: ColorKeyframeTrack, - - ValueTypeName: 'color' - - // ValueBufferType is inherited - - // DefaultInterpolation is inherited - - // Note: Very basic implementation and nothing special yet. - // However, this is the place for color space parameterization. - - } ); - - /** - * - * A Track of numeric keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - function NumberKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - - } - - NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: NumberKeyframeTrack, - - ValueTypeName: 'number' - - // ValueBufferType is inherited - - // DefaultInterpolation is inherited - - } ); - - /** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - * - * @author tschw - */ - - function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - - this._weightPrev = - 0; - this._offsetPrev = - 0; - this._weightNext = - 0; - this._offsetNext = - 0; - - } - - CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: CubicInterpolant, - - DefaultSettings_: { - - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - - }, - - intervalChanged_: function ( i1, t0, t1 ) { - - var pp = this.parameterPositions, - iPrev = i1 - 2, - iNext = i1 + 1, - - tPrev = pp[ iPrev ], - tNext = pp[ iNext ]; - - if ( tPrev === undefined ) { - - switch ( this.getSettings_().endingStart ) { - - case ZeroSlopeEnding: - - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iPrev = pp.length - 2; - tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; - - } - - } - - if ( tNext === undefined ) { - - switch ( this.getSettings_().endingEnd ) { - - case ZeroSlopeEnding: - - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; - - break; - - case WrapAroundEnding: - - // use the other end of the curve - iNext = 1; - tNext = t1 + pp[ 1 ] - pp[ 0 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; - - } - - } - - var halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; - - this._weightPrev = halfDt / ( t0 - tPrev ); - this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; - - }, - - interpolate_: function ( i1, t0, t, t1 ) { - - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - o1 = i1 * stride, o0 = o1 - stride, - oP = this._offsetPrev, oN = this._offsetNext, - wP = this._weightPrev, wN = this._weightNext, - - p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; - - // evaluate polynomials - - var sP = - wP * ppp + 2 * wP * pp - wP * p; - var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; - var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - var sN = wN * ppp - wN * pp; - - // combine data linearly - - for ( var i = 0; i !== stride; ++ i ) { - - result[ i ] = - sP * values[ oP + i ] + - s0 * values[ o0 + i ] + - s1 * values[ o1 + i ] + - sN * values[ oN + i ]; - - } - - return result; - - } - - } ); - - /** - * @author tschw - */ - - function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: LinearInterpolant, - - interpolate_: function ( i1, t0, t, t1 ) { - - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - offset1 = i1 * stride, - offset0 = offset1 - stride, - - weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; - - for ( var i = 0; i !== stride; ++ i ) { - - result[ i ] = - values[ offset0 + i ] * weight0 + - values[ offset1 + i ] * weight1; - - } - - return result; - - } - - } ); - - /** - * - * Interpolant that evaluates to the sample value at the position preceeding - * the parameter. - * - * @author tschw - */ - - function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - - } - - DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), { - - constructor: DiscreteInterpolant, - - interpolate_: function ( i1 /*, t0, t, t1 */ ) { - - return this.copySampleValue_( i1 - 1 ); - - } - - } ); - - /** - * @author tschw - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ - - var AnimationUtils = { - - // same as Array.prototype.slice, but also works on typed arrays - arraySlice: function ( array, from, to ) { - - if ( AnimationUtils.isTypedArray( array ) ) { - - // in ios9 array.subarray(from, undefined) will return empty array - // but array.subarray(from) or array.subarray(from, len) is correct - return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); - - } - - return array.slice( from, to ); - - }, - - // converts an array to a specific type - convertArray: function ( array, type, forceClone ) { - - if ( ! array || // let 'undefined' and 'null' pass - ! forceClone && array.constructor === type ) return array; - - if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { - - return new type( array ); // create typed array - - } - - return Array.prototype.slice.call( array ); // create Array - - }, - - isTypedArray: function ( object ) { - - return ArrayBuffer.isView( object ) && - ! ( object instanceof DataView ); - - }, - - // returns an array by which times and values can be sorted - getKeyframeOrder: function ( times ) { - - function compareTime( i, j ) { - - return times[ i ] - times[ j ]; - - } - - var n = times.length; - var result = new Array( n ); - for ( var i = 0; i !== n; ++ i ) result[ i ] = i; - - result.sort( compareTime ); - - return result; - - }, - - // uses the array previously returned by 'getKeyframeOrder' to sort data - sortedArray: function ( values, stride, order ) { - - var nValues = values.length; - var result = new values.constructor( nValues ); - - for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { - - var srcOffset = order[ i ] * stride; - - for ( var j = 0; j !== stride; ++ j ) { - - result[ dstOffset ++ ] = values[ srcOffset + j ]; - - } - - } - - return result; - - }, - - // function for parsing AOS keyframe formats - flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) { - - var i = 1, key = jsonKeys[ 0 ]; - - while ( key !== undefined && key[ valuePropertyName ] === undefined ) { - - key = jsonKeys[ i ++ ]; - - } - - if ( key === undefined ) return; // no data - - var value = key[ valuePropertyName ]; - if ( value === undefined ) return; // no data - - if ( Array.isArray( value ) ) { - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push.apply( values, value ); // push all elements - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else if ( value.toArray !== undefined ) { - - // ...assume THREE.Math-ish - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - value.toArray( values, values.length ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else { - - // otherwise push as-is - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push( value ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } - - } - - }; - - /** - * - * A timed sequence of keyframes for a specific property. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - function KeyframeTrack( name, times, values, interpolation ) { - - if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); - if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); - - this.name = name; - - this.times = AnimationUtils.convertArray( times, this.TimeBufferType ); - this.values = AnimationUtils.convertArray( values, this.ValueBufferType ); - - this.setInterpolation( interpolation || this.DefaultInterpolation ); - - this.validate(); - this.optimize(); - - } - - // Static methods: - - Object.assign( KeyframeTrack, { - - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): - - parse: function ( json ) { - - if ( json.type === undefined ) { - - throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); - - } - - var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type ); - - if ( json.times === undefined ) { - - var times = [], values = []; - - AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); - - json.times = times; - json.values = values; - - } - - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { - - return trackType.parse( json ); - - } else { - - // by default, we assume a constructor compatible with the base - return new trackType( json.name, json.times, json.values, json.interpolation ); - - } - - }, - - toJSON: function ( track ) { - - var trackType = track.constructor; - - var json; - - // derived classes can define a static toJSON method - if ( trackType.toJSON !== undefined ) { - - json = trackType.toJSON( track ); - - } else { - - // by default, we assume the data can be serialized as-is - json = { - - 'name': track.name, - 'times': AnimationUtils.convertArray( track.times, Array ), - 'values': AnimationUtils.convertArray( track.values, Array ) - - }; - - var interpolation = track.getInterpolation(); - - if ( interpolation !== track.DefaultInterpolation ) { - - json.interpolation = interpolation; - - } - - } - - json.type = track.ValueTypeName; // mandatory - - return json; - - }, - - _getTrackTypeForValueTypeName: function ( typeName ) { - - switch ( typeName.toLowerCase() ) { - - case 'scalar': - case 'double': - case 'float': - case 'number': - case 'integer': - - return NumberKeyframeTrack; - - case 'vector': - case 'vector2': - case 'vector3': - case 'vector4': - - return VectorKeyframeTrack; - - case 'color': - - return ColorKeyframeTrack; - - case 'quaternion': - - return QuaternionKeyframeTrack; - - case 'bool': - case 'boolean': - - return BooleanKeyframeTrack; - - case 'string': - - return StringKeyframeTrack; - - } - - throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); - - } - - } ); - - Object.assign( KeyframeTrack.prototype, { - - constructor: KeyframeTrack, - - TimeBufferType: Float32Array, - - ValueBufferType: Float32Array, - - DefaultInterpolation: InterpolateLinear, - - InterpolantFactoryMethodDiscrete: function ( result ) { - - return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); - - }, - - InterpolantFactoryMethodLinear: function ( result ) { - - return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); - - }, - - InterpolantFactoryMethodSmooth: function ( result ) { - - return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); - - }, - - setInterpolation: function ( interpolation ) { - - var factoryMethod; - - switch ( interpolation ) { - - case InterpolateDiscrete: - - factoryMethod = this.InterpolantFactoryMethodDiscrete; - - break; - - case InterpolateLinear: - - factoryMethod = this.InterpolantFactoryMethodLinear; - - break; - - case InterpolateSmooth: - - factoryMethod = this.InterpolantFactoryMethodSmooth; - - break; - - } - - if ( factoryMethod === undefined ) { - - var message = "unsupported interpolation for " + - this.ValueTypeName + " keyframe track named " + this.name; - - if ( this.createInterpolant === undefined ) { - - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { - - this.setInterpolation( this.DefaultInterpolation ); - - } else { - - throw new Error( message ); // fatal, in this case - - } - - } - - console.warn( 'THREE.KeyframeTrack:', message ); - return; - - } - - this.createInterpolant = factoryMethod; - - }, - - getInterpolation: function () { - - switch ( this.createInterpolant ) { - - case this.InterpolantFactoryMethodDiscrete: - - return InterpolateDiscrete; - - case this.InterpolantFactoryMethodLinear: - - return InterpolateLinear; - - case this.InterpolantFactoryMethodSmooth: - - return InterpolateSmooth; - - } - - }, - - getValueSize: function () { - - return this.values.length / this.times.length; - - }, - - // move all keyframes either forwards or backwards in time - shift: function ( timeOffset ) { - - if ( timeOffset !== 0.0 ) { - - var times = this.times; - - for ( var i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] += timeOffset; - - } - - } - - return this; - - }, - - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale: function ( timeScale ) { - - if ( timeScale !== 1.0 ) { - - var times = this.times; - - for ( var i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] *= timeScale; - - } - - } - - return this; - - }, - - // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. - // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values - trim: function ( startTime, endTime ) { - - var times = this.times, - nKeys = times.length, - from = 0, - to = nKeys - 1; - - while ( from !== nKeys && times[ from ] < startTime ) { - - ++ from; - - } - - while ( to !== - 1 && times[ to ] > endTime ) { - - -- to; - - } - - ++ to; // inclusive -> exclusive bound - - if ( from !== 0 || to !== nKeys ) { - - // empty tracks are forbidden, so keep at least one keyframe - if ( from >= to ) to = Math.max( to, 1 ), from = to - 1; - - var stride = this.getValueSize(); - this.times = AnimationUtils.arraySlice( times, from, to ); - this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride ); - - } - - return this; - - }, - - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate: function () { - - var valid = true; - - var valueSize = this.getValueSize(); - if ( valueSize - Math.floor( valueSize ) !== 0 ) { - - console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); - valid = false; - - } - - var times = this.times, - values = this.values, - - nKeys = times.length; - - if ( nKeys === 0 ) { - - console.error( 'THREE.KeyframeTrack: Track is empty.', this ); - valid = false; - - } - - var prevTime = null; - - for ( var i = 0; i !== nKeys; i ++ ) { - - var currTime = times[ i ]; - - if ( typeof currTime === 'number' && isNaN( currTime ) ) { - - console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); - valid = false; - break; - - } - - if ( prevTime !== null && prevTime > currTime ) { - - console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); - valid = false; - break; - - } - - prevTime = currTime; - - } - - if ( values !== undefined ) { - - if ( AnimationUtils.isTypedArray( values ) ) { - - for ( var i = 0, n = values.length; i !== n; ++ i ) { - - var value = values[ i ]; - - if ( isNaN( value ) ) { - - console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); - valid = false; - break; - - } - - } - - } - - } - - return valid; - - }, - - // removes equivalent sequential keys as common in morph target sequences - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - optimize: function () { - - var times = this.times, - values = this.values, - stride = this.getValueSize(), - - smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - - writeIndex = 1, - lastIndex = times.length - 1; - - for ( var i = 1; i < lastIndex; ++ i ) { - - var keep = false; - - var time = times[ i ]; - var timeNext = times[ i + 1 ]; - - // remove adjacent keyframes scheduled at the same time - - if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { - - if ( ! smoothInterpolation ) { - - // remove unnecessary keyframes same as their neighbors - - var offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; - - for ( var j = 0; j !== stride; ++ j ) { - - var value = values[ offset + j ]; - - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { - - keep = true; - break; - - } - - } - - } else { - - keep = true; - - } - - } - - // in-place compaction - - if ( keep ) { - - if ( i !== writeIndex ) { - - times[ writeIndex ] = times[ i ]; - - var readOffset = i * stride, - writeOffset = writeIndex * stride; - - for ( var j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - } - - ++ writeIndex; - - } - - } - - // flush last keyframe (compaction looks ahead) - - if ( lastIndex > 0 ) { - - times[ writeIndex ] = times[ lastIndex ]; - - for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - ++ writeIndex; - - } - - if ( writeIndex !== times.length ) { - - this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); - this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride ); - - } - - return this; - - } - - } ); - - /** - * - * A Track of vectored keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - function VectorKeyframeTrack( name, times, values, interpolation ) { - - KeyframeTrack.call( this, name, times, values, interpolation ); - - } - - VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), { - - constructor: VectorKeyframeTrack, - - ValueTypeName: 'vector' - - // ValueBufferType is inherited - - // DefaultInterpolation is inherited - - } ); - - /** - * - * Reusable set of Tracks that represent an animation. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ - - function AnimationClip( name, duration, tracks ) { - - this.name = name; - this.tracks = tracks; - this.duration = ( duration !== undefined ) ? duration : - 1; - - this.uuid = _Math.generateUUID(); - - // this means it should figure out its duration by scanning the tracks - if ( this.duration < 0 ) { - - this.resetDuration(); - - } - - this.optimize(); - - } - - Object.assign( AnimationClip, { - - parse: function ( json ) { - - var tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); - - for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { - - tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); - - } - - return new AnimationClip( json.name, json.duration, tracks ); - - }, - - toJSON: function ( clip ) { - - var tracks = [], - clipTracks = clip.tracks; - - var json = { - - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks - - }; - - for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { - - tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); - - } - - return json; - - }, - - CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) { - - var numMorphTargets = morphTargetSequence.length; - var tracks = []; - - for ( var i = 0; i < numMorphTargets; i ++ ) { - - var times = []; - var values = []; - - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); - - values.push( 0, 1, 0 ); - - var order = AnimationUtils.getKeyframeOrder( times ); - times = AnimationUtils.sortedArray( times, 1, order ); - values = AnimationUtils.sortedArray( values, 1, order ); - - // if there is a key at the first frame, duplicate it as the - // last frame as well for perfect loop. - if ( ! noLoop && times[ 0 ] === 0 ) { - - times.push( numMorphTargets ); - values.push( values[ 0 ] ); - - } - - tracks.push( - new NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); - - } - - return new AnimationClip( name, - 1, tracks ); - - }, - - findByName: function ( objectOrClipArray, name ) { - - var clipArray = objectOrClipArray; - - if ( ! Array.isArray( objectOrClipArray ) ) { - - var o = objectOrClipArray; - clipArray = o.geometry && o.geometry.animations || o.animations; - - } - - for ( var i = 0; i < clipArray.length; i ++ ) { - - if ( clipArray[ i ].name === name ) { - - return clipArray[ i ]; - - } - - } - - return null; - - }, - - CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) { - - var animationToMorphTargets = {}; - - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - var pattern = /^([\w-]*?)([\d]+)$/; - - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 - for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { - - var morphTarget = morphTargets[ i ]; - var parts = morphTarget.name.match( pattern ); - - if ( parts && parts.length > 1 ) { - - var name = parts[ 1 ]; - - var animationMorphTargets = animationToMorphTargets[ name ]; - if ( ! animationMorphTargets ) { - - animationToMorphTargets[ name ] = animationMorphTargets = []; - - } - - animationMorphTargets.push( morphTarget ); - - } - - } - - var clips = []; - - for ( var name in animationToMorphTargets ) { - - clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); - - } - - return clips; - - }, - - // parse the animation.hierarchy format - parseAnimation: function ( animation, bones ) { - - if ( ! animation ) { - - console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); - return null; - - } - - var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { - - // only return track if there are actually keys. - if ( animationKeys.length !== 0 ) { - - var times = []; - var values = []; - - AnimationUtils.flattenJSON( animationKeys, times, values, propertyName ); - - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { - - destTracks.push( new trackType( trackName, times, values ) ); - - } - - } - - }; - - var tracks = []; - - var clipName = animation.name || 'default'; - // automatic length determination in AnimationClip. - var duration = animation.length || - 1; - var fps = animation.fps || 30; - - var hierarchyTracks = animation.hierarchy || []; - - for ( var h = 0; h < hierarchyTracks.length; h ++ ) { - - var animationKeys = hierarchyTracks[ h ].keys; - - // skip empty tracks - if ( ! animationKeys || animationKeys.length === 0 ) continue; - - // process morph targets - if ( animationKeys[ 0 ].morphTargets ) { - - // figure out all morph targets used in this track - var morphTargetNames = {}; - - for ( var k = 0; k < animationKeys.length; k ++ ) { - - if ( animationKeys[ k ].morphTargets ) { - - for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { - - morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; - - } - - } - - } - - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( var morphTargetName in morphTargetNames ) { - - var times = []; - var values = []; - - for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { - - var animationKey = animationKeys[ k ]; - - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); - - } - - tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); - - } - - duration = morphTargetNames.length * ( fps || 1.0 ); - - } else { - - // ...assume skeletal animation - - var boneName = '.bones[' + bones[ h ].name + ']'; - - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); - - addNonemptyTrack( - QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); - - addNonemptyTrack( - VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); - - } - - } - - if ( tracks.length === 0 ) { - - return null; - - } - - var clip = new AnimationClip( clipName, duration, tracks ); - - return clip; - - } - - } ); - - Object.assign( AnimationClip.prototype, { - - resetDuration: function () { - - var tracks = this.tracks, duration = 0; - - for ( var i = 0, n = tracks.length; i !== n; ++ i ) { - - var track = this.tracks[ i ]; - - duration = Math.max( duration, track.times[ track.times.length - 1 ] ); - - } - - this.duration = duration; - - }, - - trim: function () { - - for ( var i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].trim( 0, this.duration ); - - } - - return this; - - }, - - optimize: function () { - - for ( var i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].optimize(); - - } - - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function MaterialLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - this.textures = {}; - - } - - Object.assign( MaterialLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - }, onProgress, onError ); - - }, - - setTextures: function ( value ) { - - this.textures = value; - - }, - - parse: function ( json ) { - - var textures = this.textures; - - function getTexture( name ) { - - if ( textures[ name ] === undefined ) { - - console.warn( 'THREE.MaterialLoader: Undefined texture', name ); - - } - - return textures[ name ]; - - } - - var material = new Materials[ json.type ](); - - if ( json.uuid !== undefined ) material.uuid = json.uuid; - if ( json.name !== undefined ) material.name = json.name; - if ( json.color !== undefined ) material.color.setHex( json.color ); - if ( json.roughness !== undefined ) material.roughness = json.roughness; - if ( json.metalness !== undefined ) material.metalness = json.metalness; - if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive ); - if ( json.specular !== undefined ) material.specular.setHex( json.specular ); - if ( json.shininess !== undefined ) material.shininess = json.shininess; - if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat; - if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness; - if ( json.uniforms !== undefined ) material.uniforms = json.uniforms; - if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; - if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; - if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors; - if ( json.fog !== undefined ) material.fog = json.fog; - if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; - if ( json.blending !== undefined ) material.blending = json.blending; - if ( json.side !== undefined ) material.side = json.side; - if ( json.opacity !== undefined ) material.opacity = json.opacity; - if ( json.transparent !== undefined ) material.transparent = json.transparent; - if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; - if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; - if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; - if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; - if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; - if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; - if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; - if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; - - if ( json.rotation !== undefined ) material.rotation = json.rotation; - - if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; - if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; - if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; - if ( json.scale !== undefined ) material.scale = json.scale; - - if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; - if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; - if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; - - if ( json.skinning !== undefined ) material.skinning = json.skinning; - if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets; - if ( json.dithering !== undefined ) material.dithering = json.dithering; - - if ( json.visible !== undefined ) material.visible = json.visible; - if ( json.userData !== undefined ) material.userData = json.userData; - - // Deprecated - - if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading - - // for PointsMaterial - - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - - // maps - - if ( json.map !== undefined ) material.map = getTexture( json.map ); - - if ( json.alphaMap !== undefined ) { - - material.alphaMap = getTexture( json.alphaMap ); - material.transparent = true; - - } - - if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); - if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; - - if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); - if ( json.normalScale !== undefined ) { - - var normalScale = json.normalScale; - - if ( Array.isArray( normalScale ) === false ) { - - // Blender exporter used to export a scalar. See #7459 - - normalScale = [ normalScale, normalScale ]; - - } - - material.normalScale = new Vector2().fromArray( normalScale ); - - } - - if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); - if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; - if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; - - if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); - if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); - - if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); - if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; - - if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); - - if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); - - if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; - - if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); - if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; - - if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); - if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; - - if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); - - return material; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function BufferGeometryLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - } - - Object.assign( BufferGeometryLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - }, onProgress, onError ); - - }, - - parse: function ( json ) { - - var geometry = new BufferGeometry(); - - var index = json.data.index; - - if ( index !== undefined ) { - - var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); - geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); - - } - - var attributes = json.data.attributes; - - for ( var key in attributes ) { - - var attribute = attributes[ key ]; - var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); - - geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) ); - - } - - var groups = json.data.groups || json.data.drawcalls || json.data.offsets; - - if ( groups !== undefined ) { - - for ( var i = 0, n = groups.length; i !== n; ++ i ) { - - var group = groups[ i ]; - - geometry.addGroup( group.start, group.count, group.materialIndex ); - - } - - } - - var boundingSphere = json.data.boundingSphere; - - if ( boundingSphere !== undefined ) { - - var center = new Vector3(); - - if ( boundingSphere.center !== undefined ) { - - center.fromArray( boundingSphere.center ); - - } - - geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); - - } - - return geometry; - - } - - } ); - - var TYPED_ARRAYS = { - Int8Array: Int8Array, - Uint8Array: Uint8Array, - // Workaround for IE11 pre KB2929437. See #11440 - Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array, - Int16Array: Int16Array, - Uint16Array: Uint16Array, - Int32Array: Int32Array, - Uint32Array: Uint32Array, - Float32Array: Float32Array, - Float64Array: Float64Array - }; - - /** - * @author alteredq / http://alteredqualia.com/ - */ - - function Loader() {} - - Loader.Handlers = { - - handlers: [], - - add: function ( regex, loader ) { - - this.handlers.push( regex, loader ); - - }, - - get: function ( file ) { - - var handlers = this.handlers; - - for ( var i = 0, l = handlers.length; i < l; i += 2 ) { - - var regex = handlers[ i ]; - var loader = handlers[ i + 1 ]; - - if ( regex.test( file ) ) { - - return loader; - - } - - } - - return null; - - } - - }; - - Object.assign( Loader.prototype, { - - crossOrigin: undefined, - - onLoadStart: function () {}, - - onLoadProgress: function () {}, - - onLoadComplete: function () {}, - - initMaterials: function ( materials, texturePath, crossOrigin ) { - - var array = []; - - for ( var i = 0; i < materials.length; ++ i ) { - - array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); - - } - - return array; - - }, - - createMaterial: ( function () { - - var BlendingMode = { - NoBlending: NoBlending, - NormalBlending: NormalBlending, - AdditiveBlending: AdditiveBlending, - SubtractiveBlending: SubtractiveBlending, - MultiplyBlending: MultiplyBlending, - CustomBlending: CustomBlending - }; - - var color = new Color(); - var textureLoader = new TextureLoader(); - var materialLoader = new MaterialLoader(); - - return function createMaterial( m, texturePath, crossOrigin ) { - - // convert from old material format - - var textures = {}; - - function loadTexture( path, repeat, offset, wrap, anisotropy ) { - - var fullPath = texturePath + path; - var loader = Loader.Handlers.get( fullPath ); - - var texture; - - if ( loader !== null ) { - - texture = loader.load( fullPath ); - - } else { - - textureLoader.setCrossOrigin( crossOrigin ); - texture = textureLoader.load( fullPath ); - - } - - if ( repeat !== undefined ) { - - texture.repeat.fromArray( repeat ); - - if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping; - if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping; - - } - - if ( offset !== undefined ) { - - texture.offset.fromArray( offset ); - - } - - if ( wrap !== undefined ) { - - if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping; - if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping; - - if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping; - if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping; - - } - - if ( anisotropy !== undefined ) { - - texture.anisotropy = anisotropy; - - } - - var uuid = _Math.generateUUID(); - - textures[ uuid ] = texture; - - return uuid; - - } - - // - - var json = { - uuid: _Math.generateUUID(), - type: 'MeshLambertMaterial' - }; - - for ( var name in m ) { - - var value = m[ name ]; - - switch ( name ) { - - case 'DbgColor': - case 'DbgIndex': - case 'opticalDensity': - case 'illumination': - break; - case 'DbgName': - json.name = value; - break; - case 'blending': - json.blending = BlendingMode[ value ]; - break; - case 'colorAmbient': - case 'mapAmbient': - console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); - break; - case 'colorDiffuse': - json.color = color.fromArray( value ).getHex(); - break; - case 'colorSpecular': - json.specular = color.fromArray( value ).getHex(); - break; - case 'colorEmissive': - json.emissive = color.fromArray( value ).getHex(); - break; - case 'specularCoef': - json.shininess = value; - break; - case 'shading': - if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; - if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; - if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial'; - break; - case 'mapDiffuse': - json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); - break; - case 'mapDiffuseRepeat': - case 'mapDiffuseOffset': - case 'mapDiffuseWrap': - case 'mapDiffuseAnisotropy': - break; - case 'mapEmissive': - json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy ); - break; - case 'mapEmissiveRepeat': - case 'mapEmissiveOffset': - case 'mapEmissiveWrap': - case 'mapEmissiveAnisotropy': - break; - case 'mapLight': - json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); - break; - case 'mapLightRepeat': - case 'mapLightOffset': - case 'mapLightWrap': - case 'mapLightAnisotropy': - break; - case 'mapAO': - json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); - break; - case 'mapAORepeat': - case 'mapAOOffset': - case 'mapAOWrap': - case 'mapAOAnisotropy': - break; - case 'mapBump': - json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); - break; - case 'mapBumpScale': - json.bumpScale = value; - break; - case 'mapBumpRepeat': - case 'mapBumpOffset': - case 'mapBumpWrap': - case 'mapBumpAnisotropy': - break; - case 'mapNormal': - json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); - break; - case 'mapNormalFactor': - json.normalScale = value; - break; - case 'mapNormalRepeat': - case 'mapNormalOffset': - case 'mapNormalWrap': - case 'mapNormalAnisotropy': - break; - case 'mapSpecular': - json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); - break; - case 'mapSpecularRepeat': - case 'mapSpecularOffset': - case 'mapSpecularWrap': - case 'mapSpecularAnisotropy': - break; - case 'mapMetalness': - json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy ); - break; - case 'mapMetalnessRepeat': - case 'mapMetalnessOffset': - case 'mapMetalnessWrap': - case 'mapMetalnessAnisotropy': - break; - case 'mapRoughness': - json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy ); - break; - case 'mapRoughnessRepeat': - case 'mapRoughnessOffset': - case 'mapRoughnessWrap': - case 'mapRoughnessAnisotropy': - break; - case 'mapAlpha': - json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); - break; - case 'mapAlphaRepeat': - case 'mapAlphaOffset': - case 'mapAlphaWrap': - case 'mapAlphaAnisotropy': - break; - case 'flipSided': - json.side = BackSide; - break; - case 'doubleSided': - json.side = DoubleSide; - break; - case 'transparency': - console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); - json.opacity = value; - break; - case 'depthTest': - case 'depthWrite': - case 'colorWrite': - case 'opacity': - case 'reflectivity': - case 'transparent': - case 'visible': - case 'wireframe': - json[ name ] = value; - break; - case 'vertexColors': - if ( value === true ) json.vertexColors = VertexColors; - if ( value === 'face' ) json.vertexColors = FaceColors; - break; - default: - console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); - break; - - } - - } - - if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; - if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; - - if ( json.opacity < 1 ) json.transparent = true; - - materialLoader.setTextures( textures ); - - return materialLoader.parse( json ); - - }; - - } )() - - } ); - - /** - * @author Don McCurdy / https://www.donmccurdy.com - */ - - var LoaderUtils = { - - decodeText: function ( array ) { - - if ( typeof TextDecoder !== 'undefined' ) { - - return new TextDecoder().decode( array ); - - } - - // Avoid the String.fromCharCode.apply(null, array) shortcut, which - // throws a "maximum call stack size exceeded" error for large arrays. - - var s = ''; - - for ( var i = 0, il = array.length; i < il; i ++ ) { - - // Implicitly assumes little-endian. - s += String.fromCharCode( array[ i ] ); - - } - - // Merges multi-byte utf-8 characters. - return decodeURIComponent( escape( s ) ); - - }, - - extractUrlBase: function ( url ) { - - var parts = url.split( '/' ); - - if ( parts.length === 1 ) return './'; - - parts.pop(); - - return parts.join( '/' ) + '/'; - - } - - }; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - - function JSONLoader( manager ) { - - if ( typeof manager === 'boolean' ) { - - console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); - manager = undefined; - - } - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - this.withCredentials = false; - - } - - Object.assign( JSONLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var texturePath = this.texturePath && ( typeof this.texturePath === 'string' ) ? this.texturePath : LoaderUtils.extractUrlBase( url ); - - var loader = new FileLoader( this.manager ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( text ) { - - var json = JSON.parse( text ); - var metadata = json.metadata; - - if ( metadata !== undefined ) { - - var type = metadata.type; - - if ( type !== undefined ) { - - if ( type.toLowerCase() === 'object' ) { - - console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); - return; - - } - - } - - } - - var object = scope.parse( json, texturePath ); - onLoad( object.geometry, object.materials ); - - }, onProgress, onError ); - - }, - - setTexturePath: function ( value ) { - - this.texturePath = value; - - }, - - parse: ( function () { - - function parseModel( json, geometry ) { - - function isBitSet( value, position ) { - - return value & ( 1 << position ); - - } - - var i, j, fi, - - offset, zLength, - - colorIndex, normalIndex, uvIndex, materialIndex, - - type, - isQuad, - hasMaterial, - hasFaceVertexUv, - hasFaceNormal, hasFaceVertexNormal, - hasFaceColor, hasFaceVertexColor, - - vertex, face, faceA, faceB, hex, normal, - - uvLayer, uv, u, v, - - faces = json.faces, - vertices = json.vertices, - normals = json.normals, - colors = json.colors, - - scale = json.scale, - - nUvLayers = 0; - - - if ( json.uvs !== undefined ) { - - // disregard empty arrays - - for ( i = 0; i < json.uvs.length; i ++ ) { - - if ( json.uvs[ i ].length ) nUvLayers ++; - - } - - for ( i = 0; i < nUvLayers; i ++ ) { - - geometry.faceVertexUvs[ i ] = []; - - } - - } - - offset = 0; - zLength = vertices.length; - - while ( offset < zLength ) { - - vertex = new Vector3(); - - vertex.x = vertices[ offset ++ ] * scale; - vertex.y = vertices[ offset ++ ] * scale; - vertex.z = vertices[ offset ++ ] * scale; - - geometry.vertices.push( vertex ); - - } - - offset = 0; - zLength = faces.length; - - while ( offset < zLength ) { - - type = faces[ offset ++ ]; - - isQuad = isBitSet( type, 0 ); - hasMaterial = isBitSet( type, 1 ); - hasFaceVertexUv = isBitSet( type, 3 ); - hasFaceNormal = isBitSet( type, 4 ); - hasFaceVertexNormal = isBitSet( type, 5 ); - hasFaceColor = isBitSet( type, 6 ); - hasFaceVertexColor = isBitSet( type, 7 ); - - // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor); - - if ( isQuad ) { - - faceA = new Face3(); - faceA.a = faces[ offset ]; - faceA.b = faces[ offset + 1 ]; - faceA.c = faces[ offset + 3 ]; - - faceB = new Face3(); - faceB.a = faces[ offset + 1 ]; - faceB.b = faces[ offset + 2 ]; - faceB.c = faces[ offset + 3 ]; - - offset += 4; - - if ( hasMaterial ) { - - materialIndex = faces[ offset ++ ]; - faceA.materialIndex = materialIndex; - faceB.materialIndex = materialIndex; - - } - - // to get face <=> uv index correspondence - - fi = geometry.faces.length; - - if ( hasFaceVertexUv ) { - - for ( i = 0; i < nUvLayers; i ++ ) { - - uvLayer = json.uvs[ i ]; - - geometry.faceVertexUvs[ i ][ fi ] = []; - geometry.faceVertexUvs[ i ][ fi + 1 ] = []; - - for ( j = 0; j < 4; j ++ ) { - - uvIndex = faces[ offset ++ ]; - - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; - - uv = new Vector2( u, v ); - - if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv ); - if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv ); - - } - - } - - } - - if ( hasFaceNormal ) { - - normalIndex = faces[ offset ++ ] * 3; - - faceA.normal.set( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - faceB.normal.copy( faceA.normal ); - - } - - if ( hasFaceVertexNormal ) { - - for ( i = 0; i < 4; i ++ ) { - - normalIndex = faces[ offset ++ ] * 3; - - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - - if ( i !== 2 ) faceA.vertexNormals.push( normal ); - if ( i !== 0 ) faceB.vertexNormals.push( normal ); - - } - - } - - - if ( hasFaceColor ) { - - colorIndex = faces[ offset ++ ]; - hex = colors[ colorIndex ]; - - faceA.color.setHex( hex ); - faceB.color.setHex( hex ); - - } - - - if ( hasFaceVertexColor ) { - - for ( i = 0; i < 4; i ++ ) { - - colorIndex = faces[ offset ++ ]; - hex = colors[ colorIndex ]; - - if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) ); - if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) ); - - } - - } - - geometry.faces.push( faceA ); - geometry.faces.push( faceB ); - - } else { - - face = new Face3(); - face.a = faces[ offset ++ ]; - face.b = faces[ offset ++ ]; - face.c = faces[ offset ++ ]; - - if ( hasMaterial ) { - - materialIndex = faces[ offset ++ ]; - face.materialIndex = materialIndex; - - } - - // to get face <=> uv index correspondence - - fi = geometry.faces.length; - - if ( hasFaceVertexUv ) { - - for ( i = 0; i < nUvLayers; i ++ ) { - - uvLayer = json.uvs[ i ]; - - geometry.faceVertexUvs[ i ][ fi ] = []; - - for ( j = 0; j < 3; j ++ ) { - - uvIndex = faces[ offset ++ ]; - - u = uvLayer[ uvIndex * 2 ]; - v = uvLayer[ uvIndex * 2 + 1 ]; - - uv = new Vector2( u, v ); - - geometry.faceVertexUvs[ i ][ fi ].push( uv ); - - } - - } - - } - - if ( hasFaceNormal ) { - - normalIndex = faces[ offset ++ ] * 3; - - face.normal.set( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - } - - if ( hasFaceVertexNormal ) { - - for ( i = 0; i < 3; i ++ ) { - - normalIndex = faces[ offset ++ ] * 3; - - normal = new Vector3( - normals[ normalIndex ++ ], - normals[ normalIndex ++ ], - normals[ normalIndex ] - ); - - face.vertexNormals.push( normal ); - - } - - } - - - if ( hasFaceColor ) { - - colorIndex = faces[ offset ++ ]; - face.color.setHex( colors[ colorIndex ] ); - - } - - - if ( hasFaceVertexColor ) { - - for ( i = 0; i < 3; i ++ ) { - - colorIndex = faces[ offset ++ ]; - face.vertexColors.push( new Color( colors[ colorIndex ] ) ); - - } - - } - - geometry.faces.push( face ); - - } - - } - - } - - function parseSkin( json, geometry ) { - - var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2; - - if ( json.skinWeights ) { - - for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) { - - var x = json.skinWeights[ i ]; - var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0; - var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0; - var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0; - - geometry.skinWeights.push( new Vector4( x, y, z, w ) ); - - } - - } - - if ( json.skinIndices ) { - - for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) { - - var a = json.skinIndices[ i ]; - var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0; - var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0; - var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0; - - geometry.skinIndices.push( new Vector4( a, b, c, d ) ); - - } - - } - - geometry.bones = json.bones; - - if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) { - - console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + - geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); - - } - - } - - function parseMorphing( json, geometry ) { - - var scale = json.scale; - - if ( json.morphTargets !== undefined ) { - - for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { - - geometry.morphTargets[ i ] = {}; - geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; - geometry.morphTargets[ i ].vertices = []; - - var dstVertices = geometry.morphTargets[ i ].vertices; - var srcVertices = json.morphTargets[ i ].vertices; - - for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) { - - var vertex = new Vector3(); - vertex.x = srcVertices[ v ] * scale; - vertex.y = srcVertices[ v + 1 ] * scale; - vertex.z = srcVertices[ v + 2 ] * scale; - - dstVertices.push( vertex ); - - } - - } - - } - - if ( json.morphColors !== undefined && json.morphColors.length > 0 ) { - - console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); - - var faces = geometry.faces; - var morphColors = json.morphColors[ 0 ].colors; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - faces[ i ].color.fromArray( morphColors, i * 3 ); - - } - - } - - } - - function parseAnimations( json, geometry ) { - - var outputAnimations = []; - - // parse old style Bone/Hierarchy animations - var animations = []; - - if ( json.animation !== undefined ) { - - animations.push( json.animation ); - - } - - if ( json.animations !== undefined ) { - - if ( json.animations.length ) { - - animations = animations.concat( json.animations ); - - } else { - - animations.push( json.animations ); - - } - - } - - for ( var i = 0; i < animations.length; i ++ ) { - - var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones ); - if ( clip ) outputAnimations.push( clip ); - - } - - // parse implicit morph animations - if ( geometry.morphTargets ) { - - // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. - var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); - outputAnimations = outputAnimations.concat( morphAnimationClips ); - - } - - if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; - - } - - return function parse( json, texturePath ) { - - if ( json.data !== undefined ) { - - // Geometry 4.0 spec - json = json.data; - - } - - if ( json.scale !== undefined ) { - - json.scale = 1.0 / json.scale; - - } else { - - json.scale = 1.0; - - } - - var geometry = new Geometry(); - - parseModel( json, geometry ); - parseSkin( json, geometry ); - parseMorphing( json, geometry ); - parseAnimations( json, geometry ); - - geometry.computeFaceNormals(); - geometry.computeBoundingSphere(); - - if ( json.materials === undefined || json.materials.length === 0 ) { - - return { geometry: geometry }; - - } else { - - var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); - - return { geometry: geometry, materials: materials }; - - } - - }; - - } )() - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function ObjectLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - this.texturePath = ''; - - } - - Object.assign( ObjectLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - if ( this.texturePath === '' ) { - - this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 ); - - } - - var scope = this; - - var loader = new FileLoader( scope.manager ); - loader.load( url, function ( text ) { - - var json = null; - - try { - - json = JSON.parse( text ); - - } catch ( error ) { - - if ( onError !== undefined ) onError( error ); - - console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); - - return; - - } - - var metadata = json.metadata; - - if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { - - console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' ); - return; - - } - - scope.parse( json, onLoad ); - - }, onProgress, onError ); - - }, - - setTexturePath: function ( value ) { - - this.texturePath = value; - - }, - - setCrossOrigin: function ( value ) { - - this.crossOrigin = value; - - }, - - parse: function ( json, onLoad ) { - - var shapes = this.parseShape( json.shapes ); - var geometries = this.parseGeometries( json.geometries, shapes ); - - var images = this.parseImages( json.images, function () { - - if ( onLoad !== undefined ) onLoad( object ); - - } ); - - var textures = this.parseTextures( json.textures, images ); - var materials = this.parseMaterials( json.materials, textures ); - - var object = this.parseObject( json.object, geometries, materials ); - - if ( json.animations ) { - - object.animations = this.parseAnimations( json.animations ); - - } - - if ( json.images === undefined || json.images.length === 0 ) { - - if ( onLoad !== undefined ) onLoad( object ); - - } - - return object; - - }, - - parseShape: function ( json ) { - - var shapes = {}; - - if ( json !== undefined ) { - - for ( var i = 0, l = json.length; i < l; i ++ ) { - - var shape = new Shape().fromJSON( json[ i ] ); - - shapes[ shape.uuid ] = shape; - - } - - } - - return shapes; - - }, - - parseGeometries: function ( json, shapes ) { - - var geometries = {}; - - if ( json !== undefined ) { - - var geometryLoader = new JSONLoader(); - var bufferGeometryLoader = new BufferGeometryLoader(); - - for ( var i = 0, l = json.length; i < l; i ++ ) { - - var geometry; - var data = json[ i ]; - - switch ( data.type ) { - - case 'PlaneGeometry': - case 'PlaneBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.widthSegments, - data.heightSegments - ); - - break; - - case 'BoxGeometry': - case 'BoxBufferGeometry': - case 'CubeGeometry': // backwards compatible - - geometry = new Geometries[ data.type ]( - data.width, - data.height, - data.depth, - data.widthSegments, - data.heightSegments, - data.depthSegments - ); - - break; - - case 'CircleGeometry': - case 'CircleBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.segments, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'CylinderGeometry': - case 'CylinderBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radiusTop, - data.radiusBottom, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'ConeGeometry': - case 'ConeBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'SphereGeometry': - case 'SphereBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.widthSegments, - data.heightSegments, - data.phiStart, - data.phiLength, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'DodecahedronGeometry': - case 'DodecahedronBufferGeometry': - case 'IcosahedronGeometry': - case 'IcosahedronBufferGeometry': - case 'OctahedronGeometry': - case 'OctahedronBufferGeometry': - case 'TetrahedronGeometry': - case 'TetrahedronBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.detail - ); - - break; - - case 'RingGeometry': - case 'RingBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.innerRadius, - data.outerRadius, - data.thetaSegments, - data.phiSegments, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'TorusGeometry': - case 'TorusBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.radialSegments, - data.tubularSegments, - data.arc - ); - - break; - - case 'TorusKnotGeometry': - case 'TorusKnotBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.radius, - data.tube, - data.tubularSegments, - data.radialSegments, - data.p, - data.q - ); - - break; - - case 'LatheGeometry': - case 'LatheBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.points, - data.segments, - data.phiStart, - data.phiLength - ); - - break; - - case 'PolyhedronGeometry': - case 'PolyhedronBufferGeometry': - - geometry = new Geometries[ data.type ]( - data.vertices, - data.indices, - data.radius, - data.details - ); - - break; - - case 'ShapeGeometry': - case 'ShapeBufferGeometry': - - var geometryShapes = []; - - for ( var i = 0, l = data.shapes.length; i < l; i ++ ) { - - var shape = shapes[ data.shapes[ i ] ]; - - geometryShapes.push( shape ); - - } - - geometry = new Geometries[ data.type ]( - geometryShapes, - data.curveSegments - ); - - break; - - case 'BufferGeometry': - - geometry = bufferGeometryLoader.parse( data ); - - break; - - case 'Geometry': - - geometry = geometryLoader.parse( data, this.texturePath ).geometry; - - break; - - default: - - console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); - - continue; - - } - - geometry.uuid = data.uuid; - - if ( data.name !== undefined ) geometry.name = data.name; - - geometries[ data.uuid ] = geometry; - - } - - } - - return geometries; - - }, - - parseMaterials: function ( json, textures ) { - - var materials = {}; - - if ( json !== undefined ) { - - var loader = new MaterialLoader(); - loader.setTextures( textures ); - - for ( var i = 0, l = json.length; i < l; i ++ ) { - - var data = json[ i ]; - - if ( data.type === 'MultiMaterial' ) { - - // Deprecated - - var array = []; - - for ( var j = 0; j < data.materials.length; j ++ ) { - - array.push( loader.parse( data.materials[ j ] ) ); - - } - - materials[ data.uuid ] = array; - - } else { - - materials[ data.uuid ] = loader.parse( data ); - - } - - } - - } - - return materials; - - }, - - parseAnimations: function ( json ) { - - var animations = []; - - for ( var i = 0; i < json.length; i ++ ) { - - var clip = AnimationClip.parse( json[ i ] ); - - animations.push( clip ); - - } - - return animations; - - }, - - parseImages: function ( json, onLoad ) { - - var scope = this; - var images = {}; - - function loadImage( url ) { - - scope.manager.itemStart( url ); - - return loader.load( url, function () { - - scope.manager.itemEnd( url ); - - }, undefined, function () { - - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); - - } ); - - } - - if ( json !== undefined && json.length > 0 ) { - - var manager = new LoadingManager( onLoad ); - - var loader = new ImageLoader( manager ); - loader.setCrossOrigin( this.crossOrigin ); - - for ( var i = 0, l = json.length; i < l; i ++ ) { - - var image = json[ i ]; - var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url; - - images[ image.uuid ] = loadImage( path ); - - } - - } - - return images; - - }, - - parseTextures: function ( json, images ) { - - function parseConstant( value, type ) { - - if ( typeof value === 'number' ) return value; - - console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); - - return type[ value ]; - - } - - var textures = {}; - - if ( json !== undefined ) { - - for ( var i = 0, l = json.length; i < l; i ++ ) { - - var data = json[ i ]; - - if ( data.image === undefined ) { - - console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); - - } - - if ( images[ data.image ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); - - } - - var texture = new Texture( images[ data.image ] ); - texture.needsUpdate = true; - - texture.uuid = data.uuid; - - if ( data.name !== undefined ) texture.name = data.name; - - if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); - - if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); - if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); - if ( data.center !== undefined ) texture.center.fromArray( data.center ); - if ( data.rotation !== undefined ) texture.rotation = data.rotation; - - if ( data.wrap !== undefined ) { - - texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); - texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); - - } - - if ( data.format !== undefined ) texture.format = data.format; - - if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); - if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); - if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; - - if ( data.flipY !== undefined ) texture.flipY = data.flipY; - - textures[ data.uuid ] = texture; - - } - - } - - return textures; - - }, - - parseObject: function ( data, geometries, materials ) { - - var object; - - function getGeometry( name ) { - - if ( geometries[ name ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); - - } - - return geometries[ name ]; - - } - - function getMaterial( name ) { - - if ( name === undefined ) return undefined; - - if ( Array.isArray( name ) ) { - - var array = []; - - for ( var i = 0, l = name.length; i < l; i ++ ) { - - var uuid = name[ i ]; - - if ( materials[ uuid ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); - - } - - array.push( materials[ uuid ] ); - - } - - return array; - - } - - if ( materials[ name ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined material', name ); - - } - - return materials[ name ]; - - } - - switch ( data.type ) { - - case 'Scene': - - object = new Scene(); - - if ( data.background !== undefined ) { - - if ( Number.isInteger( data.background ) ) { - - object.background = new Color( data.background ); - - } - - } - - if ( data.fog !== undefined ) { - - if ( data.fog.type === 'Fog' ) { - - object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); - - } else if ( data.fog.type === 'FogExp2' ) { - - object.fog = new FogExp2( data.fog.color, data.fog.density ); - - } - - } - - break; - - case 'PerspectiveCamera': - - object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); - - if ( data.focus !== undefined ) object.focus = data.focus; - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; - if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - - break; - - case 'OrthographicCamera': - - object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); - - if ( data.zoom !== undefined ) object.zoom = data.zoom; - if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); - - break; - - case 'AmbientLight': - - object = new AmbientLight( data.color, data.intensity ); - - break; - - case 'DirectionalLight': - - object = new DirectionalLight( data.color, data.intensity ); - - break; - - case 'PointLight': - - object = new PointLight( data.color, data.intensity, data.distance, data.decay ); - - break; - - case 'RectAreaLight': - - object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); - - break; - - case 'SpotLight': - - object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); - - break; - - case 'HemisphereLight': - - object = new HemisphereLight( data.color, data.groundColor, data.intensity ); - - break; - - case 'SkinnedMesh': - - console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' ); - - case 'Mesh': - - var geometry = getGeometry( data.geometry ); - var material = getMaterial( data.material ); - - if ( geometry.bones && geometry.bones.length > 0 ) { - - object = new SkinnedMesh( geometry, material ); - - } else { - - object = new Mesh( geometry, material ); - - } - - break; - - case 'LOD': - - object = new LOD(); - - break; - - case 'Line': - - object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); - - break; - - case 'LineLoop': - - object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'LineSegments': - - object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'PointCloud': - case 'Points': - - object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); - - break; - - case 'Sprite': - - object = new Sprite( getMaterial( data.material ) ); - - break; - - case 'Group': - - object = new Group(); - - break; - - default: - - object = new Object3D(); - - } - - object.uuid = data.uuid; - - if ( data.name !== undefined ) object.name = data.name; - if ( data.matrix !== undefined ) { - - object.matrix.fromArray( data.matrix ); - object.matrix.decompose( object.position, object.quaternion, object.scale ); - - } else { - - if ( data.position !== undefined ) object.position.fromArray( data.position ); - if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); - if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); - if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); - - } - - if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; - if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; - - if ( data.shadow ) { - - if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; - if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; - if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); - if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); - - } - - if ( data.visible !== undefined ) object.visible = data.visible; - if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; - if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; - if ( data.userData !== undefined ) object.userData = data.userData; - - if ( data.children !== undefined ) { - - var children = data.children; - - for ( var i = 0; i < children.length; i ++ ) { - - object.add( this.parseObject( children[ i ], geometries, materials ) ); - - } - - } - - if ( data.type === 'LOD' ) { - - var levels = data.levels; - - for ( var l = 0; l < levels.length; l ++ ) { - - var level = levels[ l ]; - var child = object.getObjectByProperty( 'uuid', level.object ); - - if ( child !== undefined ) { - - object.addLevel( child, level.distance ); - - } - - } - - } - - return object; - - } - - } ); - - var TEXTURE_MAPPING = { - UVMapping: UVMapping, - CubeReflectionMapping: CubeReflectionMapping, - CubeRefractionMapping: CubeRefractionMapping, - EquirectangularReflectionMapping: EquirectangularReflectionMapping, - EquirectangularRefractionMapping: EquirectangularRefractionMapping, - SphericalReflectionMapping: SphericalReflectionMapping, - CubeUVReflectionMapping: CubeUVReflectionMapping, - CubeUVRefractionMapping: CubeUVRefractionMapping - }; - - var TEXTURE_WRAPPING = { - RepeatWrapping: RepeatWrapping, - ClampToEdgeWrapping: ClampToEdgeWrapping, - MirroredRepeatWrapping: MirroredRepeatWrapping - }; - - var TEXTURE_FILTER = { - NearestFilter: NearestFilter, - NearestMipMapNearestFilter: NearestMipMapNearestFilter, - NearestMipMapLinearFilter: NearestMipMapLinearFilter, - LinearFilter: LinearFilter, - LinearMipMapNearestFilter: LinearMipMapNearestFilter, - LinearMipMapLinearFilter: LinearMipMapLinearFilter - }; - - /** - * @author thespite / http://clicktorelease.com/ - */ - - function ImageBitmapLoader( manager ) { - - if ( typeof createImageBitmap === 'undefined' ) { - - console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); - - } - - if ( typeof fetch === 'undefined' ) { - - console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); - - } - - this.manager = manager !== undefined ? manager : DefaultLoadingManager; - this.options = undefined; - - } - - ImageBitmapLoader.prototype = { - - constructor: ImageBitmapLoader, - - setOptions: function setOptions( options ) { - - this.options = options; - - return this; - - }, - - load: function load( url, onLoad, onProgress, onError ) { - - if ( url === undefined ) url = ''; - - if ( this.path !== undefined ) url = this.path + url; - - var scope = this; - - var cached = Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - setTimeout( function () { - - if ( onLoad ) onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - return cached; - - } - - fetch( url ).then( function ( res ) { - - return res.blob(); - - } ).then( function ( blob ) { - - return createImageBitmap( blob, scope.options ); - - } ).then( function ( imageBitmap ) { - - Cache.add( url, imageBitmap ); - - if ( onLoad ) onLoad( imageBitmap ); - - scope.manager.itemEnd( url ); - - } ).catch( function ( e ) { - - if ( onError ) onError( e ); - - scope.manager.itemEnd( url ); - scope.manager.itemError( url ); - - } ); - - }, - - setCrossOrigin: function ( /* value */ ) { - - return this; - - }, - - setPath: function ( value ) { - - this.path = value; - return this; - - } - - }; - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * minimal class for proxing functions to Path. Replaces old "extractSubpaths()" - **/ - - function ShapePath() { - - this.type = 'ShapePath'; - - this.subPaths = []; - this.currentPath = null; - - } - - Object.assign( ShapePath.prototype, { - - moveTo: function ( x, y ) { - - this.currentPath = new Path(); - this.subPaths.push( this.currentPath ); - this.currentPath.moveTo( x, y ); - - }, - - lineTo: function ( x, y ) { - - this.currentPath.lineTo( x, y ); - - }, - - quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) { - - this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); - - }, - - bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { - - this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); - - }, - - splineThru: function ( pts ) { - - this.currentPath.splineThru( pts ); - - }, - - toShapes: function ( isCCW, noHoles ) { - - function toShapesNoHoles( inSubpaths ) { - - var shapes = []; - - for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) { - - var tmpPath = inSubpaths[ i ]; - - var tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - - shapes.push( tmpShape ); - - } - - return shapes; - - } - - function isPointInsidePolygon( inPt, inPolygon ) { - - var polyLen = inPolygon.length; - - // inPt on polygon contour => immediate success or - // toggling of inside/outside at every single! intersection point of an edge - // with the horizontal line through inPt, left of inPt - // not counting lowerY endpoints of edges and whole edges on that line - var inside = false; - for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { - - var edgeLowPt = inPolygon[ p ]; - var edgeHighPt = inPolygon[ q ]; - - var edgeDx = edgeHighPt.x - edgeLowPt.x; - var edgeDy = edgeHighPt.y - edgeLowPt.y; - - if ( Math.abs( edgeDy ) > Number.EPSILON ) { - - // not parallel - if ( edgeDy < 0 ) { - - edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; - edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; - - } - if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; - - if ( inPt.y === edgeLowPt.y ) { - - if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? - // continue; // no intersection or edgeLowPt => doesn't count !!! - - } else { - - var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); - if ( perpEdge === 0 ) return true; // inPt is on contour ? - if ( perpEdge < 0 ) continue; - inside = ! inside; // true intersection left of inPt - - } - - } else { - - // parallel or collinear - if ( inPt.y !== edgeLowPt.y ) continue; // parallel - // edge lies on the same horizontal line as inPt - if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || - ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! - // continue; - - } - - } - - return inside; - - } - - var isClockWise = ShapeUtils.isClockWise; - - var subPaths = this.subPaths; - if ( subPaths.length === 0 ) return []; - - if ( noHoles === true ) return toShapesNoHoles( subPaths ); - - - var solid, tmpPath, tmpShape, shapes = []; - - if ( subPaths.length === 1 ) { - - tmpPath = subPaths[ 0 ]; - tmpShape = new Shape(); - tmpShape.curves = tmpPath.curves; - shapes.push( tmpShape ); - return shapes; - - } - - var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); - holesFirst = isCCW ? ! holesFirst : holesFirst; - - // console.log("Holes first", holesFirst); - - var betterShapeHoles = []; - var newShapes = []; - var newShapeHoles = []; - var mainIdx = 0; - var tmpPoints; - - newShapes[ mainIdx ] = undefined; - newShapeHoles[ mainIdx ] = []; - - for ( var i = 0, l = subPaths.length; i < l; i ++ ) { - - tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); - solid = isClockWise( tmpPoints ); - solid = isCCW ? ! solid : solid; - - if ( solid ) { - - if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; - - newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; - newShapes[ mainIdx ].s.curves = tmpPath.curves; - - if ( holesFirst ) mainIdx ++; - newShapeHoles[ mainIdx ] = []; - - //console.log('cw', i); - - } else { - - newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); - - //console.log('ccw', i); - - } - - } - - // only Holes? -> probably all Shapes with wrong orientation - if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); - - - if ( newShapes.length > 1 ) { - - var ambiguous = false; - var toChange = []; - - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - - betterShapeHoles[ sIdx ] = []; - - } - - for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { - - var sho = newShapeHoles[ sIdx ]; - - for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) { - - var ho = sho[ hIdx ]; - var hole_unassigned = true; - - for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { - - if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { - - if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); - if ( hole_unassigned ) { - - hole_unassigned = false; - betterShapeHoles[ s2Idx ].push( ho ); - - } else { - - ambiguous = true; - - } - - } - - } - if ( hole_unassigned ) { - - betterShapeHoles[ sIdx ].push( ho ); - - } - - } - - } - // console.log("ambiguous: ", ambiguous); - if ( toChange.length > 0 ) { - - // console.log("to change: ", toChange); - if ( ! ambiguous ) newShapeHoles = betterShapeHoles; - - } - - } - - var tmpHoles; - - for ( var i = 0, il = newShapes.length; i < il; i ++ ) { - - tmpShape = newShapes[ i ].s; - shapes.push( tmpShape ); - tmpHoles = newShapeHoles[ i ]; - - for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) { - - tmpShape.holes.push( tmpHoles[ j ].h ); - - } - - } - - //console.log("shape", shapes); - - return shapes; - - } - - } ); - - /** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author mrdoob / http://mrdoob.com/ - */ - - function Font( data ) { - - this.type = 'Font'; - - this.data = data; - - } - - Object.assign( Font.prototype, { - - isFont: true, - - generateShapes: function ( text, size, divisions ) { - - if ( size === undefined ) size = 100; - if ( divisions === undefined ) divisions = 4; - - var shapes = []; - var paths = createPaths( text, size, divisions, this.data ); - - for ( var p = 0, pl = paths.length; p < pl; p ++ ) { - - Array.prototype.push.apply( shapes, paths[ p ].toShapes() ); - - } - - return shapes; - - } - - } ); - - function createPaths( text, size, divisions, data ) { - - var chars = String( text ).split( '' ); - var scale = size / data.resolution; - var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale; - - var paths = []; - - var offsetX = 0, offsetY = 0; - - for ( var i = 0; i < chars.length; i ++ ) { - - var char = chars[ i ]; - - if ( char === '\n' ) { - - offsetX = 0; - offsetY -= line_height; - - } else { - - var ret = createPath( char, divisions, scale, offsetX, offsetY, data ); - offsetX += ret.offsetX; - paths.push( ret.path ); - - } - - } - - return paths; - - } - - function createPath( char, divisions, scale, offsetX, offsetY, data ) { - - var glyph = data.glyphs[ char ] || data.glyphs[ '?' ]; - - if ( ! glyph ) return; - - var path = new ShapePath(); - - var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2; - - if ( glyph.o ) { - - var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) ); - - for ( var i = 0, l = outline.length; i < l; ) { - - var action = outline[ i ++ ]; - - switch ( action ) { - - case 'm': // moveTo - - x = outline[ i ++ ] * scale + offsetX; - y = outline[ i ++ ] * scale + offsetY; - - path.moveTo( x, y ); - - break; - - case 'l': // lineTo - - x = outline[ i ++ ] * scale + offsetX; - y = outline[ i ++ ] * scale + offsetY; - - path.lineTo( x, y ); - - break; - - case 'q': // quadraticCurveTo - - cpx = outline[ i ++ ] * scale + offsetX; - cpy = outline[ i ++ ] * scale + offsetY; - cpx1 = outline[ i ++ ] * scale + offsetX; - cpy1 = outline[ i ++ ] * scale + offsetY; - - path.quadraticCurveTo( cpx1, cpy1, cpx, cpy ); - - break; - - case 'b': // bezierCurveTo - - cpx = outline[ i ++ ] * scale + offsetX; - cpy = outline[ i ++ ] * scale + offsetY; - cpx1 = outline[ i ++ ] * scale + offsetX; - cpy1 = outline[ i ++ ] * scale + offsetY; - cpx2 = outline[ i ++ ] * scale + offsetX; - cpy2 = outline[ i ++ ] * scale + offsetY; - - path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy ); - - break; - - } - - } - - } - - return { offsetX: glyph.ha * scale, path: path }; - - } - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function FontLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - } - - Object.assign( FontLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var loader = new FileLoader( this.manager ); - loader.setPath( this.path ); - loader.load( url, function ( text ) { - - var json; - - try { - - json = JSON.parse( text ); - - } catch ( e ) { - - console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' ); - json = JSON.parse( text.substring( 65, text.length - 2 ) ); - - } - - var font = scope.parse( json ); - - if ( onLoad ) onLoad( font ); - - }, onProgress, onError ); - - }, - - parse: function ( json ) { - - return new Font( json ); - - }, - - setPath: function ( value ) { - - this.path = value; - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - var context; - - var AudioContext = { - - getContext: function () { - - if ( context === undefined ) { - - context = new ( window.AudioContext || window.webkitAudioContext )(); - - } - - return context; - - }, - - setContext: function ( value ) { - - context = value; - - } - - }; - - /** - * @author Reece Aaron Lecrivain / http://reecenotes.com/ - */ - - function AudioLoader( manager ) { - - this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; - - } - - Object.assign( AudioLoader.prototype, { - - load: function ( url, onLoad, onProgress, onError ) { - - var loader = new FileLoader( this.manager ); - loader.setResponseType( 'arraybuffer' ); - loader.load( url, function ( buffer ) { - - var context = AudioContext.getContext(); - - context.decodeAudioData( buffer, function ( audioBuffer ) { - - onLoad( audioBuffer ); - - } ); - - }, onProgress, onError ); - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function StereoCamera() { - - this.type = 'StereoCamera'; - - this.aspect = 1; - - this.eyeSep = 0.064; - - this.cameraL = new PerspectiveCamera(); - this.cameraL.layers.enable( 1 ); - this.cameraL.matrixAutoUpdate = false; - - this.cameraR = new PerspectiveCamera(); - this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; - - } - - Object.assign( StereoCamera.prototype, { - - update: ( function () { - - var instance, focus, fov, aspect, near, far, zoom, eyeSep; - - var eyeRight = new Matrix4(); - var eyeLeft = new Matrix4(); - - return function update( camera ) { - - var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov || - aspect !== camera.aspect * this.aspect || near !== camera.near || - far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep; - - if ( needsUpdate ) { - - instance = this; - focus = camera.focus; - fov = camera.fov; - aspect = camera.aspect * this.aspect; - near = camera.near; - far = camera.far; - zoom = camera.zoom; - - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ - - var projectionMatrix = camera.projectionMatrix.clone(); - eyeSep = this.eyeSep / 2; - var eyeSepOnProjection = eyeSep * near / focus; - var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom; - var xmin, xmax; - - // translate xOffset - - eyeLeft.elements[ 12 ] = - eyeSep; - eyeRight.elements[ 12 ] = eyeSep; - - // for left eye - - xmin = - ymax * aspect + eyeSepOnProjection; - xmax = ymax * aspect + eyeSepOnProjection; - - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - - this.cameraL.projectionMatrix.copy( projectionMatrix ); - - // for right eye - - xmin = - ymax * aspect - eyeSepOnProjection; - xmax = ymax * aspect - eyeSepOnProjection; - - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - - this.cameraR.projectionMatrix.copy( projectionMatrix ); - - } - - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); - - }; - - } )() - - } ); - - /** - * Camera for rendering cube maps - * - renders scene into axis-aligned cube - * - * @author alteredq / http://alteredqualia.com/ - */ - - function CubeCamera( near, far, cubeResolution ) { - - Object3D.call( this ); - - this.type = 'CubeCamera'; - - var fov = 90, aspect = 1; - - var cameraPX = new PerspectiveCamera( fov, aspect, near, far ); - cameraPX.up.set( 0, - 1, 0 ); - cameraPX.lookAt( new Vector3( 1, 0, 0 ) ); - this.add( cameraPX ); - - var cameraNX = new PerspectiveCamera( fov, aspect, near, far ); - cameraNX.up.set( 0, - 1, 0 ); - cameraNX.lookAt( new Vector3( - 1, 0, 0 ) ); - this.add( cameraNX ); - - var cameraPY = new PerspectiveCamera( fov, aspect, near, far ); - cameraPY.up.set( 0, 0, 1 ); - cameraPY.lookAt( new Vector3( 0, 1, 0 ) ); - this.add( cameraPY ); - - var cameraNY = new PerspectiveCamera( fov, aspect, near, far ); - cameraNY.up.set( 0, 0, - 1 ); - cameraNY.lookAt( new Vector3( 0, - 1, 0 ) ); - this.add( cameraNY ); - - var cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraPZ.up.set( 0, - 1, 0 ); - cameraPZ.lookAt( new Vector3( 0, 0, 1 ) ); - this.add( cameraPZ ); - - var cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); - cameraNZ.up.set( 0, - 1, 0 ); - cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) ); - this.add( cameraNZ ); - - var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }; - - this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); - this.renderTarget.texture.name = "CubeCamera"; - - this.update = function ( renderer, scene ) { - - if ( this.parent === null ) this.updateMatrixWorld(); - - var renderTarget = this.renderTarget; - var generateMipmaps = renderTarget.texture.generateMipmaps; - - renderTarget.texture.generateMipmaps = false; - - renderTarget.activeCubeFace = 0; - renderer.render( scene, cameraPX, renderTarget ); - - renderTarget.activeCubeFace = 1; - renderer.render( scene, cameraNX, renderTarget ); - - renderTarget.activeCubeFace = 2; - renderer.render( scene, cameraPY, renderTarget ); - - renderTarget.activeCubeFace = 3; - renderer.render( scene, cameraNY, renderTarget ); - - renderTarget.activeCubeFace = 4; - renderer.render( scene, cameraPZ, renderTarget ); - - renderTarget.texture.generateMipmaps = generateMipmaps; - - renderTarget.activeCubeFace = 5; - renderer.render( scene, cameraNZ, renderTarget ); - - renderer.setRenderTarget( null ); - - }; - - this.clear = function ( renderer, color, depth, stencil ) { - - var renderTarget = this.renderTarget; - - for ( var i = 0; i < 6; i ++ ) { - - renderTarget.activeCubeFace = i; - renderer.setRenderTarget( renderTarget ); - - renderer.clear( color, depth, stencil ); - - } - - renderer.setRenderTarget( null ); - - }; - - } - - CubeCamera.prototype = Object.create( Object3D.prototype ); - CubeCamera.prototype.constructor = CubeCamera; - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function AudioListener() { - - Object3D.call( this ); - - this.type = 'AudioListener'; - - this.context = AudioContext.getContext(); - - this.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); - - this.filter = null; - - } - - AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: AudioListener, - - getInput: function () { - - return this.gain; - - }, - - removeFilter: function ( ) { - - if ( this.filter !== null ) { - - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - this.gain.connect( this.context.destination ); - this.filter = null; - - } - - }, - - getFilter: function () { - - return this.filter; - - }, - - setFilter: function ( value ) { - - if ( this.filter !== null ) { - - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - - } else { - - this.gain.disconnect( this.context.destination ); - - } - - this.filter = value; - this.gain.connect( this.filter ); - this.filter.connect( this.context.destination ); - - }, - - getMasterVolume: function () { - - return this.gain.gain.value; - - }, - - setMasterVolume: function ( value ) { - - this.gain.gain.value = value; - - }, - - updateMatrixWorld: ( function () { - - var position = new Vector3(); - var quaternion = new Quaternion(); - var scale = new Vector3(); - - var orientation = new Vector3(); - - return function updateMatrixWorld( force ) { - - Object3D.prototype.updateMatrixWorld.call( this, force ); - - var listener = this.context.listener; - var up = this.up; - - this.matrixWorld.decompose( position, quaternion, scale ); - - orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion ); - - if ( listener.positionX ) { - - listener.positionX.setValueAtTime( position.x, this.context.currentTime ); - listener.positionY.setValueAtTime( position.y, this.context.currentTime ); - listener.positionZ.setValueAtTime( position.z, this.context.currentTime ); - listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime ); - listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime ); - listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime ); - listener.upX.setValueAtTime( up.x, this.context.currentTime ); - listener.upY.setValueAtTime( up.y, this.context.currentTime ); - listener.upZ.setValueAtTime( up.z, this.context.currentTime ); - - } else { - - listener.setPosition( position.x, position.y, position.z ); - listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); - - } - - }; - - } )() - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author Reece Aaron Lecrivain / http://reecenotes.com/ - */ - - function Audio( listener ) { - - Object3D.call( this ); - - this.type = 'Audio'; - - this.context = listener.context; - - this.gain = this.context.createGain(); - this.gain.connect( listener.getInput() ); - - this.autoplay = false; - - this.buffer = null; - this.loop = false; - this.startTime = 0; - this.offset = 0; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.sourceType = 'empty'; - - this.filters = []; - - } - - Audio.prototype = Object.assign( Object.create( Object3D.prototype ), { - - constructor: Audio, - - getOutput: function () { - - return this.gain; - - }, - - setNodeSource: function ( audioNode ) { - - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); - - return this; - - }, - - setBuffer: function ( audioBuffer ) { - - this.buffer = audioBuffer; - this.sourceType = 'buffer'; - - if ( this.autoplay ) this.play(); - - return this; - - }, - - play: function () { - - if ( this.isPlaying === true ) { - - console.warn( 'THREE.Audio: Audio is already playing.' ); - return; - - } - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - var source = this.context.createBufferSource(); - - source.buffer = this.buffer; - source.loop = this.loop; - source.onended = this.onEnded.bind( this ); - source.playbackRate.setValueAtTime( this.playbackRate, this.startTime ); - this.startTime = this.context.currentTime; - source.start( this.startTime, this.offset ); - - this.isPlaying = true; - - this.source = source; - - return this.connect(); - - }, - - pause: function () { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - if ( this.isPlaying === true ) { - - this.source.stop(); - this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate; - this.isPlaying = false; - - } - - return this; - - }, - - stop: function () { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.source.stop(); - this.offset = 0; - this.isPlaying = false; - - return this; - - }, - - connect: function () { - - if ( this.filters.length > 0 ) { - - this.source.connect( this.filters[ 0 ] ); - - for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].connect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); - - } else { - - this.source.connect( this.getOutput() ); - - } - - return this; - - }, - - disconnect: function () { - - if ( this.filters.length > 0 ) { - - this.source.disconnect( this.filters[ 0 ] ); - - for ( var i = 1, l = this.filters.length; i < l; i ++ ) { - - this.filters[ i - 1 ].disconnect( this.filters[ i ] ); - - } - - this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); - - } else { - - this.source.disconnect( this.getOutput() ); - - } - - return this; - - }, - - getFilters: function () { - - return this.filters; - - }, - - setFilters: function ( value ) { - - if ( ! value ) value = []; - - if ( this.isPlaying === true ) { - - this.disconnect(); - this.filters = value; - this.connect(); - - } else { - - this.filters = value; - - } - - return this; - - }, - - getFilter: function () { - - return this.getFilters()[ 0 ]; - - }, - - setFilter: function ( filter ) { - - return this.setFilters( filter ? [ filter ] : [] ); - - }, - - setPlaybackRate: function ( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.playbackRate = value; - - if ( this.isPlaying === true ) { - - this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime ); - - } - - return this; - - }, - - getPlaybackRate: function () { - - return this.playbackRate; - - }, - - onEnded: function () { - - this.isPlaying = false; - - }, - - getLoop: function () { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; - - } - - return this.loop; - - }, - - setLoop: function ( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.loop = value; - - if ( this.isPlaying === true ) { - - this.source.loop = this.loop; - - } - - return this; - - }, - - getVolume: function () { - - return this.gain.gain.value; - - }, - - setVolume: function ( value ) { - - this.gain.gain.value = value; - - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function PositionalAudio( listener ) { - - Audio.call( this, listener ); - - this.panner = this.context.createPanner(); - this.panner.connect( this.gain ); - - } - - PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), { - - constructor: PositionalAudio, - - getOutput: function () { - - return this.panner; - - }, - - getRefDistance: function () { - - return this.panner.refDistance; - - }, - - setRefDistance: function ( value ) { - - this.panner.refDistance = value; - - }, - - getRolloffFactor: function () { - - return this.panner.rolloffFactor; - - }, - - setRolloffFactor: function ( value ) { - - this.panner.rolloffFactor = value; - - }, - - getDistanceModel: function () { - - return this.panner.distanceModel; - - }, - - setDistanceModel: function ( value ) { - - this.panner.distanceModel = value; - - }, - - getMaxDistance: function () { - - return this.panner.maxDistance; - - }, - - setMaxDistance: function ( value ) { - - this.panner.maxDistance = value; - - }, - - updateMatrixWorld: ( function () { - - var position = new Vector3(); - - return function updateMatrixWorld( force ) { - - Object3D.prototype.updateMatrixWorld.call( this, force ); - - position.setFromMatrixPosition( this.matrixWorld ); - - this.panner.setPosition( position.x, position.y, position.z ); - - }; - - } )() - - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function AudioAnalyser( audio, fftSize ) { - - this.analyser = audio.context.createAnalyser(); - this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; - - this.data = new Uint8Array( this.analyser.frequencyBinCount ); - - audio.getOutput().connect( this.analyser ); - - } - - Object.assign( AudioAnalyser.prototype, { - - getFrequencyData: function () { - - this.analyser.getByteFrequencyData( this.data ); - - return this.data; - - }, - - getAverageFrequency: function () { - - var value = 0, data = this.getFrequencyData(); - - for ( var i = 0; i < data.length; i ++ ) { - - value += data[ i ]; - - } - - return value / data.length; - - } - - } ); - - /** - * - * Buffered scene graph property that allows weighted accumulation. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - function PropertyMixer( binding, typeName, valueSize ) { - - this.binding = binding; - this.valueSize = valueSize; - - var bufferType = Float64Array, - mixFunction; - - switch ( typeName ) { - - case 'quaternion': - mixFunction = this._slerp; - break; - - case 'string': - case 'bool': - bufferType = Array; - mixFunction = this._select; - break; - - default: - mixFunction = this._lerp; - - } - - this.buffer = new bufferType( valueSize * 4 ); - // layout: [ incoming | accu0 | accu1 | orig ] - // - // interpolators can use .buffer as their .result - // the data then goes to 'incoming' - // - // 'accu0' and 'accu1' are used frame-interleaved for - // the cumulative result and are compared to detect - // changes - // - // 'orig' stores the original state of the property - - this._mixBufferRegion = mixFunction; - - this.cumulativeWeight = 0; - - this.useCount = 0; - this.referenceCount = 0; - - } - - Object.assign( PropertyMixer.prototype, { - - // accumulate data in the 'incoming' region into 'accu' - accumulate: function ( accuIndex, weight ) { - - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place - - var buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride, - - currentWeight = this.cumulativeWeight; - - if ( currentWeight === 0 ) { - - // accuN := incoming * weight - - for ( var i = 0; i !== stride; ++ i ) { - - buffer[ offset + i ] = buffer[ i ]; - - } - - currentWeight = weight; - - } else { - - // accuN := accuN + incoming * weight - - currentWeight += weight; - var mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); - - } - - this.cumulativeWeight = currentWeight; - - }, - - // apply the state of 'accu' to the binding when accus differ - apply: function ( accuIndex ) { - - var stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, - - weight = this.cumulativeWeight, - - binding = this.binding; - - this.cumulativeWeight = 0; - - if ( weight < 1 ) { - - // accuN := accuN + original * ( 1 - cumulativeWeight ) - - var originalValueOffset = stride * 3; - - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); - - } - - for ( var i = stride, e = stride + stride; i !== e; ++ i ) { - - if ( buffer[ i ] !== buffer[ i + stride ] ) { - - // value has changed -> update scene graph - - binding.setValue( buffer, offset ); - break; - - } - - } - - }, - - // remember the state of the bound property and copy it to both accus - saveOriginalState: function () { - - var binding = this.binding; - - var buffer = this.buffer, - stride = this.valueSize, - - originalValueOffset = stride * 3; - - binding.getValue( buffer, originalValueOffset ); - - // accu[0..1] := orig -- initially detect changes against the original - for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { - - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - - } - - this.cumulativeWeight = 0; - - }, - - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState: function () { - - var originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); - - }, - - - // mix functions - - _select: function ( buffer, dstOffset, srcOffset, t, stride ) { - - if ( t >= 0.5 ) { - - for ( var i = 0; i !== stride; ++ i ) { - - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; - - } - - } - - }, - - _slerp: function ( buffer, dstOffset, srcOffset, t ) { - - Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); - - }, - - _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) { - - var s = 1 - t; - - for ( var i = 0; i !== stride; ++ i ) { - - var j = dstOffset + i; - - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; - - } - - } - - } ); - - /** - * - * A reference to a real property in the scene graph. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - // Characters [].:/ are reserved for track binding syntax. - var RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; - - function Composite( targetGroup, path, optionalParsedPath ) { - - var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); - - this._targetGroup = targetGroup; - this._bindings = targetGroup.subscribe_( path, parsedPath ); - - } - - Object.assign( Composite.prototype, { - - getValue: function ( array, offset ) { - - this.bind(); // bind all binding - - var firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; - - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); - - }, - - setValue: function ( array, offset ) { - - var bindings = this._bindings; - - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].setValue( array, offset ); - - } - - }, - - bind: function () { - - var bindings = this._bindings; - - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].bind(); - - } - - }, - - unbind: function () { - - var bindings = this._bindings; - - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].unbind(); - - } - - } - - } ); - - - function PropertyBinding( rootNode, path, parsedPath ) { - - this.path = path; - this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); - - this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode; - - this.rootNode = rootNode; - - } - - Object.assign( PropertyBinding, { - - Composite: Composite, - - create: function ( root, path, parsedPath ) { - - if ( ! ( root && root.isAnimationObjectGroup ) ) { - - return new PropertyBinding( root, path, parsedPath ); - - } else { - - return new PropertyBinding.Composite( root, path, parsedPath ); - - } - - }, - - /** - * Replaces spaces with underscores and removes unsupported characters from - * node names, to ensure compatibility with parseTrackName(). - * - * @param {string} name Node name to be sanitized. - * @return {string} - */ - sanitizeNodeName: ( function () { - - var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' ); - - return function sanitizeNodeName( name ) { - - return name.replace( /\s/g, '_' ).replace( reservedRe, '' ); - - }; - - }() ), - - parseTrackName: function () { - - // Attempts to allow node names from any language. ES5's `\w` regexp matches - // only latin characters, and the unicode \p{L} is not yet supported. So - // instead, we exclude reserved characters and match everything else. - var wordChar = '[^' + RESERVED_CHARS_RE + ']'; - var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; - - // Parent directories, delimited by '/' or ':'. Currently unused, but must - // be matched to parse the rest of the track name. - var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar ); - - // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. - var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot ); - - // Object on target node, and accessor. May not contain reserved - // characters. Accessor may contain any character except closing bracket. - var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar ); - - // Property and accessor. May not contain reserved characters. Accessor may - // contain any non-bracket characters. - var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar ); - - var trackRe = new RegExp( '' - + '^' - + directoryRe - + nodeRe - + objectRe - + propertyRe - + '$' - ); - - var supportedObjectNames = [ 'material', 'materials', 'bones' ]; - - return function parseTrackName( trackName ) { - - var matches = trackRe.exec( trackName ); - - if ( ! matches ) { - - throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); - - } - - var results = { - // directoryName: matches[ 1 ], // (tschw) currently unused - nodeName: matches[ 2 ], - objectName: matches[ 3 ], - objectIndex: matches[ 4 ], - propertyName: matches[ 5 ], // required - propertyIndex: matches[ 6 ] - }; - - var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); - - if ( lastDot !== undefined && lastDot !== - 1 ) { - - var objectName = results.nodeName.substring( lastDot + 1 ); - - // Object names must be checked against a whitelist. Otherwise, there - // is no way to parse 'foo.bar.baz': 'baz' must be a property, but - // 'bar' could be the objectName, or part of a nodeName (which can - // include '.' characters). - if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) { - - results.nodeName = results.nodeName.substring( 0, lastDot ); - results.objectName = objectName; - - } - - } - - if ( results.propertyName === null || results.propertyName.length === 0 ) { - - throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); - - } - - return results; - - }; - - }(), - - findNode: function ( root, nodeName ) { - - if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { - - return root; - - } - - // search into skeleton bones. - if ( root.skeleton ) { - - var bone = root.skeleton.getBoneByName( nodeName ); - - if ( bone !== undefined ) { - - return bone; - - } - - } - - // search into node subtree. - if ( root.children ) { - - var searchNodeSubtree = function ( children ) { - - for ( var i = 0; i < children.length; i ++ ) { - - var childNode = children[ i ]; - - if ( childNode.name === nodeName || childNode.uuid === nodeName ) { - - return childNode; - - } - - var result = searchNodeSubtree( childNode.children ); - - if ( result ) return result; - - } - - return null; - - }; - - var subTreeNode = searchNodeSubtree( root.children ); - - if ( subTreeNode ) { - - return subTreeNode; - - } - - } - - return null; - - } - - } ); - - Object.assign( PropertyBinding.prototype, { // prototype, continued - - // these are used to "bind" a nonexistent property - _getValue_unavailable: function () {}, - _setValue_unavailable: function () {}, - - BindingType: { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 - }, - - Versioning: { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }, - - GetterByBindingType: [ - - function getValue_direct( buffer, offset ) { - - buffer[ offset ] = this.node[ this.propertyName ]; - - }, - - function getValue_array( buffer, offset ) { - - var source = this.resolvedProperty; - - for ( var i = 0, n = source.length; i !== n; ++ i ) { - - buffer[ offset ++ ] = source[ i ]; - - } - - }, - - function getValue_arrayElement( buffer, offset ) { - - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - - }, - - function getValue_toArray( buffer, offset ) { - - this.resolvedProperty.toArray( buffer, offset ); - - } - - ], - - SetterByBindingTypeAndVersioning: [ - - [ - // Direct - - function setValue_direct( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - - }, - - function setValue_direct_setNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - }, - - function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.targetObject[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ], [ - - // EntireArray - - function setValue_array( buffer, offset ) { - - var dest = this.resolvedProperty; - - for ( var i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - }, - - function setValue_array_setNeedsUpdate( buffer, offset ) { - - var dest = this.resolvedProperty; - - for ( var i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.needsUpdate = true; - - }, - - function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - - var dest = this.resolvedProperty; - - for ( var i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ], [ - - // ArrayElement - - function setValue_arrayElement( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - - }, - - function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - }, - - function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ], [ - - // HasToFromArray - - function setValue_fromArray( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - - }, - - function setValue_fromArray_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; - - }, - - function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ] - - ], - - getValue: function getValue_unbound( targetArray, offset ) { - - this.bind(); - this.getValue( targetArray, offset ); - - // Note: This class uses a State pattern on a per-method basis: - // 'bind' sets 'this.getValue' / 'setValue' and shadows the - // prototype version of these methods with one that represents - // the bound state. When the property is not found, the methods - // become no-ops. - - }, - - setValue: function getValue_unbound( sourceArray, offset ) { - - this.bind(); - this.setValue( sourceArray, offset ); - - }, - - // create getter / setter pair for a property in the scene graph - bind: function () { - - var targetObject = this.node, - parsedPath = this.parsedPath, - - objectName = parsedPath.objectName, - propertyName = parsedPath.propertyName, - propertyIndex = parsedPath.propertyIndex; - - if ( ! targetObject ) { - - targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode; - - this.node = targetObject; - - } - - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; - - // ensure there is a value node - if ( ! targetObject ) { - - console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); - return; - - } - - if ( objectName ) { - - var objectIndex = parsedPath.objectIndex; - - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { - - case 'materials': - - if ( ! targetObject.material ) { - - console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); - return; - - } - - if ( ! targetObject.material.materials ) { - - console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); - return; - - } - - targetObject = targetObject.material.materials; - - break; - - case 'bones': - - if ( ! targetObject.skeleton ) { - - console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); - return; - - } - - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. - - targetObject = targetObject.skeleton.bones; - - // support resolving morphTarget names into indices. - for ( var i = 0; i < targetObject.length; i ++ ) { - - if ( targetObject[ i ].name === objectIndex ) { - - objectIndex = i; - break; - - } - - } - - break; - - default: - - if ( targetObject[ objectName ] === undefined ) { - - console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); - return; - - } - - targetObject = targetObject[ objectName ]; - - } - - - if ( objectIndex !== undefined ) { - - if ( targetObject[ objectIndex ] === undefined ) { - - console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); - return; - - } - - targetObject = targetObject[ objectIndex ]; - - } - - } - - // resolve property - var nodeProperty = targetObject[ propertyName ]; - - if ( nodeProperty === undefined ) { - - var nodeName = parsedPath.nodeName; - - console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + - '.' + propertyName + ' but it wasn\'t found.', targetObject ); - return; - - } - - // determine versioning scheme - var versioning = this.Versioning.None; - - if ( targetObject.needsUpdate !== undefined ) { // material - - versioning = this.Versioning.NeedsUpdate; - this.targetObject = targetObject; - - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - - versioning = this.Versioning.MatrixWorldNeedsUpdate; - this.targetObject = targetObject; - - } - - // determine how the property gets bound - var bindingType = this.BindingType.Direct; - - if ( propertyIndex !== undefined ) { - - // access a sub element of the property array (only primitives are supported right now) - - if ( propertyName === "morphTargetInfluences" ) { - - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - - // support resolving morphTarget names into indices. - if ( ! targetObject.geometry ) { - - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); - return; - - } - - if ( targetObject.geometry.isBufferGeometry ) { - - if ( ! targetObject.geometry.morphAttributes ) { - - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); - return; - - } - - for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) { - - if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) { - - propertyIndex = i; - break; - - } - - } - - - } else { - - if ( ! targetObject.geometry.morphTargets ) { - - console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this ); - return; - - } - - for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { - - if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) { - - propertyIndex = i; - break; - - } - - } - - } - - } - - bindingType = this.BindingType.ArrayElement; - - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; - - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - - // must use copy for Object3D.Euler/Quaternion - - bindingType = this.BindingType.HasFromToArray; - - this.resolvedProperty = nodeProperty; - - } else if ( Array.isArray( nodeProperty ) ) { - - bindingType = this.BindingType.EntireArray; - - this.resolvedProperty = nodeProperty; - - } else { - - this.propertyName = propertyName; - - } - - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - - }, - - unbind: function () { - - this.node = null; - - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; - - } - - } ); - - //!\ DECLARE ALIAS AFTER assign prototype ! - Object.assign( PropertyBinding.prototype, { - - // initial state of these methods that calls 'bind' - _getValue_unbound: PropertyBinding.prototype.getValue, - _setValue_unbound: PropertyBinding.prototype.setValue, - - } ); - - /** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - * - * @author tschw - */ - - function AnimationObjectGroup() { - - this.uuid = _Math.generateUUID(); - - // cached objects followed by the active ones - this._objects = Array.prototype.slice.call( arguments ); - - this.nCachedObjects_ = 0; // threshold - // note: read by PropertyBinding.Composite - - var indices = {}; - this._indicesByUUID = indices; // for bookkeeping - - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - - indices[ arguments[ i ].uuid ] = i; - - } - - this._paths = []; // inside: string - this._parsedPaths = []; // inside: { we don't care, here } - this._bindings = []; // inside: Array< PropertyBinding > - this._bindingsIndicesByPath = {}; // inside: indices in these arrays - - var scope = this; - - this.stats = { - - objects: { - get total() { - - return scope._objects.length; - - }, - get inUse() { - - return this.total - scope.nCachedObjects_; - - } - }, - get bindingsPerObject() { - - return scope._bindings.length; - - } - - }; - - } - - Object.assign( AnimationObjectGroup.prototype, { - - isAnimationObjectGroup: true, - - add: function () { - - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length, - knownObject = undefined; - - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index === undefined ) { - - // unknown object -> add it to the ACTIVE region - - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); - - } - - } else if ( index < nCachedObjects ) { - - knownObject = objects[ index ]; - - // move existing object to the ACTIVE region - - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ]; - - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; - - indicesByUUID[ uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = object; - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = lastCached; - - if ( binding === undefined ) { - - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist - - binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); - - } - - bindingsForPath[ firstActiveIndex ] = binding; - - } - - } else if ( objects[ index ] !== knownObject ) { - - console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + - 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); - - } // else the object is already where we want it to be - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - }, - - remove: function () { - - var objects = this._objects, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index !== undefined && index >= nCachedObjects ) { - - // move existing object into the CACHED region - - var lastCachedIndex = nCachedObjects ++, - firstActiveObject = objects[ lastCachedIndex ]; - - indicesByUUID[ firstActiveObject.uuid ] = index; - objects[ index ] = firstActiveObject; - - indicesByUUID[ uuid ] = lastCachedIndex; - objects[ lastCachedIndex ] = object; - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - var bindingsForPath = bindings[ j ], - firstActive = bindingsForPath[ lastCachedIndex ], - binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = firstActive; - bindingsForPath[ lastCachedIndex ] = binding; - - } - - } - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - }, - - // remove & forget - uncache: function () { - - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index !== undefined ) { - - delete indicesByUUID[ uuid ]; - - if ( index < nCachedObjects ) { - - // object is cached, shrink the CACHED region - - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ], - lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; - - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; - - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - last = bindingsForPath[ lastIndex ]; - - bindingsForPath[ index ] = lastCached; - bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); - - } - - } else { - - // object is active, just swap with the last and pop - - var lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; - - indicesByUUID[ lastObject.uuid ] = index; - objects[ index ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - var bindingsForPath = bindings[ j ]; - - bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); - - } - - } // cached or active - - } // if object is known - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - }, - - // Internal interface used by befriended PropertyBinding.Composite: - - subscribe_: function ( path, parsedPath ) { - - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group - - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ], - bindings = this._bindings; - - if ( index !== undefined ) return bindings[ index ]; - - var paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - bindingsForPath = new Array( nObjects ); - - index = bindings.length; - - indicesByPath[ path ] = index; - - paths.push( path ); - parsedPaths.push( parsedPath ); - bindings.push( bindingsForPath ); - - for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) { - - var object = objects[ i ]; - bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); - - } - - return bindingsForPath; - - }, - - unsubscribe_: function ( path ) { - - // tells the group to forget about a property path and no longer - // update the array previously obtained with 'subscribe_' - - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ]; - - if ( index !== undefined ) { - - var paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, - lastBindings = bindings[ lastBindingsIndex ], - lastBindingsPath = path[ lastBindingsIndex ]; - - indicesByPath[ lastBindingsPath ] = index; - - bindings[ index ] = lastBindings; - bindings.pop(); - - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); - - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); - - } - - } - - } ); - - /** - * - * Action provided by AnimationMixer for scheduling clip playback on specific - * objects. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - * - */ - - function AnimationAction( mixer, clip, localRoot ) { - - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot || null; - - var tracks = clip.tracks, - nTracks = tracks.length, - interpolants = new Array( nTracks ); - - var interpolantSettings = { - endingStart: ZeroCurvatureEnding, - endingEnd: ZeroCurvatureEnding - }; - - for ( var i = 0; i !== nTracks; ++ i ) { - - var interpolant = tracks[ i ].createInterpolant( null ); - interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings; - - } - - this._interpolantSettings = interpolantSettings; - - this._interpolants = interpolants; // bound by the mixer - - // inside: PropertyMixer (managed by the mixer) - this._propertyBindings = new Array( nTracks ); - - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager - - this._timeScaleInterpolant = null; - this._weightInterpolant = null; - - this.loop = LoopRepeat; - this._loopCount = - 1; - - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action - this._startTime = null; - - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; - - this.timeScale = 1; - this._effectiveTimeScale = 1; - - this.weight = 1; - this._effectiveWeight = 1; - - this.repetitions = Infinity; // no. of repetitions when looping - - this.paused = false; // true -> zero effective time scale - this.enabled = true; // false -> zero effective weight - - this.clampWhenFinished = false; // keep feeding the last frame? - - this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate - this.zeroSlopeAtEnd = true; // clips for start, loop and end - - } - - Object.assign( AnimationAction.prototype, { - - // State & Scheduling - - play: function () { - - this._mixer._activateAction( this ); - - return this; - - }, - - stop: function () { - - this._mixer._deactivateAction( this ); - - return this.reset(); - - }, - - reset: function () { - - this.paused = false; - this.enabled = true; - - this.time = 0; // restart clip - this._loopCount = - 1; // forget previous loops - this._startTime = null; // forget scheduling - - return this.stopFading().stopWarping(); - - }, - - isRunning: function () { - - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ); - - }, - - // return true when play has been called - isScheduled: function () { - - return this._mixer._isActiveAction( this ); - - }, - - startAt: function ( time ) { - - this._startTime = time; - - return this; - - }, - - setLoop: function ( mode, repetitions ) { - - this.loop = mode; - this.repetitions = repetitions; - - return this; - - }, - - // Weight - - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing - setEffectiveWeight: function ( weight ) { - - this.weight = weight; - - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; - - return this.stopFading(); - - }, - - // return the weight considering fading and .enabled - getEffectiveWeight: function () { - - return this._effectiveWeight; - - }, - - fadeIn: function ( duration ) { - - return this._scheduleFading( duration, 0, 1 ); - - }, - - fadeOut: function ( duration ) { - - return this._scheduleFading( duration, 1, 0 ); - - }, - - crossFadeFrom: function ( fadeOutAction, duration, warp ) { - - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); - - if ( warp ) { - - var fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, - - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; - - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); - - } - - return this; - - }, - - crossFadeTo: function ( fadeInAction, duration, warp ) { - - return fadeInAction.crossFadeFrom( this, duration, warp ); - - }, - - stopFading: function () { - - var weightInterpolant = this._weightInterpolant; - - if ( weightInterpolant !== null ) { - - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); - - } - - return this; - - }, - - // Time Scale Control - - // set the time scale stopping any scheduled warping - // although .paused = true yields an effective time scale of zero, this - // method does *not* change .paused, because it would be confusing - setEffectiveTimeScale: function ( timeScale ) { - - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 : timeScale; - - return this.stopWarping(); - - }, - - // return the time scale considering warping and .paused - getEffectiveTimeScale: function () { - - return this._effectiveTimeScale; - - }, - - setDuration: function ( duration ) { - - this.timeScale = this._clip.duration / duration; - - return this.stopWarping(); - - }, - - syncWith: function ( action ) { - - this.time = action.time; - this.timeScale = action.timeScale; - - return this.stopWarping(); - - }, - - halt: function ( duration ) { - - return this.warp( this._effectiveTimeScale, 0, duration ); - - }, - - warp: function ( startTimeScale, endTimeScale, duration ) { - - var mixer = this._mixer, now = mixer.time, - interpolant = this._timeScaleInterpolant, - - timeScale = this.timeScale; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._timeScaleInterpolant = interpolant; - - } - - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - times[ 1 ] = now + duration; - - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; - - return this; - - }, - - stopWarping: function () { - - var timeScaleInterpolant = this._timeScaleInterpolant; - - if ( timeScaleInterpolant !== null ) { - - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - - } - - return this; - - }, - - // Object Accessors - - getMixer: function () { - - return this._mixer; - - }, - - getClip: function () { - - return this._clip; - - }, - - getRoot: function () { - - return this._localRoot || this._mixer._root; - - }, - - // Interna - - _update: function ( time, deltaTime, timeDirection, accuIndex ) { - - // called by the mixer - - if ( ! this.enabled ) { - - // call ._updateWeight() to update ._effectiveWeight - - this._updateWeight( time ); - return; - - } - - var startTime = this._startTime; - - if ( startTime !== null ) { - - // check for scheduled start of action - - var timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { - - return; // yet to come / don't decide when delta = 0 - - } - - // start - - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; - - } - - // apply time scale and advance time - - deltaTime *= this._updateTimeScale( time ); - var clipTime = this._updateTime( deltaTime ); - - // note: _updateTime may disable the action resulting in - // an effective weight of 0 - - var weight = this._updateWeight( time ); - - if ( weight > 0 ) { - - var interpolants = this._interpolants; - var propertyMixers = this._propertyBindings; - - for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); - - } - - } - - }, - - _updateWeight: function ( time ) { - - var weight = 0; - - if ( this.enabled ) { - - weight = this.weight; - var interpolant = this._weightInterpolant; - - if ( interpolant !== null ) { - - var interpolantValue = interpolant.evaluate( time )[ 0 ]; - - weight *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopFading(); - - if ( interpolantValue === 0 ) { - - // faded out, disable - this.enabled = false; - - } - - } - - } - - } - - this._effectiveWeight = weight; - return weight; - - }, - - _updateTimeScale: function ( time ) { - - var timeScale = 0; - - if ( ! this.paused ) { - - timeScale = this.timeScale; - - var interpolant = this._timeScaleInterpolant; - - if ( interpolant !== null ) { - - var interpolantValue = interpolant.evaluate( time )[ 0 ]; - - timeScale *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopWarping(); - - if ( timeScale === 0 ) { - - // motion has halted, pause - this.paused = true; - - } else { - - // warp done - apply final time scale - this.timeScale = timeScale; - - } - - } - - } - - } - - this._effectiveTimeScale = timeScale; - return timeScale; - - }, - - _updateTime: function ( deltaTime ) { - - var time = this.time + deltaTime; - - if ( deltaTime === 0 ) return time; - - var duration = this._clip.duration, - - loop = this.loop, - loopCount = this._loopCount; - - if ( loop === LoopOnce ) { - - if ( loopCount === - 1 ) { - - // just started - - this._loopCount = 0; - this._setEndings( true, true, false ); - - } - - handle_stop: { - - if ( time >= duration ) { - - time = duration; - - } else if ( time < 0 ) { - - time = 0; - - } else break handle_stop; - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? - 1 : 1 - } ); - - } - - } else { // repetitive Repeat or PingPong - - var pingPong = ( loop === LoopPingPong ); - - if ( loopCount === - 1 ) { - - // just started - - if ( deltaTime >= 0 ) { - - loopCount = 0; - - this._setEndings( true, this.repetitions === 0, pingPong ); - - } else { - - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 - - this._setEndings( this.repetitions === 0, true, pingPong ); - - } - - } - - if ( time >= duration || time < 0 ) { - - // wrap around - - var loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; - - loopCount += Math.abs( loopDelta ); - - var pending = this.repetitions - loopCount; - - if ( pending <= 0 ) { - - // have to stop (switch state, clamp time, fire event) - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - time = deltaTime > 0 ? duration : 0; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : - 1 - } ); - - } else { - - // keep running - - if ( pending === 1 ) { - - // entering the last round - - var atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); - - } else { - - this._setEndings( false, false, pingPong ); - - } - - this._loopCount = loopCount; - - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); - - } - - } - - if ( pingPong && ( loopCount & 1 ) === 1 ) { - - // invert time for the "pong round" - - this.time = time; - return duration - time; - - } - - } - - this.time = time; - return time; - - }, - - _setEndings: function ( atStart, atEnd, pingPong ) { - - var settings = this._interpolantSettings; - - if ( pingPong ) { - - settings.endingStart = ZeroSlopeEnding; - settings.endingEnd = ZeroSlopeEnding; - - } else { - - // assuming for LoopOnce atStart == atEnd == true - - if ( atStart ) { - - settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingStart = WrapAroundEnding; - - } - - if ( atEnd ) { - - settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; - - } else { - - settings.endingEnd = WrapAroundEnding; - - } - - } - - }, - - _scheduleFading: function ( duration, weightNow, weightThen ) { - - var mixer = this._mixer, now = mixer.time, - interpolant = this._weightInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(); - this._weightInterpolant = interpolant; - - } - - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; values[ 0 ] = weightNow; - times[ 1 ] = now + duration; values[ 1 ] = weightThen; - - return this; - - } - - } ); - - /** - * - * Player for AnimationClips. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - - function AnimationMixer( root ) { - - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; - - this.time = 0; - - this.timeScale = 1.0; - - } - - AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { - - constructor: AnimationMixer, - - _bindAction: function ( action, prototypeAction ) { - - var root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, - bindings = action._propertyBindings, - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName, - bindingsByName = bindingsByRoot[ rootUuid ]; - - if ( bindingsByName === undefined ) { - - bindingsByName = {}; - bindingsByRoot[ rootUuid ] = bindingsByName; - - } - - for ( var i = 0; i !== nTracks; ++ i ) { - - var track = tracks[ i ], - trackName = track.name, - binding = bindingsByName[ trackName ]; - - if ( binding !== undefined ) { - - bindings[ i ] = binding; - - } else { - - binding = bindings[ i ]; - - if ( binding !== undefined ) { - - // existing binding, make sure the cache knows - - if ( binding._cacheIndex === null ) { - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - } - - continue; - - } - - var path = prototypeAction && prototypeAction. - _propertyBindings[ i ].binding.parsedPath; - - binding = new PropertyMixer( - PropertyBinding.create( root, trackName, path ), - track.ValueTypeName, track.getValueSize() ); - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - bindings[ i ] = binding; - - } - - interpolants[ i ].resultBuffer = binding.buffer; - - } - - }, - - _activateAction: function ( action ) { - - if ( ! this._isActiveAction( action ) ) { - - if ( action._cacheIndex === null ) { - - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind - - var rootUuid = ( action._localRoot || this._root ).uuid, - clipUuid = action._clip.uuid, - actionsForClip = this._actionsByClip[ clipUuid ]; - - this._bindAction( action, - actionsForClip && actionsForClip.knownActions[ 0 ] ); - - this._addInactiveAction( action, clipUuid, rootUuid ); - - } - - var bindings = action._propertyBindings; - - // increment reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - - var binding = bindings[ i ]; - - if ( binding.useCount ++ === 0 ) { - - this._lendBinding( binding ); - binding.saveOriginalState(); - - } - - } - - this._lendAction( action ); - - } - - }, - - _deactivateAction: function ( action ) { - - if ( this._isActiveAction( action ) ) { - - var bindings = action._propertyBindings; - - // decrement reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - - var binding = bindings[ i ]; - - if ( -- binding.useCount === 0 ) { - - binding.restoreOriginalState(); - this._takeBackBinding( binding ); - - } - - } - - this._takeBackAction( action ); - - } - - }, - - // Memory manager - - _initMemoryManager: function () { - - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; - - this._actionsByClip = {}; - // inside: - // { - // knownActions: Array< AnimationAction > - used as prototypes - // actionByRoot: AnimationAction - lookup - // } - - - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; - - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - - - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; - - var scope = this; - - this.stats = { - - actions: { - get total() { - - return scope._actions.length; - - }, - get inUse() { - - return scope._nActiveActions; - - } - }, - bindings: { - get total() { - - return scope._bindings.length; - - }, - get inUse() { - - return scope._nActiveBindings; - - } - }, - controlInterpolants: { - get total() { - - return scope._controlInterpolants.length; - - }, - get inUse() { - - return scope._nActiveControlInterpolants; - - } - } - - }; - - }, - - // Memory management for AnimationAction objects - - _isActiveAction: function ( action ) { - - var index = action._cacheIndex; - return index !== null && index < this._nActiveActions; - - }, - - _addInactiveAction: function ( action, clipUuid, rootUuid ) { - - var actions = this._actions, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip === undefined ) { - - actionsForClip = { - - knownActions: [ action ], - actionByRoot: {} - - }; - - action._byClipCacheIndex = 0; - - actionsByClip[ clipUuid ] = actionsForClip; - - } else { - - var knownActions = actionsForClip.knownActions; - - action._byClipCacheIndex = knownActions.length; - knownActions.push( action ); - - } - - action._cacheIndex = actions.length; - actions.push( action ); - - actionsForClip.actionByRoot[ rootUuid ] = action; - - }, - - _removeInactiveAction: function ( action ) { - - var actions = this._actions, - lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - action._cacheIndex = null; - - - var clipUuid = action._clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ], - knownActionsForClip = actionsForClip.knownActions, - - lastKnownAction = - knownActionsForClip[ knownActionsForClip.length - 1 ], - - byClipCacheIndex = action._byClipCacheIndex; - - lastKnownAction._byClipCacheIndex = byClipCacheIndex; - knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); - - action._byClipCacheIndex = null; - - - var actionByRoot = actionsForClip.actionByRoot, - rootUuid = ( action._localRoot || this._root ).uuid; - - delete actionByRoot[ rootUuid ]; - - if ( knownActionsForClip.length === 0 ) { - - delete actionsByClip[ clipUuid ]; - - } - - this._removeInactiveBindingsForAction( action ); - - }, - - _removeInactiveBindingsForAction: function ( action ) { - - var bindings = action._propertyBindings; - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - - var binding = bindings[ i ]; - - if ( -- binding.referenceCount === 0 ) { - - this._removeInactiveBinding( binding ); - - } - - } - - }, - - _lendAction: function ( action ) { - - // [ active actions | inactive actions ] - // [ active actions >| inactive actions ] - // s a - // <-swap-> - // a s - - var actions = this._actions, - prevIndex = action._cacheIndex, - - lastActiveIndex = this._nActiveActions ++, - - firstInactiveAction = actions[ lastActiveIndex ]; - - action._cacheIndex = lastActiveIndex; - actions[ lastActiveIndex ] = action; - - firstInactiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = firstInactiveAction; - - }, - - _takeBackAction: function ( action ) { - - // [ active actions | inactive actions ] - // [ active actions |< inactive actions ] - // a s - // <-swap-> - // s a - - var actions = this._actions, - prevIndex = action._cacheIndex, - - firstInactiveIndex = -- this._nActiveActions, - - lastActiveAction = actions[ firstInactiveIndex ]; - - action._cacheIndex = firstInactiveIndex; - actions[ firstInactiveIndex ] = action; - - lastActiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = lastActiveAction; - - }, - - // Memory management for PropertyMixer objects - - _addInactiveBinding: function ( binding, rootUuid, trackName ) { - - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], - - bindings = this._bindings; - - if ( bindingByName === undefined ) { - - bindingByName = {}; - bindingsByRoot[ rootUuid ] = bindingByName; - - } - - bindingByName[ trackName ] = binding; - - binding._cacheIndex = bindings.length; - bindings.push( binding ); - - }, - - _removeInactiveBinding: function ( binding ) { - - var bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], - - lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; - - lastInactiveBinding._cacheIndex = cacheIndex; - bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); - - delete bindingByName[ trackName ]; - - remove_empty_map: { - - for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars - - delete bindingsByRoot[ rootUuid ]; - - } - - }, - - _lendBinding: function ( binding ) { - - var bindings = this._bindings, - prevIndex = binding._cacheIndex, - - lastActiveIndex = this._nActiveBindings ++, - - firstInactiveBinding = bindings[ lastActiveIndex ]; - - binding._cacheIndex = lastActiveIndex; - bindings[ lastActiveIndex ] = binding; - - firstInactiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = firstInactiveBinding; - - }, - - _takeBackBinding: function ( binding ) { - - var bindings = this._bindings, - prevIndex = binding._cacheIndex, - - firstInactiveIndex = -- this._nActiveBindings, - - lastActiveBinding = bindings[ firstInactiveIndex ]; - - binding._cacheIndex = firstInactiveIndex; - bindings[ firstInactiveIndex ] = binding; - - lastActiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = lastActiveBinding; - - }, - - - // Memory management of Interpolants for weight and time scale - - _lendControlInterpolant: function () { - - var interpolants = this._controlInterpolants, - lastActiveIndex = this._nActiveControlInterpolants ++, - interpolant = interpolants[ lastActiveIndex ]; - - if ( interpolant === undefined ) { - - interpolant = new LinearInterpolant( - new Float32Array( 2 ), new Float32Array( 2 ), - 1, this._controlInterpolantsResultBuffer ); - - interpolant.__cacheIndex = lastActiveIndex; - interpolants[ lastActiveIndex ] = interpolant; - - } - - return interpolant; - - }, - - _takeBackControlInterpolant: function ( interpolant ) { - - var interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, - - firstInactiveIndex = -- this._nActiveControlInterpolants, - - lastActiveInterpolant = interpolants[ firstInactiveIndex ]; - - interpolant.__cacheIndex = firstInactiveIndex; - interpolants[ firstInactiveIndex ] = interpolant; - - lastActiveInterpolant.__cacheIndex = prevIndex; - interpolants[ prevIndex ] = lastActiveInterpolant; - - }, - - _controlInterpolantsResultBuffer: new Float32Array( 1 ), - - // return an action for a clip optionally using a custom root target - // object (this method allocates a lot of dynamic memory in case a - // previously unknown clip/root combination is specified) - clipAction: function ( clip, optionalRoot ) { - - var root = optionalRoot || this._root, - rootUuid = root.uuid, - - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, - - clipUuid = clipObject !== null ? clipObject.uuid : clip, - - actionsForClip = this._actionsByClip[ clipUuid ], - prototypeAction = null; - - if ( actionsForClip !== undefined ) { - - var existingAction = - actionsForClip.actionByRoot[ rootUuid ]; - - if ( existingAction !== undefined ) { - - return existingAction; - - } - - // we know the clip, so we don't have to parse all - // the bindings again but can just copy - prototypeAction = actionsForClip.knownActions[ 0 ]; - - // also, take the clip from the prototype action - if ( clipObject === null ) - clipObject = prototypeAction._clip; - - } - - // clip must be known when specified via string - if ( clipObject === null ) return null; - - // allocate all resources required to run it - var newAction = new AnimationAction( this, clipObject, optionalRoot ); - - this._bindAction( newAction, prototypeAction ); - - // and make the action known to the memory manager - this._addInactiveAction( newAction, clipUuid, rootUuid ); - - return newAction; - - }, - - // get an existing action - existingAction: function ( clip, optionalRoot ) { - - var root = optionalRoot || this._root, - rootUuid = root.uuid, - - clipObject = typeof clip === 'string' ? - AnimationClip.findByName( root, clip ) : clip, - - clipUuid = clipObject ? clipObject.uuid : clip, - - actionsForClip = this._actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - return actionsForClip.actionByRoot[ rootUuid ] || null; - - } - - return null; - - }, - - // deactivates all previously scheduled actions - stopAllAction: function () { - - var actions = this._actions, - nActions = this._nActiveActions, - bindings = this._bindings, - nBindings = this._nActiveBindings; - - this._nActiveActions = 0; - this._nActiveBindings = 0; - - for ( var i = 0; i !== nActions; ++ i ) { - - actions[ i ].reset(); - - } - - for ( var i = 0; i !== nBindings; ++ i ) { - - bindings[ i ].useCount = 0; - - } - - return this; - - }, - - // advance the time and update apply the animation - update: function ( deltaTime ) { - - deltaTime *= this.timeScale; - - var actions = this._actions, - nActions = this._nActiveActions, - - time = this.time += deltaTime, - timeDirection = Math.sign( deltaTime ), - - accuIndex = this._accuIndex ^= 1; - - // run active actions - - for ( var i = 0; i !== nActions; ++ i ) { - - var action = actions[ i ]; - - action._update( time, deltaTime, timeDirection, accuIndex ); - - } - - // update scene graph - - var bindings = this._bindings, - nBindings = this._nActiveBindings; - - for ( var i = 0; i !== nBindings; ++ i ) { - - bindings[ i ].apply( accuIndex ); - - } - - return this; - - }, - - // return this mixer's root target object - getRoot: function () { - - return this._root; - - }, - - // free all resources specific to a particular clip - uncacheClip: function ( clip ) { - - var actions = this._actions, - clipUuid = clip.uuid, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipUuid ]; - - if ( actionsForClip !== undefined ) { - - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away - - var actionsToRemove = actionsForClip.knownActions; - - for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { - - var action = actionsToRemove[ i ]; - - this._deactivateAction( action ); - - var cacheIndex = action._cacheIndex, - lastInactiveAction = actions[ actions.length - 1 ]; - - action._cacheIndex = null; - action._byClipCacheIndex = null; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - this._removeInactiveBindingsForAction( action ); - - } - - delete actionsByClip[ clipUuid ]; - - } - - }, - - // free all resources specific to a particular root target object - uncacheRoot: function ( root ) { - - var rootUuid = root.uuid, - actionsByClip = this._actionsByClip; - - for ( var clipUuid in actionsByClip ) { - - var actionByRoot = actionsByClip[ clipUuid ].actionByRoot, - action = actionByRoot[ rootUuid ]; - - if ( action !== undefined ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName !== undefined ) { - - for ( var trackName in bindingByName ) { - - var binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); - - } - - } - - }, - - // remove a targeted clip from the cache - uncacheAction: function ( clip, optionalRoot ) { - - var action = this.existingAction( clip, optionalRoot ); - - if ( action !== null ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function Uniform( value ) { - - if ( typeof value === 'string' ) { - - console.warn( 'THREE.Uniform: Type parameter is no longer needed.' ); - value = arguments[ 1 ]; - - } - - this.value = value; - - } - - Uniform.prototype.clone = function () { - - return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); - - }; - - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ - - function InstancedBufferGeometry() { - - BufferGeometry.call( this ); - - this.type = 'InstancedBufferGeometry'; - this.maxInstancedCount = undefined; - - } - - InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), { - - constructor: InstancedBufferGeometry, - - isInstancedBufferGeometry: true, - - copy: function ( source ) { - - BufferGeometry.prototype.copy.call( this, source ); - - this.maxInstancedCount = source.maxInstancedCount; - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - } - - } ); - - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ - - function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) { - - this.data = interleavedBuffer; - this.itemSize = itemSize; - this.offset = offset; - - this.normalized = normalized === true; - - } - - Object.defineProperties( InterleavedBufferAttribute.prototype, { - - count: { - - get: function () { - - return this.data.count; - - } - - }, - - array: { - - get: function () { - - return this.data.array; - - } - - } - - } ); - - Object.assign( InterleavedBufferAttribute.prototype, { - - isInterleavedBufferAttribute: true, - - setX: function ( index, x ) { - - this.data.array[ index * this.data.stride + this.offset ] = x; - - return this; - - }, - - setY: function ( index, y ) { - - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - - return this; - - }, - - setZ: function ( index, z ) { - - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; - - return this; - - }, - - setW: function ( index, w ) { - - this.data.array[ index * this.data.stride + this.offset + 3 ] = w; - - return this; - - }, - - getX: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset ]; - - }, - - getY: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 1 ]; - - }, - - getZ: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 2 ]; - - }, - - getW: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 3 ]; - - }, - - setXY: function ( index, x, y ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - - return this; - - }, - - setXYZ: function ( index, x, y, z ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - - return this; - - }, - - setXYZW: function ( index, x, y, z, w ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - this.data.array[ index + 3 ] = w; - - return this; - - } - - } ); - - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ - - function InterleavedBuffer( array, stride ) { - - this.array = array; - this.stride = stride; - this.count = array !== undefined ? array.length / stride : 0; - - this.dynamic = false; - this.updateRange = { offset: 0, count: - 1 }; - - this.version = 0; - - } - - Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', { - - set: function ( value ) { - - if ( value === true ) this.version ++; - - } - - } ); - - Object.assign( InterleavedBuffer.prototype, { - - isInterleavedBuffer: true, - - onUploadCallback: function () {}, - - setArray: function ( array ) { - - if ( Array.isArray( array ) ) { - - throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); - - } - - this.count = array !== undefined ? array.length / this.stride : 0; - this.array = array; - - }, - - setDynamic: function ( value ) { - - this.dynamic = value; - - return this; - - }, - - copy: function ( source ) { - - this.array = new source.array.constructor( source.array ); - this.count = source.count; - this.stride = source.stride; - this.dynamic = source.dynamic; - - return this; - - }, - - copyAt: function ( index1, attribute, index2 ) { - - index1 *= this.stride; - index2 *= attribute.stride; - - for ( var i = 0, l = this.stride; i < l; i ++ ) { - - this.array[ index1 + i ] = attribute.array[ index2 + i ]; - - } - - return this; - - }, - - set: function ( value, offset ) { - - if ( offset === undefined ) offset = 0; - - this.array.set( value, offset ); - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - onUpload: function ( callback ) { - - this.onUploadCallback = callback; - - return this; - - } - - } ); - - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ - - function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) { - - InterleavedBuffer.call( this, array, stride ); - - this.meshPerAttribute = meshPerAttribute || 1; - - } - - InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), { - - constructor: InstancedInterleavedBuffer, - - isInstancedInterleavedBuffer: true, - - copy: function ( source ) { - - InterleavedBuffer.prototype.copy.call( this, source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - } - - } ); - - /** - * @author benaadams / https://twitter.com/ben_a_adams - */ - - function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) { - - BufferAttribute.call( this, array, itemSize ); - - this.meshPerAttribute = meshPerAttribute || 1; - - } - - InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), { - - constructor: InstancedBufferAttribute, - - isInstancedBufferAttribute: true, - - copy: function ( source ) { - - BufferAttribute.prototype.copy.call( this, source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - - } - - } ); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author bhouston / http://clara.io/ - * @author stephomi / http://stephaneginier.com/ - */ - - function Raycaster( origin, direction, near, far ) { - - this.ray = new Ray( origin, direction ); - // direction is assumed to be normalized (for accurate distance calculations) - - this.near = near || 0; - this.far = far || Infinity; - - this.params = { - Mesh: {}, - Line: {}, - LOD: {}, - Points: { threshold: 1 }, - Sprite: {} - }; - - Object.defineProperties( this.params, { - PointCloud: { - get: function () { - - console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); - return this.Points; - - } - } - } ); - - } - - function ascSort( a, b ) { - - return a.distance - b.distance; - - } - - function intersectObject( object, raycaster, intersects, recursive ) { - - if ( object.visible === false ) return; - - object.raycast( raycaster, intersects ); - - if ( recursive === true ) { - - var children = object.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - intersectObject( children[ i ], raycaster, intersects, true ); - - } - - } - - } - - Object.assign( Raycaster.prototype, { - - linePrecision: 1, - - set: function ( origin, direction ) { - - // direction is assumed to be normalized (for accurate distance calculations) - - this.ray.set( origin, direction ); - - }, - - setFromCamera: function ( coords, camera ) { - - if ( ( camera && camera.isPerspectiveCamera ) ) { - - this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); - this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); - - } else if ( ( camera && camera.isOrthographicCamera ) ) { - - this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera - this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); - - } else { - - console.error( 'THREE.Raycaster: Unsupported camera type.' ); - - } - - }, - - intersectObject: function ( object, recursive, optionalTarget ) { - - var intersects = optionalTarget || []; - - intersectObject( object, this, intersects, recursive ); - - intersects.sort( ascSort ); - - return intersects; - - }, - - intersectObjects: function ( objects, recursive, optionalTarget ) { - - var intersects = optionalTarget || []; - - if ( Array.isArray( objects ) === false ) { - - console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' ); - return intersects; - - } - - for ( var i = 0, l = objects.length; i < l; i ++ ) { - - intersectObject( objects[ i ], this, intersects, recursive ); - - } - - intersects.sort( ascSort ); - - return intersects; - - } - - } ); - - /** - * @author alteredq / http://alteredqualia.com/ - */ - - function Clock( autoStart ) { - - this.autoStart = ( autoStart !== undefined ) ? autoStart : true; - - this.startTime = 0; - this.oldTime = 0; - this.elapsedTime = 0; - - this.running = false; - - } - - Object.assign( Clock.prototype, { - - start: function () { - - this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 - - this.oldTime = this.startTime; - this.elapsedTime = 0; - this.running = true; - - }, - - stop: function () { - - this.getElapsedTime(); - this.running = false; - this.autoStart = false; - - }, - - getElapsedTime: function () { - - this.getDelta(); - return this.elapsedTime; - - }, - - getDelta: function () { - - var diff = 0; - - if ( this.autoStart && ! this.running ) { - - this.start(); - return 0; - - } - - if ( this.running ) { - - var newTime = ( typeof performance === 'undefined' ? Date : performance ).now(); - - diff = ( newTime - this.oldTime ) / 1000; - this.oldTime = newTime; - - this.elapsedTime += diff; - - } - - return diff; - - } - - } ); - - /** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system - * - * The poles (phi) are at the positive and negative y axis. - * The equator starts at positive z. - */ - - function Spherical( radius, phi, theta ) { - - this.radius = ( radius !== undefined ) ? radius : 1.0; - this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole - this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere - - return this; - - } - - Object.assign( Spherical.prototype, { - - set: function ( radius, phi, theta ) { - - this.radius = radius; - this.phi = phi; - this.theta = theta; - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( other ) { - - this.radius = other.radius; - this.phi = other.phi; - this.theta = other.theta; - - return this; - - }, - - // restrict phi to be betwee EPS and PI-EPS - makeSafe: function () { - - var EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); - - return this; - - }, - - setFromVector3: function ( vec3 ) { - - this.radius = vec3.length(); - - if ( this.radius === 0 ) { - - this.theta = 0; - this.phi = 0; - - } else { - - this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis - this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle - - } - - return this; - - } - - } ); - - /** - * @author Mugen87 / https://github.com/Mugen87 - * - * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system - * - */ - - function Cylindrical( radius, theta, y ) { - - this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane - this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis - this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane - - return this; - - } - - Object.assign( Cylindrical.prototype, { - - set: function ( radius, theta, y ) { - - this.radius = radius; - this.theta = theta; - this.y = y; - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( other ) { - - this.radius = other.radius; - this.theta = other.theta; - this.y = other.y; - - return this; - - }, - - setFromVector3: function ( vec3 ) { - - this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z ); - this.theta = Math.atan2( vec3.x, vec3.z ); - this.y = vec3.y; - - return this; - - } - - } ); - - /** - * @author bhouston / http://clara.io - */ - - function Box2( min, max ) { - - this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity ); - this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity ); - - } - - Object.assign( Box2.prototype, { - - set: function ( min, max ) { - - this.min.copy( min ); - this.max.copy( max ); - - return this; - - }, - - setFromPoints: function ( points ) { - - this.makeEmpty(); - - for ( var i = 0, il = points.length; i < il; i ++ ) { - - this.expandByPoint( points[ i ] ); - - } - - return this; - - }, - - setFromCenterAndSize: function () { - - var v1 = new Vector2(); - - return function setFromCenterAndSize( center, size ) { - - var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); - this.min.copy( center ).sub( halfSize ); - this.max.copy( center ).add( halfSize ); - - return this; - - }; - - }(), - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( box ) { - - this.min.copy( box.min ); - this.max.copy( box.max ); - - return this; - - }, - - makeEmpty: function () { - - this.min.x = this.min.y = + Infinity; - this.max.x = this.max.y = - Infinity; - - return this; - - }, - - isEmpty: function () { - - // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes - - return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); - - }, - - getCenter: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box2: .getCenter() target is now required' ); - target = new Vector2(); - - } - - return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); - - }, - - getSize: function ( target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box2: .getSize() target is now required' ); - target = new Vector2(); - - } - - return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); - - }, - - expandByPoint: function ( point ) { - - this.min.min( point ); - this.max.max( point ); - - return this; - - }, - - expandByVector: function ( vector ) { - - this.min.sub( vector ); - this.max.add( vector ); - - return this; - - }, - - expandByScalar: function ( scalar ) { - - this.min.addScalar( - scalar ); - this.max.addScalar( scalar ); - - return this; - - }, - - containsPoint: function ( point ) { - - return point.x < this.min.x || point.x > this.max.x || - point.y < this.min.y || point.y > this.max.y ? false : true; - - }, - - containsBox: function ( box ) { - - return this.min.x <= box.min.x && box.max.x <= this.max.x && - this.min.y <= box.min.y && box.max.y <= this.max.y; - - }, - - getParameter: function ( point, target ) { - - // This can potentially have a divide by zero if the box - // has a size dimension of 0. - - if ( target === undefined ) { - - console.warn( 'THREE.Box2: .getParameter() target is now required' ); - target = new Vector2(); - - } - - return target.set( - ( point.x - this.min.x ) / ( this.max.x - this.min.x ), - ( point.y - this.min.y ) / ( this.max.y - this.min.y ) - ); - - }, - - intersectsBox: function ( box ) { - - // using 4 splitting planes to rule out intersections - - return box.max.x < this.min.x || box.min.x > this.max.x || - box.max.y < this.min.y || box.min.y > this.max.y ? false : true; - - }, - - clampPoint: function ( point, target ) { - - if ( target === undefined ) { - - console.warn( 'THREE.Box2: .clampPoint() target is now required' ); - target = new Vector2(); - - } - - return target.copy( point ).clamp( this.min, this.max ); - - }, - - distanceToPoint: function () { - - var v1 = new Vector2(); - - return function distanceToPoint( point ) { - - var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); - return clampedPoint.sub( point ).length(); - - }; - - }(), - - intersect: function ( box ) { - - this.min.max( box.min ); - this.max.min( box.max ); - - return this; - - }, - - union: function ( box ) { - - this.min.min( box.min ); - this.max.max( box.max ); - - return this; - - }, - - translate: function ( offset ) { - - this.min.add( offset ); - this.max.add( offset ); - - return this; - - }, - - equals: function ( box ) { - - return box.min.equals( this.min ) && box.max.equals( this.max ); - - } - - } ); - - /** - * @author alteredq / http://alteredqualia.com/ - */ - - function ImmediateRenderObject( material ) { - - Object3D.call( this ); - - this.material = material; - this.render = function ( /* renderCallback */ ) {}; - - } - - ImmediateRenderObject.prototype = Object.create( Object3D.prototype ); - ImmediateRenderObject.prototype.constructor = ImmediateRenderObject; - - ImmediateRenderObject.prototype.isImmediateRenderObject = true; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ - - function VertexNormalsHelper( object, size, hex, linewidth ) { - - this.object = object; - - this.size = ( size !== undefined ) ? size : 1; - - var color = ( hex !== undefined ) ? hex : 0xff0000; - - var width = ( linewidth !== undefined ) ? linewidth : 1; - - // - - var nNormals = 0; - - var objGeometry = this.object.geometry; - - if ( objGeometry && objGeometry.isGeometry ) { - - nNormals = objGeometry.faces.length * 3; - - } else if ( objGeometry && objGeometry.isBufferGeometry ) { - - nNormals = objGeometry.attributes.normal.count; - - } - - // - - var geometry = new BufferGeometry(); - - var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); - - geometry.addAttribute( 'position', positions ); - - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); - - // - - this.matrixAutoUpdate = false; - - this.update(); - - } - - VertexNormalsHelper.prototype = Object.create( LineSegments.prototype ); - VertexNormalsHelper.prototype.constructor = VertexNormalsHelper; - - VertexNormalsHelper.prototype.update = ( function () { - - var v1 = new Vector3(); - var v2 = new Vector3(); - var normalMatrix = new Matrix3(); - - return function update() { - - var keys = [ 'a', 'b', 'c' ]; - - this.object.updateMatrixWorld( true ); - - normalMatrix.getNormalMatrix( this.object.matrixWorld ); - - var matrixWorld = this.object.matrixWorld; - - var position = this.geometry.attributes.position; - - // - - var objGeometry = this.object.geometry; - - if ( objGeometry && objGeometry.isGeometry ) { - - var vertices = objGeometry.vertices; - - var faces = objGeometry.faces; - - var idx = 0; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { - - var vertex = vertices[ face[ keys[ j ] ] ]; - - var normal = face.vertexNormals[ j ]; - - v1.copy( vertex ).applyMatrix4( matrixWorld ); - - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - - position.setXYZ( idx, v1.x, v1.y, v1.z ); - - idx = idx + 1; - - position.setXYZ( idx, v2.x, v2.y, v2.z ); - - idx = idx + 1; - - } - - } - - } else if ( objGeometry && objGeometry.isBufferGeometry ) { - - var objPos = objGeometry.attributes.position; - - var objNorm = objGeometry.attributes.normal; - - var idx = 0; - - // for simplicity, ignore index and drawcalls, and render every normal - - for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { - - v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); - - v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); - - v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - - position.setXYZ( idx, v1.x, v1.y, v1.z ); - - idx = idx + 1; - - position.setXYZ( idx, v2.x, v2.y, v2.z ); - - idx = idx + 1; - - } - - } - - position.needsUpdate = true; - - }; - - }() ); - - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ - - function SpotLightHelper( light, color ) { - - Object3D.call( this ); - - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - this.color = color; - - var geometry = new BufferGeometry(); - - var positions = [ - 0, 0, 0, 0, 0, 1, - 0, 0, 0, 1, 0, 1, - 0, 0, 0, - 1, 0, 1, - 0, 0, 0, 0, 1, 1, - 0, 0, 0, 0, - 1, 1 - ]; - - for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { - - var p1 = ( i / l ) * Math.PI * 2; - var p2 = ( j / l ) * Math.PI * 2; - - positions.push( - Math.cos( p1 ), Math.sin( p1 ), 1, - Math.cos( p2 ), Math.sin( p2 ), 1 - ); - - } - - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - - var material = new LineBasicMaterial( { fog: false } ); - - this.cone = new LineSegments( geometry, material ); - this.add( this.cone ); - - this.update(); - - } - - SpotLightHelper.prototype = Object.create( Object3D.prototype ); - SpotLightHelper.prototype.constructor = SpotLightHelper; - - SpotLightHelper.prototype.dispose = function () { - - this.cone.geometry.dispose(); - this.cone.material.dispose(); - - }; - - SpotLightHelper.prototype.update = function () { - - var vector = new Vector3(); - var vector2 = new Vector3(); - - return function update() { - - this.light.updateMatrixWorld(); - - var coneLength = this.light.distance ? this.light.distance : 1000; - var coneWidth = coneLength * Math.tan( this.light.angle ); - - this.cone.scale.set( coneWidth, coneWidth, coneLength ); - - vector.setFromMatrixPosition( this.light.matrixWorld ); - vector2.setFromMatrixPosition( this.light.target.matrixWorld ); - - this.cone.lookAt( vector2.sub( vector ) ); - - if ( this.color !== undefined ) { - - this.cone.material.color.set( this.color ); - - } else { - - this.cone.material.color.copy( this.light.color ); - - } - - }; - - }(); - - /** - * @author Sean Griffin / http://twitter.com/sgrif - * @author Michael Guerrero / http://realitymeltdown.com - * @author mrdoob / http://mrdoob.com/ - * @author ikerr / http://verold.com - * @author Mugen87 / https://github.com/Mugen87 - */ - - function getBoneList( object ) { - - var boneList = []; - - if ( object && object.isBone ) { - - boneList.push( object ); - - } - - for ( var i = 0; i < object.children.length; i ++ ) { - - boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); - - } - - return boneList; - - } - - function SkeletonHelper( object ) { - - var bones = getBoneList( object ); - - var geometry = new BufferGeometry(); - - var vertices = []; - var colors = []; - - var color1 = new Color( 0, 0, 1 ); - var color2 = new Color( 0, 1, 0 ); - - for ( var i = 0; i < bones.length; i ++ ) { - - var bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - vertices.push( 0, 0, 0 ); - vertices.push( 0, 0, 0 ); - colors.push( color1.r, color1.g, color1.b ); - colors.push( color2.r, color2.g, color2.b ); - - } - - } - - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); - - LineSegments.call( this, geometry, material ); - - this.root = object; - this.bones = bones; - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - - } - - SkeletonHelper.prototype = Object.create( LineSegments.prototype ); - SkeletonHelper.prototype.constructor = SkeletonHelper; - - SkeletonHelper.prototype.updateMatrixWorld = function () { - - var vector = new Vector3(); - - var boneMatrix = new Matrix4(); - var matrixWorldInv = new Matrix4(); - - return function updateMatrixWorld( force ) { - - var bones = this.bones; - - var geometry = this.geometry; - var position = geometry.getAttribute( 'position' ); - - matrixWorldInv.getInverse( this.root.matrixWorld ); - - for ( var i = 0, j = 0; i < bones.length; i ++ ) { - - var bone = bones[ i ]; - - if ( bone.parent && bone.parent.isBone ) { - - boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld ); - vector.setFromMatrixPosition( boneMatrix ); - position.setXYZ( j, vector.x, vector.y, vector.z ); - - boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld ); - vector.setFromMatrixPosition( boneMatrix ); - position.setXYZ( j + 1, vector.x, vector.y, vector.z ); - - j += 2; - - } - - } - - geometry.getAttribute( 'position' ).needsUpdate = true; - - Object3D.prototype.updateMatrixWorld.call( this, force ); - - }; - - }(); - - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - - function PointLightHelper( light, sphereSize, color ) { - - this.light = light; - this.light.updateMatrixWorld(); - - this.color = color; - - var geometry = new SphereBufferGeometry( sphereSize, 4, 2 ); - var material = new MeshBasicMaterial( { wireframe: true, fog: false } ); - - Mesh.call( this, geometry, material ); - - this.matrix = this.light.matrixWorld; - this.matrixAutoUpdate = false; - - this.update(); - - - /* - var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); - var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); - - this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); - this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); - - var d = light.distance; - - if ( d === 0.0 ) { - - this.lightDistance.visible = false; - - } else { - - this.lightDistance.scale.set( d, d, d ); - - } - - this.add( this.lightDistance ); - */ - - } - - PointLightHelper.prototype = Object.create( Mesh.prototype ); - PointLightHelper.prototype.constructor = PointLightHelper; - - PointLightHelper.prototype.dispose = function () { - - this.geometry.dispose(); - this.material.dispose(); - - }; - - PointLightHelper.prototype.update = function () { - - if ( this.color !== undefined ) { - - this.material.color.set( this.color ); - - } else { - - this.material.color.copy( this.light.color ); - - } - - /* - var d = this.light.distance; - - if ( d === 0.0 ) { - - this.lightDistance.visible = false; - - } else { - - this.lightDistance.visible = true; - this.lightDistance.scale.set( d, d, d ); - - } - */ - - }; - - /** - * @author abelnation / http://github.com/abelnation - * @author Mugen87 / http://github.com/Mugen87 - * @author WestLangley / http://github.com/WestLangley - */ - - function RectAreaLightHelper( light, color ) { - - Object3D.call( this ); - - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - this.color = color; - - var material = new LineBasicMaterial( { fog: false } ); - - var geometry = new BufferGeometry(); - - geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) ); - - this.line = new Line( geometry, material ); - this.add( this.line ); - - - this.update(); - - } - - RectAreaLightHelper.prototype = Object.create( Object3D.prototype ); - RectAreaLightHelper.prototype.constructor = RectAreaLightHelper; - - RectAreaLightHelper.prototype.dispose = function () { - - this.children[ 0 ].geometry.dispose(); - this.children[ 0 ].material.dispose(); - - }; - - RectAreaLightHelper.prototype.update = function () { - - // calculate new dimensions of the helper - - var hx = this.light.width * 0.5; - var hy = this.light.height * 0.5; - - var position = this.line.geometry.attributes.position; - var array = position.array; - - // update vertices - - array[ 0 ] = hx; array[ 1 ] = - hy; array[ 2 ] = 0; - array[ 3 ] = hx; array[ 4 ] = hy; array[ 5 ] = 0; - array[ 6 ] = - hx; array[ 7 ] = hy; array[ 8 ] = 0; - array[ 9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0; - array[ 12 ] = hx; array[ 13 ] = - hy; array[ 14 ] = 0; - - position.needsUpdate = true; - - if ( this.color !== undefined ) { - - this.line.material.color.set( this.color ); - - } else { - - this.line.material.color.copy( this.light.color ); - - } - - }; - - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / https://github.com/Mugen87 - */ - - function HemisphereLightHelper( light, size, color ) { - - Object3D.call( this ); - - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - this.color = color; - - var geometry = new OctahedronBufferGeometry( size ); - geometry.rotateY( Math.PI * 0.5 ); - - this.material = new MeshBasicMaterial( { wireframe: true, fog: false } ); - if ( this.color === undefined ) this.material.vertexColors = VertexColors; - - var position = geometry.getAttribute( 'position' ); - var colors = new Float32Array( position.count * 3 ); - - geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) ); - - this.add( new Mesh( geometry, this.material ) ); - - this.update(); - - } - - HemisphereLightHelper.prototype = Object.create( Object3D.prototype ); - HemisphereLightHelper.prototype.constructor = HemisphereLightHelper; - - HemisphereLightHelper.prototype.dispose = function () { - - this.children[ 0 ].geometry.dispose(); - this.children[ 0 ].material.dispose(); - - }; - - HemisphereLightHelper.prototype.update = function () { - - var vector = new Vector3(); - - var color1 = new Color(); - var color2 = new Color(); - - return function update() { - - var mesh = this.children[ 0 ]; - - if ( this.color !== undefined ) { - - this.material.color.set( this.color ); - - } else { - - var colors = mesh.geometry.getAttribute( 'color' ); - - color1.copy( this.light.color ); - color2.copy( this.light.groundColor ); - - for ( var i = 0, l = colors.count; i < l; i ++ ) { - - var color = ( i < ( l / 2 ) ) ? color1 : color2; - - colors.setXYZ( i, color.r, color.g, color.b ); - - } - - colors.needsUpdate = true; - - } - - mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() ); - - }; - - }(); - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function GridHelper( size, divisions, color1, color2 ) { - - size = size || 10; - divisions = divisions || 10; - color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); - color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); - - var center = divisions / 2; - var step = size / divisions; - var halfSize = size / 2; - - var vertices = [], colors = []; - - for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { - - vertices.push( - halfSize, 0, k, halfSize, 0, k ); - vertices.push( k, 0, - halfSize, k, 0, halfSize ); - - var color = i === center ? color1 : color2; - - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - color.toArray( colors, j ); j += 3; - - } - - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - - LineSegments.call( this, geometry, material ); - - } - - GridHelper.prototype = Object.create( LineSegments.prototype ); - GridHelper.prototype.constructor = GridHelper; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / http://github.com/Mugen87 - * @author Hectate / http://www.github.com/Hectate - */ - - function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) { - - radius = radius || 10; - radials = radials || 16; - circles = circles || 8; - divisions = divisions || 64; - color1 = new Color( color1 !== undefined ? color1 : 0x444444 ); - color2 = new Color( color2 !== undefined ? color2 : 0x888888 ); - - var vertices = []; - var colors = []; - - var x, z; - var v, i, j, r, color; - - // create the radials - - for ( i = 0; i <= radials; i ++ ) { - - v = ( i / radials ) * ( Math.PI * 2 ); - - x = Math.sin( v ) * radius; - z = Math.cos( v ) * radius; - - vertices.push( 0, 0, 0 ); - vertices.push( x, 0, z ); - - color = ( i & 1 ) ? color1 : color2; - - colors.push( color.r, color.g, color.b ); - colors.push( color.r, color.g, color.b ); - - } - - // create the circles - - for ( i = 0; i <= circles; i ++ ) { - - color = ( i & 1 ) ? color1 : color2; - - r = radius - ( radius / circles * i ); - - for ( j = 0; j < divisions; j ++ ) { - - // first vertex - - v = ( j / divisions ) * ( Math.PI * 2 ); - - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; - - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); - - // second vertex - - v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); - - x = Math.sin( v ) * r; - z = Math.cos( v ) * r; - - vertices.push( x, 0, z ); - colors.push( color.r, color.g, color.b ); - - } - - } - - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - - LineSegments.call( this, geometry, material ); - - } - - PolarGridHelper.prototype = Object.create( LineSegments.prototype ); - PolarGridHelper.prototype.constructor = PolarGridHelper; - - /** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ - - function FaceNormalsHelper( object, size, hex, linewidth ) { - - // FaceNormalsHelper only supports THREE.Geometry - - this.object = object; - - this.size = ( size !== undefined ) ? size : 1; - - var color = ( hex !== undefined ) ? hex : 0xffff00; - - var width = ( linewidth !== undefined ) ? linewidth : 1; - - // - - var nNormals = 0; - - var objGeometry = this.object.geometry; - - if ( objGeometry && objGeometry.isGeometry ) { - - nNormals = objGeometry.faces.length; - - } else { - - console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); - - } - - // - - var geometry = new BufferGeometry(); - - var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 ); - - geometry.addAttribute( 'position', positions ); - - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) ); - - // - - this.matrixAutoUpdate = false; - this.update(); - - } - - FaceNormalsHelper.prototype = Object.create( LineSegments.prototype ); - FaceNormalsHelper.prototype.constructor = FaceNormalsHelper; - - FaceNormalsHelper.prototype.update = ( function () { - - var v1 = new Vector3(); - var v2 = new Vector3(); - var normalMatrix = new Matrix3(); - - return function update() { - - this.object.updateMatrixWorld( true ); - - normalMatrix.getNormalMatrix( this.object.matrixWorld ); - - var matrixWorld = this.object.matrixWorld; - - var position = this.geometry.attributes.position; - - // - - var objGeometry = this.object.geometry; - - var vertices = objGeometry.vertices; - - var faces = objGeometry.faces; - - var idx = 0; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - var normal = face.normal; - - v1.copy( vertices[ face.a ] ) - .add( vertices[ face.b ] ) - .add( vertices[ face.c ] ) - .divideScalar( 3 ) - .applyMatrix4( matrixWorld ); - - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - - position.setXYZ( idx, v1.x, v1.y, v1.z ); - - idx = idx + 1; - - position.setXYZ( idx, v2.x, v2.y, v2.z ); - - idx = idx + 1; - - } - - position.needsUpdate = true; - - }; - - }() ); - - /** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - */ - - function DirectionalLightHelper( light, size, color ) { - - Object3D.call( this ); - - this.light = light; - this.light.updateMatrixWorld(); - - this.matrix = light.matrixWorld; - this.matrixAutoUpdate = false; - - this.color = color; - - if ( size === undefined ) size = 1; - - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( [ - - size, size, 0, - size, size, 0, - size, - size, 0, - - size, - size, 0, - - size, size, 0 - ], 3 ) ); - - var material = new LineBasicMaterial( { fog: false } ); - - this.lightPlane = new Line( geometry, material ); - this.add( this.lightPlane ); - - geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); - - this.targetLine = new Line( geometry, material ); - this.add( this.targetLine ); - - this.update(); - - } - - DirectionalLightHelper.prototype = Object.create( Object3D.prototype ); - DirectionalLightHelper.prototype.constructor = DirectionalLightHelper; - - DirectionalLightHelper.prototype.dispose = function () { - - this.lightPlane.geometry.dispose(); - this.lightPlane.material.dispose(); - this.targetLine.geometry.dispose(); - this.targetLine.material.dispose(); - - }; - - DirectionalLightHelper.prototype.update = function () { - - var v1 = new Vector3(); - var v2 = new Vector3(); - var v3 = new Vector3(); - - return function update() { - - v1.setFromMatrixPosition( this.light.matrixWorld ); - v2.setFromMatrixPosition( this.light.target.matrixWorld ); - v3.subVectors( v2, v1 ); - - this.lightPlane.lookAt( v3 ); - - if ( this.color !== undefined ) { - - this.lightPlane.material.color.set( this.color ); - this.targetLine.material.color.set( this.color ); - - } else { - - this.lightPlane.material.color.copy( this.light.color ); - this.targetLine.material.color.copy( this.light.color ); - - } - - this.targetLine.lookAt( v3 ); - this.targetLine.scale.z = v3.length(); - - }; - - }(); - - /** - * @author alteredq / http://alteredqualia.com/ - * @author Mugen87 / https://github.com/Mugen87 - * - * - shows frustum, line of sight and up of the camera - * - suitable for fast updates - * - based on frustum visualization in lightgl.js shadowmap example - * http://evanw.github.com/lightgl.js/tests/shadowmap.html - */ - - function CameraHelper( camera ) { - - var geometry = new BufferGeometry(); - var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } ); - - var vertices = []; - var colors = []; - - var pointMap = {}; - - // colors - - var colorFrustum = new Color( 0xffaa00 ); - var colorCone = new Color( 0xff0000 ); - var colorUp = new Color( 0x00aaff ); - var colorTarget = new Color( 0xffffff ); - var colorCross = new Color( 0x333333 ); - - // near - - addLine( 'n1', 'n2', colorFrustum ); - addLine( 'n2', 'n4', colorFrustum ); - addLine( 'n4', 'n3', colorFrustum ); - addLine( 'n3', 'n1', colorFrustum ); - - // far - - addLine( 'f1', 'f2', colorFrustum ); - addLine( 'f2', 'f4', colorFrustum ); - addLine( 'f4', 'f3', colorFrustum ); - addLine( 'f3', 'f1', colorFrustum ); - - // sides - - addLine( 'n1', 'f1', colorFrustum ); - addLine( 'n2', 'f2', colorFrustum ); - addLine( 'n3', 'f3', colorFrustum ); - addLine( 'n4', 'f4', colorFrustum ); - - // cone - - addLine( 'p', 'n1', colorCone ); - addLine( 'p', 'n2', colorCone ); - addLine( 'p', 'n3', colorCone ); - addLine( 'p', 'n4', colorCone ); - - // up - - addLine( 'u1', 'u2', colorUp ); - addLine( 'u2', 'u3', colorUp ); - addLine( 'u3', 'u1', colorUp ); - - // target - - addLine( 'c', 't', colorTarget ); - addLine( 'p', 'c', colorCross ); - - // cross - - addLine( 'cn1', 'cn2', colorCross ); - addLine( 'cn3', 'cn4', colorCross ); - - addLine( 'cf1', 'cf2', colorCross ); - addLine( 'cf3', 'cf4', colorCross ); - - function addLine( a, b, color ) { - - addPoint( a, color ); - addPoint( b, color ); - - } - - function addPoint( id, color ) { - - vertices.push( 0, 0, 0 ); - colors.push( color.r, color.g, color.b ); - - if ( pointMap[ id ] === undefined ) { - - pointMap[ id ] = []; - - } - - pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); - - } - - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - LineSegments.call( this, geometry, material ); - - this.camera = camera; - if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); - - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; - - this.pointMap = pointMap; - - this.update(); - - } - - CameraHelper.prototype = Object.create( LineSegments.prototype ); - CameraHelper.prototype.constructor = CameraHelper; - - CameraHelper.prototype.update = function () { - - var geometry, pointMap; - - var vector = new Vector3(); - var camera = new Camera(); - - function setPoint( point, x, y, z ) { - - vector.set( x, y, z ).unproject( camera ); - - var points = pointMap[ point ]; - - if ( points !== undefined ) { - - var position = geometry.getAttribute( 'position' ); - - for ( var i = 0, l = points.length; i < l; i ++ ) { - - position.setXYZ( points[ i ], vector.x, vector.y, vector.z ); - - } - - } - - } - - return function update() { - - geometry = this.geometry; - pointMap = this.pointMap; - - var w = 1, h = 1; - - // we need just camera projection matrix - // world matrix must be identity - - camera.projectionMatrix.copy( this.camera.projectionMatrix ); - - // center / target - - setPoint( 'c', 0, 0, - 1 ); - setPoint( 't', 0, 0, 1 ); - - // near - - setPoint( 'n1', - w, - h, - 1 ); - setPoint( 'n2', w, - h, - 1 ); - setPoint( 'n3', - w, h, - 1 ); - setPoint( 'n4', w, h, - 1 ); - - // far - - setPoint( 'f1', - w, - h, 1 ); - setPoint( 'f2', w, - h, 1 ); - setPoint( 'f3', - w, h, 1 ); - setPoint( 'f4', w, h, 1 ); - - // up - - setPoint( 'u1', w * 0.7, h * 1.1, - 1 ); - setPoint( 'u2', - w * 0.7, h * 1.1, - 1 ); - setPoint( 'u3', 0, h * 2, - 1 ); - - // cross - - setPoint( 'cf1', - w, 0, 1 ); - setPoint( 'cf2', w, 0, 1 ); - setPoint( 'cf3', 0, - h, 1 ); - setPoint( 'cf4', 0, h, 1 ); - - setPoint( 'cn1', - w, 0, - 1 ); - setPoint( 'cn2', w, 0, - 1 ); - setPoint( 'cn3', 0, - h, - 1 ); - setPoint( 'cn4', 0, h, - 1 ); - - geometry.getAttribute( 'position' ).needsUpdate = true; - - }; - - }(); - - /** - * @author mrdoob / http://mrdoob.com/ - * @author Mugen87 / http://github.com/Mugen87 - */ - - function BoxHelper( object, color ) { - - this.object = object; - - if ( color === undefined ) color = 0xffff00; - - 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 ] ); - var positions = new Float32Array( 8 * 3 ); - - var geometry = new BufferGeometry(); - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) ); - - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - - this.matrixAutoUpdate = false; - - this.update(); - - } - - BoxHelper.prototype = Object.create( LineSegments.prototype ); - BoxHelper.prototype.constructor = BoxHelper; - - BoxHelper.prototype.update = ( function () { - - var box = new Box3(); - - return function update( object ) { - - if ( object !== undefined ) { - - console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); - - } - - if ( this.object !== undefined ) { - - box.setFromObject( this.object ); - - } - - if ( box.isEmpty() ) return; - - var min = box.min; - var max = box.max; - - /* - 5____4 - 1/___0/| - | 6__|_7 - 2/___3/ - - 0: max.x, max.y, max.z - 1: min.x, max.y, max.z - 2: min.x, min.y, max.z - 3: max.x, min.y, max.z - 4: max.x, max.y, min.z - 5: min.x, max.y, min.z - 6: min.x, min.y, min.z - 7: max.x, min.y, min.z - */ - - var position = this.geometry.attributes.position; - var array = position.array; - - array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; - array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; - array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; - array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; - array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; - array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; - array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; - array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; - - position.needsUpdate = true; - - this.geometry.computeBoundingSphere(); - - }; - - } )(); - - BoxHelper.prototype.setFromObject = function ( object ) { - - this.object = object; - this.update(); - - return this; - - }; - - /** - * @author WestLangley / http://github.com/WestLangley - */ - - function Box3Helper( box, hex ) { - - this.type = 'Box3Helper'; - - this.box = box; - - var color = ( hex !== undefined ) ? hex : 0xffff00; - - 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 ] ); - - 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 ]; - - var geometry = new BufferGeometry(); - - geometry.setIndex( new BufferAttribute( indices, 1 ) ); - - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - - LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - - this.geometry.computeBoundingSphere(); - - } - - Box3Helper.prototype = Object.create( LineSegments.prototype ); - Box3Helper.prototype.constructor = Box3Helper; - - Box3Helper.prototype.updateMatrixWorld = function ( force ) { - - var box = this.box; - - if ( box.isEmpty() ) return; - - box.getCenter( this.position ); - - box.getSize( this.scale ); - - this.scale.multiplyScalar( 0.5 ); - - Object3D.prototype.updateMatrixWorld.call( this, force ); - - }; - - /** - * @author WestLangley / http://github.com/WestLangley - */ - - function PlaneHelper( plane, size, hex ) { - - this.type = 'PlaneHelper'; - - this.plane = plane; - - this.size = ( size === undefined ) ? 1 : size; - - var color = ( hex !== undefined ) ? hex : 0xffff00; - - 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 ]; - - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); - geometry.computeBoundingSphere(); - - Line.call( this, geometry, new LineBasicMaterial( { color: color } ) ); - - // - - var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ]; - - var geometry2 = new BufferGeometry(); - geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); - geometry2.computeBoundingSphere(); - - this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) ); - - } - - PlaneHelper.prototype = Object.create( Line.prototype ); - PlaneHelper.prototype.constructor = PlaneHelper; - - PlaneHelper.prototype.updateMatrixWorld = function ( force ) { - - var scale = - this.plane.constant; - - if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter - - this.scale.set( 0.5 * this.size, 0.5 * this.size, scale ); - - this.lookAt( this.plane.normal ); - - Object3D.prototype.updateMatrixWorld.call( this, force ); - - }; - - /** - * @author WestLangley / http://github.com/WestLangley - * @author zz85 / http://github.com/zz85 - * @author bhouston / http://clara.io - * - * Creates an arrow for visualizing directions - * - * Parameters: - * dir - Vector3 - * origin - Vector3 - * length - Number - * color - color in hex value - * headLength - Number - * headWidth - Number - */ - - var lineGeometry; - var coneGeometry; - - function ArrowHelper( dir, origin, length, color, headLength, headWidth ) { - - // dir is assumed to be normalized - - Object3D.call( this ); - - if ( color === undefined ) color = 0xffff00; - if ( length === undefined ) length = 1; - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; - - if ( lineGeometry === undefined ) { - - lineGeometry = new BufferGeometry(); - lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); - - coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); - coneGeometry.translate( 0, - 0.5, 0 ); - - } - - this.position.copy( origin ); - - this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) ); - this.line.matrixAutoUpdate = false; - this.add( this.line ); - - this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) ); - this.cone.matrixAutoUpdate = false; - this.add( this.cone ); - - this.setDirection( dir ); - this.setLength( length, headLength, headWidth ); - - } - - ArrowHelper.prototype = Object.create( Object3D.prototype ); - ArrowHelper.prototype.constructor = ArrowHelper; - - ArrowHelper.prototype.setDirection = ( function () { - - var axis = new Vector3(); - var radians; - - return function setDirection( dir ) { - - // dir is assumed to be normalized - - if ( dir.y > 0.99999 ) { - - this.quaternion.set( 0, 0, 0, 1 ); - - } else if ( dir.y < - 0.99999 ) { - - this.quaternion.set( 1, 0, 0, 0 ); - - } else { - - axis.set( dir.z, 0, - dir.x ).normalize(); - - radians = Math.acos( dir.y ); - - this.quaternion.setFromAxisAngle( axis, radians ); - - } - - }; - - }() ); - - ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) { - - if ( headLength === undefined ) headLength = 0.2 * length; - if ( headWidth === undefined ) headWidth = 0.2 * headLength; - - this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 ); - this.line.updateMatrix(); - - this.cone.scale.set( headWidth, headLength, headWidth ); - this.cone.position.y = length; - this.cone.updateMatrix(); - - }; - - ArrowHelper.prototype.setColor = function ( color ) { - - this.line.material.color.copy( color ); - this.cone.material.color.copy( color ); - - }; - - /** - * @author sroucheray / http://sroucheray.org/ - * @author mrdoob / http://mrdoob.com/ - */ - - function AxesHelper( size ) { - - size = size || 1; - - var vertices = [ - 0, 0, 0, size, 0, 0, - 0, 0, 0, 0, size, 0, - 0, 0, 0, 0, 0, size - ]; - - var colors = [ - 1, 0, 0, 1, 0.6, 0, - 0, 1, 0, 0.6, 1, 0, - 0, 0, 1, 0, 0.6, 1 - ]; - - var geometry = new BufferGeometry(); - geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); - - var material = new LineBasicMaterial( { vertexColors: VertexColors } ); - - LineSegments.call( this, geometry, material ); - - } - - AxesHelper.prototype = Object.create( LineSegments.prototype ); - AxesHelper.prototype.constructor = AxesHelper; - - /** - * @author mrdoob / http://mrdoob.com/ - */ - - function Face4( a, b, c, d, normal, color, materialIndex ) { - - console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); - return new Face3( a, b, c, normal, color, materialIndex ); - - } - - var LineStrip = 0; - - var LinePieces = 1; - - function MeshFaceMaterial( materials ) { - - console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' ); - return materials; - - } - - function MultiMaterial( materials ) { - - if ( materials === undefined ) materials = []; - - console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' ); - materials.isMultiMaterial = true; - materials.materials = materials; - materials.clone = function () { - - return materials.slice(); - - }; - return materials; - - } - - function PointCloud( geometry, material ) { - - console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); - return new Points( geometry, material ); - - } - - function Particle( material ) { - - console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' ); - return new Sprite( material ); - - } - - function ParticleSystem( geometry, material ) { - - console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); - return new Points( geometry, material ); - - } - - function PointCloudMaterial( parameters ) { - - console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); - - } - - function ParticleBasicMaterial( parameters ) { - - console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); - - } - - function ParticleSystemMaterial( parameters ) { - - console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); - return new PointsMaterial( parameters ); - - } - - function Vertex( x, y, z ) { - - console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); - return new Vector3( x, y, z ); - - } - - // - - function DynamicBufferAttribute( array, itemSize ) { - - console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); - return new BufferAttribute( array, itemSize ).setDynamic( true ); - - } - - function Int8Attribute( array, itemSize ) { - - console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' ); - return new Int8BufferAttribute( array, itemSize ); - - } - - function Uint8Attribute( array, itemSize ) { - - console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' ); - return new Uint8BufferAttribute( array, itemSize ); - - } - - function Uint8ClampedAttribute( array, itemSize ) { - - console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' ); - return new Uint8ClampedBufferAttribute( array, itemSize ); - - } - - function Int16Attribute( array, itemSize ) { - - console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' ); - return new Int16BufferAttribute( array, itemSize ); - - } - - function Uint16Attribute( array, itemSize ) { - - console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' ); - return new Uint16BufferAttribute( array, itemSize ); - - } - - function Int32Attribute( array, itemSize ) { - - console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' ); - return new Int32BufferAttribute( array, itemSize ); - - } - - function Uint32Attribute( array, itemSize ) { - - console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' ); - return new Uint32BufferAttribute( array, itemSize ); - - } - - function Float32Attribute( array, itemSize ) { - - console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' ); - return new Float32BufferAttribute( array, itemSize ); - - } - - function Float64Attribute( array, itemSize ) { - - console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' ); - return new Float64BufferAttribute( array, itemSize ); - - } - - // - - Curve.create = function ( construct, getPoint ) { - - console.log( 'THREE.Curve.create() has been deprecated' ); - - construct.prototype = Object.create( Curve.prototype ); - construct.prototype.constructor = construct; - construct.prototype.getPoint = getPoint; - - return construct; - - }; - - // - - Object.assign( CurvePath.prototype, { - - createPointsGeometry: function ( divisions ) { - - console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); - - // generate geometry from path points (for Line or Points objects) - - var pts = this.getPoints( divisions ); - return this.createGeometry( pts ); - - }, - - createSpacedPointsGeometry: function ( divisions ) { - - console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); - - // generate geometry from equidistant sampling along the path - - var pts = this.getSpacedPoints( divisions ); - return this.createGeometry( pts ); - - }, - - createGeometry: function ( points ) { - - console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' ); - - var geometry = new Geometry(); - - for ( var i = 0, l = points.length; i < l; i ++ ) { - - var point = points[ i ]; - geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); - - } - - return geometry; - - } - - } ); - - // - - Object.assign( Path.prototype, { - - fromPoints: function ( points ) { - - console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' ); - this.setFromPoints( points ); - - } - - } ); - - // - - function ClosedSplineCurve3( points ) { - - console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); - - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - this.closed = true; - - } - - ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); - - // - - function SplineCurve3( points ) { - - console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' ); - - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - - } - - SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype ); - - // - - function Spline( points ) { - - console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' ); - - CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - - } - - Spline.prototype = Object.create( CatmullRomCurve3.prototype ); - - Object.assign( Spline.prototype, { - - initFromArray: function ( /* a */ ) { - - console.error( 'THREE.Spline: .initFromArray() has been removed.' ); - - }, - getControlPointsArray: function ( /* optionalTarget */ ) { - - console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' ); - - }, - reparametrizeByArcLength: function ( /* samplingCoef */ ) { - - console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' ); - - } - - } ); - - // - - function AxisHelper( size ) { - - console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' ); - return new AxesHelper( size ); - - } - - function BoundingBoxHelper( object, color ) { - - console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' ); - return new BoxHelper( object, color ); - - } - - function EdgesHelper( object, hex ) { - - console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' ); - return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); - - } - - GridHelper.prototype.setColors = function () { - - console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' ); - - }; - - SkeletonHelper.prototype.update = function () { - - console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' ); - - }; - - function WireframeHelper( object, hex ) { - - console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' ); - return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) ); - - } - - // - - Object.assign( Loader.prototype, { - - extractUrlBase: function ( url ) { - - console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' ); - return LoaderUtils.extractUrlBase( url ); - - } - - } ); - - function XHRLoader( manager ) { - - console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' ); - return new FileLoader( manager ); - - } - - function BinaryTextureLoader( manager ) { - - console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' ); - return new DataTextureLoader( manager ); - - } - - // - - Object.assign( Box2.prototype, { - - center: function ( optionalTarget ) { - - console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - - }, - empty: function () { - - console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - - }, - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - size: function ( optionalTarget ) { - - console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); - - } - } ); - - Object.assign( Box3.prototype, { - - center: function ( optionalTarget ) { - - console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - - }, - empty: function () { - - console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - - }, - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - isIntersectionSphere: function ( sphere ) { - - console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - - }, - size: function ( optionalTarget ) { - - console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' ); - return this.getSize( optionalTarget ); - - } - } ); - - Line3.prototype.center = function ( optionalTarget ) { - - console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' ); - return this.getCenter( optionalTarget ); - - }; - - Object.assign( _Math, { - - random16: function () { - - console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' ); - return Math.random(); - - }, - - nearestPowerOfTwo: function ( value ) { - - console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' ); - return _Math.floorPowerOfTwo( value ); - - }, - - nextPowerOfTwo: function ( value ) { - - console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' ); - return _Math.ceilPowerOfTwo( value ); - - } - - } ); - - Object.assign( Matrix3.prototype, { - - flattenToArrayOffset: function ( array, offset ) { - - console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); - - }, - multiplyVector3: function ( vector ) { - - console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); - return vector.applyMatrix3( this ); - - }, - multiplyVector3Array: function ( /* a */ ) { - - console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' ); - - }, - applyToBuffer: function ( buffer /*, offset, length */ ) { - - console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); - return this.applyToBufferAttribute( buffer ); - - }, - applyToVector3Array: function ( /* array, offset, length */ ) { - - console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' ); - - } - - } ); - - Object.assign( Matrix4.prototype, { - - extractPosition: function ( m ) { - - console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); - return this.copyPosition( m ); - - }, - flattenToArrayOffset: function ( array, offset ) { - - console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." ); - return this.toArray( array, offset ); - - }, - getPosition: function () { - - var v1; - - return function getPosition() { - - if ( v1 === undefined ) v1 = new Vector3(); - console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); - return v1.setFromMatrixColumn( this, 3 ); - - }; - - }(), - setRotationFromQuaternion: function ( q ) { - - console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); - return this.makeRotationFromQuaternion( q ); - - }, - multiplyToArray: function () { - - console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' ); - - }, - multiplyVector3: function ( vector ) { - - console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - - }, - multiplyVector4: function ( vector ) { - - console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - - }, - multiplyVector3Array: function ( /* a */ ) { - - console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' ); - - }, - rotateAxis: function ( v ) { - - console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); - v.transformDirection( this ); - - }, - crossVector: function ( vector ) { - - console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - - }, - translate: function () { - - console.error( 'THREE.Matrix4: .translate() has been removed.' ); - - }, - rotateX: function () { - - console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); - - }, - rotateY: function () { - - console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); - - }, - rotateZ: function () { - - console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); - - }, - rotateByAxis: function () { - - console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); - - }, - applyToBuffer: function ( buffer /*, offset, length */ ) { - - console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' ); - return this.applyToBufferAttribute( buffer ); - - }, - applyToVector3Array: function ( /* array, offset, length */ ) { - - console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' ); - - }, - makeFrustum: function ( left, right, bottom, top, near, far ) { - - console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' ); - return this.makePerspective( left, right, top, bottom, near, far ); - - } - - } ); - - Plane.prototype.isIntersectionLine = function ( line ) { - - console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); - return this.intersectsLine( line ); - - }; - - Quaternion.prototype.multiplyVector3 = function ( vector ) { - - console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); - return vector.applyQuaternion( this ); - - }; - - Object.assign( Ray.prototype, { - - isIntersectionBox: function ( box ) { - - console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - - }, - isIntersectionPlane: function ( plane ) { - - console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); - return this.intersectsPlane( plane ); - - }, - isIntersectionSphere: function ( sphere ) { - - console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - - } - - } ); - - Object.assign( Triangle.prototype, { - - area: function () { - - console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' ); - return this.getArea(); - - }, - barycoordFromPoint: function ( point, target ) { - - console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); - return this.getBarycoord( point, target ); - - }, - midpoint: function ( target ) { - - console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' ); - return this.getMidpoint( target ); - - }, - normal: function ( target ) { - - console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); - return this.getNormal( target ); - - }, - plane: function ( target ) { - - console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' ); - return this.getPlane( target ); - - } - - } ); - - Object.assign( Triangle, { - - barycoordFromPoint: function ( point, a, b, c, target ) { - - console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' ); - return Triangle.getBarycoord( point, a, b, c, target ); - - }, - normal: function ( a, b, c, target ) { - - console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' ); - return Triangle.getNormal( a, b, c, target ); - - } - - } ); - - Object.assign( Shape.prototype, { - - extractAllPoints: function ( divisions ) { - - console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' ); - return this.extractPoints( divisions ); - - }, - extrude: function ( options ) { - - console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' ); - return new ExtrudeGeometry( this, options ); - - }, - makeGeometry: function ( options ) { - - console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' ); - return new ShapeGeometry( this, options ); - - } - - } ); - - Object.assign( Vector2.prototype, { - - fromAttribute: function ( attribute, index, offset ) { - - console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); - - }, - distanceToManhattan: function ( v ) { - - console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); - return this.manhattanDistanceTo( v ); - - }, - lengthManhattan: function () { - - console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' ); - return this.manhattanLength(); - - } - - } ); - - Object.assign( Vector3.prototype, { - - setEulerFromRotationMatrix: function () { - - console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); - - }, - setEulerFromQuaternion: function () { - - console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); - - }, - getPositionFromMatrix: function ( m ) { - - console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); - return this.setFromMatrixPosition( m ); - - }, - getScaleFromMatrix: function ( m ) { - - console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); - return this.setFromMatrixScale( m ); - - }, - getColumnFromMatrix: function ( index, matrix ) { - - console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); - return this.setFromMatrixColumn( matrix, index ); - - }, - applyProjection: function ( m ) { - - console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' ); - return this.applyMatrix4( m ); - - }, - fromAttribute: function ( attribute, index, offset ) { - - console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); - - }, - distanceToManhattan: function ( v ) { - - console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' ); - return this.manhattanDistanceTo( v ); - - }, - lengthManhattan: function () { - - console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' ); - return this.manhattanLength(); - - } - - } ); - - Object.assign( Vector4.prototype, { - - fromAttribute: function ( attribute, index, offset ) { - - console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' ); - return this.fromBufferAttribute( attribute, index, offset ); - - }, - lengthManhattan: function () { - - console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' ); - return this.manhattanLength(); - - } - - } ); - - // - - Object.assign( Geometry.prototype, { - - computeTangents: function () { - - console.error( 'THREE.Geometry: .computeTangents() has been removed.' ); - - }, - computeLineDistances: function () { - - console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' ); - - } - - } ); - - Object.assign( Object3D.prototype, { - - getChildByName: function ( name ) { - - console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); - return this.getObjectByName( name ); - - }, - renderDepth: function () { - - console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); - - }, - translate: function ( distance, axis ) { - - console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); - return this.translateOnAxis( axis, distance ); - - }, - getWorldRotation: function () { - - console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' ); - - } - - } ); - - Object.defineProperties( Object3D.prototype, { - - eulerOrder: { - get: function () { - - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - return this.rotation.order; - - }, - set: function ( value ) { - - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - this.rotation.order = value; - - } - }, - useQuaternion: { - get: function () { - - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - - }, - set: function () { - - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - - } - } - - } ); - - Object.defineProperties( LOD.prototype, { - - objects: { - get: function () { - - console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); - return this.levels; - - } - } - - } ); - - Object.defineProperty( Skeleton.prototype, 'useVertexTexture', { - - get: function () { - - console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); - - }, - set: function () { - - console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' ); - - } - - } ); - - Object.defineProperty( Curve.prototype, '__arcLengthDivisions', { - - get: function () { - - console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); - return this.arcLengthDivisions; - - }, - set: function ( value ) { - - console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' ); - this.arcLengthDivisions = value; - - } - - } ); - - // - - PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) { - - console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " + - "Use .setFocalLength and .filmGauge for a photographic setup." ); - - if ( filmGauge !== undefined ) this.filmGauge = filmGauge; - this.setFocalLength( focalLength ); - - }; - - // - - Object.defineProperties( Light.prototype, { - onlyShadow: { - set: function () { - - console.warn( 'THREE.Light: .onlyShadow has been removed.' ); - - } - }, - shadowCameraFov: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); - this.shadow.camera.fov = value; - - } - }, - shadowCameraLeft: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); - this.shadow.camera.left = value; - - } - }, - shadowCameraRight: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); - this.shadow.camera.right = value; - - } - }, - shadowCameraTop: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); - this.shadow.camera.top = value; - - } - }, - shadowCameraBottom: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); - this.shadow.camera.bottom = value; - - } - }, - shadowCameraNear: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); - this.shadow.camera.near = value; - - } - }, - shadowCameraFar: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); - this.shadow.camera.far = value; - - } - }, - shadowCameraVisible: { - set: function () { - - console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); - - } - }, - shadowBias: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); - this.shadow.bias = value; - - } - }, - shadowDarkness: { - set: function () { - - console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); - - } - }, - shadowMapWidth: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); - this.shadow.mapSize.width = value; - - } - }, - shadowMapHeight: { - set: function ( value ) { - - console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); - this.shadow.mapSize.height = value; - - } - } - } ); - - // - - Object.defineProperties( BufferAttribute.prototype, { - - length: { - get: function () { - - console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' ); - return this.array.length; - - } - }, - copyIndicesArray: function ( /* indices */ ) { - - console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' ); - - } - - } ); - - Object.assign( BufferGeometry.prototype, { - - addIndex: function ( index ) { - - console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); - this.setIndex( index ); - - }, - addDrawCall: function ( start, count, indexOffset ) { - - if ( indexOffset !== undefined ) { - - console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); - - } - console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); - this.addGroup( start, count ); - - }, - clearDrawCalls: function () { - - console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); - this.clearGroups(); - - }, - computeTangents: function () { - - console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); - - }, - computeOffsets: function () { - - console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); - - } - - } ); - - Object.defineProperties( BufferGeometry.prototype, { - - drawcalls: { - get: function () { - - console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); - return this.groups; - - } - }, - offsets: { - get: function () { - - console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); - return this.groups; - - } - } - - } ); - - // - - Object.defineProperties( Uniform.prototype, { - - dynamic: { - set: function () { - - console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' ); - - } - }, - onUpdate: { - value: function () { - - console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' ); - return this; - - } - } - - } ); - - // - - Object.defineProperties( Material.prototype, { - - wrapAround: { - get: function () { - - console.warn( 'THREE.Material: .wrapAround has been removed.' ); - - }, - set: function () { - - console.warn( 'THREE.Material: .wrapAround has been removed.' ); - - } - }, - wrapRGB: { - get: function () { - - console.warn( 'THREE.Material: .wrapRGB has been removed.' ); - return new Color(); - - } - }, - - shading: { - get: function () { - - console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); - - }, - set: function ( value ) { - - console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' ); - this.flatShading = ( value === FlatShading ); - - } - } - - } ); - - Object.defineProperties( MeshPhongMaterial.prototype, { - - metal: { - get: function () { - - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); - return false; - - }, - set: function () { - - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); - - } - } - - } ); - - Object.defineProperties( ShaderMaterial.prototype, { - - derivatives: { - get: function () { - - console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - return this.extensions.derivatives; - - }, - set: function ( value ) { - - console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - this.extensions.derivatives = value; - - } - } - - } ); - - // - - Object.assign( WebGLRenderer.prototype, { - - getCurrentRenderTarget: function () { - - console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' ); - return this.getRenderTarget(); - - }, - - getMaxAnisotropy: function () { - - console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' ); - return this.capabilities.getMaxAnisotropy(); - - }, - - getPrecision: function () { - - console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' ); - return this.capabilities.precision; - - }, - - resetGLState: function () { - - console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' ); - return this.state.reset(); - - }, - - supportsFloatTextures: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); - return this.extensions.get( 'OES_texture_float' ); - - }, - supportsHalfFloatTextures: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); - return this.extensions.get( 'OES_texture_half_float' ); - - }, - supportsStandardDerivatives: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); - return this.extensions.get( 'OES_standard_derivatives' ); - - }, - supportsCompressedTextureS3TC: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); - - }, - supportsCompressedTexturePVRTC: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - - }, - supportsBlendMinMax: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); - return this.extensions.get( 'EXT_blend_minmax' ); - - }, - supportsVertexTextures: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' ); - return this.capabilities.vertexTextures; - - }, - supportsInstancedArrays: function () { - - console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); - return this.extensions.get( 'ANGLE_instanced_arrays' ); - - }, - enableScissorTest: function ( boolean ) { - - console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); - this.setScissorTest( boolean ); - - }, - initMaterial: function () { - - console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); - - }, - addPrePlugin: function () { - - console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); - - }, - addPostPlugin: function () { - - console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); - - }, - updateShadowMap: function () { - - console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); - - }, - setFaceCulling: function () { - - console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' ); - - } - - } ); - - Object.defineProperties( WebGLRenderer.prototype, { - - shadowMapEnabled: { - get: function () { - - return this.shadowMap.enabled; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); - this.shadowMap.enabled = value; - - } - }, - shadowMapType: { - get: function () { - - return this.shadowMap.type; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); - this.shadowMap.type = value; - - } - }, - shadowMapCullFace: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); - return undefined; - - }, - set: function ( /* value */ ) { - - console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' ); - - } - } - } ); - - Object.defineProperties( WebGLShadowMap.prototype, { - - cullFace: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); - return undefined; - - }, - set: function ( /* cullFace */ ) { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' ); - - } - }, - renderReverseSided: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); - return undefined; - - }, - set: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' ); - - } - }, - renderSingleSided: { - get: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); - return undefined; - - }, - set: function () { - - console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' ); - - } - } - - } ); - - // - - Object.defineProperties( WebGLRenderTarget.prototype, { - - wrapS: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - return this.texture.wrapS; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - this.texture.wrapS = value; - - } - }, - wrapT: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - return this.texture.wrapT; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - this.texture.wrapT = value; - - } - }, - magFilter: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - return this.texture.magFilter; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - this.texture.magFilter = value; - - } - }, - minFilter: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - return this.texture.minFilter; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - this.texture.minFilter = value; - - } - }, - anisotropy: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - return this.texture.anisotropy; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - this.texture.anisotropy = value; - - } - }, - offset: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - return this.texture.offset; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - this.texture.offset = value; - - } - }, - repeat: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - return this.texture.repeat; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - this.texture.repeat = value; - - } - }, - format: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - return this.texture.format; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - this.texture.format = value; - - } - }, - type: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - return this.texture.type; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - this.texture.type = value; - - } - }, - generateMipmaps: { - get: function () { - - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - return this.texture.generateMipmaps; - - }, - set: function ( value ) { - - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - this.texture.generateMipmaps = value; - - } - } - - } ); - - // - - Object.defineProperties( WebVRManager.prototype, { - - standing: { - set: function ( /* value */ ) { - - console.warn( 'THREE.WebVRManager: .standing has been removed.' ); - - } - } - - } ); - - // - - Audio.prototype.load = function ( file ) { - - console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' ); - var scope = this; - var audioLoader = new AudioLoader(); - audioLoader.load( file, function ( buffer ) { - - scope.setBuffer( buffer ); - - } ); - return this; - - }; - - AudioAnalyser.prototype.getData = function () { - - console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' ); - return this.getFrequencyData(); - - }; - - // - - CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) { - - console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' ); - return this.update( renderer, scene ); - - }; - - // - - var GeometryUtils = { - - merge: function ( geometry1, geometry2, materialIndexOffset ) { - - console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' ); - var matrix; - - if ( geometry2.isMesh ) { - - geometry2.matrixAutoUpdate && geometry2.updateMatrix(); - - matrix = geometry2.matrix; - geometry2 = geometry2.geometry; - - } - - geometry1.merge( geometry2, matrix, materialIndexOffset ); - - }, - - center: function ( geometry ) { - - console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); - return geometry.center(); - - } - - }; - - var ImageUtils = { - - crossOrigin: undefined, - - loadTexture: function ( url, mapping, onLoad, onError ) { - - console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); - - var loader = new TextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); - - var texture = loader.load( url, onLoad, undefined, onError ); - - if ( mapping ) texture.mapping = mapping; - - return texture; - - }, - - loadTextureCube: function ( urls, mapping, onLoad, onError ) { - - console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); - - var loader = new CubeTextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); - - var texture = loader.load( urls, onLoad, undefined, onError ); - - if ( mapping ) texture.mapping = mapping; - - return texture; - - }, - - loadCompressedTexture: function () { - - console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); - - }, - - loadCompressedTextureCube: function () { - - console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); - - } - - }; - - // - - function Projector() { - - console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); - - this.projectVector = function ( vector, camera ) { - - console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); - vector.project( camera ); - - }; - - this.unprojectVector = function ( vector, camera ) { - - console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); - vector.unproject( camera ); - - }; - - this.pickingRay = function () { - - console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); - - }; - - } - - // - - function CanvasRenderer() { - - console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' ); - - this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); - this.clear = function () {}; - this.render = function () {}; - this.setClearColor = function () {}; - this.setSize = function () {}; - - } - - // - - var SceneUtils = { - - createMultiMaterialObject: function ( /* geometry, materials */ ) { - - console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' ); - - }, - - detach: function ( /* child, parent, scene */ ) { - - console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' ); - - }, - - attach: function ( /* child, scene, parent */ ) { - - console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' ); - - } - - }; - - // - - function LensFlare() { - - console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' ); - - } - - exports.WebGLRenderTargetCube = WebGLRenderTargetCube; - exports.WebGLRenderTarget = WebGLRenderTarget; - exports.WebGLRenderer = WebGLRenderer; - exports.ShaderLib = ShaderLib; - exports.UniformsLib = UniformsLib; - exports.UniformsUtils = UniformsUtils; - exports.ShaderChunk = ShaderChunk; - exports.FogExp2 = FogExp2; - exports.Fog = Fog; - exports.Scene = Scene; - exports.Sprite = Sprite; - exports.LOD = LOD; - exports.SkinnedMesh = SkinnedMesh; - exports.Skeleton = Skeleton; - exports.Bone = Bone; - exports.Mesh = Mesh; - exports.LineSegments = LineSegments; - exports.LineLoop = LineLoop; - exports.Line = Line; - exports.Points = Points; - exports.Group = Group; - exports.VideoTexture = VideoTexture; - exports.DataTexture = DataTexture; - exports.CompressedTexture = CompressedTexture; - exports.CubeTexture = CubeTexture; - exports.CanvasTexture = CanvasTexture; - exports.DepthTexture = DepthTexture; - exports.Texture = Texture; - exports.CompressedTextureLoader = CompressedTextureLoader; - exports.DataTextureLoader = DataTextureLoader; - exports.CubeTextureLoader = CubeTextureLoader; - exports.TextureLoader = TextureLoader; - exports.ObjectLoader = ObjectLoader; - exports.MaterialLoader = MaterialLoader; - exports.BufferGeometryLoader = BufferGeometryLoader; - exports.DefaultLoadingManager = DefaultLoadingManager; - exports.LoadingManager = LoadingManager; - exports.JSONLoader = JSONLoader; - exports.ImageLoader = ImageLoader; - exports.ImageBitmapLoader = ImageBitmapLoader; - exports.FontLoader = FontLoader; - exports.FileLoader = FileLoader; - exports.Loader = Loader; - exports.LoaderUtils = LoaderUtils; - exports.Cache = Cache; - exports.AudioLoader = AudioLoader; - exports.SpotLightShadow = SpotLightShadow; - exports.SpotLight = SpotLight; - exports.PointLight = PointLight; - exports.RectAreaLight = RectAreaLight; - exports.HemisphereLight = HemisphereLight; - exports.DirectionalLightShadow = DirectionalLightShadow; - exports.DirectionalLight = DirectionalLight; + exports.ACESFilmicToneMapping = ACESFilmicToneMapping; + exports.AddEquation = AddEquation; + exports.AddOperation = AddOperation; + exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode; + exports.AdditiveBlending = AdditiveBlending; + exports.AlphaFormat = AlphaFormat; + exports.AlwaysDepth = AlwaysDepth; + exports.AlwaysStencilFunc = AlwaysStencilFunc; exports.AmbientLight = AmbientLight; - exports.LightShadow = LightShadow; - exports.Light = Light; - exports.StereoCamera = StereoCamera; - exports.PerspectiveCamera = PerspectiveCamera; - exports.OrthographicCamera = OrthographicCamera; - exports.CubeCamera = CubeCamera; - exports.ArrayCamera = ArrayCamera; - exports.Camera = Camera; - exports.AudioListener = AudioListener; - exports.PositionalAudio = PositionalAudio; - exports.AudioContext = AudioContext; - exports.AudioAnalyser = AudioAnalyser; - exports.Audio = Audio; - exports.VectorKeyframeTrack = VectorKeyframeTrack; - exports.StringKeyframeTrack = StringKeyframeTrack; - exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; - exports.NumberKeyframeTrack = NumberKeyframeTrack; - exports.ColorKeyframeTrack = ColorKeyframeTrack; - exports.BooleanKeyframeTrack = BooleanKeyframeTrack; - exports.PropertyMixer = PropertyMixer; - exports.PropertyBinding = PropertyBinding; - exports.KeyframeTrack = KeyframeTrack; - exports.AnimationUtils = AnimationUtils; - exports.AnimationObjectGroup = AnimationObjectGroup; - exports.AnimationMixer = AnimationMixer; + exports.AmbientLightProbe = AmbientLightProbe; exports.AnimationClip = AnimationClip; - exports.Uniform = Uniform; - exports.InstancedBufferGeometry = InstancedBufferGeometry; - exports.BufferGeometry = BufferGeometry; - exports.Geometry = Geometry; - exports.InterleavedBufferAttribute = InterleavedBufferAttribute; - exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; - exports.InterleavedBuffer = InterleavedBuffer; - exports.InstancedBufferAttribute = InstancedBufferAttribute; - exports.Face3 = Face3; - exports.Object3D = Object3D; - exports.Raycaster = Raycaster; - exports.Layers = Layers; - exports.EventDispatcher = EventDispatcher; - exports.Clock = Clock; - exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; - exports.LinearInterpolant = LinearInterpolant; - exports.DiscreteInterpolant = DiscreteInterpolant; - exports.CubicInterpolant = CubicInterpolant; - exports.Interpolant = Interpolant; - exports.Triangle = Triangle; - exports.Math = _Math; - exports.Spherical = Spherical; - exports.Cylindrical = Cylindrical; - exports.Plane = Plane; - exports.Frustum = Frustum; - exports.Sphere = Sphere; - exports.Ray = Ray; - exports.Matrix4 = Matrix4; - exports.Matrix3 = Matrix3; - exports.Box3 = Box3; - exports.Box2 = Box2; - exports.Line3 = Line3; - exports.Euler = Euler; - exports.Vector4 = Vector4; - exports.Vector3 = Vector3; - exports.Vector2 = Vector2; - exports.Quaternion = Quaternion; - exports.Color = Color; - exports.ImmediateRenderObject = ImmediateRenderObject; - exports.VertexNormalsHelper = VertexNormalsHelper; - exports.SpotLightHelper = SpotLightHelper; - exports.SkeletonHelper = SkeletonHelper; - exports.PointLightHelper = PointLightHelper; - exports.RectAreaLightHelper = RectAreaLightHelper; - exports.HemisphereLightHelper = HemisphereLightHelper; - exports.GridHelper = GridHelper; - exports.PolarGridHelper = PolarGridHelper; - exports.FaceNormalsHelper = FaceNormalsHelper; - exports.DirectionalLightHelper = DirectionalLightHelper; - exports.CameraHelper = CameraHelper; - exports.BoxHelper = BoxHelper; - exports.Box3Helper = Box3Helper; - exports.PlaneHelper = PlaneHelper; + exports.AnimationLoader = AnimationLoader; + exports.AnimationMixer = AnimationMixer; + exports.AnimationObjectGroup = AnimationObjectGroup; + exports.AnimationUtils = AnimationUtils; + exports.ArcCurve = ArcCurve; + exports.ArrayCamera = ArrayCamera; exports.ArrowHelper = ArrowHelper; + exports.Audio = Audio; + exports.AudioAnalyser = AudioAnalyser; + exports.AudioContext = AudioContext; + exports.AudioListener = AudioListener; + exports.AudioLoader = AudioLoader; exports.AxesHelper = AxesHelper; - exports.Shape = Shape; - exports.Path = Path; - exports.ShapePath = ShapePath; - exports.Font = Font; - exports.CurvePath = CurvePath; - exports.Curve = Curve; - exports.ShapeUtils = ShapeUtils; - exports.WebGLUtils = WebGLUtils; - exports.WireframeGeometry = WireframeGeometry; - exports.ParametricGeometry = ParametricGeometry; - exports.ParametricBufferGeometry = ParametricBufferGeometry; - exports.TetrahedronGeometry = TetrahedronGeometry; - exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry; - exports.OctahedronGeometry = OctahedronGeometry; - exports.OctahedronBufferGeometry = OctahedronBufferGeometry; - exports.IcosahedronGeometry = IcosahedronGeometry; - exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry; - exports.DodecahedronGeometry = DodecahedronGeometry; - exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry; - exports.PolyhedronGeometry = PolyhedronGeometry; - exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry; - exports.TubeGeometry = TubeGeometry; - exports.TubeBufferGeometry = TubeBufferGeometry; - exports.TorusKnotGeometry = TorusKnotGeometry; - exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry; - exports.TorusGeometry = TorusGeometry; - exports.TorusBufferGeometry = TorusBufferGeometry; - exports.TextGeometry = TextGeometry; - exports.TextBufferGeometry = TextBufferGeometry; - exports.SphereGeometry = SphereGeometry; - exports.SphereBufferGeometry = SphereBufferGeometry; - exports.RingGeometry = RingGeometry; - exports.RingBufferGeometry = RingBufferGeometry; - exports.PlaneGeometry = PlaneGeometry; - exports.PlaneBufferGeometry = PlaneBufferGeometry; - exports.LatheGeometry = LatheGeometry; - exports.LatheBufferGeometry = LatheBufferGeometry; - exports.ShapeGeometry = ShapeGeometry; - exports.ShapeBufferGeometry = ShapeBufferGeometry; - exports.ExtrudeGeometry = ExtrudeGeometry; - exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry; - exports.EdgesGeometry = EdgesGeometry; - exports.ConeGeometry = ConeGeometry; - exports.ConeBufferGeometry = ConeBufferGeometry; - exports.CylinderGeometry = CylinderGeometry; - exports.CylinderBufferGeometry = CylinderBufferGeometry; - exports.CircleGeometry = CircleGeometry; - exports.CircleBufferGeometry = CircleBufferGeometry; + exports.AxisHelper = AxisHelper; + exports.BackSide = BackSide; + exports.BasicDepthPacking = BasicDepthPacking; + exports.BasicShadowMap = BasicShadowMap; + exports.BinaryTextureLoader = BinaryTextureLoader; + exports.Bone = Bone; + exports.BooleanKeyframeTrack = BooleanKeyframeTrack; + exports.BoundingBoxHelper = BoundingBoxHelper; + exports.Box2 = Box2; + exports.Box3 = Box3; + exports.Box3Helper = Box3Helper; + exports.BoxBufferGeometry = BoxGeometry; exports.BoxGeometry = BoxGeometry; - exports.BoxBufferGeometry = BoxBufferGeometry; - exports.ShadowMaterial = ShadowMaterial; - exports.SpriteMaterial = SpriteMaterial; - exports.RawShaderMaterial = RawShaderMaterial; - exports.ShaderMaterial = ShaderMaterial; - exports.PointsMaterial = PointsMaterial; - exports.MeshPhysicalMaterial = MeshPhysicalMaterial; - exports.MeshStandardMaterial = MeshStandardMaterial; - exports.MeshPhongMaterial = MeshPhongMaterial; - exports.MeshToonMaterial = MeshToonMaterial; - exports.MeshNormalMaterial = MeshNormalMaterial; - exports.MeshLambertMaterial = MeshLambertMaterial; - exports.MeshDepthMaterial = MeshDepthMaterial; - exports.MeshDistanceMaterial = MeshDistanceMaterial; - exports.MeshBasicMaterial = MeshBasicMaterial; - exports.LineDashedMaterial = LineDashedMaterial; - exports.LineBasicMaterial = LineBasicMaterial; - exports.Material = Material; - exports.Float64BufferAttribute = Float64BufferAttribute; - exports.Float32BufferAttribute = Float32BufferAttribute; - exports.Uint32BufferAttribute = Uint32BufferAttribute; - exports.Int32BufferAttribute = Int32BufferAttribute; - exports.Uint16BufferAttribute = Uint16BufferAttribute; - exports.Int16BufferAttribute = Int16BufferAttribute; - exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute; - exports.Uint8BufferAttribute = Uint8BufferAttribute; - exports.Int8BufferAttribute = Int8BufferAttribute; + exports.BoxHelper = BoxHelper; exports.BufferAttribute = BufferAttribute; - exports.ArcCurve = ArcCurve; + exports.BufferGeometry = BufferGeometry; + exports.BufferGeometryLoader = BufferGeometryLoader; + exports.ByteType = ByteType; + exports.Cache = Cache; + exports.Camera = Camera; + exports.CameraHelper = CameraHelper; + exports.CanvasRenderer = CanvasRenderer; + exports.CanvasTexture = CanvasTexture; exports.CatmullRomCurve3 = CatmullRomCurve3; + exports.CineonToneMapping = CineonToneMapping; + exports.CircleBufferGeometry = CircleGeometry; + exports.CircleGeometry = CircleGeometry; + exports.ClampToEdgeWrapping = ClampToEdgeWrapping; + exports.Clock = Clock; + exports.Color = Color; + exports.ColorKeyframeTrack = ColorKeyframeTrack; + exports.CompressedTexture = CompressedTexture; + exports.CompressedTextureLoader = CompressedTextureLoader; + exports.ConeBufferGeometry = ConeGeometry; + exports.ConeGeometry = ConeGeometry; + exports.CubeCamera = CubeCamera; + exports.CubeReflectionMapping = CubeReflectionMapping; + exports.CubeRefractionMapping = CubeRefractionMapping; + exports.CubeTexture = CubeTexture; + exports.CubeTextureLoader = CubeTextureLoader; + exports.CubeUVReflectionMapping = CubeUVReflectionMapping; + exports.CubeUVRefractionMapping = CubeUVRefractionMapping; exports.CubicBezierCurve = CubicBezierCurve; exports.CubicBezierCurve3 = CubicBezierCurve3; - exports.EllipseCurve = EllipseCurve; - exports.LineCurve = LineCurve; - exports.LineCurve3 = LineCurve3; - exports.QuadraticBezierCurve = QuadraticBezierCurve; - exports.QuadraticBezierCurve3 = QuadraticBezierCurve3; - exports.SplineCurve = SplineCurve; - exports.REVISION = REVISION; - exports.MOUSE = MOUSE; - exports.CullFaceNone = CullFaceNone; + exports.CubicInterpolant = CubicInterpolant; exports.CullFaceBack = CullFaceBack; exports.CullFaceFront = CullFaceFront; exports.CullFaceFrontBack = CullFaceFrontBack; - exports.FrontFaceDirectionCW = FrontFaceDirectionCW; - exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW; - exports.BasicShadowMap = BasicShadowMap; - exports.PCFShadowMap = PCFShadowMap; - exports.PCFSoftShadowMap = PCFSoftShadowMap; - exports.FrontSide = FrontSide; - exports.BackSide = BackSide; - exports.DoubleSide = DoubleSide; - exports.FlatShading = FlatShading; - exports.SmoothShading = SmoothShading; - exports.NoColors = NoColors; - exports.FaceColors = FaceColors; - exports.VertexColors = VertexColors; - exports.NoBlending = NoBlending; - exports.NormalBlending = NormalBlending; - exports.AdditiveBlending = AdditiveBlending; - exports.SubtractiveBlending = SubtractiveBlending; - exports.MultiplyBlending = MultiplyBlending; + exports.CullFaceNone = CullFaceNone; + exports.Curve = Curve; + exports.CurvePath = CurvePath; exports.CustomBlending = CustomBlending; - exports.AddEquation = AddEquation; - exports.SubtractEquation = SubtractEquation; - exports.ReverseSubtractEquation = ReverseSubtractEquation; - exports.MinEquation = MinEquation; - exports.MaxEquation = MaxEquation; - exports.ZeroFactor = ZeroFactor; - exports.OneFactor = OneFactor; - exports.SrcColorFactor = SrcColorFactor; - exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor; - exports.SrcAlphaFactor = SrcAlphaFactor; - exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor; + exports.CustomToneMapping = CustomToneMapping; + exports.CylinderBufferGeometry = CylinderGeometry; + exports.CylinderGeometry = CylinderGeometry; + exports.Cylindrical = Cylindrical; + exports.DataTexture = DataTexture; + exports.DataTexture2DArray = DataTexture2DArray; + exports.DataTexture3D = DataTexture3D; + exports.DataTextureLoader = DataTextureLoader; + exports.DataUtils = DataUtils; + exports.DecrementStencilOp = DecrementStencilOp; + exports.DecrementWrapStencilOp = DecrementWrapStencilOp; + exports.DefaultLoadingManager = DefaultLoadingManager; + exports.DepthFormat = DepthFormat; + exports.DepthStencilFormat = DepthStencilFormat; + exports.DepthTexture = DepthTexture; + exports.DirectionalLight = DirectionalLight; + exports.DirectionalLightHelper = DirectionalLightHelper; + exports.DiscreteInterpolant = DiscreteInterpolant; + exports.DodecahedronBufferGeometry = DodecahedronGeometry; + exports.DodecahedronGeometry = DodecahedronGeometry; + exports.DoubleSide = DoubleSide; exports.DstAlphaFactor = DstAlphaFactor; - exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor; exports.DstColorFactor = DstColorFactor; - exports.OneMinusDstColorFactor = OneMinusDstColorFactor; - exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor; - exports.NeverDepth = NeverDepth; - exports.AlwaysDepth = AlwaysDepth; - exports.LessDepth = LessDepth; - exports.LessEqualDepth = LessEqualDepth; + exports.DynamicBufferAttribute = DynamicBufferAttribute; + exports.DynamicCopyUsage = DynamicCopyUsage; + exports.DynamicDrawUsage = DynamicDrawUsage; + exports.DynamicReadUsage = DynamicReadUsage; + exports.EdgesGeometry = EdgesGeometry; + exports.EdgesHelper = EdgesHelper; + exports.EllipseCurve = EllipseCurve; exports.EqualDepth = EqualDepth; - exports.GreaterEqualDepth = GreaterEqualDepth; - exports.GreaterDepth = GreaterDepth; - exports.NotEqualDepth = NotEqualDepth; - exports.MultiplyOperation = MultiplyOperation; - exports.MixOperation = MixOperation; - exports.AddOperation = AddOperation; - exports.NoToneMapping = NoToneMapping; - exports.LinearToneMapping = LinearToneMapping; - exports.ReinhardToneMapping = ReinhardToneMapping; - exports.Uncharted2ToneMapping = Uncharted2ToneMapping; - exports.CineonToneMapping = CineonToneMapping; - exports.UVMapping = UVMapping; - exports.CubeReflectionMapping = CubeReflectionMapping; - exports.CubeRefractionMapping = CubeRefractionMapping; + exports.EqualStencilFunc = EqualStencilFunc; exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping; exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping; - exports.SphericalReflectionMapping = SphericalReflectionMapping; - exports.CubeUVReflectionMapping = CubeUVReflectionMapping; - exports.CubeUVRefractionMapping = CubeUVRefractionMapping; - exports.RepeatWrapping = RepeatWrapping; - exports.ClampToEdgeWrapping = ClampToEdgeWrapping; + exports.Euler = Euler; + exports.EventDispatcher = EventDispatcher; + exports.ExtrudeBufferGeometry = ExtrudeGeometry; + exports.ExtrudeGeometry = ExtrudeGeometry; + exports.FaceColors = FaceColors; + exports.FileLoader = FileLoader; + exports.FlatShading = FlatShading; + exports.Float16BufferAttribute = Float16BufferAttribute; + exports.Float32Attribute = Float32Attribute; + exports.Float32BufferAttribute = Float32BufferAttribute; + exports.Float64Attribute = Float64Attribute; + exports.Float64BufferAttribute = Float64BufferAttribute; + exports.FloatType = FloatType; + exports.Fog = Fog; + exports.FogExp2 = FogExp2; + exports.Font = Font; + exports.FontLoader = FontLoader; + exports.FrontSide = FrontSide; + exports.Frustum = Frustum; + exports.GLBufferAttribute = GLBufferAttribute; + exports.GLSL1 = GLSL1; + exports.GLSL3 = GLSL3; + exports.GammaEncoding = GammaEncoding; + exports.GreaterDepth = GreaterDepth; + exports.GreaterEqualDepth = GreaterEqualDepth; + exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc; + exports.GreaterStencilFunc = GreaterStencilFunc; + exports.GridHelper = GridHelper; + exports.Group = Group; + exports.HalfFloatType = HalfFloatType; + exports.HemisphereLight = HemisphereLight; + exports.HemisphereLightHelper = HemisphereLightHelper; + exports.HemisphereLightProbe = HemisphereLightProbe; + exports.IcosahedronBufferGeometry = IcosahedronGeometry; + exports.IcosahedronGeometry = IcosahedronGeometry; + exports.ImageBitmapLoader = ImageBitmapLoader; + exports.ImageLoader = ImageLoader; + exports.ImageUtils = ImageUtils; + exports.ImmediateRenderObject = ImmediateRenderObject; + exports.IncrementStencilOp = IncrementStencilOp; + exports.IncrementWrapStencilOp = IncrementWrapStencilOp; + exports.InstancedBufferAttribute = InstancedBufferAttribute; + exports.InstancedBufferGeometry = InstancedBufferGeometry; + exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; + exports.InstancedMesh = InstancedMesh; + exports.Int16Attribute = Int16Attribute; + exports.Int16BufferAttribute = Int16BufferAttribute; + exports.Int32Attribute = Int32Attribute; + exports.Int32BufferAttribute = Int32BufferAttribute; + exports.Int8Attribute = Int8Attribute; + exports.Int8BufferAttribute = Int8BufferAttribute; + exports.IntType = IntType; + exports.InterleavedBuffer = InterleavedBuffer; + exports.InterleavedBufferAttribute = InterleavedBufferAttribute; + exports.Interpolant = Interpolant; + exports.InterpolateDiscrete = InterpolateDiscrete; + exports.InterpolateLinear = InterpolateLinear; + exports.InterpolateSmooth = InterpolateSmooth; + exports.InvertStencilOp = InvertStencilOp; + exports.JSONLoader = JSONLoader; + exports.KeepStencilOp = KeepStencilOp; + exports.KeyframeTrack = KeyframeTrack; + exports.LOD = LOD; + exports.LatheBufferGeometry = LatheGeometry; + exports.LatheGeometry = LatheGeometry; + exports.Layers = Layers; + exports.LensFlare = LensFlare; + exports.LessDepth = LessDepth; + exports.LessEqualDepth = LessEqualDepth; + exports.LessEqualStencilFunc = LessEqualStencilFunc; + exports.LessStencilFunc = LessStencilFunc; + exports.Light = Light; + exports.LightProbe = LightProbe; + exports.Line = Line; + exports.Line3 = Line3; + exports.LineBasicMaterial = LineBasicMaterial; + exports.LineCurve = LineCurve; + exports.LineCurve3 = LineCurve3; + exports.LineDashedMaterial = LineDashedMaterial; + exports.LineLoop = LineLoop; + exports.LinePieces = LinePieces; + exports.LineSegments = LineSegments; + exports.LineStrip = LineStrip; + exports.LinearEncoding = LinearEncoding; + exports.LinearFilter = LinearFilter; + exports.LinearInterpolant = LinearInterpolant; + exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; + exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; + exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter; + exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter; + exports.LinearToneMapping = LinearToneMapping; + exports.Loader = Loader; + exports.LoaderUtils = LoaderUtils; + exports.LoadingManager = LoadingManager; + exports.LogLuvEncoding = LogLuvEncoding; + exports.LoopOnce = LoopOnce; + exports.LoopPingPong = LoopPingPong; + exports.LoopRepeat = LoopRepeat; + exports.LuminanceAlphaFormat = LuminanceAlphaFormat; + exports.LuminanceFormat = LuminanceFormat; + exports.MOUSE = MOUSE; + exports.Material = Material; + exports.MaterialLoader = MaterialLoader; + exports.Math = MathUtils; + exports.MathUtils = MathUtils; + exports.Matrix3 = Matrix3; + exports.Matrix4 = Matrix4; + exports.MaxEquation = MaxEquation; + exports.Mesh = Mesh; + exports.MeshBasicMaterial = MeshBasicMaterial; + exports.MeshDepthMaterial = MeshDepthMaterial; + exports.MeshDistanceMaterial = MeshDistanceMaterial; + exports.MeshFaceMaterial = MeshFaceMaterial; + exports.MeshLambertMaterial = MeshLambertMaterial; + exports.MeshMatcapMaterial = MeshMatcapMaterial; + exports.MeshNormalMaterial = MeshNormalMaterial; + exports.MeshPhongMaterial = MeshPhongMaterial; + exports.MeshPhysicalMaterial = MeshPhysicalMaterial; + exports.MeshStandardMaterial = MeshStandardMaterial; + exports.MeshToonMaterial = MeshToonMaterial; + exports.MinEquation = MinEquation; exports.MirroredRepeatWrapping = MirroredRepeatWrapping; + exports.MixOperation = MixOperation; + exports.MultiMaterial = MultiMaterial; + exports.MultiplyBlending = MultiplyBlending; + exports.MultiplyOperation = MultiplyOperation; exports.NearestFilter = NearestFilter; - exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter; - exports.LinearFilter = LinearFilter; - exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; - exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; - exports.UnsignedByteType = UnsignedByteType; - exports.ByteType = ByteType; - exports.ShortType = ShortType; - exports.UnsignedShortType = UnsignedShortType; - exports.IntType = IntType; - exports.UnsignedIntType = UnsignedIntType; - exports.FloatType = FloatType; - exports.HalfFloatType = HalfFloatType; - exports.UnsignedShort4444Type = UnsignedShort4444Type; - exports.UnsignedShort5551Type = UnsignedShort5551Type; - exports.UnsignedShort565Type = UnsignedShort565Type; - exports.UnsignedInt248Type = UnsignedInt248Type; - exports.AlphaFormat = AlphaFormat; - exports.RGBFormat = RGBFormat; + exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; + exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter; + exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter; + exports.NeverDepth = NeverDepth; + exports.NeverStencilFunc = NeverStencilFunc; + exports.NoBlending = NoBlending; + exports.NoColors = NoColors; + exports.NoToneMapping = NoToneMapping; + exports.NormalAnimationBlendMode = NormalAnimationBlendMode; + exports.NormalBlending = NormalBlending; + exports.NotEqualDepth = NotEqualDepth; + exports.NotEqualStencilFunc = NotEqualStencilFunc; + exports.NumberKeyframeTrack = NumberKeyframeTrack; + exports.Object3D = Object3D; + exports.ObjectLoader = ObjectLoader; + exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap; + exports.OctahedronBufferGeometry = OctahedronGeometry; + exports.OctahedronGeometry = OctahedronGeometry; + exports.OneFactor = OneFactor; + exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor; + exports.OneMinusDstColorFactor = OneMinusDstColorFactor; + exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor; + exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor; + exports.OrthographicCamera = OrthographicCamera; + exports.PCFShadowMap = PCFShadowMap; + exports.PCFSoftShadowMap = PCFSoftShadowMap; + exports.PMREMGenerator = PMREMGenerator; + exports.ParametricBufferGeometry = ParametricGeometry; + exports.ParametricGeometry = ParametricGeometry; + exports.Particle = Particle; + exports.ParticleBasicMaterial = ParticleBasicMaterial; + exports.ParticleSystem = ParticleSystem; + exports.ParticleSystemMaterial = ParticleSystemMaterial; + exports.Path = Path; + exports.PerspectiveCamera = PerspectiveCamera; + exports.Plane = Plane; + exports.PlaneBufferGeometry = PlaneGeometry; + exports.PlaneGeometry = PlaneGeometry; + exports.PlaneHelper = PlaneHelper; + exports.PointCloud = PointCloud; + exports.PointCloudMaterial = PointCloudMaterial; + exports.PointLight = PointLight; + exports.PointLightHelper = PointLightHelper; + exports.Points = Points; + exports.PointsMaterial = PointsMaterial; + exports.PolarGridHelper = PolarGridHelper; + exports.PolyhedronBufferGeometry = PolyhedronGeometry; + exports.PolyhedronGeometry = PolyhedronGeometry; + exports.PositionalAudio = PositionalAudio; + exports.PropertyBinding = PropertyBinding; + exports.PropertyMixer = PropertyMixer; + exports.QuadraticBezierCurve = QuadraticBezierCurve; + exports.QuadraticBezierCurve3 = QuadraticBezierCurve3; + exports.Quaternion = Quaternion; + exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; + exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; + exports.REVISION = REVISION; + exports.RGBADepthPacking = RGBADepthPacking; exports.RGBAFormat = RGBAFormat; - exports.LuminanceFormat = LuminanceFormat; - exports.LuminanceAlphaFormat = LuminanceAlphaFormat; - exports.RGBEFormat = RGBEFormat; - exports.DepthFormat = DepthFormat; - exports.DepthStencilFormat = DepthStencilFormat; - exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; - exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; - exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; - exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; - exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; - exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; - exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; - exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; - exports.RGB_ETC1_Format = RGB_ETC1_Format; + exports.RGBAIntegerFormat = RGBAIntegerFormat; + exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format; + exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format; + exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format; + exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format; + exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format; + exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format; exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format; exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format; exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format; @@ -46213,72 +36126,154 @@ exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format; exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format; exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format; - exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format; - exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format; - exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format; - exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format; - exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format; - exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format; - exports.LoopOnce = LoopOnce; - exports.LoopRepeat = LoopRepeat; - exports.LoopPingPong = LoopPingPong; - exports.InterpolateDiscrete = InterpolateDiscrete; - exports.InterpolateLinear = InterpolateLinear; - exports.InterpolateSmooth = InterpolateSmooth; - exports.ZeroCurvatureEnding = ZeroCurvatureEnding; - exports.ZeroSlopeEnding = ZeroSlopeEnding; - exports.WrapAroundEnding = WrapAroundEnding; - exports.TrianglesDrawMode = TrianglesDrawMode; - exports.TriangleStripDrawMode = TriangleStripDrawMode; - exports.TriangleFanDrawMode = TriangleFanDrawMode; - exports.LinearEncoding = LinearEncoding; - exports.sRGBEncoding = sRGBEncoding; - exports.GammaEncoding = GammaEncoding; + exports.RGBA_BPTC_Format = RGBA_BPTC_Format; + exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format; + exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; + exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; + exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; + exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; + exports.RGBDEncoding = RGBDEncoding; exports.RGBEEncoding = RGBEEncoding; - exports.LogLuvEncoding = LogLuvEncoding; - exports.RGBM7Encoding = RGBM7Encoding; + exports.RGBEFormat = RGBEFormat; + exports.RGBFormat = RGBFormat; + exports.RGBIntegerFormat = RGBIntegerFormat; exports.RGBM16Encoding = RGBM16Encoding; - exports.RGBDEncoding = RGBDEncoding; - exports.BasicDepthPacking = BasicDepthPacking; - exports.RGBADepthPacking = RGBADepthPacking; - exports.CubeGeometry = BoxGeometry; - exports.Face4 = Face4; - exports.LineStrip = LineStrip; - exports.LinePieces = LinePieces; - exports.MeshFaceMaterial = MeshFaceMaterial; - exports.MultiMaterial = MultiMaterial; - exports.PointCloud = PointCloud; - exports.Particle = Particle; - exports.ParticleSystem = ParticleSystem; - exports.PointCloudMaterial = PointCloudMaterial; - exports.ParticleBasicMaterial = ParticleBasicMaterial; - exports.ParticleSystemMaterial = ParticleSystemMaterial; - exports.Vertex = Vertex; - exports.DynamicBufferAttribute = DynamicBufferAttribute; - exports.Int8Attribute = Int8Attribute; - exports.Uint8Attribute = Uint8Attribute; - exports.Uint8ClampedAttribute = Uint8ClampedAttribute; - exports.Int16Attribute = Int16Attribute; + exports.RGBM7Encoding = RGBM7Encoding; + exports.RGB_ETC1_Format = RGB_ETC1_Format; + exports.RGB_ETC2_Format = RGB_ETC2_Format; + exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; + exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; + exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; + exports.RGFormat = RGFormat; + exports.RGIntegerFormat = RGIntegerFormat; + exports.RawShaderMaterial = RawShaderMaterial; + exports.Ray = Ray; + exports.Raycaster = Raycaster; + exports.RectAreaLight = RectAreaLight; + exports.RedFormat = RedFormat; + exports.RedIntegerFormat = RedIntegerFormat; + exports.ReinhardToneMapping = ReinhardToneMapping; + exports.RepeatWrapping = RepeatWrapping; + exports.ReplaceStencilOp = ReplaceStencilOp; + exports.ReverseSubtractEquation = ReverseSubtractEquation; + exports.RingBufferGeometry = RingGeometry; + exports.RingGeometry = RingGeometry; + exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format; + exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format; + exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format; + exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format; + exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format; + exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format; + exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format; + exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format; + exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format; + exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format; + exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format; + exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format; + exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format; + exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format; + exports.Scene = Scene; + exports.SceneUtils = SceneUtils; + exports.ShaderChunk = ShaderChunk; + exports.ShaderLib = ShaderLib; + exports.ShaderMaterial = ShaderMaterial; + exports.ShadowMaterial = ShadowMaterial; + exports.Shape = Shape; + exports.ShapeBufferGeometry = ShapeGeometry; + exports.ShapeGeometry = ShapeGeometry; + exports.ShapePath = ShapePath; + exports.ShapeUtils = ShapeUtils; + exports.ShortType = ShortType; + exports.Skeleton = Skeleton; + exports.SkeletonHelper = SkeletonHelper; + exports.SkinnedMesh = SkinnedMesh; + exports.SmoothShading = SmoothShading; + exports.Sphere = Sphere; + exports.SphereBufferGeometry = SphereGeometry; + exports.SphereGeometry = SphereGeometry; + exports.Spherical = Spherical; + exports.SphericalHarmonics3 = SphericalHarmonics3; + exports.SplineCurve = SplineCurve; + exports.SpotLight = SpotLight; + exports.SpotLightHelper = SpotLightHelper; + exports.Sprite = Sprite; + exports.SpriteMaterial = SpriteMaterial; + exports.SrcAlphaFactor = SrcAlphaFactor; + exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor; + exports.SrcColorFactor = SrcColorFactor; + exports.StaticCopyUsage = StaticCopyUsage; + exports.StaticDrawUsage = StaticDrawUsage; + exports.StaticReadUsage = StaticReadUsage; + exports.StereoCamera = StereoCamera; + exports.StreamCopyUsage = StreamCopyUsage; + exports.StreamDrawUsage = StreamDrawUsage; + exports.StreamReadUsage = StreamReadUsage; + exports.StringKeyframeTrack = StringKeyframeTrack; + exports.SubtractEquation = SubtractEquation; + exports.SubtractiveBlending = SubtractiveBlending; + exports.TOUCH = TOUCH; + exports.TangentSpaceNormalMap = TangentSpaceNormalMap; + exports.TetrahedronBufferGeometry = TetrahedronGeometry; + exports.TetrahedronGeometry = TetrahedronGeometry; + exports.TextBufferGeometry = TextGeometry; + exports.TextGeometry = TextGeometry; + exports.Texture = Texture; + exports.TextureLoader = TextureLoader; + exports.TorusBufferGeometry = TorusGeometry; + exports.TorusGeometry = TorusGeometry; + exports.TorusKnotBufferGeometry = TorusKnotGeometry; + exports.TorusKnotGeometry = TorusKnotGeometry; + exports.Triangle = Triangle; + exports.TriangleFanDrawMode = TriangleFanDrawMode; + exports.TriangleStripDrawMode = TriangleStripDrawMode; + exports.TrianglesDrawMode = TrianglesDrawMode; + exports.TubeBufferGeometry = TubeGeometry; + exports.TubeGeometry = TubeGeometry; + exports.UVMapping = UVMapping; exports.Uint16Attribute = Uint16Attribute; - exports.Int32Attribute = Int32Attribute; + exports.Uint16BufferAttribute = Uint16BufferAttribute; exports.Uint32Attribute = Uint32Attribute; - exports.Float32Attribute = Float32Attribute; - exports.Float64Attribute = Float64Attribute; - exports.ClosedSplineCurve3 = ClosedSplineCurve3; - exports.SplineCurve3 = SplineCurve3; - exports.Spline = Spline; - exports.AxisHelper = AxisHelper; - exports.BoundingBoxHelper = BoundingBoxHelper; - exports.EdgesHelper = EdgesHelper; + exports.Uint32BufferAttribute = Uint32BufferAttribute; + exports.Uint8Attribute = Uint8Attribute; + exports.Uint8BufferAttribute = Uint8BufferAttribute; + exports.Uint8ClampedAttribute = Uint8ClampedAttribute; + exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute; + exports.Uniform = Uniform; + exports.UniformsLib = UniformsLib; + exports.UniformsUtils = UniformsUtils; + exports.UnsignedByteType = UnsignedByteType; + exports.UnsignedInt248Type = UnsignedInt248Type; + exports.UnsignedIntType = UnsignedIntType; + exports.UnsignedShort4444Type = UnsignedShort4444Type; + exports.UnsignedShort5551Type = UnsignedShort5551Type; + exports.UnsignedShort565Type = UnsignedShort565Type; + exports.UnsignedShortType = UnsignedShortType; + exports.VSMShadowMap = VSMShadowMap; + exports.Vector2 = Vector2; + exports.Vector3 = Vector3; + exports.Vector4 = Vector4; + exports.VectorKeyframeTrack = VectorKeyframeTrack; + exports.Vertex = Vertex; + exports.VertexColors = VertexColors; + exports.VideoTexture = VideoTexture; + exports.WebGL1Renderer = WebGL1Renderer; + exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget; + exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets; + exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget; + exports.WebGLRenderTarget = WebGLRenderTarget; + exports.WebGLRenderTargetCube = WebGLRenderTargetCube; + exports.WebGLRenderer = WebGLRenderer; + exports.WebGLUtils = WebGLUtils; + exports.WireframeGeometry = WireframeGeometry; exports.WireframeHelper = WireframeHelper; + exports.WrapAroundEnding = WrapAroundEnding; exports.XHRLoader = XHRLoader; - exports.BinaryTextureLoader = BinaryTextureLoader; - exports.GeometryUtils = GeometryUtils; - exports.ImageUtils = ImageUtils; - exports.Projector = Projector; - exports.CanvasRenderer = CanvasRenderer; - exports.SceneUtils = SceneUtils; - exports.LensFlare = LensFlare; + exports.ZeroCurvatureEnding = ZeroCurvatureEnding; + exports.ZeroFactor = ZeroFactor; + exports.ZeroSlopeEnding = ZeroSlopeEnding; + exports.ZeroStencilOp = ZeroStencilOp; + exports.sRGBEncoding = sRGBEncoding; Object.defineProperty(exports, '__esModule', { value: true }); diff --git a/demo/libs/three.min.js b/demo/libs/three.min.js index 96fc18a..1d57f39 100644 --- a/demo/libs/three.min.js +++ b/demo/libs/three.min.js @@ -1,927 +1,6 @@ -// threejs.org/license -(function(k,xa){"object"===typeof exports&&"undefined"!==typeof module?xa(exports):"function"===typeof define&&define.amd?define(["exports"],xa):xa(k.THREE={})})(this,function(k){function xa(){}function C(a,b){this.x=a||0;this.y=b||0}function M(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];0b&&(b=a[c]);return b}function F(){Object.defineProperty(this,"id",{value:Bf+=2});this.uuid=S.generateUUID();this.name="";this.type="BufferGeometry";this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingSphere=this.boundingBox=null;this.drawRange= -{start:0,count:Infinity}}function Kb(a,b,c,d,e,f){N.call(this);this.type="BoxGeometry";this.parameters={width:a,height:b,depth:c,widthSegments:d,heightSegments:e,depthSegments:f};this.fromBufferGeometry(new mb(a,b,c,d,e,f));this.mergeVertices()}function mb(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,k,P,H,ta){var q=f/P,v=g/H,x=f/2,K=g/2,w=k/2;g=P+1;var y=H+1,B=f=0,G,C,z=new p;for(C=0;Cm;m++){if(n=d[m])if(h=n[0],l=n[1]){u&&e.addAttribute("morphTarget"+m,u[h]);f&&e.addAttribute("morphNormal"+m,f[h]);c[m]=l;continue}c[m]=0}g.getUniforms().setValue(a,"morphTargetInfluences",c)}}}function Nf(a,b){var c={};return{update:function(d){var e=b.render.frame,f=d.geometry,g=a.get(d,f);c[g.id]!==e&&(f.isGeometry&&g.updateFromObject(d), -a.update(g),c[g.id]=e);return g},dispose:function(){c={}}}}function ab(a,b,c,d,e,f,g,h,l,m){a=void 0!==a?a:[];Y.call(this,a,void 0!==b?b:301,c,d,e,f,g,h,l,m);this.flipY=!1}function Mb(a,b,c){var d=a[0];if(0>=d||0/gm,function(a,c){a=V[c];if(void 0===a)throw Error("Can not resolve #include <"+c+ -">");return Wd(a)})}function Te(a){return a.replace(/#pragma unroll_loop[\s]+?for \( int i = (\d+); i < (\d+); i \+\+ \) \{([\s\S]+?)(?=\})\}/g,function(a,c,d,e){a="";for(c=parseInt(c);c 0 ) {\n\t\tfloat fogFactor = 0.0;\n\t\tif ( fogType == 1 ) {\n\t\t\tfogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t\t} else {\n\t\t\tconst float LOG2 = 1.442695;\n\t\t\tfogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );\n\t\t\tfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\t\t}\n\t\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\t}\n}"].join("\n")); -b.compileShader(ya);b.compileShader(Q);b.attachShader(ta,ya);b.attachShader(ta,Q);b.linkProgram(ta);Z=ta;K=b.getAttribLocation(Z,"position");P=b.getAttribLocation(Z,"uv");f=b.getUniformLocation(Z,"uvOffset");g=b.getUniformLocation(Z,"uvScale");h=b.getUniformLocation(Z,"rotation");l=b.getUniformLocation(Z,"center");m=b.getUniformLocation(Z,"scale");u=b.getUniformLocation(Z,"color");n=b.getUniformLocation(Z,"map");t=b.getUniformLocation(Z,"opacity");r=b.getUniformLocation(Z,"modelViewMatrix");k=b.getUniformLocation(Z, -"projectionMatrix");v=b.getUniformLocation(Z,"fogType");x=b.getUniformLocation(Z,"fogDensity");y=b.getUniformLocation(Z,"fogNear");w=b.getUniformLocation(Z,"fogFar");B=b.getUniformLocation(Z,"fogColor");b.getUniformLocation(Z,"fogDepth");G=b.getUniformLocation(Z,"alphaTest");ta=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");ta.width=8;ta.height=8;ya=ta.getContext("2d");ya.fillStyle="white";ya.fillRect(0,0,8,8);z=new zc(ta)}c.useProgram(Z);c.initAttributes();c.enableAttribute(K); -c.enableAttribute(P);c.disableUnusedAttributes();c.disable(b.CULL_FACE);c.enable(b.BLEND);b.bindBuffer(b.ARRAY_BUFFER,C);b.vertexAttribPointer(K,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(P,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,nb);b.uniformMatrix4fv(k,!1,md.projectionMatrix.elements);c.activeTexture(b.TEXTURE0);b.uniform1i(n,0);ya=ta=0;(Q=p.fog)?(b.uniform3f(B,Q.color.r,Q.color.g,Q.color.b),Q.isFog?(b.uniform1f(y,Q.near),b.uniform1f(w,Q.far),b.uniform1i(v,1),ya=ta=1):Q.isFogExp2&& -(b.uniform1f(x,Q.density),b.uniform1i(v,2),ya=ta=2)):(b.uniform1i(v,0),ya=ta=0);Q=0;for(var L=q.length;Qb||a.height>b){if("data"in a){console.warn("THREE.WebGLRenderer: image in DataTexture is too big ("+a.width+"x"+a.height+").");return}b/=Math.max(a.width,a.height);var c=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");c.width=Math.floor(a.width*b);c.height=Math.floor(a.height* -b);c.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,c.width,c.height);console.warn("THREE.WebGLRenderer: image is too big ("+a.width+"x"+a.height+"). Resized to "+c.width+"x"+c.height,a);return c}return a}function l(a){return S.isPowerOfTwo(a.width)&&S.isPowerOfTwo(a.height)}function m(a,b){return a.generateMipmaps&&b&&1003!==a.minFilter&&1006!==a.minFilter}function u(b,c,e,f){a.generateMipmap(b);d.get(c).__maxMipLevel=Math.log2(Math.max(e,f))}function n(b){return 1003===b||1004===b||1005=== -b?a.NEAREST:a.LINEAR}function t(b){b=b.target;b.removeEventListener("dispose",t);a:{var c=d.get(b);if(b.image&&c.__image__webglTextureCube)a.deleteTexture(c.__image__webglTextureCube);else{if(void 0===c.__webglInit)break a;a.deleteTexture(c.__webglTexture)}d.remove(b)}b.isVideoTexture&&delete B[b.id];g.memory.textures--}function k(b){b=b.target;b.removeEventListener("dispose",k);var c=d.get(b),e=d.get(b.texture);if(b){void 0!==e.__webglTexture&&a.deleteTexture(e.__webglTexture);b.depthTexture&&b.depthTexture.dispose(); -if(b.isWebGLRenderTargetCube)for(e=0;6>e;e++)a.deleteFramebuffer(c.__webglFramebuffer[e]),c.__webglDepthbuffer&&a.deleteRenderbuffer(c.__webglDepthbuffer[e]);else a.deleteFramebuffer(c.__webglFramebuffer),c.__webglDepthbuffer&&a.deleteRenderbuffer(c.__webglDepthbuffer);d.remove(b.texture);d.remove(b)}g.memory.textures--}function q(b,n){var k=d.get(b);if(b.isVideoTexture){var r=b.id,q=g.render.frame;B[r]!==q&&(B[r]=q,b.update())}if(0p;p++)q[p]=n||r?r?b.image[p].image:b.image[p]:h(b.image[p],e.maxCubemapSize);var x=q[0],w=l(x),K=f.convert(b.format),y=f.convert(b.type);v(a.TEXTURE_CUBE_MAP,b,w);for(p=0;6>p;p++)if(n)for(var B,G=q[p].mipmaps,P=0,C=G.length;Pt;t++)e.__webglFramebuffer[t]=a.createFramebuffer()}else e.__webglFramebuffer=a.createFramebuffer();if(h){c.bindTexture(a.TEXTURE_CUBE_MAP,f.__webglTexture);v(a.TEXTURE_CUBE_MAP,b.texture,n);for(t=0;6>t;t++)p(e.__webglFramebuffer[t],b,a.COLOR_ATTACHMENT0,a.TEXTURE_CUBE_MAP_POSITIVE_X+t);m(b.texture,n)&&u(a.TEXTURE_CUBE_MAP,b.texture,b.width,b.height);c.bindTexture(a.TEXTURE_CUBE_MAP,null)}else c.bindTexture(a.TEXTURE_2D,f.__webglTexture),v(a.TEXTURE_2D,b.texture,n),p(e.__webglFramebuffer, -b,a.COLOR_ATTACHMENT0,a.TEXTURE_2D),m(b.texture,n)&&u(a.TEXTURE_2D,b.texture,b.width,b.height),c.bindTexture(a.TEXTURE_2D,null);if(b.depthBuffer){e=d.get(b);f=!0===b.isWebGLRenderTargetCube;if(b.depthTexture){if(f)throw Error("target.depthTexture not supported in Cube render targets");if(b&&b.isWebGLRenderTargetCube)throw Error("Depth Texture with cube render targets is not supported");a.bindFramebuffer(a.FRAMEBUFFER,e.__webglFramebuffer);if(!b.depthTexture||!b.depthTexture.isDepthTexture)throw Error("renderTarget.depthTexture must be an instance of THREE.DepthTexture"); -d.get(b.depthTexture).__webglTexture&&b.depthTexture.image.width===b.width&&b.depthTexture.image.height===b.height||(b.depthTexture.image.width=b.width,b.depthTexture.image.height=b.height,b.depthTexture.needsUpdate=!0);q(b.depthTexture,0);e=d.get(b.depthTexture).__webglTexture;if(1026===b.depthTexture.format)a.framebufferTexture2D(a.FRAMEBUFFER,a.DEPTH_ATTACHMENT,a.TEXTURE_2D,e,0);else if(1027===b.depthTexture.format)a.framebufferTexture2D(a.FRAMEBUFFER,a.DEPTH_STENCIL_ATTACHMENT,a.TEXTURE_2D,e, -0);else throw Error("Unknown depthTexture format");}else if(f)for(e.__webglDepthbuffer=[],f=0;6>f;f++)a.bindFramebuffer(a.FRAMEBUFFER,e.__webglFramebuffer[f]),e.__webglDepthbuffer[f]=a.createRenderbuffer(),y(e.__webglDepthbuffer[f],b);else a.bindFramebuffer(a.FRAMEBUFFER,e.__webglFramebuffer),e.__webglDepthbuffer=a.createRenderbuffer(),y(e.__webglDepthbuffer,b);a.bindFramebuffer(a.FRAMEBUFFER,null)}};this.updateRenderTargetMipmap=function(b){var e=b.texture,f=l(b);if(m(e,f)){f=b.isWebGLRenderTargetCube? -a.TEXTURE_CUBE_MAP:a.TEXTURE_2D;var g=d.get(e).__webglTexture;c.bindTexture(f,g);u(f,e,b.width,b.height);c.bindTexture(f,null)}}}function Ve(a,b){return{convert:function(c){if(1E3===c)return a.REPEAT;if(1001===c)return a.CLAMP_TO_EDGE;if(1002===c)return a.MIRRORED_REPEAT;if(1003===c)return a.NEAREST;if(1004===c)return a.NEAREST_MIPMAP_NEAREST;if(1005===c)return a.NEAREST_MIPMAP_LINEAR;if(1006===c)return a.LINEAR;if(1007===c)return a.LINEAR_MIPMAP_NEAREST;if(1008===c)return a.LINEAR_MIPMAP_LINEAR; -if(1009===c)return a.UNSIGNED_BYTE;if(1017===c)return a.UNSIGNED_SHORT_4_4_4_4;if(1018===c)return a.UNSIGNED_SHORT_5_5_5_1;if(1019===c)return a.UNSIGNED_SHORT_5_6_5;if(1010===c)return a.BYTE;if(1011===c)return a.SHORT;if(1012===c)return a.UNSIGNED_SHORT;if(1013===c)return a.INT;if(1014===c)return a.UNSIGNED_INT;if(1015===c)return a.FLOAT;if(1016===c){var d=b.get("OES_texture_half_float");if(null!==d)return d.HALF_FLOAT_OES}if(1021===c)return a.ALPHA;if(1022===c)return a.RGB;if(1023===c)return a.RGBA; -if(1024===c)return a.LUMINANCE;if(1025===c)return a.LUMINANCE_ALPHA;if(1026===c)return a.DEPTH_COMPONENT;if(1027===c)return a.DEPTH_STENCIL;if(100===c)return a.FUNC_ADD;if(101===c)return a.FUNC_SUBTRACT;if(102===c)return a.FUNC_REVERSE_SUBTRACT;if(200===c)return a.ZERO;if(201===c)return a.ONE;if(202===c)return a.SRC_COLOR;if(203===c)return a.ONE_MINUS_SRC_COLOR;if(204===c)return a.SRC_ALPHA;if(205===c)return a.ONE_MINUS_SRC_ALPHA;if(206===c)return a.DST_ALPHA;if(207===c)return a.ONE_MINUS_DST_ALPHA; -if(208===c)return a.DST_COLOR;if(209===c)return a.ONE_MINUS_DST_COLOR;if(210===c)return a.SRC_ALPHA_SATURATE;if(33776===c||33777===c||33778===c||33779===c)if(d=b.get("WEBGL_compressed_texture_s3tc"),null!==d){if(33776===c)return d.COMPRESSED_RGB_S3TC_DXT1_EXT;if(33777===c)return d.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(33778===c)return d.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(33779===c)return d.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(35840===c||35841===c||35842===c||35843===c)if(d=b.get("WEBGL_compressed_texture_pvrtc"), -null!==d){if(35840===c)return d.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(35841===c)return d.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(35842===c)return d.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(35843===c)return d.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(36196===c&&(d=b.get("WEBGL_compressed_texture_etc1"),null!==d))return d.COMPRESSED_RGB_ETC1_WEBGL;if(37808===c||37809===c||37810===c||37811===c||37812===c||37813===c||37814===c||37815===c||37816===c||37817===c||37818===c||37819===c||37820===c||37821===c)if(d=b.get("WEBGL_compressed_texture_astc"), -null!==d)return c;if(103===c||104===c)if(d=b.get("EXT_blend_minmax"),null!==d){if(103===c)return d.MIN_EXT;if(104===c)return d.MAX_EXT}return 1020===c&&(d=b.get("WEBGL_depth_texture"),null!==d)?d.UNSIGNED_INT_24_8_WEBGL:0}}}function la(a,b,c,d){Qa.call(this);this.type="PerspectiveCamera";this.fov=void 0!==a?a:50;this.zoom=1;this.near=void 0!==c?c:.1;this.far=void 0!==d?d:2E3;this.focus=10;this.aspect=void 0!==b?b:1;this.view=null;this.filmGauge=35;this.filmOffset=0;this.updateProjectionMatrix()}function qd(a){la.call(this); -this.cameras=a||[]}function We(a){function b(){if(null!==d&&d.isPresenting){var b=d.getEyeParameters("left"),e=b.renderWidth;b=b.renderHeight;v=a.getPixelRatio();q=a.getSize();a.setDrawingBufferSize(2*e,b,1)}else c.enabled&&a.setDrawingBufferSize(q.width,q.height,v)}var c=this,d=null,e=null,f=null,g=new M,h=new M;"undefined"!==typeof window&&"VRFrameData"in window&&(e=new window.VRFrameData);var l=new M,m=new ja,u=new p,n=new la;n.bounds=new ea(0,0,.5,1);n.layers.enable(1);var t=new la;t.bounds=new ea(.5, -0,.5,1);t.layers.enable(2);var k=new qd([n,t]);k.layers.enable(1);k.layers.enable(2);var q,v;"undefined"!==typeof window&&window.addEventListener("vrdisplaypresentchange",b,!1);this.enabled=!1;this.userHeight=1.6;this.getDevice=function(){return d};this.setDevice=function(a){void 0!==a&&(d=a)};this.setPoseTarget=function(a){void 0!==a&&(f=a)};this.getCamera=function(a){if(null===d)return a;d.depthNear=a.near;d.depthFar=a.far;d.getFrameData(e);var b=d.stageParameters;b?g.fromArray(b.sittingToStandingTransform): -g.makeTranslation(0,c.userHeight,0);b=e.pose;var r=null!==f?f:a;r.matrix.copy(g);r.matrix.decompose(r.position,r.quaternion,r.scale);null!==b.orientation&&(m.fromArray(b.orientation),r.quaternion.multiply(m));null!==b.position&&(m.setFromRotationMatrix(g),u.fromArray(b.position),u.applyQuaternion(m),r.position.add(u));r.updateMatrixWorld();if(!1===d.isPresenting)return a;n.near=a.near;t.near=a.near;n.far=a.far;t.far=a.far;k.matrixWorld.copy(a.matrixWorld);k.matrixWorldInverse.copy(a.matrixWorldInverse); -n.matrixWorldInverse.fromArray(e.leftViewMatrix);t.matrixWorldInverse.fromArray(e.rightViewMatrix);h.getInverse(g);n.matrixWorldInverse.multiply(h);t.matrixWorldInverse.multiply(h);a=r.parent;null!==a&&(l.getInverse(a.matrixWorld),n.matrixWorldInverse.multiply(l),t.matrixWorldInverse.multiply(l));n.matrixWorld.getInverse(n.matrixWorldInverse);t.matrixWorld.getInverse(t.matrixWorldInverse);n.projectionMatrix.fromArray(e.leftProjectionMatrix);t.projectionMatrix.fromArray(e.rightProjectionMatrix);k.projectionMatrix.copy(n.projectionMatrix); -a=d.getLayers();a.length&&(a=a[0],null!==a.leftBounds&&4===a.leftBounds.length&&n.bounds.fromArray(a.leftBounds),null!==a.rightBounds&&4===a.rightBounds.length&&t.bounds.fromArray(a.rightBounds));return k};this.getStandingMatrix=function(){return g};this.submitFrame=function(){d&&d.isPresenting&&d.submitFrame()};this.dispose=function(){"undefined"!==typeof window&&window.removeEventListener("vrdisplaypresentchange",b)}}function Xd(a){function b(){ka=new Hf(D);ka.get("WEBGL_depth_texture");ka.get("OES_texture_float"); 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Use their .texture property instead."),a=!0),b=b.texture);fa.setTexture2D(b,c)}}();this.setTexture=function(){var a=!1;return function(b,c){a||(console.warn("THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead."),a=!0);fa.setTexture2D(b, -c)}}();this.setTextureCube=function(){var a=!1;return function(b,c){b&&b.isWebGLRenderTargetCube&&(a||(console.warn("THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead."),a=!0),b=b.texture);b&&b.isCubeTexture||Array.isArray(b.image)&&6===b.image.length?fa.setTextureCube(b,c):fa.setTextureCubeDynamic(b,c)}}();this.getRenderTarget=function(){return F};this.setRenderTarget=function(a){(F=a)&&void 0===X.get(a).__webglFramebuffer&&fa.setupRenderTarget(a); -var b=null,c=!1;a?(b=X.get(a).__webglFramebuffer,a.isWebGLRenderTargetCube&&(b=b[a.activeCubeFace],c=!0),ob.copy(a.viewport),V.copy(a.scissor),U=a.scissorTest):(ob.copy(Y).multiplyScalar(R),V.copy(ca).multiplyScalar(R),U=ja);I!==b&&(D.bindFramebuffer(D.FRAMEBUFFER,b),I=b);ba.viewport(ob);ba.scissor(V);ba.setScissorTest(U);c&&(c=X.get(a.texture),D.framebufferTexture2D(D.FRAMEBUFFER,D.COLOR_ATTACHMENT0,D.TEXTURE_CUBE_MAP_POSITIVE_X+a.activeCubeFace,c.__webglTexture,a.activeMipMapLevel))};this.readRenderTargetPixels= -function(a,b,c,d,e,f){if(a&&a.isWebGLRenderTarget){var g=X.get(a).__webglFramebuffer;if(g){var h=!1;g!==I&&(D.bindFramebuffer(D.FRAMEBUFFER,g),h=!0);try{var l=a.texture,m=l.format,n=l.type;1023!==m&&ia.convert(m)!==D.getParameter(D.IMPLEMENTATION_COLOR_READ_FORMAT)?console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format."):1009===n||ia.convert(n)===D.getParameter(D.IMPLEMENTATION_COLOR_READ_TYPE)||1015===n&&(ka.get("OES_texture_float")|| -ka.get("WEBGL_color_buffer_float"))||1016===n&&ka.get("EXT_color_buffer_half_float")?D.checkFramebufferStatus(D.FRAMEBUFFER)===D.FRAMEBUFFER_COMPLETE?0<=b&&b<=a.width-d&&0<=c&&c<=a.height-e&&D.readPixels(b,c,d,e,ia.convert(m),ia.convert(n),f):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. 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-this.parameters={radius:a,detail:b}}function Ic(a,b){N.call(this);this.type="IcosahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Vb(a,b));this.mergeVertices()}function Vb(a,b){var c=(1+Math.sqrt(5))/2;pa.call(this,[-1,c,0,1,c,0,-1,-c,0,1,-c,0,0,-1,c,0,1,c,0,-1,-c,0,1,-c,c,0,-1,c,0,1,-c,0,-1,-c,0,1],[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1],a,b);this.type="IcosahedronBufferGeometry"; -this.parameters={radius:a,detail:b}}function Jc(a,b){N.call(this);this.type="DodecahedronGeometry";this.parameters={radius:a,detail:b};this.fromBufferGeometry(new Wb(a,b));this.mergeVertices()}function Wb(a,b){var c=(1+Math.sqrt(5))/2,d=1/c;pa.call(this,[-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,-d,-c,0,-d,c,0,d,-c,0,d,c,-d,-c,0,-d,c,0,d,-c,0,d,c,0,-c,0,-d,c,0,-d,-c,0,d,c,0,d],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18, -0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],a,b);this.type="DodecahedronBufferGeometry";this.parameters={radius:a,detail:b}}function Kc(a,b,c,d,e,f){N.call(this);this.type="TubeGeometry";this.parameters={path:a,tubularSegments:b,radius:c,radialSegments:d,closed:e};void 0!==f&&console.warn("THREE.TubeGeometry: taper has been removed.");a=new Xb(a,b,c,d,e);this.tangents=a.tangents; 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Use .subVectors( a, b ) instead."), -this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this},subScalar:function(a){this.x-=a;this.y-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},applyMatrix3:function(a){var b=this.x,c=this.y;a=a.elements;this.x=a[0]*b+a[3]*c+a[6];this.y= -a[1]*b+a[4]*c+a[7];return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));return this},clampScalar:function(){var a=new C,b=new C;return function(c,d){a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c|| -1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x* -a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)},normalize:function(){return this.divideScalar(this.length()||1)},angle:function(){var a=Math.atan2(this.y,this.x);0>a&&(a+=2*Math.PI);return a},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x- -a.x)+Math.abs(this.y-a.y)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromBufferAttribute:function(a, -b,c){void 0!==c&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute().");this.x=a.getX(b);this.y=a.getY(b);return this},rotateAround:function(a,b){var c=Math.cos(b);b=Math.sin(b);var d=this.x-a.x,e=this.y-a.y;this.x=d*c-e*b+a.x;this.y=d*b+e*c+a.y;return this}});Object.assign(M.prototype,{isMatrix4:!0,set:function(a,b,c,d,e,f,g,h,l,m,k,n,t,r,q,p){var u=this.elements;u[0]=a;u[4]=b;u[8]=c;u[12]=d;u[1]=e;u[5]=f;u[9]=g;u[13]=h;u[2]=l;u[6]=m;u[10]=k;u[14]=n;u[3]=t;u[7]=r;u[11]= -q;u[15]=p;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},clone:function(){return(new M).fromArray(this.elements)},copy:function(a){var b=this.elements;a=a.elements;b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];b[9]=a[9];b[10]=a[10];b[11]=a[11];b[12]=a[12];b[13]=a[13];b[14]=a[14];b[15]=a[15];return this},copyPosition:function(a){var b=this.elements;a=a.elements;b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractBasis:function(a, -b,c){a.setFromMatrixColumn(this,0);b.setFromMatrixColumn(this,1);c.setFromMatrixColumn(this,2);return this},makeBasis:function(a,b,c){this.set(a.x,b.x,c.x,0,a.y,b.y,c.y,0,a.z,b.z,c.z,0,0,0,0,1);return this},extractRotation:function(){var a=new p;return function(b){var c=this.elements,d=b.elements,e=1/a.setFromMatrixColumn(b,0).length(),f=1/a.setFromMatrixColumn(b,1).length();b=1/a.setFromMatrixColumn(b,2).length();c[0]=d[0]*e;c[1]=d[1]*e;c[2]=d[2]*e;c[4]=d[4]*f;c[5]=d[5]*f;c[6]=d[6]*f;c[8]=d[8]*b; -c[9]=d[9]*b;c[10]=d[10]*b;return this}}(),makeRotationFromEuler:function(a){a&&a.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");var b=this.elements,c=a.x,d=a.y,e=a.z,f=Math.cos(c);c=Math.sin(c);var g=Math.cos(d);d=Math.sin(d);var h=Math.cos(e);e=Math.sin(e);if("XYZ"===a.order){a=f*h;var l=f*e,m=c*h,k=c*e;b[0]=g*h;b[4]=-g*e;b[8]=d;b[1]=l+m*d;b[5]=a-k*d;b[9]=-c*g;b[2]=k-a*d;b[6]=m+l*d;b[10]=f*g}else"YXZ"===a.order?(a=g* -h,l=g*e,m=d*h,k=d*e,b[0]=a+k*c,b[4]=m*c-l,b[8]=f*d,b[1]=f*e,b[5]=f*h,b[9]=-c,b[2]=l*c-m,b[6]=k+a*c,b[10]=f*g):"ZXY"===a.order?(a=g*h,l=g*e,m=d*h,k=d*e,b[0]=a-k*c,b[4]=-f*e,b[8]=m+l*c,b[1]=l+m*c,b[5]=f*h,b[9]=k-a*c,b[2]=-f*d,b[6]=c,b[10]=f*g):"ZYX"===a.order?(a=f*h,l=f*e,m=c*h,k=c*e,b[0]=g*h,b[4]=m*d-l,b[8]=a*d+k,b[1]=g*e,b[5]=k*d+a,b[9]=l*d-m,b[2]=-d,b[6]=c*g,b[10]=f*g):"YZX"===a.order?(a=f*g,l=f*d,m=c*g,k=c*d,b[0]=g*h,b[4]=k-a*e,b[8]=m*e+l,b[1]=e,b[5]=f*h,b[9]=-c*h,b[2]=-d*h,b[6]=l*e+m,b[10]=a-k* -e):"XZY"===a.order&&(a=f*g,l=f*d,m=c*g,k=c*d,b[0]=g*h,b[4]=-e,b[8]=d*h,b[1]=a*e+k,b[5]=f*h,b[9]=l*e-m,b[2]=m*e-l,b[6]=c*h,b[10]=k*e+a);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return this},makeRotationFromQuaternion:function(a){var b=this.elements,c=a._x,d=a._y,e=a._z,f=a._w,g=c+c,h=d+d,l=e+e;a=c*g;var m=c*h;c*=l;var k=d*h;d*=l;e*=l;g*=f;h*=f;f*=l;b[0]=1-(k+e);b[4]=m-f;b[8]=c+h;b[1]=m+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-h;b[6]=d+g;b[10]=1-(a+k);b[3]=0;b[7]=0;b[11]=0;b[12]=0;b[13]=0;b[14]= -0;b[15]=1;return this},lookAt:function(){var a=new p,b=new p,c=new p;return function(d,e,f){var g=this.elements;c.subVectors(d,e);0===c.lengthSq()&&(c.z=1);c.normalize();a.crossVectors(f,c);0===a.lengthSq()&&(1===Math.abs(f.z)?c.x+=1E-4:c.z+=1E-4,c.normalize(),a.crossVectors(f,c));a.normalize();b.crossVectors(c,a);g[0]=a.x;g[4]=b.x;g[8]=c.x;g[1]=a.y;g[5]=b.y;g[9]=c.y;g[2]=a.z;g[6]=b.z;g[10]=c.z;return this}}(),multiply:function(a,b){return void 0!==b?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."), -this.multiplyMatrices(a,b)):this.multiplyMatrices(this,a)},premultiply:function(a){return this.multiplyMatrices(a,this)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements;b=this.elements;a=c[0];var e=c[4],f=c[8],g=c[12],h=c[1],l=c[5],m=c[9],k=c[13],n=c[2],t=c[6],r=c[10],q=c[14],p=c[3],x=c[7],y=c[11];c=c[15];var w=d[0],B=d[4],G=d[8],K=d[12],P=d[1],H=d[5],C=d[9],A=d[13],z=d[2],E=d[6],F=d[10],I=d[14],L=d[3],Q=d[7],N=d[11];d=d[15];b[0]=a*w+e*P+f*z+g*L;b[4]=a*B+e*H+f*E+g*Q;b[8]=a*G+e*C+f*F+ -g*N;b[12]=a*K+e*A+f*I+g*d;b[1]=h*w+l*P+m*z+k*L;b[5]=h*B+l*H+m*E+k*Q;b[9]=h*G+l*C+m*F+k*N;b[13]=h*K+l*A+m*I+k*d;b[2]=n*w+t*P+r*z+q*L;b[6]=n*B+t*H+r*E+q*Q;b[10]=n*G+t*C+r*F+q*N;b[14]=n*K+t*A+r*I+q*d;b[3]=p*w+x*P+y*z+c*L;b[7]=p*B+x*H+y*E+c*Q;b[11]=p*G+x*C+y*F+c*N;b[15]=p*K+x*A+y*I+c*d;return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},applyToBufferAttribute:function(){var a= -new p;return function(b){for(var c=0,d=b.count;cthis.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.copy(this);c=1/g;f=1/h;var m=1/l;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*= -f;b.elements[6]*=f;b.elements[8]*=m;b.elements[9]*=m;b.elements[10]*=m;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=l;return this}}(),makePerspective:function(a,b,c,d,e,f){void 0===f&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(c-d);g[9]=(c+d)/(c-d);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this}, -makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=1/(b-a),l=1/(c-d),m=1/(f-e);g[0]=2*h;g[4]=0;g[8]=0;g[12]=-((b+a)*h);g[1]=0;g[5]=2*l;g[9]=0;g[13]=-((c+d)*l);g[2]=0;g[6]=0;g[10]=-2*m;g[14]=-((f+e)*m);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b=this.elements;a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]); -void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}});Object.assign(ja,{slerp:function(a,b,c,d){return c.copy(a).slerp(b,d)},slerpFlat:function(a,b,c,d,e,f,g){var h=c[d+0],l=c[d+1],m=c[d+2];c=c[d+3];d=e[f+0];var k=e[f+1],n=e[f+2];e=e[f+3];if(c!==e||h!==d||l!==k||m!==n){f=1-g;var p=h*d+l*k+m*n+c*e,r=0<= -p?1:-1,q=1-p*p;q>Number.EPSILON&&(q=Math.sqrt(q),p=Math.atan2(q,p*r),f=Math.sin(f*p)/q,g=Math.sin(g*p)/q);r*=g;h=h*f+d*r;l=l*f+k*r;m=m*f+n*r;c=c*f+e*r;f===1-g&&(g=1/Math.sqrt(h*h+l*l+m*m+c*c),h*=g,l*=g,m*=g,c*=g)}a[b]=h;a[b+1]=l;a[b+2]=m;a[b+3]=c}});Object.defineProperties(ja.prototype,{x:{get:function(){return this._x},set:function(a){this._x=a;this.onChangeCallback()}},y:{get:function(){return this._y},set:function(a){this._y=a;this.onChangeCallback()}},z:{get:function(){return this._z},set:function(a){this._z= -a;this.onChangeCallback()}},w:{get:function(){return this._w},set:function(a){this._w=a;this.onChangeCallback()}}});Object.assign(ja.prototype,{set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function(a){this._x=a.x;this._y=a.y;this._z=a.z;this._w=a.w;this.onChangeCallback();return this},setFromEuler:function(a,b){if(!a||!a.isEuler)throw Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order."); -var c=a._x,d=a._y,e=a._z;a=a.order;var f=Math.cos,g=Math.sin,h=f(c/2),l=f(d/2);f=f(e/2);c=g(c/2);d=g(d/2);e=g(e/2);"XYZ"===a?(this._x=c*l*f+h*d*e,this._y=h*d*f-c*l*e,this._z=h*l*e+c*d*f,this._w=h*l*f-c*d*e):"YXZ"===a?(this._x=c*l*f+h*d*e,this._y=h*d*f-c*l*e,this._z=h*l*e-c*d*f,this._w=h*l*f+c*d*e):"ZXY"===a?(this._x=c*l*f-h*d*e,this._y=h*d*f+c*l*e,this._z=h*l*e+c*d*f,this._w=h*l*f-c*d*e):"ZYX"===a?(this._x=c*l*f-h*d*e,this._y=h*d*f+c*l*e,this._z=h*l*e-c*d*f,this._w=h*l*f+c*d*e):"YZX"===a?(this._x= -c*l*f+h*d*e,this._y=h*d*f+c*l*e,this._z=h*l*e-c*d*f,this._w=h*l*f-c*d*e):"XZY"===a&&(this._x=c*l*f-h*d*e,this._y=h*d*f-c*l*e,this._z=h*l*e+c*d*f,this._w=h*l*f+c*d*e);if(!1!==b)this.onChangeCallback();return this},setFromAxisAngle:function(a,b){b/=2;var c=Math.sin(b);this._x=a.x*c;this._y=a.y*c;this._z=a.z*c;this._w=Math.cos(b);this.onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],l=b[6];b=b[10];var m=c+f+b;0f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(l-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y=.25*c,this._z=(g+l)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+l)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a=new p,b;return function(c,d){void 0===a&&(a=new p);b=c.dot(d)+1;1E-6>b? -(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;return this.normalize()}}(),inverse:function(){return this.conjugate()},conjugate:function(){this._x*=-1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this},dot:function(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x* -this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this},multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},premultiply:function(a){return this.multiplyQuaternions(a, -this)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z;a=a._w;var f=b._x,g=b._y,h=b._z;b=b._w;this._x=c*b+a*f+d*h-e*g;this._y=d*b+a*g+e*f-c*h;this._z=e*b+a*h+c*g-d*f;this._w=a*b-c*f-d*g-e*h;this.onChangeCallback();return this},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y= -d,this._z=e,this;a=Math.sqrt(1-g*g);if(.001>Math.abs(a))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;var h=Math.atan2(a,g);g=Math.sin((1-b)*h)/a;b=Math.sin(b*h)/a;this._w=f*g+this._w*b;this._x=c*g+this._x*b;this._y=d*g+this._y*b;this._z=e*g+this._z*b;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+ -1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}});Object.assign(p.prototype,{isVector3:!0,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y= -a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this}, -add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), -this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*= -a;return this},multiplyVectors:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a=new ja;return function(b){b&&b.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.");return this.applyQuaternion(a.setFromEuler(b))}}(),applyAxisAngle:function(){var a=new ja;return function(b,c){return this.applyQuaternion(a.setFromAxisAngle(b,c))}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z; -a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,l=a*c+g*b-e*d,m=a*d+e*c-f*b;b=-e*b-f*c-g*d;this.x=h*a+b* --e+l*-g-m*-f;this.y=l*a+b*-f+m*-e-h*-g;this.z=m*a+b*-g+h*-f-l*-e;return this},project:function(){var a=new M;return function(b){a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyMatrix4(a)}}(),unproject:function(){var a=new M;return function(b){a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyMatrix4(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+ -a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;return this.normalize()},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y, -this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));return this},clampScalar:function(){var a=new p,b=new p;return function(c,d){a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this}, -round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z}, -length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},cross:function(a,b){return void 0!== -b?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b)):this.crossVectors(this,a)},crossVectors:function(a,b){var c=a.x,d=a.y;a=a.z;var e=b.x,f=b.y;b=b.z;this.x=d*b-a*f;this.y=a*e-c*b;this.z=c*f-d*e;return this},projectOnVector:function(a){var b=a.dot(this)/a.lengthSq();return this.copy(a).multiplyScalar(b)},projectOnPlane:function(){var a=new p;return function(b){a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a= -new p;return function(b){return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/Math.sqrt(this.lengthSq()*a.lengthSq());return Math.acos(S.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)+Math.abs(this.z-a.z)},setFromSpherical:function(a){var b=Math.sin(a.phi)* -a.radius;this.x=b*Math.sin(a.theta);this.y=Math.cos(a.phi)*a.radius;this.z=b*Math.cos(a.theta);return this},setFromCylindrical:function(a){this.x=a.radius*Math.sin(a.theta);this.y=a.y;this.z=a.radius*Math.cos(a.theta);return this},setFromMatrixPosition:function(a){a=a.elements;this.x=a[12];this.y=a[13];this.z=a[14];return this},setFromMatrixScale:function(a){var b=this.setFromMatrixColumn(a,0).length(),c=this.setFromMatrixColumn(a,1).length();a=this.setFromMatrixColumn(a,2).length();this.x=b;this.y= -c;this.z=a;return this},setFromMatrixColumn:function(a,b){return this.fromArray(a.elements,4*b)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."); -this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);return this}});Object.assign(sa.prototype,{isMatrix3:!0,set:function(a,b,c,d,e,f,g,h,l){var m=this.elements;m[0]=a;m[1]=d;m[2]=g;m[3]=b;m[4]=e;m[5]=h;m[6]=c;m[7]=f;m[8]=l;return this},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this},clone:function(){return(new this.constructor).fromArray(this.elements)},copy:function(a){var b=this.elements;a=a.elements;b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]= -a[8];return this},setFromMatrix4:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[1],a[5],a[9],a[2],a[6],a[10]);return this},applyToBufferAttribute:function(){var a=new p;return function(b){for(var c=0,d=b.count;cc;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;9>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8]; -return a}});var xf=0;Y.DEFAULT_IMAGE=void 0;Y.DEFAULT_MAPPING=300;Y.prototype=Object.assign(Object.create(xa.prototype),{constructor:Y,isTexture:!0,clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.name=a.name;this.image=a.image;this.mipmaps=a.mipmaps.slice(0);this.mapping=a.mapping;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter=a.minFilter;this.anisotropy=a.anisotropy;this.format=a.format;this.type=a.type;this.offset.copy(a.offset);this.repeat.copy(a.repeat); -this.center.copy(a.center);this.rotation=a.rotation;this.matrixAutoUpdate=a.matrixAutoUpdate;this.matrix.copy(a.matrix);this.generateMipmaps=a.generateMipmaps;this.premultiplyAlpha=a.premultiplyAlpha;this.flipY=a.flipY;this.unpackAlignment=a.unpackAlignment;this.encoding=a.encoding;return this},toJSON:function(a){var b=void 0===a||"string"===typeof a;if(!b&&void 0!==a.textures[this.uuid])return a.textures[this.uuid];var c={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid, -name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY};if(void 0!==this.image){var d=this.image;void 0===d.uuid&&(d.uuid=S.generateUUID());if(!b&&void 0===a.images[d.uuid]){var e=a.images,f=d.uuid,g=d.uuid;if(d instanceof HTMLCanvasElement)var h= -d;else{h=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");h.width=d.width;h.height=d.height;var l=h.getContext("2d");d instanceof ImageData?l.putImageData(d,0,0):l.drawImage(d,0,0,d.width,d.height)}h=2048a.x||1a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0>a.y||1a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)%2)?Math.ceil(a.y)-a.y:a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}});Object.defineProperty(Y.prototype,"needsUpdate",{set:function(a){!0===a&&this.version++}});Object.assign(ea.prototype, -{isVector4:!0,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x; -case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this}, -addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-= -a;this.y-=a;this.z-=a;this.w-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){return this.multiplyScalar(1/ -a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){a=a.elements;var b=a[0];var c=a[4];var d=a[8],e=a[1],f=a[5],g=a[9];var h=a[2];var l=a[6];var m=a[10];if(.01>Math.abs(c-e)&&.01>Math.abs(d-h)&&.01>Math.abs(g-l)){if(.1>Math.abs(c+e)&&.1>Math.abs(d+h)&&.1>Math.abs(g+l)&&.1>Math.abs(b+f+m-3))return this.set(1,0,0,0),this;a=Math.PI; -b=(b+1)/2;f=(f+1)/2;m=(m+1)/2;c=(c+e)/4;d=(d+h)/4;g=(g+l)/4;b>f&&b>m?.01>b?(l=0,c=h=.707106781):(l=Math.sqrt(b),h=c/l,c=d/l):f>m?.01>f?(l=.707106781,h=0,c=.707106781):(h=Math.sqrt(f),l=c/h,c=g/h):.01>m?(h=l=.707106781,c=0):(c=Math.sqrt(m),l=d/c,h=g/c);this.set(l,h,c,a);return this}a=Math.sqrt((l-g)*(l-g)+(d-h)*(d-h)+(e-c)*(e-c));.001>Math.abs(a)&&(a=1);this.x=(l-g)/a;this.y=(d-h)/a;this.z=(e-c)/a;this.w=Math.acos((b+f+m-1)/2);return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y, -a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));this.w=Math.max(a.w,Math.min(b.w,this.w));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new ea,b=new ea);a.set(c, -c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y); -this.z=Math.round(this.z);this.w=Math.round(this.w);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?Math.ceil(this.w):Math.floor(this.w);return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;this.w=-this.w;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x* -this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a, -b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute()."); -this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);this.w=a.getW(b);return this}});hb.prototype=Object.assign(Object.create(xa.prototype),{constructor:hb,isWebGLRenderTarget:!0,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone(); -this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture=a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});Ib.prototype=Object.create(hb.prototype);Ib.prototype.constructor=Ib;Ib.prototype.isWebGLRenderTargetCube=!0;ib.prototype=Object.create(Y.prototype);ib.prototype.constructor=ib;ib.prototype.isDataTexture=!0;Object.assign(Va.prototype,{isBox3:!0,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromArray:function(a){for(var b= -Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,l=a.length;he&&(e=m);k>f&&(f=k);n>g&&(g=n)}this.min.set(b,c,d);this.max.set(e,f,g);return this},setFromBufferAttribute:function(a){for(var b=Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,l=a.count;he&&(e=m);k>f&&(f=k);n>g&&(g=n)}this.min.set(b,c,d); -this.max.set(e,f,g);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&& -a.max.z<=this.max.z},getParameter:function(a,b){void 0===b&&(console.warn("THREE.Box3: .getParameter() target is now required"),b=new p);return b.set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},intersectsSphere:function(){var a=new p;return function(b){this.clampPoint(b.center, -a);return a.distanceToSquared(b.center)<=b.radius*b.radius}}(),intersectsPlane:function(a){if(0=a.constant},intersectsTriangle:function(){function a(a){var e; -var f=0;for(e=a.length-3;f<=e;f+=3){h.fromArray(a,f);var g=m.x*Math.abs(h.x)+m.y*Math.abs(h.y)+m.z*Math.abs(h.z),l=b.dot(h),k=c.dot(h),n=d.dot(h);if(Math.max(-Math.max(l,k,n),Math.min(l,k,n))>g)return!1}return!0}var b=new p,c=new p,d=new p,e=new p,f=new p,g=new p,h=new p,l=new p,m=new p,k=new p;return function(h){if(this.isEmpty())return!1;this.getCenter(l);m.subVectors(this.max,l);b.subVectors(h.a,l);c.subVectors(h.b,l);d.subVectors(h.c,l);e.subVectors(c,b);f.subVectors(d,c);g.subVectors(b,d);h= -[0,-e.z,e.y,0,-f.z,f.y,0,-g.z,g.y,e.z,0,-e.x,f.z,0,-f.x,g.z,0,-g.x,-e.y,e.x,0,-f.y,f.x,0,-g.y,g.x,0];if(!a(h))return!1;h=[1,0,0,0,1,0,0,0,1];if(!a(h))return!1;k.crossVectors(e,f);h=[k.x,k.y,k.z];return a(h)}}(),clampPoint:function(a,b){void 0===b&&(console.warn("THREE.Box3: .clampPoint() target is now required"),b=new p);return b.copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new p;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= -new p;return function(b){void 0===b&&(console.warn("THREE.Box3: .getBoundingSphere() target is now required"),b=new Ea);this.getCenter(b.center);b.radius=.5*this.getSize(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new p,new p,new p,new p,new p,new p,new p,new p];return function(b){if(this.isEmpty())return this; -a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.setFromPoints(a);return this}}(), -translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}});Object.assign(Ea.prototype,{set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new Va;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).getCenter(d);for(var e=c=0,f=b.length;e=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(a.distanceToPoint(this.center))<= -this.radius},clampPoint:function(a,b){var c=this.center.distanceToSquared(a);void 0===b&&(console.warn("THREE.Sphere: .clampPoint() target is now required"),b=new p);b.copy(a);c>this.radius*this.radius&&(b.sub(this.center).normalize(),b.multiplyScalar(this.radius).add(this.center));return b},getBoundingBox:function(a){void 0===a&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),a=new Va);a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a); -this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius}});Object.assign(Fa.prototype,{set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a= -new p,b=new p;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d,c);return this}}(),clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+ -this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){void 0===b&&(console.warn("THREE.Plane: .projectPoint() target is now required"),b=new p);return b.copy(this.normal).multiplyScalar(-this.distanceToPoint(a)).add(a)},intersectLine:function(){var a=new p;return function(b,c){void 0===c&&(console.warn("THREE.Plane: .intersectLine() target is now required"),c=new p);var d=b.delta(a),e=this.normal.dot(d);if(0===e){if(0===this.distanceToPoint(b.start))return c.copy(b.start)}else if(e= --(b.start.dot(this.normal)+this.constant)/e,!(0>e||1b&&0a&&0c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],l=c[6],m=c[7],k=c[8],n=c[9],p=c[10],r=c[11],q=c[12],v=c[13],x=c[14];c=c[15];b[0].setComponents(f-a,m-g,r-k,c-q).normalize();b[1].setComponents(f+a,m+g,r+k,c+q).normalize();b[2].setComponents(f+d,m+h,r+n,c+v).normalize();b[3].setComponents(f- -d,m-h,r-n,c-v).normalize();b[4].setComponents(f-e,m-l,r-p,c-x).normalize();b[5].setComponents(f+e,m+l,r+p,c+x).normalize();return this},intersectsObject:function(){var a=new Ea;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere).applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSprite:function(){var a=new Ea;return function(b){a.center.set(0,0,0);a.radius=.7071067811865476;a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(), -intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0 -g&&0>f)return!1}return!0}}(),containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}});var V={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n",aomap_fragment:"#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n", -aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",begin_vertex:"\nvec3 transformed = vec3( position );\n",beginnormal_vertex:"\nvec3 objectNormal = vec3( normal );\n",bsdfs:"float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\treturn 1.0;\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}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\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\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\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", -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\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n", -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\n", -clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n", -color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif",common:"#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n", -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(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\n", -defaultnormal_vertex:"vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n", -emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n",encodings_fragment:" gl_FragColor = linearToOutputTexel( gl_FragColor );\n",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.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\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.w );\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.w );\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.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, 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.x, 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 = value.rgb * cLogLuvM;\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 = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n", -envmap_fragment:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n", -envmap_pars_fragment:"#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n", -envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n",envmap_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n", -fog_vertex:"\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n varying float fogDepth;\n#endif\n",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n",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\n", -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\n",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n", -lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",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 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = 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\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n", -lights_pars_begin:"uniform vec3 ambientLightColor;\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\n", -lights_pars_maps:"#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n", -lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n",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)\n", -lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n", -lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n", -lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\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\n", -lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif\n", -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, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n", -logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n", -map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n",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\n",map_particle_pars_fragment:"#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n", -metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",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\n",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", -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\n", -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#endif\n",normal_fragment_maps:"#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n", -normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\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\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n", -packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n", -premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n",project_vertex:"vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n",dithering_fragment:"#if defined( DITHERING )\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n",dithering_pars_fragment:"#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n", -roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\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( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, 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( 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 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n", -shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n", -shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n", -shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n", -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",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform 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\n", -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\n",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#endif\n", -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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n",tonemapping_pars_fragment:"#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n", -uv_pars_fragment:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\n", -uv_vertex:"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif", -uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n", -cube_vert:"varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}\n",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \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}\n", -depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n", -distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}\n", -equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\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\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n",equirect_vert:"varying vec3 vWorldPosition;\n#include \nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}\n", -linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}\n", -meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include \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 \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshphysical_frag:"#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -meshphysical_vert:"#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}\n", -normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n", -normal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n", -points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n", -shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n}\n",shadow_vert:"#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}\n"}, -Da={merge:function(a){for(var b={},c=0;c>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(){function a(a,c,d){0>d&&(d+=1);1d?c:d<2/3?a+6*(c-a)*(2/3-d):a}return function(b, -c,d){b=S.euclideanModulo(b,1);c=S.clamp(c,0,1);d=S.clamp(d,0,1);0===c?this.r=this.g=this.b=d:(c=.5>=d?d*(1+c):d+c-d*c,d=2*d-c,this.r=a(d,c,b+1/3),this.g=a(d,c,b),this.b=a(d,c,b-1/3));return this}}(),setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r= -Math.min(255,parseInt(c[1],10))/255,this.g=Math.min(255,parseInt(c[2],10))/255,this.b=Math.min(255,parseInt(c[3],10))/255,b(c[5]),this;if(c=/^(\d+)%\s*,\s*(\d+)%\s*,\s*(\d+)%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(100,parseInt(c[1],10))/100,this.g=Math.min(100,parseInt(c[2],10))/100,this.b=Math.min(100,parseInt(c[3],10))/100,b(c[5]),this;break;case "hsl":case "hsla":if(c=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)%\s*,\s*(\d+)%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d)){d=parseFloat(c[1])/ -360;var e=parseInt(c[2],10)/100,f=parseInt(c[3],10)/100;b(c[5]);return this.setHSL(d,e,f)}}}else if(c=/^#([A-Fa-f0-9]+)$/.exec(a)){c=c[1];d=c.length;if(3===d)return this.r=parseInt(c.charAt(0)+c.charAt(0),16)/255,this.g=parseInt(c.charAt(1)+c.charAt(1),16)/255,this.b=parseInt(c.charAt(2)+c.charAt(2),16)/255,this;if(6===d)return this.r=parseInt(c.charAt(0)+c.charAt(1),16)/255,this.g=parseInt(c.charAt(2)+c.charAt(3),16)/255,this.b=parseInt(c.charAt(4)+c.charAt(5),16)/255,this}a&&0=h?l/(e+f):l/(2-e-f);switch(e){case b:g=(c-d)/l+(cMath.abs(g)?(this._x=Math.atan2(-m,e),this._z=Math.atan2(-f,a)):(this._x=Math.atan2(n,l),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(m,-1,1)),.99999>Math.abs(m)? -(this._y=Math.atan2(g,e),this._z=Math.atan2(h,l)):(this._y=Math.atan2(-k,a),this._z=0)):"ZXY"===b?(this._x=Math.asin(d(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(-k,e),this._z=Math.atan2(-f,l)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(k,-1,1)),.99999>Math.abs(k)?(this._x=Math.atan2(n,e),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-f,l))):"YZX"===b?(this._z=Math.asin(d(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-m,l),this._y=Math.atan2(-k,a)):(this._x= -0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(n,l),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-m,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a=new M;return function(b,c,d){a.makeRotationFromQuaternion(b);return this.setFromRotationMatrix(a,c,d)}}(),setFromVector3:function(a,b){return this.set(a.x, -a.y,a.z,b||this._order)},reorder:function(){var a=new ja;return function(b){a.setFromEuler(this);return this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a? -a.set(this._x,this._y,this._z):new p(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}});Object.assign(Sd.prototype,{set:function(a){this.mask=1<g;g++)if(d[g]===d[(g+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(d=a[f],this.faces.splice(d,1),c=0,e=this.faceVertexUvs.length;cthis.opacity&&(d.opacity=this.opacity); -!0===this.transparent&&(d.transparent=this.transparent);d.depthFunc=this.depthFunc;d.depthTest=this.depthTest;d.depthWrite=this.depthWrite;0!==this.rotation&&(d.rotation=this.rotation);1!==this.linewidth&&(d.linewidth=this.linewidth);void 0!==this.dashSize&&(d.dashSize=this.dashSize);void 0!==this.gapSize&&(d.gapSize=this.gapSize);void 0!==this.scale&&(d.scale=this.scale);!0===this.dithering&&(d.dithering=!0);0 -a?b.copy(this.origin):b.copy(this.direction).multiplyScalar(a).add(this.origin)},distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))},distanceSqToPoint:function(){var a=new p;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceToSquared(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceToSquared(b)}}(),distanceSqToSegment:function(){var a=new p,b=new p,c=new p;return function(d,e,f,g){a.copy(d).add(e).multiplyScalar(.5); -b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a);var h=.5*d.distanceTo(e),l=-this.direction.dot(b),m=c.dot(this.direction),k=-c.dot(b),n=c.lengthSq(),p=Math.abs(1-l*l);if(0=-r?e<=r?(h=1/p,d*=h,e*=h,l=d*(d+l*e+2*m)+e*(l*d+e+2*k)+n):(e=h,d=Math.max(0,-(l*e+m)),l=-d*d+e*(e+2*k)+n):(e=-h,d=Math.max(0,-(l*e+m)),l=-d*d+e*(e+2*k)+n):e<=-r?(d=Math.max(0,-(-l*h+m)),e=0b)return null;b=Math.sqrt(b-e);e=d-b;d+=b;return 0>e&&0>d?null:0>e?this.at(d, -c):this.at(e,c)}}(),intersectsSphere:function(a){return this.distanceToPoint(a.center)<=a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){a=this.distanceToPlane(a);return null===a?null:this.at(a,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},intersectBox:function(a, -b){var c=1/this.direction.x;var d=1/this.direction.y;var e=1/this.direction.z,f=this.origin;if(0<=c){var g=(a.min.x-f.x)*c;c*=a.max.x-f.x}else g=(a.max.x-f.x)*c,c*=a.min.x-f.x;if(0<=d){var h=(a.min.y-f.y)*d;d*=a.max.y-f.y}else h=(a.max.y-f.y)*d,d*=a.min.y-f.y;if(g>d||h>c)return null;if(h>g||g!==g)g=h;if(da||h>c)return null;if(h>g||g!==g)g=h;if(ac?null:this.at(0<=g?g:c,b)},intersectsBox:function(){var a= -new p;return function(b){return null!==this.intersectBox(b,a)}}(),intersectTriangle:function(){var a=new p,b=new p,c=new p,d=new p;return function(e,f,g,h,l){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,l)}}(), -applyMatrix4:function(a){this.origin.applyMatrix4(a);this.direction.transformDirection(a);return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}});Object.assign(Lb.prototype,{set:function(a,b){this.start.copy(a);this.end.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},getCenter:function(a){void 0===a&&(console.warn("THREE.Line3: .getCenter() target is now required"), -a=new p);return a.addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){void 0===a&&(console.warn("THREE.Line3: .delta() target is now required"),a=new p);return a.subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a,b){void 0===b&&(console.warn("THREE.Line3: .at() target is now required"),b=new p);return this.delta(b).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a= -new p,b=new p;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);c=b.dot(b);c=b.dot(a)/c;d&&(c=S.clamp(c,0,1));return c}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);void 0===c&&(console.warn("THREE.Line3: .closestPointToPoint() target is now required"),c=new p);return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a);this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&& -a.end.equals(this.end)}});Object.assign(Aa,{getNormal:function(){var a=new p;return function(b,c,d,e){void 0===e&&(console.warn("THREE.Triangle: .getNormal() target is now required"),e=new p);e.subVectors(d,c);a.subVectors(b,c);e.cross(a);b=e.lengthSq();return 0=a.x+a.y}}()});Object.assign(Aa.prototype,{set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]); -this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},getArea:function(){var a=new p,b=new p;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),getMidpoint:function(a){void 0===a&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),a=new p);return a.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},getNormal:function(a){return Aa.getNormal(this.a, -this.b,this.c,a)},getPlane:function(a){void 0===a&&(console.warn("THREE.Triangle: .getPlane() target is now required"),a=new p);return a.setFromCoplanarPoints(this.a,this.b,this.c)},getBarycoord:function(a,b){return Aa.getBarycoord(a,this.a,this.b,this.c,b)},containsPoint:function(a){return Aa.containsPoint(a,this.a,this.b,this.c)},intersectsBox:function(a){return a.intersectsTriangle(this)},closestPointToPoint:function(){var a=new Fa,b=[new Lb,new Lb,new Lb],c=new p,d=new p;return function(e,f){void 0=== -f&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),f=new p);var g=Infinity;a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))f.copy(c);else for(b[0].set(this.a,this.b),b[1].set(this.b,this.c),b[2].set(this.c,this.a),e=0;ec.far?null:{distance:b,point:y.clone(),object:a}}function c(c,d,e,f,m,k,n,p){g.fromBufferAttribute(f,k);h.fromBufferAttribute(f,n);l.fromBufferAttribute(f,p);if(c=b(c,c.material, -d,e,g,h,l,x))m&&(t.fromBufferAttribute(m,k),r.fromBufferAttribute(m,n),q.fromBufferAttribute(m,p),c.uv=a(x,g,h,l,t,r,q)),m=new Wa(k,n,p),Aa.getNormal(g,h,l,m.normal),c.face=m,c.faceIndex=k;return c}var d=new M,e=new qb,f=new Ea,g=new p,h=new p,l=new p,m=new p,k=new p,n=new p,t=new C,r=new C,q=new C,v=new p,x=new p,y=new p;return function(p,u){var v=this.geometry,w=this.material,y=this.matrixWorld;if(void 0!==w&&(null===v.boundingSphere&&v.computeBoundingSphere(),f.copy(v.boundingSphere),f.applyMatrix4(y), -!1!==p.ray.intersectsSphere(f)&&(d.getInverse(y),e.copy(p.ray).applyMatrix4(d),null===v.boundingBox||!1!==e.intersectsBox(v.boundingBox)))){var B;if(v.isBufferGeometry){w=v.index;var C=v.attributes.position;y=v.attributes.uv;var A;if(null!==w){var z=0;for(A=w.count;zf||(f=d.ray.origin.distanceTo(a),fd.far||e.push({distance:f,point:a.clone(),face:null,object:this}))}}(),clone:function(){return(new this.constructor(this.material)).copy(this)},copy:function(a){A.prototype.copy.call(this,a);void 0!==a.center&& -this.center.copy(a.center);return this}});Bc.prototype=Object.assign(Object.create(A.prototype),{constructor:Bc,copy:function(a){A.prototype.copy.call(this,a,!1);a=a.levels;for(var b=0,c=a.length;b=d[e].distance)d[e-1].object.visible= -!1,d[e].object.visible=!0;else break;for(;ef||(k.applyMatrix4(this.matrixWorld),v=d.ray.origin.distanceTo(k),vd.far||e.push({distance:v,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}else for(g=0,q=r.length/3-1;gf||(k.applyMatrix4(this.matrixWorld),v=d.ray.origin.distanceTo(k),vd.far||e.push({distance:v,point:h.clone().applyMatrix4(this.matrixWorld), -index:g,face:null,faceIndex:null,object:this}))}else if(g.isGeometry)for(l=g.vertices,m=l.length,g=0;gf||(k.applyMatrix4(this.matrixWorld),v=d.ray.origin.distanceTo(k),vd.far||e.push({distance:v,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}}(),clone:function(){return(new this.constructor(this.geometry,this.material)).copy(this)}});aa.prototype=Object.assign(Object.create(ua.prototype), -{constructor:aa,isLineSegments:!0,computeLineDistances:function(){var a=new p,b=new p;return function(){var c=this.geometry;if(c.isBufferGeometry)if(null===c.index){for(var d=c.attributes.position,e=[],f=0,g=d.count;fd.far||e.push({distance:a,distanceToRay:Math.sqrt(f),point:n.clone(),index:c,face:null,object:g}))}var g=this,h=this.geometry,l=this.matrixWorld,m=d.params.Points.threshold;null===h.boundingSphere&&h.computeBoundingSphere(); -c.copy(h.boundingSphere);c.applyMatrix4(l);c.radius+=m;if(!1!==d.ray.intersectsSphere(c)){a.getInverse(l);b.copy(d.ray).applyMatrix4(a);m/=(this.scale.x+this.scale.y+this.scale.z)/3;var k=m*m;m=new p;var n=new p;if(h.isBufferGeometry){var t=h.index;h=h.attributes.position.array;if(null!==t){var r=t.array;t=0;for(var q=r.length;t=a.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}});Rb.prototype=Object.create(Y.prototype);Rb.prototype.constructor=Rb;Rb.prototype.isCompressedTexture=!0;Dc.prototype=Object.create(Y.prototype);Dc.prototype.constructor=Dc;Dc.prototype.isDepthTexture=!0;Sb.prototype= -Object.create(F.prototype);Sb.prototype.constructor=Sb;Ec.prototype=Object.create(N.prototype);Ec.prototype.constructor=Ec;Tb.prototype=Object.create(F.prototype);Tb.prototype.constructor=Tb;Fc.prototype=Object.create(N.prototype);Fc.prototype.constructor=Fc;pa.prototype=Object.create(F.prototype);pa.prototype.constructor=pa;Gc.prototype=Object.create(N.prototype);Gc.prototype.constructor=Gc;Ub.prototype=Object.create(pa.prototype);Ub.prototype.constructor=Ub;Hc.prototype=Object.create(N.prototype); -Hc.prototype.constructor=Hc;sb.prototype=Object.create(pa.prototype);sb.prototype.constructor=sb;Ic.prototype=Object.create(N.prototype);Ic.prototype.constructor=Ic;Vb.prototype=Object.create(pa.prototype);Vb.prototype.constructor=Vb;Jc.prototype=Object.create(N.prototype);Jc.prototype.constructor=Jc;Wb.prototype=Object.create(pa.prototype);Wb.prototype.constructor=Wb;Kc.prototype=Object.create(N.prototype);Kc.prototype.constructor=Kc;Xb.prototype=Object.create(F.prototype);Xb.prototype.constructor= -Xb;Lc.prototype=Object.create(N.prototype);Lc.prototype.constructor=Lc;Yb.prototype=Object.create(F.prototype);Yb.prototype.constructor=Yb;Mc.prototype=Object.create(N.prototype);Mc.prototype.constructor=Mc;Zb.prototype=Object.create(F.prototype);Zb.prototype.constructor=Zb;var Lg={triangulate:function(a,b,c){c=c||2;var d=b&&b.length,e=d?b[0]*c:a.length,f=Xe(a,0,e,c,!0),g=[];if(!f)return g;var h;if(d){var l=c;d=[];var m;var k=0;for(m=b.length;k80*c){var r=h=a[0];var q=d=a[1];for(l=c;lh&&(h=k),b>d&&(d=b);h=Math.max(h-r,d-q);h=0!==h?1/h:0}Pc(f,g,c,r,q,h);return g}},Xa={area:function(a){for(var b=a.length,c=0,d=b-1,e=0;eXa.area(a)},triangulateShape:function(a, -b){var c=[],d=[],e=[];af(a);bf(c,a);var f=a.length;b.forEach(af);for(a=0;aNumber.EPSILON){var l=Math.sqrt(h),m=Math.sqrt(f*f+g*g);h=b.x-e/l;b=b.y+d/l;g=((c.x-g/m-h)*g-(c.y+f/m-b)*f)/(d*g-e*f);f=h+d*g-a.x;d=b+e*g-a.y;e=f*f+d*d;if(2>=e)return new C(f,d);e=Math.sqrt(e/2)}else a=!1,d>Number.EPSILON?f>Number.EPSILON&&(a=!0):d<-Number.EPSILON?f<-Number.EPSILON&&(a=!0):Math.sign(e)===Math.sign(g)&&(a=!0),a?(f=-e,e=Math.sqrt(h)):(f=d,d=e,e=Math.sqrt(h/2));return new C(f/e,d/ -e)}function e(a,b){for(J=a.length;0<=--J;){var c=J;var d=J-1;0>d&&(d=a.length-1);var e,f=B+2*x;for(e=0;eMath.abs(g-l)?[new C(a,1-c),new C(h,1-d),new C(m,1-e),new C(n,1-b)]:[new C(g,1-c),new C(l,1-d),new C(k,1-e),new C(p,1-b)]}};Rc.prototype=Object.create(N.prototype);Rc.prototype.constructor=Rc;$b.prototype=Object.create(Ia.prototype);$b.prototype.constructor=$b;Sc.prototype=Object.create(N.prototype);Sc.prototype.constructor=Sc;ub.prototype=Object.create(F.prototype);ub.prototype.constructor=ub;Tc.prototype=Object.create(N.prototype);Tc.prototype.constructor= -Tc;ac.prototype=Object.create(F.prototype);ac.prototype.constructor=ac;Uc.prototype=Object.create(N.prototype);Uc.prototype.constructor=Uc;bc.prototype=Object.create(F.prototype);bc.prototype.constructor=bc;vb.prototype=Object.create(N.prototype);vb.prototype.constructor=vb;vb.prototype.toJSON=function(){var a=N.prototype.toJSON.call(this);return cf(this.parameters.shapes,a)};wb.prototype=Object.create(F.prototype);wb.prototype.constructor=wb;wb.prototype.toJSON=function(){var a=F.prototype.toJSON.call(this); -return cf(this.parameters.shapes,a)};cc.prototype=Object.create(F.prototype);cc.prototype.constructor=cc;xb.prototype=Object.create(N.prototype);xb.prototype.constructor=xb;Ya.prototype=Object.create(F.prototype);Ya.prototype.constructor=Ya;Vc.prototype=Object.create(xb.prototype);Vc.prototype.constructor=Vc;Wc.prototype=Object.create(Ya.prototype);Wc.prototype.constructor=Wc;Xc.prototype=Object.create(N.prototype);Xc.prototype.constructor=Xc;dc.prototype=Object.create(F.prototype);dc.prototype.constructor= -dc;var Ca=Object.freeze({WireframeGeometry:Sb,ParametricGeometry:Ec,ParametricBufferGeometry:Tb,TetrahedronGeometry:Gc,TetrahedronBufferGeometry:Ub,OctahedronGeometry:Hc,OctahedronBufferGeometry:sb,IcosahedronGeometry:Ic,IcosahedronBufferGeometry:Vb,DodecahedronGeometry:Jc,DodecahedronBufferGeometry:Wb,PolyhedronGeometry:Fc,PolyhedronBufferGeometry:pa,TubeGeometry:Kc,TubeBufferGeometry:Xb,TorusKnotGeometry:Lc,TorusKnotBufferGeometry:Yb,TorusGeometry:Mc,TorusBufferGeometry:Zb,TextGeometry:Rc,TextBufferGeometry:$b, -SphereGeometry:Sc,SphereBufferGeometry:ub,RingGeometry:Tc,RingBufferGeometry:ac,PlaneGeometry:xc,PlaneBufferGeometry:pb,LatheGeometry:Uc,LatheBufferGeometry:bc,ShapeGeometry:vb,ShapeBufferGeometry:wb,ExtrudeGeometry:fb,ExtrudeBufferGeometry:Ia,EdgesGeometry:cc,ConeGeometry:Vc,ConeBufferGeometry:Wc,CylinderGeometry:xb,CylinderBufferGeometry:Ya,CircleGeometry:Xc,CircleBufferGeometry:dc,BoxGeometry:Kb,BoxBufferGeometry:mb});yb.prototype=Object.create(O.prototype);yb.prototype.constructor=yb;yb.prototype.isShadowMaterial= -!0;yb.prototype.copy=function(a){O.prototype.copy.call(this,a);this.color.copy(a.color);return this};ec.prototype=Object.create(va.prototype);ec.prototype.constructor=ec;ec.prototype.isRawShaderMaterial=!0;Sa.prototype=Object.create(O.prototype);Sa.prototype.constructor=Sa;Sa.prototype.isMeshStandardMaterial=!0;Sa.prototype.copy=function(a){O.prototype.copy.call(this,a);this.defines={STANDARD:""};this.color.copy(a.color);this.roughness=a.roughness;this.metalness=a.metalness;this.map=a.map;this.lightMap= -a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.roughnessMap=a.roughnessMap;this.metalnessMap= -a.metalnessMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.envMapIntensity=a.envMapIntensity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};zb.prototype=Object.create(Sa.prototype);zb.prototype.constructor=zb;zb.prototype.isMeshPhysicalMaterial= -!0;zb.prototype.copy=function(a){Sa.prototype.copy.call(this,a);this.defines={PHYSICAL:""};this.reflectivity=a.reflectivity;this.clearCoat=a.clearCoat;this.clearCoatRoughness=a.clearCoatRoughness;return this};Ja.prototype=Object.create(O.prototype);Ja.prototype.constructor=Ja;Ja.prototype.isMeshPhongMaterial=!0;Ja.prototype.copy=function(a){O.prototype.copy.call(this,a);this.color.copy(a.color);this.specular.copy(a.specular);this.shininess=a.shininess;this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity= -a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine= -a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Ab.prototype=Object.create(Ja.prototype);Ab.prototype.constructor=Ab;Ab.prototype.isMeshToonMaterial=!0;Ab.prototype.copy=function(a){Ja.prototype.copy.call(this, -a);this.gradientMap=a.gradientMap;return this};Bb.prototype=Object.create(O.prototype);Bb.prototype.constructor=Bb;Bb.prototype.isMeshNormalMaterial=!0;Bb.prototype.copy=function(a){O.prototype.copy.call(this,a);this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth; -this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Cb.prototype=Object.create(O.prototype);Cb.prototype.constructor=Cb;Cb.prototype.isMeshLambertMaterial=!0;Cb.prototype.copy=function(a){O.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity= -a.emissiveIntensity;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Db.prototype=Object.create(U.prototype);Db.prototype.constructor= -Db;Db.prototype.isLineDashedMaterial=!0;Db.prototype.copy=function(a){U.prototype.copy.call(this,a);this.scale=a.scale;this.dashSize=a.dashSize;this.gapSize=a.gapSize;return this};var Mg=Object.freeze({ShadowMaterial:yb,SpriteMaterial:eb,RawShaderMaterial:ec,ShaderMaterial:va,PointsMaterial:Ha,MeshPhysicalMaterial:zb,MeshStandardMaterial:Sa,MeshPhongMaterial:Ja,MeshToonMaterial:Ab,MeshNormalMaterial:Bb,MeshLambertMaterial:Cb,MeshDepthMaterial:cb,MeshDistanceMaterial:db,MeshBasicMaterial:za,LineDashedMaterial:Db, -LineBasicMaterial:U,Material:O}),Hb={enabled:!1,files:{},add:function(a,b){!1!==this.enabled&&(this.files[a]=b)},get:function(a){if(!1!==this.enabled)return this.files[a]},remove:function(a){delete this.files[a]},clear:function(){this.files={}}},ma=new ae,$a={};Object.assign(Ka.prototype,{load:function(a,b,c,d){void 0===a&&(a="");void 0!==this.path&&(a=this.path+a);a=this.manager.resolveURL(a);var e=this,f=Hb.get(a);if(void 0!==f)return e.manager.itemStart(a),setTimeout(function(){b&&b(f);e.manager.itemEnd(a)}, -0),f;if(void 0!==$a[a])$a[a].push({onLoad:b,onProgress:c,onError:d});else{var g=a.match(/^data:(.*?)(;base64)?,(.*)$/);if(g){c=g[1];var h=!!g[2];g=g[3];g=window.decodeURIComponent(g);h&&(g=window.atob(g));try{var l=(this.responseType||"").toLowerCase();switch(l){case "arraybuffer":case "blob":var m=new Uint8Array(g.length);for(h=0;hg)e=a+1;else if(0b&&(b=0);1Number.EPSILON&&(g.normalize(),c=Math.acos(S.clamp(d[l-1].dot(d[l]),-1,1)),e[l].applyMatrix4(h.makeRotationAxis(g,c))),f[l].crossVectors(d[l],e[l]);if(!0===b)for(c=Math.acos(S.clamp(e[0].dot(e[a]),-1,1)),c/=a,0d;)d+=c;for(;d>c;)d-=c;de&&(e=1);1E-4>d&&(d=e);1E-4>l&&(l=e);ye.initNonuniformCatmullRom(f.x,g.x,h.x,c.x,d,e,l);ze.initNonuniformCatmullRom(f.y,g.y,h.y,c.y,d,e,l);Ae.initNonuniformCatmullRom(f.z,g.z,h.z,c.z,d,e,l)}else"catmullrom"===this.curveType&&(ye.initCatmullRom(f.x,g.x,h.x,c.x,this.tension),ze.initCatmullRom(f.y,g.y,h.y,c.y,this.tension),Ae.initCatmullRom(f.z,g.z,h.z,c.z,this.tension));b.set(ye.calc(a), -ze.calc(a),Ae.calc(a));return b};X.prototype.copy=function(a){E.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;bc.length-2?c.length-1:a+1];c=c[a>c.length-3?c.length-1:a+2];b.set(ef(d,e.x,f.x,g.x,c.x),ef(d,e.y,f.y,g.y,c.y));return b};Oa.prototype.copy=function(a){E.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;b=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null},getLength:function(){var a=this.getCurveLengths(); -return a[a.length-1]},updateArcLengths:function(){this.needsUpdate=!0;this.cacheLengths=null;this.getCurveLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;for(var a=[],b=0,c=0,d=this.curves.length;c=e)break a;else{f=b[1];a=e)break b}d=c;c=0}}for(;c>>1,ab;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),a=this.getValueSize(),this.times=fa.arraySlice(c,e,f),this.values=fa.arraySlice(this.values,e*a,f*a);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),a=!1);var c=this.times;b=this.values;var d=c.length;0===d&&(console.error("THREE.KeyframeTrack: Track is empty.", -this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("THREE.KeyframeTrack: Out of order keys.",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&fa.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,f,d);a=!1;break}return a},optimize:function(){for(var a=this.times,b=this.values, -c=this.getValueSize(),d=2302===this.getInterpolation(),e=1,f=a.length-1,g=1;gk.opacity&&(k.transparent=!0);d.setTextures(l);return d.parse(k)}}()});var Be={decodeText:function(a){if("undefined"!==typeof TextDecoder)return(new TextDecoder).decode(a);for(var b="",c=0,d=a.length;cf;f++){var z=h[r++];var A=B[2*z];z=B[2*z+1];A=new C(A,z);2!==f&&c.faceVertexUvs[e][v].push(A);0!==f&&c.faceVertexUvs[e][v+1].push(A)}}x&&(x=3*h[r++],q.normal.set(k[x++],k[x++],k[x]),w.normal.copy(q.normal));if(y)for(e=0;4>e;e++)x=3*h[r++],y=new p(k[x++],k[x++],k[x]),2!==e&&q.vertexNormals.push(y),0!==e&&w.vertexNormals.push(y);n&&(n= -h[r++],n=u[n],q.color.setHex(n),w.color.setHex(n));if(l)for(e=0;4>e;e++)n=h[r++],n=u[n],2!==e&&q.vertexColors.push(new I(n)),0!==e&&w.vertexColors.push(new I(n));c.faces.push(q);c.faces.push(w)}else{q=new Wa;q.a=h[r++];q.b=h[r++];q.c=h[r++];v&&(v=h[r++],q.materialIndex=v);v=c.faces.length;if(e)for(e=0;ef;f++)z=h[r++],A=B[2*z],z=B[2*z+1],A=new C(A,z),c.faceVertexUvs[e][v].push(A);x&&(x=3*h[r++],q.normal.set(k[x++],k[x++],k[x]));if(y)for(e=0;3>e;e++)x= -3*h[r++],y=new p(k[x++],k[x++],k[x]),q.vertexNormals.push(y);n&&(n=h[r++],q.color.setHex(u[n]));if(l)for(e=0;3>e;e++)n=h[r++],q.vertexColors.push(new I(u[n]));c.faces.push(q)}}d=a;r=void 0!==d.influencesPerVertex?d.influencesPerVertex:2;if(d.skinWeights)for(g=0,h=d.skinWeights.length;gNumber.EPSILON){if(0>k&&(g=b[f],l=-l,h=b[e],k=-k),!(a.yh.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=k*(a.x-g.x)-l*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=h.x))return!0}return d}var e=Xa.isClockWise,f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);b=[];if(1===f.length){var g=f[0]; -var h=new gb;h.curves=g.curves;b.push(h);return b}var l=!e(f[0].getPoints());l=a?!l:l;h=[];var k=[],p=[],n=0;k[n]=void 0;p[n]=[];for(var t=0,r=f.length;td&&this._mixBufferRegion(c,a,3*b,1-d,b);d=b;for(var f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}}, -saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d){ja.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var h=b+g;a[h]=a[h]*f+a[c+g]*d}}});Object.assign(jf.prototype,{getValue:function(a, -b){this.bind();var c=this._bindings[this._targetGroup.nCachedObjects_];void 0!==c&&c.getValue(a,b)},setValue:function(a,b){for(var c=this._bindings,d=this._targetGroup.nCachedObjects_,e=c.length;d!==e;++d)c[d].setValue(a,b)},bind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].bind()},unbind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].unbind()}});Object.assign(qa,{Composite:jf,create:function(a, -b,c){return a&&a.isAnimationObjectGroup?new qa.Composite(a,b,c):new qa(a,b,c)},sanitizeNodeName:function(){var a=/[\[\]\.:\/]/g;return function(b){return b.replace(/\s/g,"_").replace(a,"")}}(),parseTrackName:function(){var a="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",b=/((?:WC+[\/:])*)/.source.replace("WC","[^\\[\\]\\.:\\/]");a=/(WCOD+)?/.source.replace("WCOD",a);var c=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC","[^\\[\\]\\.:\\/]"),d=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC","[^\\[\\]\\.:\\/]"), -e=new RegExp("^"+b+a+c+d+"$"),f=["material","materials","bones"];return function(a){var b=e.exec(a);if(!b)throw Error("PropertyBinding: Cannot parse trackName: "+a);b={nodeName:b[2],objectName:b[3],objectIndex:b[4],propertyName:b[5],propertyIndex:b[6]};var c=b.nodeName&&b.nodeName.lastIndexOf(".");if(void 0!==c&&-1!==c){var d=b.nodeName.substring(c+1);-1!==f.indexOf(d)&&(b.nodeName=b.nodeName.substring(0,c),b.objectName=d)}if(null===b.propertyName||0===b.propertyName.length)throw Error("PropertyBinding: can not parse propertyName from trackName: "+ -a);return b}}(),findNode:function(a,b){if(!b||""===b||"root"===b||"."===b||-1===b||b===a.name||b===a.uuid)return a;if(a.skeleton){var c=a.skeleton.getBoneByName(b);if(void 0!==c)return c}if(a.children){var d=function(a){for(var c=0;c=b){var p=b++,n=a[p];c[n.uuid]=m;a[m]=n;c[k]=p;a[p]=h;h=0;for(k=e;h!==k;++h){n=d[h];var t=n[m];n[m]=n[p];n[p]=t}}}this.nCachedObjects_=b},uncache:function(){for(var a=this._objects,b=a.length,c=this.nCachedObjects_,d=this._indicesByUUID,e=this._bindings,f=e.length,g=0,h=arguments.length;g!==h;++g){var k= -arguments[g].uuid,m=d[k];if(void 0!==m)if(delete d[k],mb||0===c)return;this._startTime=null;b*=c}b*=this._updateTimeScale(a);c=this._updateTime(b);a=this._updateWeight(a);if(0c.parameterPositions[1]&&(this.stopFading(),0===d&&(this.enabled=!1))}}return this._effectiveWeight=b},_updateTimeScale:function(a){var b=0;if(!this.paused){b=this.timeScale;var c=this._timeScaleInterpolant;if(null!==c){var d=c.evaluate(a)[0];b*=d;a>c.parameterPositions[1]&&(this.stopWarping(),0===b?this.paused=!0:this.timeScale=b)}}return this._effectiveTimeScale=b},_updateTime:function(a){var b=this.time+a;if(0===a)return b;var c=this._clip.duration,d=this.loop,e=this._loopCount;if(2200=== -d)a:{if(-1===e&&(this._loopCount=0,this._setEndings(!0,!0,!1)),b>=c)b=c;else if(0>b)b=0;else break a;this.clampWhenFinished?this.paused=!0:this.enabled=!1;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1})}else{d=2202===d;-1===e&&(0<=a?(e=0,this._setEndings(!0,0===this.repetitions,d)):this._setEndings(0===this.repetitions,!0,d));if(b>=c||0>b){var f=Math.floor(b/c);b-=c*f;e+=Math.abs(f);var g=this.repetitions-e;0>=g?(this.clampWhenFinished?this.paused=!0:this.enabled=!1,b= -0a,this._setEndings(a,!a,d)):this._setEndings(!1,!1,d),this._loopCount=e,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:f}))}if(d&&1===(e&1))return this.time=b,c-b}return this.time=b},_setEndings:function(a,b,c){var d=this._interpolantSettings;c?(d.endingStart=2401,d.endingEnd=2401):(d.endingStart=a?this.zeroSlopeAtStart?2401:2400:2402,d.endingEnd=b?this.zeroSlopeAtEnd?2401:2400:2402)},_scheduleFading:function(a, -b,c){var d=this._mixer,e=d.time,f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}});pe.prototype=Object.assign(Object.create(xa.prototype),{constructor:pe,_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings;a=a._interpolants;var g=c.uuid,h=this._bindingsByRootAndName,k=h[g];void 0===k&&(k={},h[g]=k);for(h=0;h!==e;++h){var m= -d[h],p=m.name,n=k[p];if(void 0===n){n=f[h];if(void 0!==n){null===n._cacheIndex&&(++n.referenceCount,this._addInactiveBinding(n,g,p));continue}n=new oe(qa.create(c,p,b&&b._propertyBindings[h].binding.parsedPath),m.ValueTypeName,m.getValueSize());++n.referenceCount;this._addInactiveBinding(n,g,p)}f[h]=n;a[h].resultBuffer=n.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a, -d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}},_deactivateAction:function(a){if(this._isActiveAction(a)){for(var b=a._propertyBindings,c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions=[];this._nActiveActions=0;this._actionsByClip= -{};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length},get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length},get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}},_isActiveAction:function(a){a=a._cacheIndex; -return null!==a&&athis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y},getParameter:function(a, -b){void 0===b&&(console.warn("THREE.Box2: .getParameter() target is now required"),b=new C);return b.set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){void 0===b&&(console.warn("THREE.Box2: .clampPoint() target is now required"),b=new C);return b.copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new C; -return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}});dd.prototype=Object.create(A.prototype);dd.prototype.constructor=dd;dd.prototype.isImmediateRenderObject=!0;ed.prototype=Object.create(aa.prototype); -ed.prototype.constructor=ed;ed.prototype.update=function(){var a=new p,b=new p,c=new sa;return function(){var d=["a","b","c"];this.object.updateMatrixWorld(!0);c.getNormalMatrix(this.object.matrixWorld);var e=this.object.matrixWorld,f=this.geometry.attributes.position,g=this.object.geometry;if(g&&g.isGeometry)for(var h=g.vertices,k=g.faces,m=g=0,p=k.length;mMath.abs(b)&&(b=1E-8);this.scale.set(.5*this.size,.5*this.size,b);this.lookAt(this.plane.normal);A.prototype.updateMatrixWorld.call(this,a)};var Pd,we;Gb.prototype=Object.create(A.prototype);Gb.prototype.constructor=Gb;Gb.prototype.setDirection=function(){var a= -new p,b;return function(c){.99999c.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();Gb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};Gb.prototype.setColor=function(a){this.line.material.color.copy(a);this.cone.material.color.copy(a)}; -kd.prototype=Object.create(aa.prototype);kd.prototype.constructor=kd;E.create=function(a,b){console.log("THREE.Curve.create() has been deprecated");a.prototype=Object.create(E.prototype);a.prototype.constructor=a;a.prototype.getPoint=b;return a};Object.assign(Za.prototype,{createPointsGeometry:function(a){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");a=this.getPoints(a);return this.createGeometry(a)},createSpacedPointsGeometry:function(a){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead."); -a=this.getSpacedPoints(a);return this.createGeometry(a)},createGeometry:function(a){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var b=new N,c=0,d=a.length;c>8&255]+st[t>>16&255]+st[t>>24&255]+"-"+st[255&e]+st[e>>8&255]+"-"+st[e>>16&15|64]+st[e>>24&255]+"-"+st[63&n|128]+st[n>>8&255]+"-"+st[n>>16&255]+st[n>>24&255]+st[255&i]+st[i>>8&255]+st[i>>16&255]+st[i>>24&255]).toUpperCase()}function ht(t,e,n){return Math.max(e,Math.min(n,t))}function ut(t,e){return(t%e+e)%e}function dt(t,e,n){return(1-n)*t+n*e}function pt(t){return 0==(t&t-1)&&0!==t}function mt(t){return Math.pow(2,Math.ceil(Math.log(t)/Math.LN2))}function ft(t){return Math.pow(2,Math.floor(Math.log(t)/Math.LN2))}var gt=Object.freeze({__proto__:null,DEG2RAD:ot,RAD2DEG:lt,generateUUID:ct,clamp:ht,euclideanModulo:ut,mapLinear:function(t,e,n,i,r){return i+(t-e)*(r-i)/(n-e)},inverseLerp:function(t,e,n){return t!==e?(n-t)/(e-t):0},lerp:dt,damp:function(t,e,n,i){return dt(t,e,1-Math.exp(-n*i))},pingpong:function(t,e=1){return e-Math.abs(ut(t,2*e)-e)},smoothstep:function(t,e,n){return t<=e?0:t>=n?1:(t=(t-e)/(n-e))*t*(3-2*t)},smootherstep:function(t,e,n){return t<=e?0:t>=n?1:(t=(t-e)/(n-e))*t*t*(t*(6*t-15)+10)},randInt:function(t,e){return t+Math.floor(Math.random()*(e-t+1))},randFloat:function(t,e){return t+Math.random()*(e-t)},randFloatSpread:function(t){return t*(.5-Math.random())},seededRandom:function(t){return void 0!==t&&(at=t%2147483647),at=16807*at%2147483647,(at-1)/2147483646},degToRad:function(t){return t*ot},radToDeg:function(t){return t*lt},isPowerOfTwo:pt,ceilPowerOfTwo:mt,floorPowerOfTwo:ft,setQuaternionFromProperEuler:function(t,e,n,i,r){const s=Math.cos,a=Math.sin,o=s(n/2),l=a(n/2),c=s((e+i)/2),h=a((e+i)/2),u=s((e-i)/2),d=a((e-i)/2),p=s((i-e)/2),m=a((i-e)/2);switch(r){case"XYX":t.set(o*h,l*u,l*d,o*c);break;case"YZY":t.set(l*d,o*h,l*u,o*c);break;case"ZXZ":t.set(l*u,l*d,o*h,o*c);break;case"XZX":t.set(o*h,l*m,l*p,o*c);break;case"YXY":t.set(l*p,o*h,l*m,o*c);break;case"ZYZ":t.set(l*m,l*p,o*h,o*c);break;default:console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: "+r)}}});class vt{constructor(t=0,e=0){this.x=t,this.y=e}get width(){return this.x}set width(t){this.x=t}get height(){return this.y}set height(t){this.y=t}set(t,e){return this.x=t,this.y=e,this}setScalar(t){return this.x=t,this.y=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y)}copy(t){return this.x=t.x,this.y=t.y,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this)}addScalar(t){return this.x+=t,this.y+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this)}subScalar(t){return this.x-=t,this.y-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this}multiply(t){return this.x*=t.x,this.y*=t.y,this}multiplyScalar(t){return this.x*=t,this.y*=t,this}divide(t){return this.x/=t.x,this.y/=t.y,this}divideScalar(t){return this.multiplyScalar(1/t)}applyMatrix3(t){const e=this.x,n=this.y,i=t.elements;return this.x=i[0]*e+i[3]*n+i[6],this.y=i[1]*e+i[4]*n+i[7],this}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this}negate(){return this.x=-this.x,this.y=-this.y,this}dot(t){return this.x*t.x+this.y*t.y}cross(t){return this.x*t.y-this.y*t.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y;return e*e+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this}equals(t){return t.x===this.x&&t.y===this.y}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this}rotateAround(t,e){const n=Math.cos(e),i=Math.sin(e),r=this.x-t.x,s=this.y-t.y;return this.x=r*n-s*i+t.x,this.y=r*i+s*n+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}}vt.prototype.isVector2=!0;class yt{constructor(){this.elements=[1,0,0,0,1,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,s,a,o,l){const c=this.elements;return c[0]=t,c[1]=i,c[2]=a,c[3]=e,c[4]=r,c[5]=o,c[6]=n,c[7]=s,c[8]=l,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],this}extractBasis(t,e,n){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),n.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,s=n[0],a=n[3],o=n[6],l=n[1],c=n[4],h=n[7],u=n[2],d=n[5],p=n[8],m=i[0],f=i[3],g=i[6],v=i[1],y=i[4],x=i[7],_=i[2],b=i[5],M=i[8];return r[0]=s*m+a*v+o*_,r[3]=s*f+a*y+o*b,r[6]=s*g+a*x+o*M,r[1]=l*m+c*v+h*_,r[4]=l*f+c*y+h*b,r[7]=l*g+c*x+h*M,r[2]=u*m+d*v+p*_,r[5]=u*f+d*y+p*b,r[8]=u*g+d*x+p*M,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8];return e*s*c-e*a*l-n*r*c+n*a*o+i*r*l-i*s*o}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=c*s-a*l,u=a*o-c*r,d=l*r-s*o,p=e*h+n*u+i*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const m=1/p;return t[0]=h*m,t[1]=(i*l-c*n)*m,t[2]=(a*n-i*s)*m,t[3]=u*m,t[4]=(c*e-i*o)*m,t[5]=(i*r-a*e)*m,t[6]=d*m,t[7]=(n*o-l*e)*m,t[8]=(s*e-n*r)*m,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,n,i,r,s,a){const o=Math.cos(r),l=Math.sin(r);return this.set(n*o,n*l,-n*(o*s+l*a)+s+t,-i*l,i*o,-i*(-l*s+o*a)+a+e,0,0,1),this}scale(t,e){const n=this.elements;return n[0]*=t,n[3]*=t,n[6]*=t,n[1]*=e,n[4]*=e,n[7]*=e,this}rotate(t){const e=Math.cos(t),n=Math.sin(t),i=this.elements,r=i[0],s=i[3],a=i[6],o=i[1],l=i[4],c=i[7];return i[0]=e*r+n*o,i[3]=e*s+n*l,i[6]=e*a+n*c,i[1]=-n*r+e*o,i[4]=-n*s+e*l,i[7]=-n*a+e*c,this}translate(t,e){const n=this.elements;return n[0]+=t*n[2],n[3]+=t*n[5],n[6]+=t*n[8],n[1]+=e*n[2],n[4]+=e*n[5],n[7]+=e*n[8],this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<9;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<9;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}let xt;yt.prototype.isMatrix3=!0;class _t{static getDataURL(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===xt&&(xt=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),xt.width=t.width,xt.height=t.height;const n=xt.getContext("2d");t instanceof ImageData?n.putImageData(t,0,0):n.drawImage(t,0,0,t.width,t.height),e=xt}return e.width>2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}}let bt=0;class Mt extends rt{constructor(t=Mt.DEFAULT_IMAGE,e=Mt.DEFAULT_MAPPING,n=1001,i=1001,r=1006,s=1008,a=1023,o=1009,l=1,c=3e3){super(),Object.defineProperty(this,"id",{value:bt++}),this.uuid=ct(),this.name="",this.image=t,this.mipmaps=[],this.mapping=e,this.wrapS=n,this.wrapT=i,this.magFilter=r,this.minFilter=s,this.anisotropy=l,this.format=a,this.internalFormat=null,this.type=o,this.offset=new vt(0,0),this.repeat=new vt(1,1),this.center=new vt(0,0),this.rotation=0,this.matrixAutoUpdate=!0,this.matrix=new yt,this.generateMipmaps=!0,this.premultiplyAlpha=!1,this.flipY=!0,this.unpackAlignment=4,this.encoding=c,this.version=0,this.onUpdate=null}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}clone(){return(new this.constructor).copy(this)}copy(t){return this.name=t.name,this.image=t.image,this.mipmaps=t.mipmaps.slice(0),this.mapping=t.mapping,this.wrapS=t.wrapS,this.wrapT=t.wrapT,this.magFilter=t.magFilter,this.minFilter=t.minFilter,this.anisotropy=t.anisotropy,this.format=t.format,this.internalFormat=t.internalFormat,this.type=t.type,this.offset.copy(t.offset),this.repeat.copy(t.repeat),this.center.copy(t.center),this.rotation=t.rotation,this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrix.copy(t.matrix),this.generateMipmaps=t.generateMipmaps,this.premultiplyAlpha=t.premultiplyAlpha,this.flipY=t.flipY,this.unpackAlignment=t.unpackAlignment,this.encoding=t.encoding,this}toJSON(t){const e=void 0===t||"string"==typeof t;if(!e&&void 0!==t.textures[this.uuid])return t.textures[this.uuid];const n={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};if(void 0!==this.image){const i=this.image;if(void 0===i.uuid&&(i.uuid=ct()),!e&&void 0===t.images[i.uuid]){let e;if(Array.isArray(i)){e=[];for(let t=0,n=i.length;t1)switch(this.wrapS){case h:t.x=t.x-Math.floor(t.x);break;case u:t.x=t.x<0?0:1;break;case d:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case h:t.y=t.y-Math.floor(t.y);break;case u:t.y=t.y<0?0:1;break;case d:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&this.version++}}function wt(t){return"undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap?_t.getDataURL(t):t.data?{data:Array.prototype.slice.call(t.data),width:t.width,height:t.height,type:t.data.constructor.name}:(console.warn("THREE.Texture: Unable to serialize Texture."),{})}Mt.DEFAULT_IMAGE=void 0,Mt.DEFAULT_MAPPING=i,Mt.prototype.isTexture=!0;class St{constructor(t=0,e=0,n=0,i=1){this.x=t,this.y=e,this.z=n,this.w=i}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,n,i){return this.x=t,this.y=e,this.z=n,this.w=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*n+s[8]*i+s[12]*r,this.y=s[1]*e+s[5]*n+s[9]*i+s[13]*r,this.z=s[2]*e+s[6]*n+s[10]*i+s[14]*r,this.w=s[3]*e+s[7]*n+s[11]*i+s[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,n,i,r;const s=.01,a=.1,o=t.elements,l=o[0],c=o[4],h=o[8],u=o[1],d=o[5],p=o[9],m=o[2],f=o[6],g=o[10];if(Math.abs(c-u)o&&t>v?tv?o=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),s=Math.atan2(r,e*n);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*n;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+m*r,t===1-a){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,n,i,r,s){const a=n[i],o=n[i+1],l=n[i+2],c=n[i+3],h=r[s],u=r[s+1],d=r[s+2],p=r[s+3];return t[e]=a*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-a*d,t[e+2]=l*p+c*d+a*u-o*h,t[e+3]=c*p-a*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){if(!t||!t.isEuler)throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");const n=t._x,i=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(n/2),c=a(i/2),h=a(r/2),u=o(n/2),d=o(i/2),p=o(r/2);switch(s){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+s)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=n+a+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(s-i)*t}else if(n>a&&n>h){const t=2*Math.sqrt(1+n-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(i+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-n-h);this._w=(r-l)/t,this._x=(i+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-n-a);this._w=(s-i)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let n=t.dot(e)+1;return nMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=n),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(ht(this.dot(t),-1,1)))}rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t,e){return void 0!==e?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(t,e)):this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const n=t._x,i=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=n*c+s*a+i*l-r*o,this._y=i*c+s*o+r*a-n*l,this._z=r*c+s*l+n*o-i*a,this._w=s*c-n*a-i*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,s=this._w;let a=s*t._w+n*t._x+i*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=s,this._x=n,this._y=i,this._z=r,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*s+e*this._w,this._x=t*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),c=Math.atan2(l,a),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=s*h+this._w*u,this._x=n*h+this._x*u,this._y=i*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,n){this.copy(t).slerp(e,n)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}Lt.prototype.isQuaternion=!0;class Rt{constructor(t=0,e=0,n=0){this.x=t,this.y=e,this.z=n}set(t,e,n){return void 0===n&&(n=this.z),this.x=t,this.y=e,this.z=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(t,e)):(this.x*=t.x,this.y*=t.y,this.z*=t.z,this)}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return t&&t.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(Pt.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Pt.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*n+r[6]*i,this.y=r[1]*e+r[4]*n+r[7]*i,this.z=r[2]*e+r[5]*n+r[8]*i,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=t.elements,s=1/(r[3]*e+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*n+r[8]*i+r[12])*s,this.y=(r[1]*e+r[5]*n+r[9]*i+r[13])*s,this.z=(r[2]*e+r[6]*n+r[10]*i+r[14])*s,this}applyQuaternion(t){const e=this.x,n=this.y,i=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=o*e+s*i-a*n,c=o*n+a*e-r*i,h=o*i+r*n-s*e,u=-r*e-s*n-a*i;return this.x=l*o+u*-r+c*-a-h*-s,this.y=c*o+u*-s+h*-r-l*-a,this.z=h*o+u*-a+l*-s-c*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*n+r[8]*i,this.y=r[1]*e+r[5]*n+r[9]*i,this.z=r[2]*e+r[6]*n+r[10]*i,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this}cross(t,e){return void 0!==e?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(t,e)):this.crossVectors(this,t)}crossVectors(t,e){const n=t.x,i=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=i*o-r*a,this.y=r*s-n*o,this.z=n*a-i*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const n=t.dot(this)/e;return this.copy(t).multiplyScalar(n)}projectOnPlane(t){return Ct.copy(this).projectOnVector(t),this.sub(Ct)}reflect(t){return this.sub(Ct.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const n=this.dot(t)/e;return Math.acos(ht(n,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y,i=this.z-t.z;return e*e+n*n+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,n){const i=Math.sin(e)*t;return this.x=i*Math.sin(n),this.y=Math.cos(e)*t,this.z=i*Math.cos(n),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,n){return this.x=t*Math.sin(e),this.y=n,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),n=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=n,this.z=i,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}}Rt.prototype.isVector3=!0;const Ct=new Rt,Pt=new Lt;class Dt{constructor(t=new Rt(1/0,1/0,1/0),e=new Rt(-1/0,-1/0,-1/0)){this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,n=1/0,i=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.length;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,n,i),this.max.set(r,s,a),this}setFromBufferAttribute(t){let e=1/0,n=1/0,i=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.count;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,n,i),this.max.set(r,s,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,n=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,Nt),Nt.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,n;return t.normal.x>0?(e=t.normal.x*this.min.x,n=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,n=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,n+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,n+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,n+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,n+=t.normal.z*this.min.z),e<=-t.constant&&n>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(kt),Vt.subVectors(this.max,kt),zt.subVectors(t.a,kt),Ft.subVectors(t.b,kt),Ot.subVectors(t.c,kt),Ht.subVectors(Ft,zt),Ut.subVectors(Ot,Ft),Gt.subVectors(zt,Ot);let e=[0,-Ht.z,Ht.y,0,-Ut.z,Ut.y,0,-Gt.z,Gt.y,Ht.z,0,-Ht.x,Ut.z,0,-Ut.x,Gt.z,0,-Gt.x,-Ht.y,Ht.x,0,-Ut.y,Ut.x,0,-Gt.y,Gt.x,0];return!!qt(e,zt,Ft,Ot,Vt)&&(e=[1,0,0,0,1,0,0,0,1],!!qt(e,zt,Ft,Ot,Vt)&&(Wt.crossVectors(Ht,Ut),e=[Wt.x,Wt.y,Wt.z],qt(e,zt,Ft,Ot,Vt)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return Nt.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return this.getCenter(t.center),t.radius=.5*this.getSize(Nt).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(It[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),It[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),It[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),It[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),It[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),It[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),It[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),It[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(It)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}Dt.prototype.isBox3=!0;const It=[new Rt,new Rt,new Rt,new Rt,new Rt,new Rt,new Rt,new Rt],Nt=new Rt,Bt=new Dt,zt=new Rt,Ft=new Rt,Ot=new Rt,Ht=new Rt,Ut=new Rt,Gt=new Rt,kt=new Rt,Vt=new Rt,Wt=new Rt,jt=new Rt;function qt(t,e,n,i,r){for(let s=0,a=t.length-3;s<=a;s+=3){jt.fromArray(t,s);const a=r.x*Math.abs(jt.x)+r.y*Math.abs(jt.y)+r.z*Math.abs(jt.z),o=e.dot(jt),l=n.dot(jt),c=i.dot(jt);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const Xt=new Dt,Yt=new Rt,Jt=new Rt,Zt=new Rt;class Qt{constructor(t=new Rt,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):Xt.setFromPoints(t).getCenter(n);let i=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){Zt.subVectors(t,this.center);const e=Zt.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),n=.5*(t-this.radius);this.center.add(Zt.multiplyScalar(n/t)),this.radius+=n}return this}union(t){return Jt.subVectors(t.center,this.center).normalize().multiplyScalar(t.radius),this.expandByPoint(Yt.copy(t.center).add(Jt)),this.expandByPoint(Yt.copy(t.center).sub(Jt)),this}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const Kt=new Rt,$t=new Rt,te=new Rt,ee=new Rt,ne=new Rt,ie=new Rt,re=new Rt;class se{constructor(t=new Rt,e=new Rt(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,Kt)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const n=e.dot(this.direction);return n<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=Kt.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Kt.copy(this.direction).multiplyScalar(e).add(this.origin),Kt.distanceToSquared(t))}distanceSqToSegment(t,e,n,i){$t.copy(t).add(e).multiplyScalar(.5),te.copy(e).sub(t).normalize(),ee.copy(this.origin).sub($t);const r=.5*t.distanceTo(e),s=-this.direction.dot(te),a=ee.dot(this.direction),o=-ee.dot(te),l=ee.lengthSq(),c=Math.abs(1-s*s);let h,u,d,p;if(c>0)if(h=s*o-a,u=s*a-o,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+s*u+2*a)+u*(s*h+u+2*o)+l}else u=r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u=-r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u<=-p?(h=Math.max(0,-(-s*r+a)),u=h>0?-r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-o),r),d=u*(u+2*o)+l):(h=Math.max(0,-(s*r+a)),u=h>0?r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l);else u=s>0?-r:r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;return n&&n.copy(this.direction).multiplyScalar(h).add(this.origin),i&&i.copy(te).multiplyScalar(u).add($t),d}intersectSphere(t,e){Kt.subVectors(t.center,this.origin);const n=Kt.dot(this.direction),i=Kt.dot(Kt)-n*n,r=t.radius*t.radius;if(i>r)return null;const s=Math.sqrt(r-i),a=n-s,o=n+s;return a<0&&o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null}intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let n,i,r,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(n=(t.min.x-u.x)*l,i=(t.max.x-u.x)*l):(n=(t.max.x-u.x)*l,i=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,s=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,s=(t.min.y-u.y)*c),n>s||r>i?null:((r>n||n!=n)&&(n=r),(s=0?(a=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(a=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),n>o||a>i?null:((a>n||n!=n)&&(n=a),(o=0?n:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,Kt)}intersectTriangle(t,e,n,i,r){ne.subVectors(e,t),ie.subVectors(n,t),re.crossVectors(ne,ie);let s,a=this.direction.dot(re);if(a>0){if(i)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}ee.subVectors(this.origin,t);const o=s*this.direction.dot(ie.crossVectors(ee,ie));if(o<0)return null;const l=s*this.direction.dot(ne.cross(ee));if(l<0)return null;if(o+l>a)return null;const c=-s*ee.dot(re);return c<0?null:this.at(c/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class ae{constructor(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,s,a,o,l,c,h,u,d,p,m,f){const g=this.elements;return g[0]=t,g[4]=e,g[8]=n,g[12]=i,g[1]=r,g[5]=s,g[9]=a,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=m,g[15]=f,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new ae).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this}copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,n=t.elements,i=1/oe.setFromMatrixColumn(t,0).length(),r=1/oe.setFromMatrixColumn(t,1).length(),s=1/oe.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*s,e[9]=n[9]*s,e[10]=n[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");const e=this.elements,n=t.x,i=t.y,r=t.z,s=Math.cos(n),a=Math.sin(n),o=Math.cos(i),l=Math.sin(i),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=n+i*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=i+n*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t+r*a,e[4]=i*a-n,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=n*a-i,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=i+n*a,e[1]=n+i*a,e[5]=s*c,e[9]=r-t*a,e[2]=-s*l,e[6]=a,e[10]=s*o}else if("ZYX"===t.order){const t=s*c,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=i*l-n,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=n*l-i,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,n=s*l,i=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=i*h+n,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=n*h+i,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,n=s*l,i=a*o,r=a*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=s*c,e[9]=n*h-i,e[2]=i*h-n,e[6]=a*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(ce,t,he)}lookAt(t,e,n){const i=this.elements;return pe.subVectors(t,e),0===pe.lengthSq()&&(pe.z=1),pe.normalize(),ue.crossVectors(n,pe),0===ue.lengthSq()&&(1===Math.abs(n.z)?pe.x+=1e-4:pe.z+=1e-4,pe.normalize(),ue.crossVectors(n,pe)),ue.normalize(),de.crossVectors(pe,ue),i[0]=ue.x,i[4]=de.x,i[8]=pe.x,i[1]=ue.y,i[5]=de.y,i[9]=pe.y,i[2]=ue.z,i[6]=de.z,i[10]=pe.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(t,e)):this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,s=n[0],a=n[4],o=n[8],l=n[12],c=n[1],h=n[5],u=n[9],d=n[13],p=n[2],m=n[6],f=n[10],g=n[14],v=n[3],y=n[7],x=n[11],_=n[15],b=i[0],M=i[4],w=i[8],S=i[12],T=i[1],E=i[5],A=i[9],L=i[13],R=i[2],C=i[6],P=i[10],D=i[14],I=i[3],N=i[7],B=i[11],z=i[15];return r[0]=s*b+a*T+o*R+l*I,r[4]=s*M+a*E+o*C+l*N,r[8]=s*w+a*A+o*P+l*B,r[12]=s*S+a*L+o*D+l*z,r[1]=c*b+h*T+u*R+d*I,r[5]=c*M+h*E+u*C+d*N,r[9]=c*w+h*A+u*P+d*B,r[13]=c*S+h*L+u*D+d*z,r[2]=p*b+m*T+f*R+g*I,r[6]=p*M+m*E+f*C+g*N,r[10]=p*w+m*A+f*P+g*B,r[14]=p*S+m*L+f*D+g*z,r[3]=v*b+y*T+x*R+_*I,r[7]=v*M+y*E+x*C+_*N,r[11]=v*w+y*A+x*P+_*B,r[15]=v*S+y*L+x*D+_*z,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[4],i=t[8],r=t[12],s=t[1],a=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-i*l*h-r*a*u+n*l*u+i*a*d-n*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-i*s*d+i*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+n*s*d+r*a*c-n*l*c)+t[15]*(-i*a*c-e*o*h+e*a*u+i*s*h-n*s*u+n*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],m=t[13],f=t[14],g=t[15],v=h*f*l-m*u*l+m*o*d-a*f*d-h*o*g+a*u*g,y=p*u*l-c*f*l-p*o*d+s*f*d+c*o*g-s*u*g,x=c*m*l-p*h*l+p*a*d-s*m*d-c*a*g+s*h*g,_=p*h*o-c*m*o-p*a*u+s*m*u+c*a*f-s*h*f,b=e*v+n*y+i*x+r*_;if(0===b)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const M=1/b;return t[0]=v*M,t[1]=(m*u*r-h*f*r-m*i*d+n*f*d+h*i*g-n*u*g)*M,t[2]=(a*f*r-m*o*r+m*i*l-n*f*l-a*i*g+n*o*g)*M,t[3]=(h*o*r-a*u*r-h*i*l+n*u*l+a*i*d-n*o*d)*M,t[4]=y*M,t[5]=(c*f*r-p*u*r+p*i*d-e*f*d-c*i*g+e*u*g)*M,t[6]=(p*o*r-s*f*r-p*i*l+e*f*l+s*i*g-e*o*g)*M,t[7]=(s*u*r-c*o*r+c*i*l-e*u*l-s*i*d+e*o*d)*M,t[8]=x*M,t[9]=(p*h*r-c*m*r-p*n*d+e*m*d+c*n*g-e*h*g)*M,t[10]=(s*m*r-p*a*r+p*n*l-e*m*l-s*n*g+e*a*g)*M,t[11]=(c*a*r-s*h*r-c*n*l+e*h*l+s*n*d-e*a*d)*M,t[12]=_*M,t[13]=(c*m*i-p*h*i+p*n*u-e*m*u-c*n*f+e*h*f)*M,t[14]=(p*a*i-s*m*i-p*n*o+e*m*o+s*n*f-e*a*f)*M,t[15]=(s*h*i-c*a*i+c*n*o-e*h*o-s*n*u+e*a*u)*M,this}scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))}makeTranslation(t,e,n){return this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+n,l*a-i*o,l*o+i*a,0,l*a+i*o,c*a+n,c*o-i*s,0,l*o-i*a,c*o+i*s,r*o*o+n,0,0,0,0,1),this}makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this}makeShear(t,e,n,i,r,s){return this.set(1,n,r,0,t,1,s,0,e,i,1,0,0,0,0,1),this}compose(t,e,n){const i=this.elements,r=e._x,s=e._y,a=e._z,o=e._w,l=r+r,c=s+s,h=a+a,u=r*l,d=r*c,p=r*h,m=s*c,f=s*h,g=a*h,v=o*l,y=o*c,x=o*h,_=n.x,b=n.y,M=n.z;return i[0]=(1-(m+g))*_,i[1]=(d+x)*_,i[2]=(p-y)*_,i[3]=0,i[4]=(d-x)*b,i[5]=(1-(u+g))*b,i[6]=(f+v)*b,i[7]=0,i[8]=(p+y)*M,i[9]=(f-v)*M,i[10]=(1-(u+m))*M,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,n){const i=this.elements;let r=oe.set(i[0],i[1],i[2]).length();const s=oe.set(i[4],i[5],i[6]).length(),a=oe.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],le.copy(this);const o=1/r,l=1/s,c=1/a;return le.elements[0]*=o,le.elements[1]*=o,le.elements[2]*=o,le.elements[4]*=l,le.elements[5]*=l,le.elements[6]*=l,le.elements[8]*=c,le.elements[9]*=c,le.elements[10]*=c,e.setFromRotationMatrix(le),n.x=r,n.y=s,n.z=a,this}makePerspective(t,e,n,i,r,s){void 0===s&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");const a=this.elements,o=2*r/(e-t),l=2*r/(n-i),c=(e+t)/(e-t),h=(n+i)/(n-i),u=-(s+r)/(s-r),d=-2*s*r/(s-r);return a[0]=o,a[4]=0,a[8]=c,a[12]=0,a[1]=0,a[5]=l,a[9]=h,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,n,i,r,s){const a=this.elements,o=1/(e-t),l=1/(n-i),c=1/(s-r),h=(e+t)*o,u=(n+i)*l,d=(s+r)*c;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-h,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*c,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}}ae.prototype.isMatrix4=!0;const oe=new Rt,le=new ae,ce=new Rt(0,0,0),he=new Rt(1,1,1),ue=new Rt,de=new Rt,pe=new Rt,me=new ae,fe=new Lt;class ge{constructor(t=0,e=0,n=0,i=ge.DefaultOrder){this._x=t,this._y=e,this._z=n,this._order=i}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,n,i=this._order){return this._x=t,this._y=e,this._z=n,this._order=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e=this._order,n=!0){const i=t.elements,r=i[0],s=i[4],a=i[8],o=i[1],l=i[5],c=i[9],h=i[2],u=i[6],d=i[10];switch(e){case"XYZ":this._y=Math.asin(ht(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-s,r)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-ht(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-h,r),this._z=0);break;case"ZXY":this._x=Math.asin(ht(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-h,d),this._z=Math.atan2(-s,l)):(this._y=0,this._z=Math.atan2(o,r));break;case"ZYX":this._y=Math.asin(-ht(h,-1,1)),Math.abs(h)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,r)):(this._x=0,this._z=Math.atan2(-s,l));break;case"YZX":this._z=Math.asin(ht(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-h,r)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-ht(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!0===n&&this._onChangeCallback(),this}setFromQuaternion(t,e,n){return me.makeRotationFromQuaternion(t),this.setFromRotationMatrix(me,e,n)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return fe.setFromEuler(this),this.setFromQuaternion(fe,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}toVector3(t){return t?t.set(this._x,this._y,this._z):new Rt(this._x,this._y,this._z)}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}ge.prototype.isEuler=!0,ge.DefaultOrder="XYZ",ge.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];class ve{constructor(){this.mask=1}set(t){this.mask=1<1){for(let t=0;t1){for(let t=0;t0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(n.geometries=e),i.length>0&&(n.materials=i),r.length>0&&(n.textures=r),a.length>0&&(n.images=a),o.length>0&&(n.shapes=o),l.length>0&&(n.skeletons=l),c.length>0&&(n.animations=c)}return n.object=i,n;function s(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(t,e,n,i,r){De.subVectors(i,e),Ie.subVectors(n,e),Ne.subVectors(t,e);const s=De.dot(De),a=De.dot(Ie),o=De.dot(Ne),l=Ie.dot(Ie),c=Ie.dot(Ne),h=s*l-a*a;if(0===h)return r.set(-2,-1,-1);const u=1/h,d=(l*o-a*c)*u,p=(s*c-a*o)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,n,i){return this.getBarycoord(t,e,n,i,Be),Be.x>=0&&Be.y>=0&&Be.x+Be.y<=1}static getUV(t,e,n,i,r,s,a,o){return this.getBarycoord(t,e,n,i,Be),o.set(0,0),o.addScaledVector(r,Be.x),o.addScaledVector(s,Be.y),o.addScaledVector(a,Be.z),o}static isFrontFacing(t,e,n,i){return De.subVectors(n,e),Ie.subVectors(t,e),De.cross(Ie).dot(i)<0}set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this}setFromPointsAndIndices(t,e,n,i){return this.a.copy(t[e]),this.b.copy(t[n]),this.c.copy(t[i]),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return De.subVectors(this.c,this.b),Ie.subVectors(this.a,this.b),.5*De.cross(Ie).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return ke.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return ke.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,n,i,r){return ke.getUV(t,this.a,this.b,this.c,e,n,i,r)}containsPoint(t){return ke.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return ke.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const n=this.a,i=this.b,r=this.c;let s,a;ze.subVectors(i,n),Fe.subVectors(r,n),He.subVectors(t,n);const o=ze.dot(He),l=Fe.dot(He);if(o<=0&&l<=0)return e.copy(n);Ue.subVectors(t,i);const c=ze.dot(Ue),h=Fe.dot(Ue);if(c>=0&&h<=c)return e.copy(i);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(n).addScaledVector(ze,s);Ge.subVectors(t,r);const d=ze.dot(Ge),p=Fe.dot(Ge);if(p>=0&&d<=p)return e.copy(r);const m=d*l-o*p;if(m<=0&&l>=0&&p<=0)return a=l/(l-p),e.copy(n).addScaledVector(Fe,a);const f=c*p-d*h;if(f<=0&&h-c>=0&&d-p>=0)return Oe.subVectors(r,i),a=(h-c)/(h-c+(d-p)),e.copy(i).addScaledVector(Oe,a);const g=1/(f+m+u);return s=m*g,a=u*g,e.copy(n).addScaledVector(ze,s).addScaledVector(Fe,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let Ve=0;class We extends rt{constructor(){super(),Object.defineProperty(this,"id",{value:Ve++}),this.uuid=ct(),this.name="",this.type="Material",this.fog=!0,this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=n,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=tt,this.stencilZFail=tt,this.stencilZPass=tt,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}onBuild(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const n=t[e];if(void 0===n){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}if("shading"===e){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===n;continue}const i=this[e];void 0!==i?i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[e]=n:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function i(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),this.sheen&&this.sheen.isColor&&(n.sheen=this.sheen.getHex()),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(t).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(t).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(t).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(t).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(t).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(n.combine=this.combine)),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&(n.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(n.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(n.blending=this.blending),0!==this.side&&(n.side=this.side),this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,n.colorWrite=this.colorWrite,n.stencilWrite=this.stencilWrite,n.stencilWriteMask=this.stencilWriteMask,n.stencilFunc=this.stencilFunc,n.stencilRef=this.stencilRef,n.stencilFuncMask=this.stencilFuncMask,n.stencilFail=this.stencilFail,n.stencilZFail=this.stencilZFail,n.stencilZPass=this.stencilZPass,this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(n.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.morphTargets&&(n.morphTargets=!0),!0===this.morphNormals&&(n.morphNormals=!0),!0===this.flatShading&&(n.flatShading=this.flatShading),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),"{}"!==JSON.stringify(this.userData)&&(n.userData=this.userData),e){const e=i(t.textures),r=i(t.images);e.length>0&&(n.textures=e),r.length>0&&(n.images=r)}return n}clone(){return(new this.constructor).copy(this)}copy(t){this.name=t.name,this.fog=t.fog,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let n=null;if(null!==e){const t=e.length;n=new Array(t);for(let i=0;i!==t;++i)n[i]=e[i].clone()}return this.clippingPlanes=n,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(t){!0===t&&this.version++}}We.prototype.isMaterial=!0;const je={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},qe={h:0,s:0,l:0},Xe={h:0,s:0,l:0};function Ye(t,e,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?t+6*(e-t)*n:n<.5?e:n<2/3?t+6*(e-t)*(2/3-n):t}function Je(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function Ze(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}class Qe{constructor(t,e,n){return void 0===e&&void 0===n?this.set(t):this.setRGB(t,e,n)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,this}setRGB(t,e,n){return this.r=t,this.g=e,this.b=n,this}setHSL(t,e,n){if(t=ut(t,1),e=ht(e,0,1),n=ht(n,0,1),0===e)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+e):n+e-n*e,r=2*n-i;this.r=Ye(r,i,t+1/3),this.g=Ye(r,i,t),this.b=Ye(r,i,t-1/3)}return this}setStyle(t){function e(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(t)){let t;const i=n[1],r=n[2];switch(i){case"rgb":case"rgba":if(t=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(255,parseInt(t[1],10))/255,this.g=Math.min(255,parseInt(t[2],10))/255,this.b=Math.min(255,parseInt(t[3],10))/255,e(t[4]),this;if(t=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(100,parseInt(t[1],10))/100,this.g=Math.min(100,parseInt(t[2],10))/100,this.b=Math.min(100,parseInt(t[3],10))/100,e(t[4]),this;break;case"hsl":case"hsla":if(t=/^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r)){const n=parseFloat(t[1])/360,i=parseInt(t[2],10)/100,r=parseInt(t[3],10)/100;return e(t[4]),this.setHSL(n,i,r)}}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const t=n[1],e=t.length;if(3===e)return this.r=parseInt(t.charAt(0)+t.charAt(0),16)/255,this.g=parseInt(t.charAt(1)+t.charAt(1),16)/255,this.b=parseInt(t.charAt(2)+t.charAt(2),16)/255,this;if(6===e)return this.r=parseInt(t.charAt(0)+t.charAt(1),16)/255,this.g=parseInt(t.charAt(2)+t.charAt(3),16)/255,this.b=parseInt(t.charAt(4)+t.charAt(5),16)/255,this}return t&&t.length>0?this.setColorName(t):this}setColorName(t){const e=je[t.toLowerCase()];return void 0!==e?this.setHex(e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copyGammaToLinear(t,e=2){return this.r=Math.pow(t.r,e),this.g=Math.pow(t.g,e),this.b=Math.pow(t.b,e),this}copyLinearToGamma(t,e=2){const n=e>0?1/e:1;return this.r=Math.pow(t.r,n),this.g=Math.pow(t.g,n),this.b=Math.pow(t.b,n),this}convertGammaToLinear(t){return this.copyGammaToLinear(this,t),this}convertLinearToGamma(t){return this.copyLinearToGamma(this,t),this}copySRGBToLinear(t){return this.r=Je(t.r),this.g=Je(t.g),this.b=Je(t.b),this}copyLinearToSRGB(t){return this.r=Ze(t.r),this.g=Ze(t.g),this.b=Ze(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(){return 255*this.r<<16^255*this.g<<8^255*this.b<<0}getHexString(){return("000000"+this.getHex().toString(16)).slice(-6)}getHSL(t){const e=this.r,n=this.g,i=this.b,r=Math.max(e,n,i),s=Math.min(e,n,i);let a,o;const l=(s+r)/2;if(s===r)a=0,o=0;else{const t=r-s;switch(o=l<=.5?t/(r+s):t/(2-r-s),r){case e:a=(n-i)/t+(ne&&(e=t[n]);return e}const mn={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function fn(t,e){return new mn[t](e)}let gn=0;const vn=new ae,yn=new Pe,xn=new Rt,_n=new Dt,bn=new Dt,Mn=new Rt;class wn extends rt{constructor(){super(),Object.defineProperty(this,"id",{value:gn++}),this.uuid=ct(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}getIndex(){return this.index}setIndex(t){return Array.isArray(t)?this.index=new(pn(t)>65535?cn:on)(t,1):this.index=t,this}getAttribute(t){return this.attributes[t]}setAttribute(t,e){return this.attributes[t]=e,this}deleteAttribute(t){return delete this.attributes[t],this}hasAttribute(t){return void 0!==this.attributes[t]}addGroup(t,e,n=0){this.groups.push({start:t,count:e,materialIndex:n})}clearGroups(){this.groups=[]}setDrawRange(t,e){this.drawRange.start=t,this.drawRange.count=e}applyMatrix4(t){const e=this.attributes.position;void 0!==e&&(e.applyMatrix4(t),e.needsUpdate=!0);const n=this.attributes.normal;if(void 0!==n){const e=(new yt).getNormalMatrix(t);n.applyNormalMatrix(e),n.needsUpdate=!0}const i=this.attributes.tangent;return void 0!==i&&(i.transformDirection(t),i.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}applyQuaternion(t){return vn.makeRotationFromQuaternion(t),this.applyMatrix4(vn),this}rotateX(t){return vn.makeRotationX(t),this.applyMatrix4(vn),this}rotateY(t){return vn.makeRotationY(t),this.applyMatrix4(vn),this}rotateZ(t){return vn.makeRotationZ(t),this.applyMatrix4(vn),this}translate(t,e,n){return vn.makeTranslation(t,e,n),this.applyMatrix4(vn),this}scale(t,e,n){return vn.makeScale(t,e,n),this.applyMatrix4(vn),this}lookAt(t){return yn.lookAt(t),yn.updateMatrix(),this.applyMatrix4(yn.matrix),this}center(){return this.computeBoundingBox(),this.boundingBox.getCenter(xn).negate(),this.translate(xn.x,xn.y,xn.z),this}setFromPoints(t){const e=[];for(let n=0,i=t.length;n0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const n in e)void 0!==e[n]&&(t[n]=e[n]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const n=this.attributes;for(const e in n){const i=n[e];t.data.attributes[e]=i.toJSON(t.data)}const i={};let r=!1;for(const e in this.morphAttributes){const n=this.morphAttributes[e],s=[];for(let e=0,i=n.length;e0&&(i[e]=s,r=!0)}r&&(t.data.morphAttributes=i,t.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(t.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new wn).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const n=t.index;null!==n&&this.setIndex(n.clone(e));const i=t.attributes;for(const t in i){const n=i[t];this.setAttribute(t,n.clone(e))}const r=t.morphAttributes;for(const t in r){const n=[],i=r[t];for(let t=0,r=i.length;t0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}}raycast(t,e){const n=this.geometry,i=this.material,r=this.matrixWorld;if(void 0===i)return;if(null===n.boundingSphere&&n.computeBoundingSphere(),En.copy(n.boundingSphere),En.applyMatrix4(r),!1===t.ray.intersectsSphere(En))return;if(Sn.copy(r).invert(),Tn.copy(t.ray).applyMatrix4(Sn),null!==n.boundingBox&&!1===Tn.intersectsBox(n.boundingBox))return;let s;if(n.isBufferGeometry){const r=n.index,a=n.attributes.position,o=n.morphAttributes.position,l=n.morphTargetsRelative,c=n.attributes.uv,h=n.attributes.uv2,u=n.groups,d=n.drawRange;if(null!==r)if(Array.isArray(i))for(let n=0,p=u.length;nn.far?null:{distance:c,point:Un.clone(),object:t}}(t,e,n,i,An,Ln,Rn,Hn);if(p){o&&(zn.fromBufferAttribute(o,c),Fn.fromBufferAttribute(o,h),On.fromBufferAttribute(o,u),p.uv=ke.getUV(Hn,An,Ln,Rn,zn,Fn,On,new vt)),l&&(zn.fromBufferAttribute(l,c),Fn.fromBufferAttribute(l,h),On.fromBufferAttribute(l,u),p.uv2=ke.getUV(Hn,An,Ln,Rn,zn,Fn,On,new vt));const t={a:c,b:h,c:u,normal:new Rt,materialIndex:0};ke.getNormal(An,Ln,Rn,t.normal),p.face=t}return p}Gn.prototype.isMesh=!0;class Vn extends wn{constructor(t=1,e=1,n=1,i=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:n,widthSegments:i,heightSegments:r,depthSegments:s};const a=this;i=Math.floor(i),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,n,i,r,s,p,m,f,g,v){const y=s/f,x=p/g,_=s/2,b=p/2,M=m/2,w=f+1,S=g+1;let T=0,E=0;const A=new Rt;for(let s=0;s0?1:-1,c.push(A.x,A.y,A.z),h.push(o/f),h.push(1-s/g),T+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const n={};for(const t in this.extensions)!0===this.extensions[t]&&(n[t]=!0);return Object.keys(n).length>0&&(e.extensions=n),e}}Xn.prototype.isShaderMaterial=!0;class Yn extends Pe{constructor(){super(),this.type="Camera",this.matrixWorldInverse=new ae,this.projectionMatrix=new ae,this.projectionMatrixInverse=new ae}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this}getWorldDirection(t){this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}Yn.prototype.isCamera=!0;class Jn extends Yn{constructor(t=50,e=1,n=.1,i=2e3){super(),this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=n,this.far=i,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*lt*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*ot*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*lt*Math.atan(Math.tan(.5*ot*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,n,i,r,s){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*ot*this.fov)/this.zoom,n=2*e,i=this.aspect*n,r=-.5*i;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*i/t,e-=s.offsetY*n/a,i*=s.width/t,n*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-n,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}Jn.prototype.isPerspectiveCamera=!0;const Zn=90;class Qn extends Pe{constructor(t,e,n){if(super(),this.type="CubeCamera",!0!==n.isWebGLCubeRenderTarget)return void console.error("THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.");this.renderTarget=n;const i=new Jn(Zn,1,t,e);i.layers=this.layers,i.up.set(0,-1,0),i.lookAt(new Rt(1,0,0)),this.add(i);const r=new Jn(Zn,1,t,e);r.layers=this.layers,r.up.set(0,-1,0),r.lookAt(new Rt(-1,0,0)),this.add(r);const s=new Jn(Zn,1,t,e);s.layers=this.layers,s.up.set(0,0,1),s.lookAt(new Rt(0,1,0)),this.add(s);const a=new Jn(Zn,1,t,e);a.layers=this.layers,a.up.set(0,0,-1),a.lookAt(new Rt(0,-1,0)),this.add(a);const o=new Jn(Zn,1,t,e);o.layers=this.layers,o.up.set(0,-1,0),o.lookAt(new Rt(0,0,1)),this.add(o);const l=new Jn(Zn,1,t,e);l.layers=this.layers,l.up.set(0,-1,0),l.lookAt(new Rt(0,0,-1)),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const n=this.renderTarget,[i,r,s,a,o,l]=this.children,c=t.xr.enabled,h=t.getRenderTarget();t.xr.enabled=!1;const u=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,t.setRenderTarget(n,0),t.render(e,i),t.setRenderTarget(n,1),t.render(e,r),t.setRenderTarget(n,2),t.render(e,s),t.setRenderTarget(n,3),t.render(e,a),t.setRenderTarget(n,4),t.render(e,o),n.texture.generateMipmaps=u,t.setRenderTarget(n,5),t.render(e,l),t.setRenderTarget(h),t.xr.enabled=c}}class Kn extends Mt{constructor(t,e,n,i,s,a,o,l,c,h){super(t=void 0!==t?t:[],e=void 0!==e?e:r,n,i,s,a,o=void 0!==o?o:T,l,c,h),this._needsFlipEnvMap=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}Kn.prototype.isCubeTexture=!0;class $n extends Tt{constructor(t,e,n){Number.isInteger(e)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),e=n),super(t,t,e),e=e||{},this.texture=new Kn(void 0,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:g,this.texture._needsFlipEnvMap=!1}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.format=E,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},i=new Vn(5,5,5),r=new Xn({name:"CubemapFromEquirect",uniforms:Wn(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=e;const s=new Gn(i,r),a=e.minFilter;e.minFilter===y&&(e.minFilter=g);return new Qn(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,n,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,n,i);t.setRenderTarget(r)}}$n.prototype.isWebGLCubeRenderTarget=!0;const ti=new Rt,ei=new Rt,ni=new yt;class ii{constructor(t=new Rt(1,0,0),e=0){this.normal=t,this.constant=e}set(t,e){return this.normal.copy(t),this.constant=e,this}setComponents(t,e,n,i){return this.normal.set(t,e,n),this.constant=i,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,n){const i=ti.subVectors(n,e).cross(ei.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(i,t),this}copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this}normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(t){return this.normal.dot(t)+this.constant}distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}projectPoint(t,e){return e.copy(this.normal).multiplyScalar(-this.distanceToPoint(t)).add(t)}intersectLine(t,e){const n=t.delta(ti),i=this.normal.dot(n);if(0===i)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/i;return r<0||r>1?null:e.copy(n).multiplyScalar(r).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const n=e||ni.getNormalMatrix(t),i=this.coplanarPoint(ti).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}ii.prototype.isPlane=!0;const ri=new Qt,si=new Rt;class ai{constructor(t=new ii,e=new ii,n=new ii,i=new ii,r=new ii,s=new ii){this.planes=[t,e,n,i,r,s]}set(t,e,n,i,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this}setFromProjectionMatrix(t){const e=this.planes,n=t.elements,i=n[0],r=n[1],s=n[2],a=n[3],o=n[4],l=n[5],c=n[6],h=n[7],u=n[8],d=n[9],p=n[10],m=n[11],f=n[12],g=n[13],v=n[14],y=n[15];return e[0].setComponents(a-i,h-o,m-u,y-f).normalize(),e[1].setComponents(a+i,h+o,m+u,y+f).normalize(),e[2].setComponents(a+r,h+l,m+d,y+g).normalize(),e[3].setComponents(a-r,h-l,m-d,y-g).normalize(),e[4].setComponents(a-s,h-c,m-p,y-v).normalize(),e[5].setComponents(a+s,h+c,m+p,y+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),ri.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(ri)}intersectsSprite(t){return ri.center.set(0,0,0),ri.radius=.7071067811865476,ri.applyMatrix4(t.matrixWorld),this.intersectsSphere(ri)}intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(n)0?t.max.x:t.min.x,si.y=i.normal.y>0?t.max.y:t.min.y,si.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(si)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let n=0;n<6;n++)if(e[n].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function oi(){let t=null,e=!1,n=null,i=null;function r(e,s){n(e,s),i=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}}function li(t,e){const n=e.isWebGL2,i=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),i.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const n=i.get(e);n&&(t.deleteBuffer(n.buffer),i.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=i.get(e);return void((!t||t.version 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 dotVH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotVH - 6.98316 ) * dotVH );\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",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, float faceDirection ) {\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 ) * faceDirection;\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",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\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\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",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",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",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",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",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",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",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\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",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\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(\t\t0, 1,\t\t0 ),\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}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif",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",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",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",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",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",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#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 * faceDirection;\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 * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",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 * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\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\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",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;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",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",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t\tf.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t\tf.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",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\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\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\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",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",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",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",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",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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\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}\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 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(\t1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,\t1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,\t1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSNMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition.xyz / vWorldPosition.w;\n\tvec3 v = normalize( cameraPosition - pos );\n\tfloat ior = ( 1.0 + 0.4 * reflectivity ) / ( 1.0 - 0.4 * reflectivity );\n\tvec3 transmission = transmissionFactor * getIBLVolumeRefraction(\n\t\tnormal, v, roughnessFactor, material.diffuseColor, totalSpecular,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission, transmissionFactor );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec4 vWorldPosition;\n\tvec3 getVolumeTransmissionRay(vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix) {\n\t\tvec3 refractionVector = refract(-v, normalize(n), 1.0 / ior);\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length(vec3(modelMatrix[0].xyz));\n\t\tmodelScale.y = length(vec3(modelMatrix[1].xyz));\n\t\tmodelScale.z = length(vec3(modelMatrix[2].xyz));\n\t\treturn normalize(refractionVector) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness(float roughness, float ior) {\n\t\treturn roughness * clamp(ior * 2.0 - 2.0, 0.0, 1.0);\n\t}\n\tvec3 getTransmissionSample(vec2 fragCoord, float roughness, float ior) {\n\t\tfloat framebufferLod = log2(transmissionSamplerSize.x) * applyIorToRoughness(roughness, ior);\n\t\treturn texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod).rgb;\n\t}\n\tvec3 applyVolumeAttenuation(vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance) {\n\t\tif (attenuationDistance == 0.0) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log(attenuationColor) / attenuationDistance;\n\t\t\tvec3 transmittance = exp(-attenuationCoefficient * transmissionDistance);\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec3 getIBLVolumeRefraction(vec3 n, vec3 v, float perceptualRoughness, vec3 baseColor, vec3 specularColor,\n\t\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\n\t\tvec3 attenuationColor, float attenuationDistance) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay(n, v, thickness, ior, modelMatrix);\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4(refractedRayExit, 1.0);\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec3 transmittedLight = getTransmissionSample(refractionCoords, perceptualRoughness, ior);\n\t\tvec3 attenuatedColor = applyVolumeAttenuation(transmittedLight, length(transmissionRay), attenuationColor, attenuationDistance);\n\t\treturn (1.0 - specularColor) * attenuatedColor * baseColor;\n\t}\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\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",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",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}",cube_frag:"#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \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 \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform vec3 attenuationColor;\n\tuniform float attenuationDistance;\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 \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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#ifdef USE_TRANSMISSION\n\tvarying vec4 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition;\n#endif\n}",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 \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}",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 \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n}",shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \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 \n\t#include \n\t#include \n}"},ui={common:{diffuse:{value:new Qe(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new yt},uv2Transform:{value:new yt},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.98},maxMipLevel:{value:0}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new vt(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new Qe(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new Qe(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},uvTransform:{value:new yt}},sprite:{diffuse:{value:new Qe(16777215)},opacity:{value:1},center:{value:new vt(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},uvTransform:{value:new yt}}},di={basic:{uniforms:jn([ui.common,ui.specularmap,ui.envmap,ui.aomap,ui.lightmap,ui.fog]),vertexShader:hi.meshbasic_vert,fragmentShader:hi.meshbasic_frag},lambert:{uniforms:jn([ui.common,ui.specularmap,ui.envmap,ui.aomap,ui.lightmap,ui.emissivemap,ui.fog,ui.lights,{emissive:{value:new Qe(0)}}]),vertexShader:hi.meshlambert_vert,fragmentShader:hi.meshlambert_frag},phong:{uniforms:jn([ui.common,ui.specularmap,ui.envmap,ui.aomap,ui.lightmap,ui.emissivemap,ui.bumpmap,ui.normalmap,ui.displacementmap,ui.fog,ui.lights,{emissive:{value:new Qe(0)},specular:{value:new Qe(1118481)},shininess:{value:30}}]),vertexShader:hi.meshphong_vert,fragmentShader:hi.meshphong_frag},standard:{uniforms:jn([ui.common,ui.envmap,ui.aomap,ui.lightmap,ui.emissivemap,ui.bumpmap,ui.normalmap,ui.displacementmap,ui.roughnessmap,ui.metalnessmap,ui.fog,ui.lights,{emissive:{value:new Qe(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:hi.meshphysical_vert,fragmentShader:hi.meshphysical_frag},toon:{uniforms:jn([ui.common,ui.aomap,ui.lightmap,ui.emissivemap,ui.bumpmap,ui.normalmap,ui.displacementmap,ui.gradientmap,ui.fog,ui.lights,{emissive:{value:new 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ss(t,e){return(e.castShadow?1:0)-(t.castShadow?1:0)}function as(t,e){const n=new is,i=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let n;switch(e.type){case"DirectionalLight":case"SpotLight":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new vt};break;case"PointLight":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new vt,shadowCameraNear:1,shadowCameraFar:1e3}}return t[e.id]=n,n}}}(),r={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadow:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]};for(let t=0;t<9;t++)r.probe.push(new Rt);const s=new Rt,a=new ae,o=new ae;return{setup:function(s){let a=0,o=0,l=0;for(let t=0;t<9;t++)r.probe[t].set(0,0,0);let c=0,h=0,u=0,d=0,p=0,m=0,f=0,g=0;s.sort(ss);for(let t=0,e=s.length;t0&&(e.isWebGL2||!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=ui.LTC_FLOAT_1,r.rectAreaLTC2=ui.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=ui.LTC_HALF_1,r.rectAreaLTC2=ui.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=a,r.ambient[1]=o,r.ambient[2]=l;const v=r.hash;v.directionalLength===c&&v.pointLength===h&&v.spotLength===u&&v.rectAreaLength===d&&v.hemiLength===p&&v.numDirectionalShadows===m&&v.numPointShadows===f&&v.numSpotShadows===g||(r.directional.length=c,r.spot.length=u,r.rectArea.length=d,r.point.length=h,r.hemi.length=p,r.directionalShadow.length=m,r.directionalShadowMap.length=m,r.pointShadow.length=f,r.pointShadowMap.length=f,r.spotShadow.length=g,r.spotShadowMap.length=g,r.directionalShadowMatrix.length=m,r.pointShadowMatrix.length=f,r.spotShadowMatrix.length=g,v.directionalLength=c,v.pointLength=h,v.spotLength=u,v.rectAreaLength=d,v.hemiLength=p,v.numDirectionalShadows=m,v.numPointShadows=f,v.numSpotShadows=g,r.version=rs++)},setupView:function(t,e){let n=0,i=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=n.get(i).length?(s=new os(t,e),n.get(i).push(s)):s=n.get(i)[r],s},dispose:function(){n=new WeakMap}}}class cs extends We{constructor(t){super(),this.type="MeshDepthMaterial",this.depthPacking=3200,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}cs.prototype.isMeshDepthMaterial=!0;class hs extends We{constructor(t){super(),this.type="MeshDistanceMaterial",this.referencePosition=new Rt,this.nearDistance=1,this.farDistance=1e3,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.fog=!1,this.setValues(t)}copy(t){return super.copy(t),this.referencePosition.copy(t.referencePosition),this.nearDistance=t.nearDistance,this.farDistance=t.farDistance,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}hs.prototype.isMeshDistanceMaterial=!0;function us(t,e,n){let i=new ai;const r=new vt,s=new vt,a=new St,o=[],l=[],c={},h=n.maxTextureSize,u={0:1,1:0,2:2},d=new Xn({defines:{SAMPLE_RATE:2/8,HALF_SAMPLE_RATE:1/8},uniforms:{shadow_pass:{value:null},resolution:{value:new vt},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"}),m=d.clone();m.defines.HORIZONTAL_PASS=1;const f=new wn;f.setAttribute("position",new en(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const v=new Gn(f,d),y=this;function x(n,i){const r=e.update(v);d.uniforms.shadow_pass.value=n.map.texture,d.uniforms.resolution.value=n.mapSize,d.uniforms.radius.value=n.radius,t.setRenderTarget(n.mapPass),t.clear(),t.renderBufferDirect(i,null,r,d,v,null),m.uniforms.shadow_pass.value=n.mapPass.texture,m.uniforms.resolution.value=n.mapSize,m.uniforms.radius.value=n.radius,t.setRenderTarget(n.map),t.clear(),t.renderBufferDirect(i,null,r,m,v,null)}function _(t){const e=t<<0;let n=o[e];return void 0===n&&(n=new cs({depthPacking:3201,morphTargets:t}),o[e]=n),n}function b(t){const e=t<<0;let n=l[e];return void 0===n&&(n=new hs({morphTargets:t}),l[e]=n),n}function M(e,n,i,r,s,a,o){let l=null,h=_,d=e.customDepthMaterial;if(!0===r.isPointLight&&(h=b,d=e.customDistanceMaterial),void 0===d){let t=!1;!0===i.morphTargets&&(t=n.morphAttributes&&n.morphAttributes.position&&n.morphAttributes.position.length>0),l=h(t)}else l=d;if(t.localClippingEnabled&&!0===i.clipShadows&&0!==i.clippingPlanes.length){const t=l.uuid,e=i.uuid;let n=c[t];void 0===n&&(n={},c[t]=n);let r=n[e];void 0===r&&(r=l.clone(),n[e]=r),l=r}return l.visible=i.visible,l.wireframe=i.wireframe,l.side=3===o?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:u[i.side],l.clipShadows=i.clipShadows,l.clippingPlanes=i.clippingPlanes,l.clipIntersection=i.clipIntersection,l.wireframeLinewidth=i.wireframeLinewidth,l.linewidth=i.linewidth,!0===r.isPointLight&&!0===l.isMeshDistanceMaterial&&(l.referencePosition.setFromMatrixPosition(r.matrixWorld),l.nearDistance=s,l.farDistance=a),l}function w(n,r,s,a,o){if(!1===n.visible)return;if(n.layers.test(r.layers)&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&3===o)&&(!n.frustumCulled||i.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,n.matrixWorld);const i=e.update(n),r=n.material;if(Array.isArray(r)){const e=i.groups;for(let l=0,c=e.length;lh||r.y>h)&&(r.x>h&&(s.x=Math.floor(h/m.x),r.x=s.x*m.x,u.mapSize.x=s.x),r.y>h&&(s.y=Math.floor(h/m.y),r.y=s.y*m.y,u.mapSize.y=s.y)),null===u.map&&!u.isPointLightShadow&&3===this.type){const t={minFilter:g,magFilter:g,format:E};u.map=new Tt(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.mapPass=new Tt(r.x,r.y,t),u.camera.updateProjectionMatrix()}if(null===u.map){const t={minFilter:p,magFilter:p,format:E};u.map=new Tt(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const f=u.getViewportCount();for(let t=0;t=1):-1!==R.indexOf("OpenGL ES")&&(L=parseFloat(/^OpenGL ES (\d)/.exec(R)[1]),A=L>=2);let C=null,P={};const D=t.getParameter(3088),I=t.getParameter(2978),N=(new St).fromArray(D),B=(new St).fromArray(I);function z(e,n,i){const r=new Uint8Array(4),s=t.createTexture();t.bindTexture(e,s),t.texParameteri(e,10241,9728),t.texParameteri(e,10240,9728);for(let e=0;ei||t.height>i)&&(r=i/Math.max(t.width,t.height)),r<1||!0===e){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const i=e?ft:Math.floor,s=i(r*t.width),a=i(r*t.height);void 0===P&&(P=I(s,a));const o=n?I(s,a):P;o.width=s,o.height=a;return o.getContext("2d").drawImage(t,0,0,s,a),console.warn("THREE.WebGLRenderer: Texture has been resized from ("+t.width+"x"+t.height+") to ("+s+"x"+a+")."),o}return"data"in t&&console.warn("THREE.WebGLRenderer: Image in DataTexture is too big ("+t.width+"x"+t.height+")."),t}return t}function B(t){return pt(t.width)&&pt(t.height)}function z(t,e){return t.generateMipmaps&&e&&t.minFilter!==p&&t.minFilter!==g}function F(e,n,r,s,a=1){t.generateMipmap(e);i.get(n).__maxMipLevel=Math.log2(Math.max(r,s,a))}function O(n,i,r){if(!1===o)return i;if(null!==n){if(void 0!==t[n])return t[n];console.warn("THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '"+n+"'")}let s=i;return 6403===i&&(5126===r&&(s=33326),5131===r&&(s=33325),5121===r&&(s=33321)),6407===i&&(5126===r&&(s=34837),5131===r&&(s=34843),5121===r&&(s=32849)),6408===i&&(5126===r&&(s=34836),5131===r&&(s=34842),5121===r&&(s=32856)),33325!==s&&33326!==s&&34842!==s&&34836!==s||e.get("EXT_color_buffer_float"),s}function H(t){return t===p||t===m||t===f?9728:9729}function U(e){const n=e.target;n.removeEventListener("dispose",U),function(e){const n=i.get(e);if(void 0===n.__webglInit)return;t.deleteTexture(n.__webglTexture),i.remove(e)}(n),n.isVideoTexture&&C.delete(n),a.memory.textures--}function G(e){const n=e.target;n.removeEventListener("dispose",G),function(e){const n=e.texture,r=i.get(e),s=i.get(n);if(!e)return;void 0!==s.__webglTexture&&(t.deleteTexture(s.__webglTexture),a.memory.textures--);e.depthTexture&&e.depthTexture.dispose();if(e.isWebGLCubeRenderTarget)for(let e=0;e<6;e++)t.deleteFramebuffer(r.__webglFramebuffer[e]),r.__webglDepthbuffer&&t.deleteRenderbuffer(r.__webglDepthbuffer[e]);else t.deleteFramebuffer(r.__webglFramebuffer),r.__webglDepthbuffer&&t.deleteRenderbuffer(r.__webglDepthbuffer),r.__webglMultisampledFramebuffer&&t.deleteFramebuffer(r.__webglMultisampledFramebuffer),r.__webglColorRenderbuffer&&t.deleteRenderbuffer(r.__webglColorRenderbuffer),r.__webglDepthRenderbuffer&&t.deleteRenderbuffer(r.__webglDepthRenderbuffer);if(e.isWebGLMultipleRenderTargets)for(let e=0,r=n.length;e0&&r.__version!==t.version){const n=t.image;if(void 0===n)console.warn("THREE.WebGLRenderer: Texture marked for update but image is undefined");else{if(!1!==n.complete)return void J(r,t,e);console.warn("THREE.WebGLRenderer: Texture marked for update but image is incomplete")}}n.activeTexture(33984+e),n.bindTexture(3553,r.__webglTexture)}function W(e,r){const a=i.get(e);e.version>0&&a.__version!==e.version?function(e,i,r){if(6!==i.image.length)return;Y(e,i),n.activeTexture(33984+r),n.bindTexture(34067,e.__webglTexture),t.pixelStorei(37440,i.flipY),t.pixelStorei(37441,i.premultiplyAlpha),t.pixelStorei(3317,i.unpackAlignment),t.pixelStorei(37443,0);const a=i&&(i.isCompressedTexture||i.image[0].isCompressedTexture),l=i.image[0]&&i.image[0].isDataTexture,h=[];for(let t=0;t<6;t++)h[t]=a||l?l?i.image[t].image:i.image[t]:N(i.image[t],!1,!0,c);const u=h[0],d=B(u)||o,p=s.convert(i.format),m=s.convert(i.type),f=O(i.internalFormat,p,m);let g;if(X(34067,i,d),a){for(let t=0;t<6;t++){g=h[t].mipmaps;for(let e=0;e1||i.get(s).__currentAnisotropy)&&(t.texParameterf(n,a.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(s.anisotropy,r.getMaxAnisotropy())),i.get(s).__currentAnisotropy=s.anisotropy)}}function Y(e,n){void 0===e.__webglInit&&(e.__webglInit=!0,n.addEventListener("dispose",U),e.__webglTexture=t.createTexture(),a.memory.textures++)}function J(e,i,r){let a=3553;i.isDataTexture2DArray&&(a=35866),i.isDataTexture3D&&(a=32879),Y(e,i),n.activeTexture(33984+r),n.bindTexture(a,e.__webglTexture),t.pixelStorei(37440,i.flipY),t.pixelStorei(37441,i.premultiplyAlpha),t.pixelStorei(3317,i.unpackAlignment),t.pixelStorei(37443,0);const l=function(t){return!o&&(t.wrapS!==u||t.wrapT!==u||t.minFilter!==p&&t.minFilter!==g)}(i)&&!1===B(i.image),c=N(i.image,l,!1,x),h=B(c)||o,d=s.convert(i.format);let m,f=s.convert(i.type),v=O(i.internalFormat,d,f);X(a,i,h);const y=i.mipmaps;if(i.isDepthTexture)v=6402,o?v=i.type===M?36012:i.type===b?33190:i.type===S?35056:33189:i.type===M&&console.error("WebGLRenderer: Floating point depth texture requires WebGL2."),i.format===A&&6402===v&&i.type!==_&&i.type!==b&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),i.type=_,f=s.convert(i.type)),i.format===L&&6402===v&&(v=34041,i.type!==S&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture."),i.type=S,f=s.convert(i.type))),n.texImage2D(3553,0,v,c.width,c.height,0,d,f,null);else if(i.isDataTexture)if(y.length>0&&h){for(let t=0,e=y.length;t0&&h){for(let t=0,e=y.length;t=l&&console.warn("THREE.WebGLTextures: Trying to use "+t+" texture units while this GPU supports only "+l),k+=1,t},this.resetTextureUnits=function(){k=0},this.setTexture2D=V,this.setTexture2DArray=function(t,e){const r=i.get(t);t.version>0&&r.__version!==t.version?J(r,t,e):(n.activeTexture(33984+e),n.bindTexture(35866,r.__webglTexture))},this.setTexture3D=function(t,e){const r=i.get(t);t.version>0&&r.__version!==t.version?J(r,t,e):(n.activeTexture(33984+e),n.bindTexture(32879,r.__webglTexture))},this.setTextureCube=W,this.setupRenderTarget=function(e){const l=e.texture,c=i.get(e),h=i.get(l);e.addEventListener("dispose",G),!0!==e.isWebGLMultipleRenderTargets&&(h.__webglTexture=t.createTexture(),h.__version=l.version,a.memory.textures++);const u=!0===e.isWebGLCubeRenderTarget,d=!0===e.isWebGLMultipleRenderTargets,p=!0===e.isWebGLMultisampleRenderTarget,m=l.isDataTexture3D||l.isDataTexture2DArray,f=B(e)||o;if(!o||l.format!==T||l.type!==M&&l.type!==w||(l.format=E,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.")),u){c.__webglFramebuffer=[];for(let e=0;e<6;e++)c.__webglFramebuffer[e]=t.createFramebuffer()}else if(c.__webglFramebuffer=t.createFramebuffer(),d)if(r.drawBuffers){const n=e.texture;for(let e=0,r=n.length;eo+c?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!l.inputState.pinching&&a<=o-c&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==o&&t.gripSpace&&(r=e.getPose(t.gripSpace,n),null!==r&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),r.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(r.linearVelocity)):o.hasLinearVelocity=!1,r.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(r.angularVelocity)):o.hasAngularVelocity=!1));return null!==a&&(a.visible=null!==i),null!==o&&(o.visible=null!==r),null!==l&&(l.visible=null!==s),this}}class xs extends rt{constructor(t,e){super();const n=this,i=t.state;let r=null,s=1,a=null,o="local-floor",l=null,c=null,h=null,u=null;const d=[],p=new Map,m=new Jn;m.layers.enable(1),m.viewport=new St;const f=new Jn;f.layers.enable(2),f.viewport=new St;const g=[m,f],v=new fs;v.layers.enable(1),v.layers.enable(2);let y=null,x=null;function _(t){const e=p.get(t.inputSource);e&&e.dispatchEvent({type:t.type,data:t.inputSource})}function b(){p.forEach((function(t,e){t.disconnect(e)})),p.clear(),y=null,x=null,i.bindXRFramebuffer(null),t.setRenderTarget(t.getRenderTarget()),A.stop(),n.isPresenting=!1,n.dispatchEvent({type:"sessionend"})}function M(t){const e=r.inputSources;for(let t=0;t0&&(t.transmissionSamplerMap.value=i.texture,t.transmissionSamplerSize.value.set(i.width,i.height));t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap);t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor)}(t,i,a):n(t,i)):i.isMeshMatcapMaterial?(e(t,i),function(t,e){e.matcap&&(t.matcap.value=e.matcap);e.bumpMap&&(t.bumpMap.value=e.bumpMap,t.bumpScale.value=e.bumpScale,1===e.side&&(t.bumpScale.value*=-1));e.normalMap&&(t.normalMap.value=e.normalMap,t.normalScale.value.copy(e.normalScale),1===e.side&&t.normalScale.value.negate());e.displacementMap&&(t.displacementMap.value=e.displacementMap,t.displacementScale.value=e.displacementScale,t.displacementBias.value=e.displacementBias)}(t,i)):i.isMeshDepthMaterial?(e(t,i),function(t,e){e.displacementMap&&(t.displacementMap.value=e.displacementMap,t.displacementScale.value=e.displacementScale,t.displacementBias.value=e.displacementBias)}(t,i)):i.isMeshDistanceMaterial?(e(t,i),function(t,e){e.displacementMap&&(t.displacementMap.value=e.displacementMap,t.displacementScale.value=e.displacementScale,t.displacementBias.value=e.displacementBias);t.referencePosition.value.copy(e.referencePosition),t.nearDistance.value=e.nearDistance,t.farDistance.value=e.farDistance}(t,i)):i.isMeshNormalMaterial?(e(t,i),function(t,e){e.bumpMap&&(t.bumpMap.value=e.bumpMap,t.bumpScale.value=e.bumpScale,1===e.side&&(t.bumpScale.value*=-1));e.normalMap&&(t.normalMap.value=e.normalMap,t.normalScale.value.copy(e.normalScale),1===e.side&&t.normalScale.value.negate());e.displacementMap&&(t.displacementMap.value=e.displacementMap,t.displacementScale.value=e.displacementScale,t.displacementBias.value=e.displacementBias)}(t,i)):i.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity}(t,i),i.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,i)):i.isPointsMaterial?function(t,e,n,i){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*n,t.scale.value=.5*i,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);let r;e.map?r=e.map:e.alphaMap&&(r=e.alphaMap);void 0!==r&&(!0===r.matrixAutoUpdate&&r.updateMatrix(),t.uvTransform.value.copy(r.matrix))}(t,i,r,s):i.isSpriteMaterial?function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.rotation.value=e.rotation,e.map&&(t.map.value=e.map);e.alphaMap&&(t.alphaMap.value=e.alphaMap);let n;e.map?n=e.map:e.alphaMap&&(n=e.alphaMap);void 0!==n&&(!0===n.matrixAutoUpdate&&n.updateMatrix(),t.uvTransform.value.copy(n.matrix))}(t,i):i.isShadowMaterial?(t.color.value.copy(i.color),t.opacity.value=i.opacity):i.isShaderMaterial&&(i.uniformsNeedUpdate=!1)}}}function bs(t={}){const e=void 0!==t.canvas?t.canvas:function(){const t=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");return t.style.display="block",t}(),n=void 0!==t.context?t.context:null,i=void 0!==t.alpha&&t.alpha,r=void 0===t.depth||t.depth,s=void 0===t.stencil||t.stencil,a=void 0!==t.antialias&&t.antialias,o=void 0===t.premultipliedAlpha||t.premultipliedAlpha,l=void 0!==t.preserveDrawingBuffer&&t.preserveDrawingBuffer,c=void 0!==t.powerPreference?t.powerPreference:"default",h=void 0!==t.failIfMajorPerformanceCaveat&&t.failIfMajorPerformanceCaveat;let d=null,m=null;const f=[],g=[];this.domElement=e,this.debug={checkShaderErrors:!0},this.autoClear=!0,this.autoClearColor=!0,this.autoClearDepth=!0,this.autoClearStencil=!0,this.sortObjects=!0,this.clippingPlanes=[],this.localClippingEnabled=!1,this.gammaFactor=2,this.outputEncoding=X,this.physicallyCorrectLights=!1,this.toneMapping=0,this.toneMappingExposure=1;const v=this;let _=!1,b=0,S=0,T=null,A=-1,L=null;const R=new St,C=new St;let P=null,D=e.width,I=e.height,N=1,B=null,z=null;const F=new St(0,0,D,I),O=new St(0,0,D,I);let H=!1;const U=[],G=new ai;let k=!1,V=!1,W=null;const j=new ae,q=new Rt,Y={background:null,fog:null,environment:null,overrideMaterial:null,isScene:!0};function J(){return null===T?N:1}let Z,Q,K,$,tt,et,nt,it,rt,st,at,ot,lt,ct,ht,ut,dt,pt,mt,ft,gt,vt,yt=n;function xt(t,n){for(let i=0;i0&&Nt(i,t,e),r.length>0&&function(t,e,n,i){if(null===W){const t=!0===a&&!0===Q.isWebGL2;W=new(t?At:Tt)(1024,1024,{generateMipmaps:!0,type:null!==gt.convert(w)?w:x,minFilter:y,magFilter:p,wrapS:u,wrapT:u})}const r=v.getRenderTarget();v.setRenderTarget(W),v.clear();const s=v.toneMapping;v.toneMapping=0,Nt(t,n,i),v.toneMapping=s,et.updateMultisampleRenderTarget(W),et.updateRenderTargetMipmap(W),v.setRenderTarget(r),Nt(e,n,i)}(i,r,t,e),s.length>0&&Nt(s,t,e),null!==T&&(et.updateMultisampleRenderTarget(T),et.updateRenderTargetMipmap(T)),!0===t.isScene&&t.onAfterRender(v,t,e),K.buffers.depth.setTest(!0),K.buffers.depth.setMask(!0),K.buffers.color.setMask(!0),K.setPolygonOffset(!1),vt.resetDefaultState(),A=-1,L=null,g.pop(),m=g.length>0?g[g.length-1]:null,f.pop(),d=f.length>0?f[f.length-1]:null},this.getActiveCubeFace=function(){return b},this.getActiveMipmapLevel=function(){return S},this.getRenderTarget=function(){return T},this.setRenderTarget=function(t,e=0,n=0){T=t,b=e,S=n,t&&void 0===tt.get(t).__webglFramebuffer&&et.setupRenderTarget(t);let i=null,r=!1,s=!1;if(t){const n=t.texture;(n.isDataTexture3D||n.isDataTexture2DArray)&&(s=!0);const a=tt.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(i=a[e],r=!0):i=t.isWebGLMultisampleRenderTarget?tt.get(t).__webglMultisampledFramebuffer:a,R.copy(t.viewport),C.copy(t.scissor),P=t.scissorTest}else R.copy(F).multiplyScalar(N).floor(),C.copy(O).multiplyScalar(N).floor(),P=H;if(K.bindFramebuffer(36160,i)&&Q.drawBuffers){let e=!1;if(t)if(t.isWebGLMultipleRenderTargets){const n=t.texture;if(U.length!==n.length||36064!==U[0]){for(let t=0,e=n.length;t=0&&e<=t.width-i&&n>=0&&n<=t.height-r&&yt.readPixels(e,n,i,r,gt.convert(o),gt.convert(l),s):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{const t=null!==T?tt.get(T).__webglFramebuffer:null;K.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,n=0){const i=Math.pow(2,-n),r=Math.floor(e.image.width*i),s=Math.floor(e.image.height*i);let a=gt.convert(e.format);Q.isWebGL2&&(6407===a&&(a=32849),6408===a&&(a=32856)),et.setTexture2D(e,0),yt.copyTexImage2D(3553,n,a,t.x,t.y,r,s,0),K.unbindTexture()},this.copyTextureToTexture=function(t,e,n,i=0){const r=e.image.width,s=e.image.height,a=gt.convert(n.format),o=gt.convert(n.type);et.setTexture2D(n,0),yt.pixelStorei(37440,n.flipY),yt.pixelStorei(37441,n.premultiplyAlpha),yt.pixelStorei(3317,n.unpackAlignment),e.isDataTexture?yt.texSubImage2D(3553,i,t.x,t.y,r,s,a,o,e.image.data):e.isCompressedTexture?yt.compressedTexSubImage2D(3553,i,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):yt.texSubImage2D(3553,i,t.x,t.y,a,o,e.image),0===i&&n.generateMipmaps&&yt.generateMipmap(3553),K.unbindTexture()},this.copyTextureToTexture3D=function(t,e,n,i,r=0){if(v.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const s=t.max.x-t.min.x+1,a=t.max.y-t.min.y+1,o=t.max.z-t.min.z+1,l=gt.convert(i.format),c=gt.convert(i.type);let h;if(i.isDataTexture3D)et.setTexture3D(i,0),h=32879;else{if(!i.isDataTexture2DArray)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");et.setTexture2DArray(i,0),h=35866}yt.pixelStorei(37440,i.flipY),yt.pixelStorei(37441,i.premultiplyAlpha),yt.pixelStorei(3317,i.unpackAlignment);const u=yt.getParameter(3314),d=yt.getParameter(32878),p=yt.getParameter(3316),m=yt.getParameter(3315),f=yt.getParameter(32877),g=n.isCompressedTexture?n.mipmaps[0]:n.image;yt.pixelStorei(3314,g.width),yt.pixelStorei(32878,g.height),yt.pixelStorei(3316,t.min.x),yt.pixelStorei(3315,t.min.y),yt.pixelStorei(32877,t.min.z),n.isDataTexture||n.isDataTexture3D?yt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g.data):n.isCompressedTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),yt.compressedTexSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,g.data)):yt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g),yt.pixelStorei(3314,u),yt.pixelStorei(32878,d),yt.pixelStorei(3316,p),yt.pixelStorei(3315,m),yt.pixelStorei(32877,f),0===r&&i.generateMipmaps&&yt.generateMipmap(h),K.unbindTexture()},this.initTexture=function(t){et.setTexture2D(t,0),K.unbindTexture()},this.resetState=function(){b=0,S=0,T=null,K.reset(),vt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}class Ms extends bs{}Ms.prototype.isWebGL1Renderer=!0;class ws{constructor(t,e=25e-5){this.name="",this.color=new Qe(t),this.density=e}clone(){return new ws(this.color,this.density)}toJSON(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}ws.prototype.isFogExp2=!0;class Ss{constructor(t,e=1,n=1e3){this.name="",this.color=new Qe(t),this.near=e,this.far=n}clone(){return new Ss(this.color,this.near,this.far)}toJSON(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}Ss.prototype.isFog=!0;class Ts extends Pe{constructor(){super(),this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.autoUpdate=t.autoUpdate,this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.fog&&(e.object.fog=this.fog.toJSON()),e}}Ts.prototype.isScene=!0;class Es{constructor(t,e){this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=et,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=ct()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,n){t*=this.stride,n*=e.stride;for(let i=0,r=this.stride;it.far||e.push({distance:o,point:Ps.clone(),uv:ke.getUV(Ps,Fs,Os,Hs,Us,Gs,ks,new vt),face:null,object:this})}copy(t){return super.copy(t),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}function Ws(t,e,n,i,r,s){Ns.subVectors(t,n).addScalar(.5).multiply(i),void 0!==r?(Bs.x=s*Ns.x-r*Ns.y,Bs.y=r*Ns.x+s*Ns.y):Bs.copy(Ns),t.copy(e),t.x+=Bs.x,t.y+=Bs.y,t.applyMatrix4(zs)}Vs.prototype.isSprite=!0;const js=new Rt,qs=new Rt;class Xs extends Pe{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(t){super.copy(t,!1);const e=t.levels;for(let t=0,n=e.length;t0){let n,i;for(n=1,i=e.length;n0){js.setFromMatrixPosition(this.matrixWorld);const n=t.ray.origin.distanceTo(js);this.getObjectForDistance(n).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){js.setFromMatrixPosition(t.matrixWorld),qs.setFromMatrixPosition(this.matrixWorld);const n=js.distanceTo(qs)/t.zoom;let i,r;for(e[0].object.visible=!0,i=1,r=e.length;i=e[i].distance;i++)e[i-1].object.visible=!1,e[i].object.visible=!0;for(this._currentLevel=i-1;io)continue;u.applyMatrix4(this.matrixWorld);const d=t.ray.origin.distanceTo(u);dt.far||e.push({distance:d,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}else{for(let n=Math.max(0,s.start),i=Math.min(r.count,s.start+s.count)-1;no)continue;u.applyMatrix4(this.matrixWorld);const i=t.ray.origin.distanceTo(u);it.far||e.push({distance:i,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}}else n.isGeometry&&console.error("THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}updateMorphTargets(){const t=this.geometry;if(t.isBufferGeometry){const e=t.morphAttributes,n=Object.keys(e);if(n.length>0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}}ga.prototype.isLine=!0;const va=new Rt,ya=new Rt;class xa extends ga{constructor(t,e){super(t,e),this.type="LineSegments"}computeLineDistances(){const t=this.geometry;if(t.isBufferGeometry)if(null===t.index){const e=t.attributes.position,n=[];for(let t=0,i=e.count;t0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}}function Aa(t,e,n,i,r,s,a){const o=wa.distanceSqToPoint(t);if(or.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:n,index:e,face:null,object:a})}}Ea.prototype.isPoints=!0;class La extends Mt{constructor(t,e,n,i,r,s,a,o,l){super(t,e,n,i,r,s,a,o,l),this.format=void 0!==a?a:T,this.minFilter=void 0!==s?s:g,this.magFilter=void 0!==r?r:g,this.generateMipmaps=!1;const c=this;"requestVideoFrameCallback"in t&&t.requestVideoFrameCallback((function e(){c.needsUpdate=!0,t.requestVideoFrameCallback(e)}))}clone(){return new this.constructor(this.image).copy(this)}update(){const t=this.image;!1==="requestVideoFrameCallback"in t&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}La.prototype.isVideoTexture=!0;class Ra extends Mt{constructor(t,e,n,i,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,i,r,h,u),this.image={width:e,height:n},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}Ra.prototype.isCompressedTexture=!0;class Ca extends Mt{constructor(t,e,n,i,r,s,a,o,l){super(t,e,n,i,r,s,a,o,l),this.needsUpdate=!0}}Ca.prototype.isCanvasTexture=!0;class Pa extends Mt{constructor(t,e,n,i,r,s,a,o,l,c){if((c=void 0!==c?c:A)!==A&&c!==L)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===n&&c===A&&(n=_),void 0===n&&c===L&&(n=S),super(null,i,r,s,a,o,c,n,l),this.image={width:t,height:e},this.magFilter=void 0!==a?a:p,this.minFilter=void 0!==o?o:p,this.flipY=!1,this.generateMipmaps=!1}}Pa.prototype.isDepthTexture=!0;class Da extends wn{constructor(t=1,e=8,n=0,i=2*Math.PI){super(),this.type="CircleGeometry",this.parameters={radius:t,segments:e,thetaStart:n,thetaLength:i},e=Math.max(3,e);const r=[],s=[],a=[],o=[],l=new Rt,c=new vt;s.push(0,0,0),a.push(0,0,1),o.push(.5,.5);for(let r=0,h=3;r<=e;r++,h+=3){const u=n+r/e*i;l.x=t*Math.cos(u),l.y=t*Math.sin(u),s.push(l.x,l.y,l.z),a.push(0,0,1),c.x=(s[h]/t+1)/2,c.y=(s[h+1]/t+1)/2,o.push(c.x,c.y)}for(let t=1;t<=e;t++)r.push(t,t+1,0);this.setIndex(r),this.setAttribute("position",new un(s,3)),this.setAttribute("normal",new un(a,3)),this.setAttribute("uv",new un(o,2))}static fromJSON(t){return new Da(t.radius,t.segments,t.thetaStart,t.thetaLength)}}class Ia extends wn{constructor(t=1,e=1,n=1,i=8,r=1,s=!1,a=0,o=2*Math.PI){super(),this.type="CylinderGeometry",this.parameters={radiusTop:t,radiusBottom:e,height:n,radialSegments:i,heightSegments:r,openEnded:s,thetaStart:a,thetaLength:o};const l=this;i=Math.floor(i),r=Math.floor(r);const c=[],h=[],u=[],d=[];let p=0;const m=[],f=n/2;let g=0;function v(n){const r=p,s=new vt,m=new Rt;let v=0;const y=!0===n?t:e,x=!0===n?1:-1;for(let t=1;t<=i;t++)h.push(0,f*x,0),u.push(0,x,0),d.push(.5,.5),p++;const _=p;for(let t=0;t<=i;t++){const e=t/i*o+a,n=Math.cos(e),r=Math.sin(e);m.x=y*r,m.y=f*x,m.z=y*n,h.push(m.x,m.y,m.z),u.push(0,x,0),s.x=.5*n+.5,s.y=.5*r*x+.5,d.push(s.x,s.y),p++}for(let t=0;t0&&v(!0),e>0&&v(!1)),this.setIndex(c),this.setAttribute("position",new un(h,3)),this.setAttribute("normal",new un(u,3)),this.setAttribute("uv",new un(d,2))}static fromJSON(t){return new Ia(t.radiusTop,t.radiusBottom,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Na extends Ia{constructor(t=1,e=1,n=8,i=1,r=!1,s=0,a=2*Math.PI){super(0,t,e,n,i,r,s,a),this.type="ConeGeometry",this.parameters={radius:t,height:e,radialSegments:n,heightSegments:i,openEnded:r,thetaStart:s,thetaLength:a}}static fromJSON(t){return new Na(t.radius,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class Ba extends wn{constructor(t,e,n=1,i=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:t,indices:e,radius:n,detail:i};const r=[],s=[];function a(t,e,n,i){const r=i+1,s=[];for(let i=0;i<=r;i++){s[i]=[];const a=t.clone().lerp(n,i/r),o=e.clone().lerp(n,i/r),l=r-i;for(let t=0;t<=l;t++)s[i][t]=0===t&&i===r?a:a.clone().lerp(o,t/l)}for(let t=0;t.9&&a<.1&&(e<.2&&(s[t+0]+=1),n<.2&&(s[t+2]+=1),i<.2&&(s[t+4]+=1))}}()}(),this.setAttribute("position",new un(r,3)),this.setAttribute("normal",new un(r.slice(),3)),this.setAttribute("uv",new un(s,2)),0===i?this.computeVertexNormals():this.normalizeNormals()}static fromJSON(t){return new Ba(t.vertices,t.indices,t.radius,t.details)}}class za extends Ba{constructor(t=1,e=0){const n=(1+Math.sqrt(5))/2,i=1/n;super([-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,-i,-n,0,-i,n,0,i,-n,0,i,n,-i,-n,0,-i,n,0,i,-n,0,i,n,0,-n,0,-i,n,0,-i,-n,0,i,n,0,i],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],t,e),this.type="DodecahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new za(t.radius,t.detail)}}const Fa=new Rt,Oa=new Rt,Ha=new Rt,Ua=new ke;class Ga extends wn{constructor(t,e){if(super(),this.type="EdgesGeometry",this.parameters={thresholdAngle:e},e=void 0!==e?e:1,!0===t.isGeometry)return void console.error("THREE.EdgesGeometry no longer supports THREE.Geometry. 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Io(t,e,n){this.i=t,this.x=e,this.y=n,this.prev=null,this.next=null,this.z=null,this.prevZ=null,this.nextZ=null,this.steiner=!1}class No{static area(t){const e=t.length;let n=0;for(let i=e-1,r=0;r2&&t[e-1].equals(t[0])&&t.pop()}function zo(t,e){for(let n=0;nNumber.EPSILON){const u=Math.sqrt(h),d=Math.sqrt(l*l+c*c),p=e.x-o/u,m=e.y+a/u,f=((n.x-c/d-p)*c-(n.y+l/d-m)*l)/(a*c-o*l);i=p+a*f-t.x,r=m+o*f-t.y;const g=i*i+r*r;if(g<=2)return new vt(i,r);s=Math.sqrt(g/2)}else{let t=!1;a>Number.EPSILON?l>Number.EPSILON&&(t=!0):a<-Number.EPSILON?l<-Number.EPSILON&&(t=!0):Math.sign(o)===Math.sign(c)&&(t=!0),t?(i=-o,r=a,s=Math.sqrt(h)):(i=a,r=o,s=Math.sqrt(h/2))}return new vt(i/s,r/s)}const P=[];for(let t=0,e=E.length,n=e-1,i=t+1;t=0;t--){const e=t/p,n=h*Math.cos(e*Math.PI/2),i=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=E.length;t=0;){const i=n;let r=n-1;r<0&&(r=t.length-1);for(let t=0,n=o+2*p;t=0?(t(i-o,p,h),u.subVectors(c,h)):(t(i+o,p,h),u.subVectors(h,c)),p-o>=0?(t(i,p-o,h),d.subVectors(c,h)):(t(i,p+o,h),d.subVectors(h,c)),l.crossVectors(u,d).normalize(),s.push(l.x,l.y,l.z),a.push(i,p)}}for(let t=0;t0)&&d.push(e,r,l),(t!==n-1||o=i)){l.push(e.times[t]);for(let n=0;ns.tracks[t].times[0]&&(o=s.tracks[t].times[0]);for(let t=0;t=i.times[u]){const t=u*l+o,e=t+l-o;d=hl.arraySlice(i.values,t,e)}else{const t=i.createInterpolant(),e=o,n=l-o;t.evaluate(s),d=hl.arraySlice(t.resultBuffer,e,n)}if("quaternion"===r){(new Lt).fromArray(d).normalize().conjugate().toArray(d)}const p=a.times.length;for(let t=0;t=r)break t;{const a=e[1];t=r)break e}s=n,n=0}}for(;n>>1;te;)--s;if(++s,0!==r||s!==i){r>=s&&(s=Math.max(s,1),r=s-1);const t=this.getValueSize();this.times=hl.arraySlice(n,r,s),this.values=hl.arraySlice(this.values,r*t,s*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const n=this.times,i=this.values,r=n.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let s=null;for(let e=0;e!==r;e++){const i=n[e];if("number"==typeof i&&isNaN(i)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,i),t=!1;break}if(null!==s&&s>i){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,i,s),t=!1;break}s=i}if(void 0!==i&&hl.isTypedArray(i))for(let e=0,n=i.length;e!==n;++e){const n=i[e];if(isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,n),t=!1;break}}return t}optimize(){const t=hl.arraySlice(this.times),e=hl.arraySlice(this.values),n=this.getValueSize(),i=this.getInterpolation()===G,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*n,i=s*n,a=0;a!==n;++a)e[i+a]=e[t+a];++s}return s!==t.length?(this.times=hl.arraySlice(t,0,s),this.values=hl.arraySlice(e,0,s*n)):(this.times=t,this.values=e),this}clone(){const t=hl.arraySlice(this.times,0),e=hl.arraySlice(this.values,0),n=new(0,this.constructor)(this.name,t,e);return n.createInterpolant=this.createInterpolant,n}}fl.prototype.TimeBufferType=Float32Array,fl.prototype.ValueBufferType=Float32Array,fl.prototype.DefaultInterpolation=U;class gl extends fl{}gl.prototype.ValueTypeName="bool",gl.prototype.ValueBufferType=Array,gl.prototype.DefaultInterpolation=H,gl.prototype.InterpolantFactoryMethodLinear=void 0,gl.prototype.InterpolantFactoryMethodSmooth=void 0;class vl extends fl{}vl.prototype.ValueTypeName="color";class yl extends fl{}yl.prototype.ValueTypeName="number";class xl extends ul{constructor(t,e,n,i){super(t,e,n,i)}interpolate_(t,e,n,i){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(n-e)/(i-e);let l=t*a;for(let t=l+a;l!==t;l+=4)Lt.slerpFlat(r,0,s,l-a,s,l,o);return r}}class _l extends fl{InterpolantFactoryMethodLinear(t){return new xl(this.times,this.values,this.getValueSize(),t)}}_l.prototype.ValueTypeName="quaternion",_l.prototype.DefaultInterpolation=U,_l.prototype.InterpolantFactoryMethodSmooth=void 0;class bl extends fl{}bl.prototype.ValueTypeName="string",bl.prototype.ValueBufferType=Array,bl.prototype.DefaultInterpolation=H,bl.prototype.InterpolantFactoryMethodLinear=void 0,bl.prototype.InterpolantFactoryMethodSmooth=void 0;class Ml extends fl{}Ml.prototype.ValueTypeName="vector";class wl{constructor(t,e=-1,n,i=2500){this.name=t,this.tracks=n,this.duration=e,this.blendMode=i,this.uuid=ct(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],n=t.tracks,i=1/(t.fps||1);for(let t=0,r=n.length;t!==r;++t)e.push(Sl(n[t]).scale(i));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],n=t.tracks,i={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,i=n.length;t!==i;++t)e.push(fl.toJSON(n[t]));return i}static CreateFromMorphTargetSequence(t,e,n,i){const r=e.length,s=[];for(let t=0;t1){const t=s[1];let e=i[t];e||(i[t]=e=[]),e.push(n)}}const s=[];for(const t in i)s.push(this.CreateFromMorphTargetSequence(t,i[t],e,n));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const n=function(t,e,n,i,r){if(0!==n.length){const s=[],a=[];hl.flattenJSON(n,s,a,i),0!==s.length&&r.push(new t(e,s,a))}},i=[],r=t.name||"default",s=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t0||0===t.search(/^data\:image\/jpeg/);r.format=i?T:E,r.needsUpdate=!0,void 0!==e&&e(r)}),n,i),r}}class Bl extends ka{constructor(){super(),this.type="CurvePath",this.curves=[],this.autoClose=!1}add(t){this.curves.push(t)}closePath(){const t=this.curves[0].getPoint(0),e=this.curves[this.curves.length-1].getPoint(1);t.equals(e)||this.curves.push(new no(e,t))}getPoint(t){const e=t*this.getLength(),n=this.getCurveLengths();let i=0;for(;i=e){const t=n[i]-e,r=this.curves[i],s=r.getLength(),a=0===s?0:1-t/s;return r.getPointAt(a)}i++}return null}getLength(){const t=this.getCurveLengths();return t[t.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let n=0,i=this.curves.length;n1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,n=t.curves.length;e0){const t=l.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(l);const c=l.getPoint(1);return this.currentPoint.copy(c),this}copy(t){return super.copy(t),this.currentPoint.copy(t.currentPoint),this}toJSON(){const t=super.toJSON();return t.currentPoint=this.currentPoint.toArray(),t}fromJSON(t){return super.fromJSON(t),this.currentPoint.fromArray(t.currentPoint),this}}class Fl extends zl{constructor(t){super(t),this.uuid=ct(),this.type="Shape",this.holes=[]}getPointsHoles(t){const e=[];for(let n=0,i=this.holes.length;n0:i.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(i.uniforms[e]={},r.type){case"t":i.uniforms[e].value=n(r.value);break;case"c":i.uniforms[e].value=(new Qe).setHex(r.value);break;case"v2":i.uniforms[e].value=(new vt).fromArray(r.value);break;case"v3":i.uniforms[e].value=(new Rt).fromArray(r.value);break;case"v4":i.uniforms[e].value=(new St).fromArray(r.value);break;case"m3":i.uniforms[e].value=(new yt).fromArray(r.value);break;case"m4":i.uniforms[e].value=(new ae).fromArray(r.value);break;default:i.uniforms[e].value=r.value}}if(void 0!==t.defines&&(i.defines=t.defines),void 0!==t.vertexShader&&(i.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(i.fragmentShader=t.fragmentShader),void 0!==t.extensions)for(const e in t.extensions)i.extensions[e]=t.extensions[e];if(void 0!==t.shading&&(i.flatShading=1===t.shading),void 0!==t.size&&(i.size=t.size),void 0!==t.sizeAttenuation&&(i.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(i.map=n(t.map)),void 0!==t.matcap&&(i.matcap=n(t.matcap)),void 0!==t.alphaMap&&(i.alphaMap=n(t.alphaMap)),void 0!==t.bumpMap&&(i.bumpMap=n(t.bumpMap)),void 0!==t.bumpScale&&(i.bumpScale=t.bumpScale),void 0!==t.normalMap&&(i.normalMap=n(t.normalMap)),void 0!==t.normalMapType&&(i.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),i.normalScale=(new vt).fromArray(e)}return void 0!==t.displacementMap&&(i.displacementMap=n(t.displacementMap)),void 0!==t.displacementScale&&(i.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(i.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(i.roughnessMap=n(t.roughnessMap)),void 0!==t.metalnessMap&&(i.metalnessMap=n(t.metalnessMap)),void 0!==t.emissiveMap&&(i.emissiveMap=n(t.emissiveMap)),void 0!==t.emissiveIntensity&&(i.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(i.specularMap=n(t.specularMap)),void 0!==t.envMap&&(i.envMap=n(t.envMap)),void 0!==t.envMapIntensity&&(i.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(i.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(i.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(i.lightMap=n(t.lightMap)),void 0!==t.lightMapIntensity&&(i.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(i.aoMap=n(t.aoMap)),void 0!==t.aoMapIntensity&&(i.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(i.gradientMap=n(t.gradientMap)),void 0!==t.clearcoatMap&&(i.clearcoatMap=n(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(i.clearcoatRoughnessMap=n(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(i.clearcoatNormalMap=n(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(i.clearcoatNormalScale=(new vt).fromArray(t.clearcoatNormalScale)),void 0!==t.transmissionMap&&(i.transmissionMap=n(t.transmissionMap)),void 0!==t.thicknessMap&&(i.thicknessMap=n(t.thicknessMap)),i}setTextures(t){return this.textures=t,this}}class sc{static decodeText(t){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let n=0,i=t.length;nNumber.EPSILON){if(l<0&&(n=e[s],o=-o,a=e[r],l=-l),t.ya.y)continue;if(t.y===n.y){if(t.x===n.x)return!0}else{const e=l*(t.x-n.x)-o*(t.y-n.y);if(0===e)return!0;if(e<0)continue;i=!i}}else{if(t.y!==n.y)continue;if(a.x<=t.x&&t.x<=n.x||n.x<=t.x&&t.x<=a.x)return!0}}return i}const r=No.isClockWise,s=this.subPaths;if(0===s.length)return[];if(!0===e)return n(s);let a,o,l;const c=[];if(1===s.length)return o=s[0],l=new Fl,l.curves=o.curves,c.push(l),c;let h=!r(s[0].getPoints());h=t?!h:h;const u=[],d=[];let p,m,f=[],g=0;d[g]=void 0,f[g]=[];for(let e=0,n=s.length;e1){let t=!1;const e=[];for(let t=0,e=d.length;t0&&(t||(f=u))}for(let t=0,e=d.length;t0){this.source.connect(this.filters[0]);for(let t=1,e=this.filters.length;t0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;t0&&this._mixBufferRegionAdditive(n,i,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(n[t]!==n[t+e]){a.setValue(n,i);break}}saveOriginalState(){const t=this.binding,e=this.buffer,n=this.valueSize,i=n*this._origIndex;t.getValue(e,i);for(let t=n,r=i;t!==r;++t)e[t]=e[i+t%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let n=t;n=.5)for(let i=0;i!==r;++i)t[e+i]=t[n+i]}_slerp(t,e,n,i){Lt.slerpFlat(t,e,t,e,t,n,i)}_slerpAdditive(t,e,n,i,r){const s=this._workIndex*r;Lt.multiplyQuaternionsFlat(t,s,t,e,t,n),Lt.slerpFlat(t,e,t,e,t,s,i)}_lerp(t,e,n,i,r){const s=1-i;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[n+a]*i}}_lerpAdditive(t,e,n,i,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[n+s]*i}}}const zc="\\[\\]\\.:\\/",Fc=new RegExp("[\\[\\]\\.:\\/]","g"),Oc="[^\\[\\]\\.:\\/]",Hc="[^"+zc.replace("\\.","")+"]",Uc=/((?:WC+[\/:])*)/.source.replace("WC",Oc),Gc=/(WCOD+)?/.source.replace("WCOD",Hc),kc=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",Oc),Vc=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",Oc),Wc=new RegExp("^"+Uc+Gc+kc+Vc+"$"),jc=["material","materials","bones"];class qc{constructor(t,e,n){this.path=e,this.parsedPath=n||qc.parseTrackName(e),this.node=qc.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,n){return t&&t.isAnimationObjectGroup?new qc.Composite(t,e,n):new qc(t,e,n)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(Fc,"")}static parseTrackName(t){const e=Wc.exec(t);if(!e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const n={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==i&&-1!==i){const t=n.nodeName.substring(i+1);-1!==jc.indexOf(t)&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=t)}if(null===n.propertyName||0===n.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return n}static findNode(t,e){if(!e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const n=t.skeleton.getBoneByName(e);if(void 0!==n)return n}if(t.children){const n=function(t){for(let i=0;i=r){const s=r++,c=t[s];e[c.uuid]=l,t[l]=c,e[o]=s,t[s]=a;for(let t=0,e=i;t!==e;++t){const e=n[t],i=e[s],r=e[l];e[l]=i,e[s]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,n=this._bindings,i=n.length;let r=this.nCachedObjects_,s=t.length;for(let a=0,o=arguments.length;a!==o;++a){const o=arguments[a].uuid,l=e[o];if(void 0!==l)if(delete e[o],l0&&(e[a.uuid]=l),t[l]=a,t.pop();for(let t=0,e=i;t!==e;++t){const e=n[t];e[l]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const n=this._bindingsIndicesByPath;let i=n[t];const r=this._bindings;if(void 0!==i)return r[i];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,h=new Array(l);i=r.length,n[t]=i,s.push(t),a.push(e),r.push(h);for(let n=c,i=o.length;n!==i;++n){const i=o[n];h[n]=new qc(i,t,e)}return h}unsubscribe_(t){const e=this._bindingsIndicesByPath,n=e[t];if(void 0!==n){const i=this._paths,r=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a];e[t[a]]=n,s[n]=o,s.pop(),r[n]=r[a],r.pop(),i[n]=i[a],i.pop()}}}Xc.prototype.isAnimationObjectGroup=!0;class Yc{constructor(t,e,n=null,i=e.blendMode){this._mixer=t,this._clip=e,this._localRoot=n,this.blendMode=i;const r=e.tracks,s=r.length,a=new Array(s),o={endingStart:k,endingEnd:k};for(let t=0;t!==s;++t){const e=r[t].createInterpolant(null);a[t]=e,e.settings=o}this._interpolantSettings=o,this._interpolants=a,this._propertyBindings=new Array(s),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(t){return this._startTime=t,this}setLoop(t,e){return this.loop=t,this.repetitions=e,this}setEffectiveWeight(t){return this.weight=t,this._effectiveWeight=this.enabled?t:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(t){return this._scheduleFading(t,0,1)}fadeOut(t){return this._scheduleFading(t,1,0)}crossFadeFrom(t,e,n){if(t.fadeOut(e),this.fadeIn(e),n){const n=this._clip.duration,i=t._clip.duration,r=i/n,s=n/i;t.warp(1,r,e),this.warp(s,1,e)}return this}crossFadeTo(t,e,n){return t.crossFadeFrom(this,e,n)}stopFading(){const t=this._weightInterpolant;return null!==t&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}setEffectiveTimeScale(t){return this.timeScale=t,this._effectiveTimeScale=this.paused?0:t,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(t){return this.timeScale=this._clip.duration/t,this.stopWarping()}syncWith(t){return this.time=t.time,this.timeScale=t.timeScale,this.stopWarping()}halt(t){return this.warp(this._effectiveTimeScale,0,t)}warp(t,e,n){const i=this._mixer,r=i.time,s=this.timeScale;let a=this._timeScaleInterpolant;null===a&&(a=i._lendControlInterpolant(),this._timeScaleInterpolant=a);const o=a.parameterPositions,l=a.sampleValues;return o[0]=r,o[1]=r+n,l[0]=t/s,l[1]=e/s,this}stopWarping(){const t=this._timeScaleInterpolant;return null!==t&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(t,e,n,i){if(!this.enabled)return void this._updateWeight(t);const r=this._startTime;if(null!==r){const i=(t-r)*n;if(i<0||0===n)return;this._startTime=null,e=n*i}e*=this._updateTimeScale(t);const s=this._updateTime(e),a=this._updateWeight(t);if(a>0){const t=this._interpolants,e=this._propertyBindings;switch(this.blendMode){case q:for(let n=0,i=t.length;n!==i;++n)t[n].evaluate(s),e[n].accumulateAdditive(a);break;case j:default:for(let n=0,r=t.length;n!==r;++n)t[n].evaluate(s),e[n].accumulate(i,a)}}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const n=this._weightInterpolant;if(null!==n){const i=n.evaluate(t)[0];e*=i,t>n.parameterPositions[1]&&(this.stopFading(),0===i&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const n=this._timeScaleInterpolant;if(null!==n){e*=n.evaluate(t)[0],t>n.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,n=this.loop;let i=this.time+t,r=this._loopCount;const s=2202===n;if(0===t)return-1===r?i:s&&1==(1&r)?e-i:i;if(2200===n){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(i>=e)i=e;else{if(!(i<0)){this.time=i;break t}i=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,s)):this._setEndings(0===this.repetitions,!0,s)),i>=e||i<0){const n=Math.floor(i/e);i-=e*n,r+=Math.abs(n);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=t>0?e:0,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,s)}else this._setEndings(!1,!1,s);this._loopCount=r,this.time=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:n})}}else this.time=i;if(s&&1==(1&r))return e-i}return i}_setEndings(t,e,n){const i=this._interpolantSettings;n?(i.endingStart=V,i.endingEnd=V):(i.endingStart=t?this.zeroSlopeAtStart?V:k:W,i.endingEnd=e?this.zeroSlopeAtEnd?V:k:W)}_scheduleFading(t,e,n){const i=this._mixer,r=i.time;let s=this._weightInterpolant;null===s&&(s=i._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=n,this}}class Jc extends rt{constructor(t){super(),this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(t,e){const n=t._localRoot||this._root,i=t._clip.tracks,r=i.length,s=t._propertyBindings,a=t._interpolants,o=n.uuid,l=this._bindingsByRootAndName;let c=l[o];void 0===c&&(c={},l[o]=c);for(let t=0;t!==r;++t){const r=i[t],l=r.name;let h=c[l];if(void 0!==h)s[t]=h;else{if(h=s[t],void 0!==h){null===h._cacheIndex&&(++h.referenceCount,this._addInactiveBinding(h,o,l));continue}const i=e&&e._propertyBindings[t].binding.parsedPath;h=new Bc(qc.create(n,l,i),r.ValueTypeName,r.getValueSize()),++h.referenceCount,this._addInactiveBinding(h,o,l),s[t]=h}a[t].resultBuffer=h.buffer}}_activateAction(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,n=t._clip.uuid,i=this._actionsByClip[n];this._bindAction(t,i&&i.knownActions[0]),this._addInactiveAction(t,n,e)}const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState())}this._lendAction(t)}}_deactivateAction(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n))}this._takeBackAction(t)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}}_isActiveAction(t){const e=t._cacheIndex;return null!==e&&e=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,n=this._nActiveActions,i=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==n;++a){e[a]._update(i,t,r,s)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(s);return this}setTime(t){this.time=0;for(let t=0;tthis.max.x||t.ythis.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y)}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return eh.copy(t).clamp(this.min,this.max).sub(t).length()}intersect(t){return this.min.max(t.min),this.max.min(t.max),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}nh.prototype.isBox2=!0;const ih=new Rt,rh=new Rt;class sh{constructor(t=new Rt,e=new Rt){this.start=t,this.end=e}set(t,e){return this.start.copy(t),this.end.copy(e),this}copy(t){return this.start.copy(t.start),this.end.copy(t.end),this}getCenter(t){return t.addVectors(this.start,this.end).multiplyScalar(.5)}delta(t){return t.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(t,e){return this.delta(e).multiplyScalar(t).add(this.start)}closestPointToPointParameter(t,e){ih.subVectors(t,this.start),rh.subVectors(this.end,this.start);const n=rh.dot(rh);let i=rh.dot(ih)/n;return e&&(i=ht(i,0,1)),i}closestPointToPoint(t,e,n){const i=this.closestPointToPointParameter(t,e);return this.delta(n).multiplyScalar(i).add(this.start)}applyMatrix4(t){return this.start.applyMatrix4(t),this.end.applyMatrix4(t),this}equals(t){return t.start.equals(this.start)&&t.end.equals(this.end)}clone(){return(new this.constructor).copy(this)}}class ah extends Pe{constructor(t){super(),this.material=t,this.render=function(){},this.hasPositions=!1,this.hasNormals=!1,this.hasColors=!1,this.hasUvs=!1,this.positionArray=null,this.normalArray=null,this.colorArray=null,this.uvArray=null,this.count=0}}ah.prototype.isImmediateRenderObject=!0;const oh=new Rt;const lh=new Rt,ch=new ae,hh=new ae;class uh extends xa{constructor(t){const e=dh(t),n=new wn,i=[],r=[],s=new Qe(0,0,1),a=new Qe(0,1,0);for(let t=0;t4?a=Dh[r-8+4-1]:0==r&&(a=0),n.push(a);const o=1/(s-1),l=-o/2,c=1+o/2,h=[l,l,c,l,c,c,l,l,c,c,l,c],u=6,d=6,p=3,m=2,f=1,g=new Float32Array(p*d*u),v=new Float32Array(m*d*u),y=new Float32Array(f*d*u);for(let t=0;t2?0:-1,i=[e,n,0,e+2/3,n,0,e+2/3,n+1,0,e,n,0,e+2/3,n+1,0,e,n+1,0];g.set(i,p*d*t),v.set(h,m*d*t);const r=[t,t,t,t,t,t];y.set(r,f*d*t)}const x=new wn;x.setAttribute("position",new en(g,p)),x.setAttribute("uv",new en(v,m)),x.setAttribute("faceIndex",new en(y,f)),t.push(x),i>4&&i--}return{_lodPlanes:t,_sizeLods:e,_sigmas:n}}function Zh(t){const e=new Tt(3*Ph,3*Ph,t);return e.texture.mapping=l,e.texture.name="PMREM.cubeUv",e.scissorTest=!0,e}function Qh(t,e,n,i,r){t.viewport.set(e,n,i,r),t.scissor.set(e,n,i,r)}function Kh(){const t=new vt(1,1);return new tl({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null},texelSize:{value:t},inputEncoding:{value:Bh[3e3]},outputEncoding:{value:Bh[3e3]}},vertexShader:tu(),fragmentShader:`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${eu()}\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,blending:0,depthTest:!1,depthWrite:!1})}function $h(){return new tl({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},inputEncoding:{value:Bh[3e3]},outputEncoding:{value:Bh[3e3]}},vertexShader:tu(),fragmentShader:`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${eu()}\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,blending:0,depthTest:!1,depthWrite:!1})}function tu(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t"}function eu(){return"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t"}ka.create=function(t,e){return console.log("THREE.Curve.create() has been deprecated"),t.prototype=Object.create(ka.prototype),t.prototype.constructor=t,t.prototype.getPoint=e,t},zl.prototype.fromPoints=function(t){return console.warn("THREE.Path: .fromPoints() has been renamed to .setFromPoints()."),this.setFromPoints(t)},gh.prototype.setColors=function(){console.error("THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.")},uh.prototype.update=function(){console.error("THREE.SkeletonHelper: update() no longer needs to be called.")},Ll.prototype.extractUrlBase=function(t){return console.warn("THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead."),sc.extractUrlBase(t)},Ll.Handlers={add:function(){console.error("THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.")},get:function(){console.error("THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.")}},nh.prototype.center=function(t){return console.warn("THREE.Box2: .center() has been renamed to .getCenter()."),this.getCenter(t)},nh.prototype.empty=function(){return console.warn("THREE.Box2: .empty() has been renamed to .isEmpty()."),this.isEmpty()},nh.prototype.isIntersectionBox=function(t){return console.warn("THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},nh.prototype.size=function(t){return console.warn("THREE.Box2: .size() has been renamed to .getSize()."),this.getSize(t)},Dt.prototype.center=function(t){return console.warn("THREE.Box3: .center() has been renamed to .getCenter()."),this.getCenter(t)},Dt.prototype.empty=function(){return console.warn("THREE.Box3: .empty() has been renamed to .isEmpty()."),this.isEmpty()},Dt.prototype.isIntersectionBox=function(t){return console.warn("THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},Dt.prototype.isIntersectionSphere=function(t){return console.warn("THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(t)},Dt.prototype.size=function(t){return console.warn("THREE.Box3: .size() has been renamed to .getSize()."),this.getSize(t)},Qt.prototype.empty=function(){return console.warn("THREE.Sphere: .empty() has been renamed to .isEmpty()."),this.isEmpty()},ai.prototype.setFromMatrix=function(t){return console.warn("THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix()."),this.setFromProjectionMatrix(t)},sh.prototype.center=function(t){return console.warn("THREE.Line3: .center() has been renamed to .getCenter()."),this.getCenter(t)},yt.prototype.flattenToArrayOffset=function(t,e){return console.warn("THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(t,e)},yt.prototype.multiplyVector3=function(t){return console.warn("THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead."),t.applyMatrix3(this)},yt.prototype.multiplyVector3Array=function(){console.error("THREE.Matrix3: .multiplyVector3Array() has been removed.")},yt.prototype.applyToBufferAttribute=function(t){return console.warn("THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead."),t.applyMatrix3(this)},yt.prototype.applyToVector3Array=function(){console.error("THREE.Matrix3: .applyToVector3Array() has been removed.")},yt.prototype.getInverse=function(t){return console.warn("THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(t).invert()},ae.prototype.extractPosition=function(t){return console.warn("THREE.Matrix4: .extractPosition() has been renamed to .copyPosition()."),this.copyPosition(t)},ae.prototype.flattenToArrayOffset=function(t,e){return console.warn("THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(t,e)},ae.prototype.getPosition=function(){return console.warn("THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead."),(new Rt).setFromMatrixColumn(this,3)},ae.prototype.setRotationFromQuaternion=function(t){return console.warn("THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion()."),this.makeRotationFromQuaternion(t)},ae.prototype.multiplyToArray=function(){console.warn("THREE.Matrix4: .multiplyToArray() has been removed.")},ae.prototype.multiplyVector3=function(t){return console.warn("THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},ae.prototype.multiplyVector4=function(t){return console.warn("THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},ae.prototype.multiplyVector3Array=function(){console.error("THREE.Matrix4: .multiplyVector3Array() has been removed.")},ae.prototype.rotateAxis=function(t){console.warn("THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead."),t.transformDirection(this)},ae.prototype.crossVector=function(t){return console.warn("THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},ae.prototype.translate=function(){console.error("THREE.Matrix4: .translate() has been removed.")},ae.prototype.rotateX=function(){console.error("THREE.Matrix4: .rotateX() has been removed.")},ae.prototype.rotateY=function(){console.error("THREE.Matrix4: .rotateY() has been removed.")},ae.prototype.rotateZ=function(){console.error("THREE.Matrix4: .rotateZ() has been removed.")},ae.prototype.rotateByAxis=function(){console.error("THREE.Matrix4: .rotateByAxis() has been removed.")},ae.prototype.applyToBufferAttribute=function(t){return console.warn("THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},ae.prototype.applyToVector3Array=function(){console.error("THREE.Matrix4: .applyToVector3Array() has been removed.")},ae.prototype.makeFrustum=function(t,e,n,i,r,s){return console.warn("THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead."),this.makePerspective(t,e,i,n,r,s)},ae.prototype.getInverse=function(t){return console.warn("THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(t).invert()},ii.prototype.isIntersectionLine=function(t){return console.warn("THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine()."),this.intersectsLine(t)},Lt.prototype.multiplyVector3=function(t){return console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."),t.applyQuaternion(this)},Lt.prototype.inverse=function(){return console.warn("THREE.Quaternion: .inverse() has been renamed to invert()."),this.invert()},se.prototype.isIntersectionBox=function(t){return console.warn("THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},se.prototype.isIntersectionPlane=function(t){return console.warn("THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane()."),this.intersectsPlane(t)},se.prototype.isIntersectionSphere=function(t){return console.warn("THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(t)},ke.prototype.area=function(){return console.warn("THREE.Triangle: .area() has been renamed to .getArea()."),this.getArea()},ke.prototype.barycoordFromPoint=function(t,e){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),this.getBarycoord(t,e)},ke.prototype.midpoint=function(t){return console.warn("THREE.Triangle: .midpoint() has been renamed to .getMidpoint()."),this.getMidpoint(t)},ke.prototypenormal=function(t){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),this.getNormal(t)},ke.prototype.plane=function(t){return console.warn("THREE.Triangle: .plane() has been renamed to .getPlane()."),this.getPlane(t)},ke.barycoordFromPoint=function(t,e,n,i,r){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),ke.getBarycoord(t,e,n,i,r)},ke.normal=function(t,e,n,i){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),ke.getNormal(t,e,n,i)},Fl.prototype.extractAllPoints=function(t){return console.warn("THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead."),this.extractPoints(t)},Fl.prototype.extrude=function(t){return console.warn("THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead."),new Fo(this,t)},Fl.prototype.makeGeometry=function(t){return console.warn("THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead."),new Wo(this,t)},vt.prototype.fromAttribute=function(t,e,n){return console.warn("THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},vt.prototype.distanceToManhattan=function(t){return console.warn("THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(t)},vt.prototype.lengthManhattan=function(){return console.warn("THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()},Rt.prototype.setEulerFromRotationMatrix=function(){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},Rt.prototype.setEulerFromQuaternion=function(){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")},Rt.prototype.getPositionFromMatrix=function(t){return console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition()."),this.setFromMatrixPosition(t)},Rt.prototype.getScaleFromMatrix=function(t){return console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale()."),this.setFromMatrixScale(t)},Rt.prototype.getColumnFromMatrix=function(t,e){return console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn()."),this.setFromMatrixColumn(e,t)},Rt.prototype.applyProjection=function(t){return console.warn("THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead."),this.applyMatrix4(t)},Rt.prototype.fromAttribute=function(t,e,n){return console.warn("THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},Rt.prototype.distanceToManhattan=function(t){return console.warn("THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(t)},Rt.prototype.lengthManhattan=function(){return console.warn("THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()},St.prototype.fromAttribute=function(t,e,n){return console.warn("THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},St.prototype.lengthManhattan=function(){return console.warn("THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()},Pe.prototype.getChildByName=function(t){return console.warn("THREE.Object3D: .getChildByName() has been renamed to .getObjectByName()."),this.getObjectByName(t)},Pe.prototype.renderDepth=function(){console.warn("THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.")},Pe.prototype.translate=function(t,e){return console.warn("THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead."),this.translateOnAxis(e,t)},Pe.prototype.getWorldRotation=function(){console.error("THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.")},Pe.prototype.applyMatrix=function(t){return console.warn("THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(t)},Object.defineProperties(Pe.prototype,{eulerOrder:{get:function(){return console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order},set:function(t){console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order=t}},useQuaternion:{get:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")},set:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")}}}),Gn.prototype.setDrawMode=function(){console.error("THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")},Object.defineProperties(Gn.prototype,{drawMode:{get:function(){return console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode."),0},set:function(){console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")}}}),$s.prototype.initBones=function(){console.error("THREE.SkinnedMesh: initBones() has been removed.")},Jn.prototype.setLens=function(t,e){console.warn("THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup."),void 0!==e&&(this.filmGauge=e),this.setFocalLength(t)},Object.defineProperties(Ol.prototype,{onlyShadow:{set:function(){console.warn("THREE.Light: .onlyShadow has been removed.")}},shadowCameraFov:{set:function(t){console.warn("THREE.Light: .shadowCameraFov is now .shadow.camera.fov."),this.shadow.camera.fov=t}},shadowCameraLeft:{set:function(t){console.warn("THREE.Light: .shadowCameraLeft is now .shadow.camera.left."),this.shadow.camera.left=t}},shadowCameraRight:{set:function(t){console.warn("THREE.Light: .shadowCameraRight is now .shadow.camera.right."),this.shadow.camera.right=t}},shadowCameraTop:{set:function(t){console.warn("THREE.Light: .shadowCameraTop is now .shadow.camera.top."),this.shadow.camera.top=t}},shadowCameraBottom:{set:function(t){console.warn("THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom."),this.shadow.camera.bottom=t}},shadowCameraNear:{set:function(t){console.warn("THREE.Light: .shadowCameraNear is now .shadow.camera.near."),this.shadow.camera.near=t}},shadowCameraFar:{set:function(t){console.warn("THREE.Light: .shadowCameraFar is now .shadow.camera.far."),this.shadow.camera.far=t}},shadowCameraVisible:{set:function(){console.warn("THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.")}},shadowBias:{set:function(t){console.warn("THREE.Light: .shadowBias is now .shadow.bias."),this.shadow.bias=t}},shadowDarkness:{set:function(){console.warn("THREE.Light: .shadowDarkness has been removed.")}},shadowMapWidth:{set:function(t){console.warn("THREE.Light: .shadowMapWidth is now .shadow.mapSize.width."),this.shadow.mapSize.width=t}},shadowMapHeight:{set:function(t){console.warn("THREE.Light: .shadowMapHeight is now .shadow.mapSize.height."),this.shadow.mapSize.height=t}}}),Object.defineProperties(en.prototype,{length:{get:function(){return console.warn("THREE.BufferAttribute: .length has been deprecated. Use .count instead."),this.array.length}},dynamic:{get:function(){return console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.usage===nt},set:function(){console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.setUsage(nt)}}}),en.prototype.setDynamic=function(t){return console.warn("THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(!0===t?nt:et),this},en.prototype.copyIndicesArray=function(){console.error("THREE.BufferAttribute: .copyIndicesArray() has been removed.")},en.prototype.setArray=function(){console.error("THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")},wn.prototype.addIndex=function(t){console.warn("THREE.BufferGeometry: .addIndex() has been renamed to .setIndex()."),this.setIndex(t)},wn.prototype.addAttribute=function(t,e){return console.warn("THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute()."),e&&e.isBufferAttribute||e&&e.isInterleavedBufferAttribute?"index"===t?(console.warn("THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute."),this.setIndex(e),this):this.setAttribute(t,e):(console.warn("THREE.BufferGeometry: .addAttribute() now expects ( name, attribute )."),this.setAttribute(t,new en(arguments[1],arguments[2])))},wn.prototype.addDrawCall=function(t,e,n){void 0!==n&&console.warn("THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset."),console.warn("THREE.BufferGeometry: .addDrawCall() is now .addGroup()."),this.addGroup(t,e)},wn.prototype.clearDrawCalls=function(){console.warn("THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups()."),this.clearGroups()},wn.prototype.computeOffsets=function(){console.warn("THREE.BufferGeometry: .computeOffsets() has been removed.")},wn.prototype.removeAttribute=function(t){return console.warn("THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute()."),this.deleteAttribute(t)},wn.prototype.applyMatrix=function(t){return console.warn("THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(t)},Object.defineProperties(wn.prototype,{drawcalls:{get:function(){return console.error("THREE.BufferGeometry: .drawcalls has been renamed to .groups."),this.groups}},offsets:{get:function(){return console.warn("THREE.BufferGeometry: .offsets has been renamed to .groups."),this.groups}}}),Es.prototype.setDynamic=function(t){return console.warn("THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(!0===t?nt:et),this},Es.prototype.setArray=function(){console.error("THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")},Fo.prototype.getArrays=function(){console.error("THREE.ExtrudeGeometry: .getArrays() has been removed.")},Fo.prototype.addShapeList=function(){console.error("THREE.ExtrudeGeometry: .addShapeList() has been removed.")},Fo.prototype.addShape=function(){console.error("THREE.ExtrudeGeometry: .addShape() has been removed.")},Ts.prototype.dispose=function(){console.error("THREE.Scene: .dispose() has been removed.")},Zc.prototype.onUpdate=function(){return console.warn("THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead."),this},Object.defineProperties(We.prototype,{wrapAround:{get:function(){console.warn("THREE.Material: .wrapAround has been removed.")},set:function(){console.warn("THREE.Material: .wrapAround has been removed.")}},overdraw:{get:function(){console.warn("THREE.Material: .overdraw has been removed.")},set:function(){console.warn("THREE.Material: .overdraw has been removed.")}},wrapRGB:{get:function(){return console.warn("THREE.Material: .wrapRGB has been removed."),new Qe}},shading:{get:function(){console.error("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead.")},set:function(t){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===t}},stencilMask:{get:function(){return console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask},set:function(t){console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask=t}}}),Object.defineProperties(Xn.prototype,{derivatives:{get:function(){return console.warn("THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives},set:function(t){console.warn("THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives=t}}}),bs.prototype.clearTarget=function(t,e,n,i){console.warn("THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead."),this.setRenderTarget(t),this.clear(e,n,i)},bs.prototype.animate=function(t){console.warn("THREE.WebGLRenderer: .animate() is now .setAnimationLoop()."),this.setAnimationLoop(t)},bs.prototype.getCurrentRenderTarget=function(){return console.warn("THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget()."),this.getRenderTarget()},bs.prototype.getMaxAnisotropy=function(){return console.warn("THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy()."),this.capabilities.getMaxAnisotropy()},bs.prototype.getPrecision=function(){return console.warn("THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision."),this.capabilities.precision},bs.prototype.resetGLState=function(){return console.warn("THREE.WebGLRenderer: .resetGLState() is now .state.reset()."),this.state.reset()},bs.prototype.supportsFloatTextures=function(){return console.warn("THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' )."),this.extensions.get("OES_texture_float")},bs.prototype.supportsHalfFloatTextures=function(){return console.warn("THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' )."),this.extensions.get("OES_texture_half_float")},bs.prototype.supportsStandardDerivatives=function(){return console.warn("THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' )."),this.extensions.get("OES_standard_derivatives")},bs.prototype.supportsCompressedTextureS3TC=function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' )."),this.extensions.get("WEBGL_compressed_texture_s3tc")},bs.prototype.supportsCompressedTexturePVRTC=function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' )."),this.extensions.get("WEBGL_compressed_texture_pvrtc")},bs.prototype.supportsBlendMinMax=function(){return console.warn("THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' )."),this.extensions.get("EXT_blend_minmax")},bs.prototype.supportsVertexTextures=function(){return console.warn("THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures."),this.capabilities.vertexTextures},bs.prototype.supportsInstancedArrays=function(){return console.warn("THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' )."),this.extensions.get("ANGLE_instanced_arrays")},bs.prototype.enableScissorTest=function(t){console.warn("THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest()."),this.setScissorTest(t)},bs.prototype.initMaterial=function(){console.warn("THREE.WebGLRenderer: .initMaterial() has been removed.")},bs.prototype.addPrePlugin=function(){console.warn("THREE.WebGLRenderer: .addPrePlugin() has been removed.")},bs.prototype.addPostPlugin=function(){console.warn("THREE.WebGLRenderer: .addPostPlugin() has been removed.")},bs.prototype.updateShadowMap=function(){console.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")},bs.prototype.setFaceCulling=function(){console.warn("THREE.WebGLRenderer: .setFaceCulling() has been removed.")},bs.prototype.allocTextureUnit=function(){console.warn("THREE.WebGLRenderer: .allocTextureUnit() has been removed.")},bs.prototype.setTexture=function(){console.warn("THREE.WebGLRenderer: .setTexture() has been removed.")},bs.prototype.setTexture2D=function(){console.warn("THREE.WebGLRenderer: .setTexture2D() has been removed.")},bs.prototype.setTextureCube=function(){console.warn("THREE.WebGLRenderer: .setTextureCube() has been removed.")},bs.prototype.getActiveMipMapLevel=function(){return console.warn("THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel()."),this.getActiveMipmapLevel()},Object.defineProperties(bs.prototype,{shadowMapEnabled:{get:function(){return this.shadowMap.enabled},set:function(t){console.warn("THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled."),this.shadowMap.enabled=t}},shadowMapType:{get:function(){return this.shadowMap.type},set:function(t){console.warn("THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type."),this.shadowMap.type=t}},shadowMapCullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")}},context:{get:function(){return console.warn("THREE.WebGLRenderer: .context has been removed. Use .getContext() instead."),this.getContext()}},vr:{get:function(){return console.warn("THREE.WebGLRenderer: .vr has been renamed to .xr"),this.xr}},gammaInput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead."),!1},set:function(){console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.")}},gammaOutput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead."),!1},set:function(t){console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead."),this.outputEncoding=!0===t?Y:X}},toneMappingWhitePoint:{get:function(){return console.warn("THREE.WebGLRenderer: .toneMappingWhitePoint has been removed."),1},set:function(){console.warn("THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.")}}}),Object.defineProperties(us.prototype,{cullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")}},renderReverseSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")}},renderSingleSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")}}}),Object.defineProperties(Tt.prototype,{wrapS:{get:function(){return console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS."),this.texture.wrapS},set:function(t){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS."),this.texture.wrapS=t}},wrapT:{get:function(){return console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT."),this.texture.wrapT},set:function(t){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT."),this.texture.wrapT=t}},magFilter:{get:function(){return console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter."),this.texture.magFilter},set:function(t){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter."),this.texture.magFilter=t}},minFilter:{get:function(){return console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter."),this.texture.minFilter},set:function(t){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter."),this.texture.minFilter=t}},anisotropy:{get:function(){return console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy."),this.texture.anisotropy},set:function(t){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy."),this.texture.anisotropy=t}},offset:{get:function(){return console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset."),this.texture.offset},set:function(t){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset."),this.texture.offset=t}},repeat:{get:function(){return console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat."),this.texture.repeat},set:function(t){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat."),this.texture.repeat=t}},format:{get:function(){return console.warn("THREE.WebGLRenderTarget: .format is now .texture.format."),this.texture.format},set:function(t){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format."),this.texture.format=t}},type:{get:function(){return console.warn("THREE.WebGLRenderTarget: .type is now .texture.type."),this.texture.type},set:function(t){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type."),this.texture.type=t}},generateMipmaps:{get:function(){return console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps."),this.texture.generateMipmaps},set:function(t){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps."),this.texture.generateMipmaps=t}}}),Rc.prototype.load=function(t){console.warn("THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.");const e=this;return(new yc).load(t,(function(t){e.setBuffer(t)})),this},Nc.prototype.getData=function(){return console.warn("THREE.AudioAnalyser: .getData() is now .getFrequencyData()."),this.getFrequencyData()},Qn.prototype.updateCubeMap=function(t,e){return console.warn("THREE.CubeCamera: .updateCubeMap() is now .update()."),this.update(t,e)},Qn.prototype.clear=function(t,e,n,i){return console.warn("THREE.CubeCamera: .clear() is now .renderTarget.clear()."),this.renderTarget.clear(t,e,n,i)},_t.crossOrigin=void 0,_t.loadTexture=function(t,e,n,i){console.warn("THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.");const r=new Nl;r.setCrossOrigin(this.crossOrigin);const s=r.load(t,n,void 0,i);return e&&(s.mapping=e),s},_t.loadTextureCube=function(t,e,n,i){console.warn("THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.");const r=new Dl;r.setCrossOrigin(this.crossOrigin);const s=r.load(t,n,void 0,i);return e&&(s.mapping=e),s},_t.loadCompressedTexture=function(){console.error("THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.")},_t.loadCompressedTextureCube=function(){console.error("THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.")};const nu={createMultiMaterialObject:function(){console.error("THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js")},detach:function(){console.error("THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js")},attach:function(){console.error("THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js")}};"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register",{detail:{revision:e}})),"undefined"!=typeof window&&(window.__THREE__?console.warn("WARNING: Multiple instances of Three.js being imported."):window.__THREE__=e),t.ACESFilmicToneMapping=4,t.AddEquation=n,t.AddOperation=2,t.AdditiveAnimationBlendMode=q,t.AdditiveBlending=2,t.AlphaFormat=1021,t.AlwaysDepth=1,t.AlwaysStencilFunc=519,t.AmbientLight=tc,t.AmbientLightProbe=_c,t.AnimationClip=wl,t.AnimationLoader=class extends Ll{constructor(t){super(t)}load(t,e,n,i){const r=this,s=new Cl(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(n){try{e(r.parse(JSON.parse(n)))}catch(e){i?i(e):console.error(e),r.manager.itemError(t)}}),n,i)}parse(t){const e=[];for(let n=0;n.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{Th.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(Th,e)}}setLength(t,e=.2*t,n=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(n,e,n),this.cone.position.y=t,this.cone.updateMatrix()}setColor(t){this.line.material.color.set(t),this.cone.material.color.set(t)}copy(t){return super.copy(t,!1),this.line.copy(t.line),this.cone.copy(t.cone),this}},t.Audio=Rc,t.AudioAnalyser=Nc,t.AudioContext=vc,t.AudioListener=class extends Pe{constructor(){super(),this.type="AudioListener",this.context=vc.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new wc}getInput(){return this.gain}removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this}getFilter(){return this.filter}setFilter(t){return null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination),this.filter=t,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(t){return this.gain.gain.setTargetAtTime(t,this.context.currentTime,.01),this}updateMatrixWorld(t){super.updateMatrixWorld(t);const e=this.context.listener,n=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(Tc,Ec,Ac),Lc.set(0,0,-1).applyQuaternion(Ec),e.positionX){const t=this.context.currentTime+this.timeDelta;e.positionX.linearRampToValueAtTime(Tc.x,t),e.positionY.linearRampToValueAtTime(Tc.y,t),e.positionZ.linearRampToValueAtTime(Tc.z,t),e.forwardX.linearRampToValueAtTime(Lc.x,t),e.forwardY.linearRampToValueAtTime(Lc.y,t),e.forwardZ.linearRampToValueAtTime(Lc.z,t),e.upX.linearRampToValueAtTime(n.x,t),e.upY.linearRampToValueAtTime(n.y,t),e.upZ.linearRampToValueAtTime(n.z,t)}else e.setPosition(Tc.x,Tc.y,Tc.z),e.setOrientation(Lc.x,Lc.y,Lc.z,n.x,n.y,n.z)}},t.AudioLoader=yc,t.AxesHelper=Lh,t.AxisHelper=function(t){return console.warn("THREE.AxisHelper has been renamed to THREE.AxesHelper."),new Lh(t)},t.BackSide=1,t.BasicDepthPacking=3200,t.BasicShadowMap=0,t.BinaryTextureLoader=function(t){return console.warn("THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader."),new Il(t)},t.Bone=ta,t.BooleanKeyframeTrack=gl,t.BoundingBoxHelper=function(t,e){return console.warn("THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead."),new Sh(t,e)},t.Box2=nh,t.Box3=Dt,t.Box3Helper=class extends xa{constructor(t,e=16776960){const n=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]),i=new wn;i.setIndex(new en(n,1)),i.setAttribute("position",new un([1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1],3)),super(i,new ha({color:e,toneMapped:!1})),this.box=t,this.type="Box3Helper",this.geometry.computeBoundingSphere()}updateMatrixWorld(t){const e=this.box;e.isEmpty()||(e.getCenter(this.position),e.getSize(this.scale),this.scale.multiplyScalar(.5),super.updateMatrixWorld(t))}},t.BoxBufferGeometry=Vn,t.BoxGeometry=Vn,t.BoxHelper=Sh,t.BufferAttribute=en,t.BufferGeometry=wn,t.BufferGeometryLoader=lc,t.ByteType=1010,t.Cache=Tl,t.Camera=Yn,t.CameraHelper=class extends xa{constructor(t){const e=new wn,n=new ha({color:16777215,vertexColors:!0,toneMapped:!1}),i=[],r=[],s={},a=new Qe(16755200),o=new Qe(16711680),l=new Qe(43775),c=new Qe(16777215),h=new Qe(3355443);function u(t,e,n){d(t,n),d(e,n)}function d(t,e){i.push(0,0,0),r.push(e.r,e.g,e.b),void 0===s[t]&&(s[t]=[]),s[t].push(i.length/3-1)}u("n1","n2",a),u("n2","n4",a),u("n4","n3",a),u("n3","n1",a),u("f1","f2",a),u("f2","f4",a),u("f4","f3",a),u("f3","f1",a),u("n1","f1",a),u("n2","f2",a),u("n3","f3",a),u("n4","f4",a),u("p","n1",o),u("p","n2",o),u("p","n3",o),u("p","n4",o),u("u1","u2",l),u("u2","u3",l),u("u3","u1",l),u("c","t",c),u("p","c",h),u("cn1","cn2",h),u("cn3","cn4",h),u("cf1","cf2",h),u("cf3","cf4",h),e.setAttribute("position",new un(i,3)),e.setAttribute("color",new un(r,3)),super(e,n),this.type="CameraHelper",this.camera=t,this.camera.updateProjectionMatrix&&this.camera.updateProjectionMatrix(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.pointMap=s,this.update()}update(){const t=this.geometry,e=this.pointMap;bh.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse),Mh("c",e,t,bh,0,0,-1),Mh("t",e,t,bh,0,0,1),Mh("n1",e,t,bh,-1,-1,-1),Mh("n2",e,t,bh,1,-1,-1),Mh("n3",e,t,bh,-1,1,-1),Mh("n4",e,t,bh,1,1,-1),Mh("f1",e,t,bh,-1,-1,1),Mh("f2",e,t,bh,1,-1,1),Mh("f3",e,t,bh,-1,1,1),Mh("f4",e,t,bh,1,1,1),Mh("u1",e,t,bh,.7,1.1,-1),Mh("u2",e,t,bh,-.7,1.1,-1),Mh("u3",e,t,bh,0,2,-1),Mh("cf1",e,t,bh,-1,0,1),Mh("cf2",e,t,bh,1,0,1),Mh("cf3",e,t,bh,0,-1,1),Mh("cf4",e,t,bh,0,1,1),Mh("cn1",e,t,bh,-1,0,-1),Mh("cn2",e,t,bh,1,0,-1),Mh("cn3",e,t,bh,0,-1,-1),Mh("cn4",e,t,bh,0,1,-1),t.getAttribute("position").needsUpdate=!0}dispose(){this.geometry.dispose(),this.material.dispose()}},t.CanvasRenderer=function(){console.error("THREE.CanvasRenderer has been removed")},t.CanvasTexture=Ca,t.CatmullRomCurve3=Za,t.CineonToneMapping=3,t.CircleBufferGeometry=Da,t.CircleGeometry=Da,t.ClampToEdgeWrapping=u,t.Clock=wc,t.Color=Qe,t.ColorKeyframeTrack=vl,t.CompressedTexture=Ra,t.CompressedTextureLoader=class extends Ll{constructor(t){super(t)}load(t,e,n,i){const r=this,s=[],a=new Ra,o=new Cl(this.manager);o.setPath(this.path),o.setResponseType("arraybuffer"),o.setRequestHeader(this.requestHeader),o.setWithCredentials(r.withCredentials);let l=0;function c(c){o.load(t[c],(function(t){const n=r.parse(t,!0);s[c]={width:n.width,height:n.height,format:n.format,mipmaps:n.mipmaps},l+=1,6===l&&(1===n.mipmapCount&&(a.minFilter=g),a.image=s,a.format=n.format,a.needsUpdate=!0,e&&e(a))}),n,i)}if(Array.isArray(t))for(let e=0,n=t.length;e>16&32768,i=e>>12&2047;const r=e>>23&255;return r<103?n:r>142?(n|=31744,n|=(255==r?0:1)&&8388607&e,n):r<113?(i|=2048,n|=(i>>114-r)+(i>>113-r&1),n):(n|=r-112<<10|i>>1,n+=1&i,n)}},t.DecrementStencilOp=7683,t.DecrementWrapStencilOp=34056,t.DefaultLoadingManager=Al,t.DepthFormat=A,t.DepthStencilFormat=L,t.DepthTexture=Pa,t.DirectionalLight=$l,t.DirectionalLightHelper=class extends Pe{constructor(t,e,n){super(),this.light=t,this.light.updateMatrixWorld(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.color=n,void 0===e&&(e=1);let i=new wn;i.setAttribute("position",new un([-e,e,0,e,e,0,e,-e,0,-e,-e,0,-e,e,0],3));const r=new ha({fog:!1,toneMapped:!1});this.lightPlane=new ga(i,r),this.add(this.lightPlane),i=new wn,i.setAttribute("position",new un([0,0,0,0,0,1],3)),this.targetLine=new ga(i,r),this.add(this.targetLine),this.update()}dispose(){this.lightPlane.geometry.dispose(),this.lightPlane.material.dispose(),this.targetLine.geometry.dispose(),this.targetLine.material.dispose()}update(){vh.setFromMatrixPosition(this.light.matrixWorld),yh.setFromMatrixPosition(this.light.target.matrixWorld),xh.subVectors(yh,vh),this.lightPlane.lookAt(yh),void 0!==this.color?(this.lightPlane.material.color.set(this.color),this.targetLine.material.color.set(this.color)):(this.lightPlane.material.color.copy(this.light.color),this.targetLine.material.color.copy(this.light.color)),this.targetLine.lookAt(yh),this.targetLine.scale.z=xh.length()}},t.DiscreteInterpolant=ml,t.DodecahedronBufferGeometry=za,t.DodecahedronGeometry=za,t.DoubleSide=2,t.DstAlphaFactor=206,t.DstColorFactor=208,t.DynamicBufferAttribute=function(t,e){return console.warn("THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead."),new en(t,e).setUsage(nt)},t.DynamicCopyUsage=35050,t.DynamicDrawUsage=nt,t.DynamicReadUsage=35049,t.EdgesGeometry=Ga,t.EdgesHelper=function(t,e){return console.warn("THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead."),new xa(new Ga(t.geometry),new ha({color:void 0!==e?e:16777215}))},t.EllipseCurve=Va,t.EqualDepth=4,t.EqualStencilFunc=514,t.EquirectangularReflectionMapping=a,t.EquirectangularRefractionMapping=o,t.Euler=ge,t.EventDispatcher=rt,t.ExtrudeBufferGeometry=Fo,t.ExtrudeGeometry=Fo,t.FaceColors=1,t.FileLoader=Cl,t.FlatShading=1,t.Float16BufferAttribute=hn,t.Float32Attribute=function(t,e){return console.warn("THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead."),new un(t,e)},t.Float32BufferAttribute=un,t.Float64Attribute=function(t,e){return console.warn("THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead."),new dn(t,e)},t.Float64BufferAttribute=dn,t.FloatType=M,t.Fog=Ss,t.FogExp2=ws,t.Font=mc,t.FontLoader=class extends Ll{constructor(t){super(t)}load(t,e,n,i){const r=this,s=new Cl(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(r.withCredentials),s.load(t,(function(t){let n;try{n=JSON.parse(t)}catch(e){console.warn("THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead."),n=JSON.parse(t.substring(65,t.length-2))}const i=r.parse(n);e&&e(i)}),n,i)}parse(t){return new mc(t)}},t.FrontSide=0,t.Frustum=ai,t.GLBufferAttribute=Kc,t.GLSL1="100",t.GLSL3=it,t.GammaEncoding=J,t.GreaterDepth=6,t.GreaterEqualDepth=5,t.GreaterEqualStencilFunc=518,t.GreaterStencilFunc=516,t.GridHelper=gh,t.Group=gs,t.HalfFloatType=w,t.HemisphereLight=Hl,t.HemisphereLightHelper=class extends Pe{constructor(t,e,n){super(),this.light=t,this.light.updateMatrixWorld(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.color=n;const i=new Go(e);i.rotateY(.5*Math.PI),this.material=new Ke({wireframe:!0,fog:!1,toneMapped:!1}),void 0===this.color&&(this.material.vertexColors=!0);const r=i.getAttribute("position"),s=new Float32Array(3*r.count);i.setAttribute("color",new en(s,3)),this.add(new Gn(i,this.material)),this.update()}dispose(){this.children[0].geometry.dispose(),this.children[0].material.dispose()}update(){const t=this.children[0];if(void 0!==this.color)this.material.color.set(this.color);else{const e=t.geometry.getAttribute("color");mh.copy(this.light.color),fh.copy(this.light.groundColor);for(let t=0,n=e.count;t0){const n=new El(e);r=new Pl(n),r.setCrossOrigin(this.crossOrigin);for(let e=0,n=t.length;e0){i=new Pl(this.manager),i.setCrossOrigin(this.crossOrigin);for(let e=0,i=t.length;e\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,blending:0,depthTest:!1,depthWrite:!1})}(Nh),this._equirectShader=null,this._cubemapShader=null,this._compileMaterial(this._blurMaterial)}fromScene(t,e=0,n=.1,i=100){Vh=this._renderer.getRenderTarget();const r=this._allocateTargets();return this._sceneToCubeUV(t,n,i,r),e>0&&this._blur(r,0,0,e),this._applyPMREM(r),this._cleanup(r),r}fromEquirectangular(t){return this._fromTexture(t)}fromCubemap(t){return this._fromTexture(t)}compileCubemapShader(){null===this._cubemapShader&&(this._cubemapShader=$h(),this._compileMaterial(this._cubemapShader))}compileEquirectangularShader(){null===this._equirectShader&&(this._equirectShader=Kh(),this._compileMaterial(this._equirectShader))}dispose(){this._blurMaterial.dispose(),null!==this._cubemapShader&&this._cubemapShader.dispose(),null!==this._equirectShader&&this._equirectShader.dispose();for(let t=0;t2?Ph:0,Ph,Ph),o.setRenderTarget(i),u&&o.render(Fh,r),o.render(t,r)}o.toneMapping=h,o.outputEncoding=c,o.autoClear=l}_textureToCubeUV(t,e){const n=this._renderer;t.isCubeTexture?null==this._cubemapShader&&(this._cubemapShader=$h()):null==this._equirectShader&&(this._equirectShader=Kh());const i=t.isCubeTexture?this._cubemapShader:this._equirectShader,r=new Gn(Hh[0],i),s=i.uniforms;s.envMap.value=t,t.isCubeTexture||s.texelSize.value.set(1/t.image.width,1/t.image.height),s.inputEncoding.value=Bh[t.encoding],s.outputEncoding.value=Bh[e.texture.encoding],Qh(e,0,0,3*Ph,2*Ph),n.setRenderTarget(e),n.render(r,Oh)}_applyPMREM(t){const e=this._renderer,n=e.autoClear;e.autoClear=!1;for(let e=1;eNh&&console.warn(`sigmaRadians, ${r}, is too large and will clip, as it requested ${m} samples when the maximum is set to 20`);const f=[];let g=0;for(let t=0;t4?i-8+4:0),3*v,2*v),o.setRenderTarget(e),o.render(c,Oh)}},t.ParametricBufferGeometry=ko,t.ParametricGeometry=ko,t.Particle=function(t){return console.warn("THREE.Particle has been renamed to THREE.Sprite."),new Vs(t)},t.ParticleBasicMaterial=function(t){return console.warn("THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial."),new ba(t)},t.ParticleSystem=function(t,e){return console.warn("THREE.ParticleSystem has been renamed to THREE.Points."),new Ea(t,e)},t.ParticleSystemMaterial=function(t){return console.warn("THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial."),new ba(t)},t.Path=zl,t.PerspectiveCamera=Jn,t.Plane=ii,t.PlaneBufferGeometry=ci,t.PlaneGeometry=ci,t.PlaneHelper=class extends ga{constructor(t,e=1,n=16776960){const i=n,r=new wn;r.setAttribute("position",new un([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],3)),r.computeBoundingSphere(),super(r,new ha({color:i,toneMapped:!1})),this.type="PlaneHelper",this.plane=t,this.size=e;const s=new wn;s.setAttribute("position",new un([1,1,1,-1,1,1,-1,-1,1,1,1,1,-1,-1,1,1,-1,1],3)),s.computeBoundingSphere(),this.add(new Gn(s,new Ke({color:i,opacity:.2,transparent:!0,depthWrite:!1,toneMapped:!1})))}updateMatrixWorld(t){let e=-this.plane.constant;Math.abs(e)<1e-8&&(e=1e-8),this.scale.set(.5*this.size,.5*this.size,e),this.children[0].material.side=e<0?1:0,this.lookAt(this.plane.normal),super.updateMatrixWorld(t)}},t.PointCloud=function(t,e){return console.warn("THREE.PointCloud has been renamed to THREE.Points."),new Ea(t,e)},t.PointCloudMaterial=function(t){return console.warn("THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial."),new ba(t)},t.PointLight=Zl,t.PointLightHelper=class extends Gn{constructor(t,e,n){super(new jo(e,4,2),new Ke({wireframe:!0,fog:!1,toneMapped:!1})),this.light=t,this.light.updateMatrixWorld(),this.color=n,this.type="PointLightHelper",this.matrix=this.light.matrixWorld,this.matrixAutoUpdate=!1,this.update()}dispose(){this.geometry.dispose(),this.material.dispose()}update(){void 0!==this.color?this.material.color.set(this.color):this.material.color.copy(this.light.color)}},t.Points=Ea,t.PointsMaterial=ba,t.PolarGridHelper=class extends xa{constructor(t=10,e=16,n=8,i=64,r=4473924,s=8947848){r=new Qe(r),s=new Qe(s);const a=[],o=[];for(let n=0;n<=e;n++){const i=n/e*(2*Math.PI),l=Math.sin(i)*t,c=Math.cos(i)*t;a.push(0,0,0),a.push(l,0,c);const h=1&n?r:s;o.push(h.r,h.g,h.b),o.push(h.r,h.g,h.b)}for(let e=0;e<=n;e++){const l=1&e?r:s,c=t-t/n*e;for(let t=0;tFitted Plane - - @@ -136,4 +134,4 @@

Fitted Plane

- \ No newline at end of file + diff --git a/package.json b/package.json index ed29a82..418564e 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "three.terrain.js", - "version": "1.6.1", + "version": "2.0.0", "description": "Extends the Three.js web-based 3D graphics framework to support generating random terrains and rendering terrain from predetermined heightmaps.", "homepage": "https://github.com/IceCreamYou/THREE.Terrain", "bugs": "https://github.com/IceCreamYou/THREE.Terrain/issues", @@ -26,11 +26,12 @@ "license": "MIT", "readmeFilename": "README.md", "devDependencies": { - "grunt": "~0.4.5", - "grunt-contrib-concat": "~0.5.1", - "grunt-contrib-jshint": "~0.11.2", - "grunt-contrib-uglify": "~0.9.1", - "grunt-jscs": "~2.1.0", - "grunt-contrib-watch": "^0.6.1" + "grunt": "^1.4.1", + "grunt-contrib-concat": "^1.0.1", + "grunt-contrib-jshint": "^2.1.0", + "grunt-contrib-uglify": "^5.0.1", + "grunt-contrib-watch": "^1.1.0", + "grunt-jscs": "^3.0.1", + "three": "^0.130.1" } } diff --git a/src/analysis.js b/src/analysis.js index cf519af..f2ef6d3 100644 --- a/src/analysis.js +++ b/src/analysis.js @@ -14,13 +14,13 @@ * An object containing statistical information about the terrain. */ THREE.Terrain.Analyze = function(mesh, options) { - if (mesh.geometry.vertices.length < 3) { + if (mesh.geometry.attributes.position.count < 3) { throw new Error('Not enough vertices to analyze'); } var sortNumeric = function(a, b) { return a - b; }, elevations = Array.prototype.sort.call( - THREE.Terrain.toArray1D(mesh.geometry.vertices), + THREE.Terrain.toArray1D(mesh.geometry.attributes.position.array), sortNumeric ), numVertices = elevations.length, @@ -33,8 +33,8 @@ THREE.Terrain.Analyze = function(mesh, options) { groeneveldMeedenSkewElevation = 0, kurtosisElevation = 0, up = mesh.up.clone().applyAxisAngle(new THREE.Vector3(1, 0, 0), 0.5*Math.PI), // correct for mesh rotation - slopes = mesh.geometry.faces - .map(function(v) { return v.normal.angleTo(up) * 180 / Math.PI; }) + slopes = faceNormals(mesh.geometry, options) + .map(function(normal) { return normal.angleTo(up) * 180 / Math.PI; }) .sort(sortNumeric), numFaces = slopes.length, maxSlope = percentile(slopes, 1), @@ -42,7 +42,7 @@ THREE.Terrain.Analyze = function(mesh, options) { medianSlope = percentile(slopes, 0.5), meanSlope = mean(slopes), centroid = mesh.position.clone().setZ(meanElevation), - fittedPlaneNormal = getFittedPlaneNormal(mesh.geometry.vertices, centroid), + fittedPlaneNormal = getFittedPlaneNormal(mesh.geometry.attributes.position.array, centroid), fittedPlaneSlope = fittedPlaneNormal.angleTo(up) * 180 / Math.PI, stdevSlope = 0, pearsonSkewSlope = 0, @@ -90,13 +90,13 @@ THREE.Terrain.Analyze = function(mesh, options) { for (var j = 0; j < yl; j++) { var neighborhoodMax = -Infinity, neighborhoodMin = Infinity, - v = mesh.geometry.vertices[j*xl + ii].z, + v = mesh.geometry.attributes.position.array[(j*xl + ii) * 3 + 2], sum = 0, c = 0; for (var n = -1; n <= 1; n++) { for (var m = -1; m <= 1; m++) { if (ii+m >= 0 && j+n >= 0 && ii+m < xl && j+n < yl && !(n === 0 && m === 0)) { - var val = mesh.geometry.vertices[(j+n)*xl + ii + m].z; + var val = mesh.geometry.attributes.position.array[((j+n)*xl + ii + m) * 3 + 2]; sum += val; c++; if (val > neighborhoodMax) neighborhoodMax = val; @@ -191,7 +191,7 @@ THREE.Terrain.Analyze = function(mesh, options) { normal: fittedPlaneNormal, slope: fittedPlaneSlope, pctExplained: percentVariationExplainedByFittedPlane( - mesh.geometry.vertices, + mesh.geometry.attributes.position.array, centroid, fittedPlaneNormal, options.maxHeight - options.minHeight @@ -257,11 +257,40 @@ function percentRank(arr, v) { return 1; } +/** + * Returns the face normals for the specified geometry. + * + * @param {THREE.BufferGeometry} geometry + * The indexed geometry to analyze. + * @param {Object} options + * Includes the `xSegments` and `ySegments` - the number of row and column + * segments of the plane geometry. + */ +function faceNormals(geometry, options) { + geometry = geometry.toNonIndexed(); + var normals = new Array(Math.round(geometry.attributes.position.array.length / 9)), + gArray = geometry.attributes.position.array, + vertex1 = new THREE.Vector3(), + vertex2 = new THREE.Vector3(), + vertex3 = new THREE.Vector3(); + + for (var i = 0, j = 0; i < geometry.attributes.position.array.length; i += 9, j++) { + vertex1.set(gArray[i + 0], gArray[i + 1], gArray[i + 2]); + vertex2.set(gArray[i + 3], gArray[i + 4], gArray[i + 5]); + vertex3.set(gArray[i + 6], gArray[i + 7], gArray[i + 8]); + + var faceNormal = new THREE.Vector3(); + THREE.Triangle.getNormal(vertex1, vertex2, vertex3, faceNormal); + normals[j] = faceNormal; + } + return normals; +} + /** * Gets the normal vector of the fitted plane of a 3D array of points. * - * @param {THREE.Vector3[]} points - * A 3D array of vertices to which to fit a plane. + * @param {Float32Array} points + * The vertex positions of the geometry to analyze. * @param {THREE.Vector3} centroid * The centroid of the vertex cloud. * @@ -279,8 +308,8 @@ function getFittedPlaneNormal(points, centroid) { if (n < 3) throw new Error('At least three points are required to fit a plane'); var r = new THREE.Vector3(); - for (var i = 0, l = points.length; i < l; i++) { - r.copy(points[i]).sub(centroid); + for (var i = 0, l = points.length; i < l; i += 3) { + r.set(points[i], points[i+1], points[i+2]).sub(centroid); xx += r.x * r.x; xy += r.x * r.y; xz += r.x * r.z; @@ -501,8 +530,8 @@ function drawHistogram(buckets, canvas, minV, maxV, append) { * the terrain elevations and the fitted plane at each vertex, and divides by * half the range to arrive at a dimensionless value. * - * @param {THREE.Vector3[]} vertices - * The terrain vertices. + * @param {Float32Array} vertices + * The terrain vertex positions. * @param {THREE.Vector3} centroid * The fitted plane centroid. * @param {THREE.Vector3} normal @@ -518,12 +547,12 @@ function drawHistogram(buckets, canvas, minV, maxV, append) { function percentVariationExplainedByFittedPlane(vertices, centroid, normal, range) { var numVertices = vertices.length, diff = 0; - for (var i = 0; i < numVertices; i++) { + for (var i = 0; i < numVertices; i += 3) { var fittedZ = Math.sqrt( - (vertices[i].x - centroid.x) * (vertices[i].x - centroid.x) + - (vertices[i].y - centroid.y) * (vertices[i].y - centroid.y) + (vertices[i + 0] - centroid.x) * (vertices[i + 0] - centroid.x) + + (vertices[i + 1] - centroid.y) * (vertices[i + 1] - centroid.y) ) * Math.tan(normal.z * Math.PI) + centroid.z; - diff += (vertices[i].z - fittedZ) * (vertices[i].z - fittedZ); + diff += (vertices[i + 2] - fittedZ) * (vertices[i + 2] - fittedZ); } return 1 - Math.sqrt(diff / numVertices) * 2 / range; } diff --git a/src/brownian.js b/src/brownian.js index af0f468..842132e 100644 --- a/src/brownian.js +++ b/src/brownian.js @@ -18,7 +18,10 @@ THREE.Terrain.Brownian = function(g, options) { x = i, y = j, numVertices = g.length, - current = g[j * xl + i], + vertices = Array.from(g).map(function(z) { + return { z: z }; + }), + current = vertices[j * xl + i], randomDirection = Math.random() * Math.PI * 2, addX = Math.cos(randomDirection), addY = Math.sin(randomDirection), @@ -40,8 +43,8 @@ THREE.Terrain.Brownian = function(g, options) { for (n = -1; n <= 1; n++) { for (m = -1; m <= 1; m++) { key = (j+n)*xl + i + m; - if (typeof g[key] !== 'undefined' && touched.indexOf(g[key]) === -1 && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl && n && m) { - untouched.push(g[key]); + if (typeof vertices[key] !== 'undefined' && touched.indexOf(vertices[key]) === -1 && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl && n && m) { + untouched.push(vertices[key]); } } } @@ -52,7 +55,7 @@ THREE.Terrain.Brownian = function(g, options) { randomDirection = Math.random() * Math.PI * 2; addX = Math.cos(randomDirection); addY = Math.sin(randomDirection); - index = g.indexOf(current); + index = vertices.indexOf(current); i = index % xl; j = Math.floor(index / xl); x = i; @@ -70,7 +73,7 @@ THREE.Terrain.Brownian = function(g, options) { j = Math.round(u); // If we hit a touched vertex, look in different directions to try to find an untouched one. - for (var k = 0; i >= 0 && j >= 0 && i < xl && j < yl && touched.indexOf(g[j * xl + i]) !== -1 && k < 9; k++) { + for (var k = 0; i >= 0 && j >= 0 && i < xl && j < yl && touched.indexOf(vertices[j * xl + i]) !== -1 && k < 9; k++) { randomDirection = Math.random() * Math.PI * 2; addX = Math.cos(randomDirection); addY = Math.sin(randomDirection); @@ -83,10 +86,10 @@ THREE.Terrain.Brownian = function(g, options) { } // If we found an untouched vertex, make it the current one. - if (i >= 0 && j >= 0 && i < xl && j < yl && touched.indexOf(g[j * xl + i]) === -1) { + if (i >= 0 && j >= 0 && i < xl && j < yl && touched.indexOf(vertices[j * xl + i]) === -1) { x = u; y = v; - current = g[j * xl + i]; + current = vertices[j * xl + i]; var io = untouched.indexOf(current); if (io !== -1) { untouched.splice(io, 1); @@ -100,7 +103,7 @@ THREE.Terrain.Brownian = function(g, options) { randomDirection = Math.random() * Math.PI * 2; addX = Math.cos(randomDirection); addY = Math.sin(randomDirection); - index = g.indexOf(current); + index = vertices.indexOf(current); i = index % xl; j = Math.floor(index / xl); x = i; @@ -114,8 +117,8 @@ THREE.Terrain.Brownian = function(g, options) { for (n = -1; n <= 1; n++) { for (m = -1; m <= 1; m++) { key = (j+n)*xl + i + m; - if (typeof g[key] !== 'undefined' && touched.indexOf(g[key]) !== -1 && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl && n && m) { - sum += g[key].z; + if (typeof vertices[key] !== 'undefined' && touched.indexOf(vertices[key]) !== -1 && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl && n && m) { + sum += vertices[key].z; c++; } } @@ -129,6 +132,10 @@ THREE.Terrain.Brownian = function(g, options) { touched.push(current); } + for (i = vertices.length - 1; i >= 0; i--) { + g[i] = vertices[i].z; + } + // Erase artifacts. THREE.Terrain.Smooth(g, options); THREE.Terrain.Smooth(g, options); diff --git a/src/core.js b/src/core.js index 5fe7456..1ce47a6 100644 --- a/src/core.js +++ b/src/core.js @@ -58,9 +58,6 @@ * `heightmap` property is smaller. Defaults to true. * - `turbulent`: Whether to perform a turbulence transformation. Defaults to * false. - * - `useBufferGeometry`: a Boolean indicating whether to use - * THREE.BufferGeometry instead of THREE.Geometry for the Terrain plane. - * Defaults to `false`. * - `xSegments`: The number of segments (rows) to divide the terrain plane * into. (This basically determines how detailed the terrain is.) Defaults * to 63. @@ -87,12 +84,10 @@ THREE.Terrain = function(options) { steps: 1, stretch: true, turbulent: false, - useBufferGeometry: false, xSegments: 63, xSize: 1024, ySegments: 63, ySize: 1024, - _mesh: null, // internal only }; options = options || {}; for (var opt in defaultOptions) { @@ -109,42 +104,25 @@ THREE.Terrain = function(options) { scene.rotation.x = -0.5 * Math.PI; // Create the terrain mesh. - // To save memory, it is possible to re-use a pre-existing mesh. - var mesh = options._mesh; - if (mesh && mesh.geometry.type === 'PlaneGeometry' && - mesh.geometry.parameters.widthSegments === options.xSegments && - mesh.geometry.parameters.heightSegments === options.ySegments) { - mesh.material = options.material; - mesh.scale.x = options.xSize / mesh.geometry.parameters.width; - mesh.scale.y = options.ySize / mesh.geometry.parameters.height; - for (var i = 0, l = mesh.geometry.vertices.length; i < l; i++) { - mesh.geometry.vertices[i].z = 0; - } - } - else { - mesh = new THREE.Mesh( - new THREE.PlaneGeometry(options.xSize, options.ySize, options.xSegments, options.ySegments), - options.material - ); - } - delete options._mesh; // Remove the reference for GC + var mesh = new THREE.Mesh( + new THREE.PlaneGeometry(options.xSize, options.ySize, options.xSegments, options.ySegments), + options.material + ); // Assign elevation data to the terrain plane from a heightmap or function. + var zs = THREE.Terrain.toArray1D(mesh.geometry.attributes.position.array); if (options.heightmap instanceof HTMLCanvasElement || options.heightmap instanceof Image) { - THREE.Terrain.fromHeightmap(mesh.geometry.vertices, options); + THREE.Terrain.fromHeightmap(zs, options); } else if (typeof options.heightmap === 'function') { - options.heightmap(mesh.geometry.vertices, options); + options.heightmap(zs, options); } else { console.warn('An invalid value was passed for `options.heightmap`: ' + options.heightmap); } + THREE.Terrain.fromArray1D(mesh.geometry.attributes.position.array, zs); THREE.Terrain.Normalize(mesh, options); - if (options.useBufferGeometry) { - mesh.geometry = (new THREE.BufferGeometry()).fromGeometry(mesh.geometry); - } - // lod.addLevel(mesh, options.unit * 10 * Math.pow(2, lodLevel)); scene.add(mesh); @@ -165,23 +143,25 @@ THREE.Terrain = function(options) { * displayed. Valid options are the same as for {@link THREE.Terrain}(). */ THREE.Terrain.Normalize = function(mesh, options) { - var v = mesh.geometry.vertices; + var zs = THREE.Terrain.toArray1D(mesh.geometry.attributes.position.array); if (options.turbulent) { - THREE.Terrain.Turbulence(v, options); + THREE.Terrain.Turbulence(zs, options); } if (options.steps > 1) { - THREE.Terrain.Step(v, options.steps); - THREE.Terrain.Smooth(v, options); + THREE.Terrain.Step(zs, options.steps); + THREE.Terrain.Smooth(zs, options); } + // Keep the terrain within the allotted height range if necessary, and do easing. - THREE.Terrain.Clamp(v, options); + THREE.Terrain.Clamp(zs, options); + // Call the "after" callback if (typeof options.after === 'function') { - options.after(v, options); + options.after(zs, options); } + THREE.Terrain.fromArray1D(mesh.geometry.attributes.position.array, zs); + // Mark the geometry as having changed and needing updates. - mesh.geometry.verticesNeedUpdate = true; - mesh.geometry.normalsNeedUpdate = true; mesh.geometry.computeBoundingSphere(); mesh.geometry.computeFaceNormals(); mesh.geometry.computeVertexNormals(); @@ -246,19 +226,18 @@ THREE.Terrain.GEOCLIPMAP = 2; THREE.Terrain.POLYGONREDUCTION = 3; /** - * Get a 2D array of heightmap values from a 1D array of plane vertices. + * Get a 2D array of heightmap values from a 1D array of Z-positions. * - * @param {THREE.Vector3[]} vertices - * A 1D array containing the vertices of the plane geometry representing the - * terrain, where the z-value of the vertices represent the terrain's - * heightmap. + * @param {Float32Array} vertices + * A 1D array containing the vertex Z-positions of the geometry representing + * the terrain. * @param {Object} options * A map of settings defining properties of the terrain. The only properties * that matter here are `xSegments` and `ySegments`, which represent how many * vertices wide and deep the terrain plane is, respectively (and therefore * also the dimensions of the returned array). * - * @return {Number[][]} + * @return {Float32Array[]} * A 2D array representing the terrain's heightmap. */ THREE.Terrain.toArray2D = function(vertices, options) { @@ -267,9 +246,9 @@ THREE.Terrain.toArray2D = function(vertices, options) { yl = options.ySegments + 1, i, j; for (i = 0; i < xl; i++) { - tgt[i] = new Float64Array(options.ySegments + 1); + tgt[i] = new Float32Array(options.ySegments + 1); for (j = 0; j < yl; j++) { - tgt[i][j] = vertices[j * xl + i].z; + tgt[i][j] = vertices[j * xl + i]; } } return tgt; @@ -278,17 +257,16 @@ THREE.Terrain.toArray2D = function(vertices, options) { /** * Set the height of plane vertices from a 2D array of heightmap values. * - * @param {THREE.Vector3[]} vertices - * A 1D array containing the vertices of the plane geometry representing the - * terrain, where the z-value of the vertices represent the terrain's - * heightmap. + * @param {Float32Array} vertices + * A 1D array containing the vertex Z-positions of the geometry representing + * the terrain. * @param {Number[][]} src * A 2D array representing a heightmap to apply to the terrain. */ THREE.Terrain.fromArray2D = function(vertices, src) { for (var i = 0, xl = src.length; i < xl; i++) { for (var j = 0, yl = src[i].length; j < yl; j++) { - vertices[j * xl + i].z = src[i][j]; + vertices[j * xl + i] = src[i][j]; } } }; @@ -296,23 +274,22 @@ THREE.Terrain.fromArray2D = function(vertices, src) { /** * Get a 1D array of heightmap values from a 1D array of plane vertices. * - * @param {THREE.Vector3[]} vertices - * A 1D array containing the vertices of the plane geometry representing the - * terrain, where the z-value of the vertices represent the terrain's - * heightmap. + * @param {Float32Array} vertices + * A 1D array containing the vertex positions of the geometry representing the + * terrain. * @param {Object} options * A map of settings defining properties of the terrain. The only properties * that matter here are `xSegments` and `ySegments`, which represent how many * vertices wide and deep the terrain plane is, respectively (and therefore * also the dimensions of the returned array). * - * @return {Number[]} + * @return {Float32Array} * A 1D array representing the terrain's heightmap. */ THREE.Terrain.toArray1D = function(vertices) { - var tgt = new Float64Array(vertices.length); + var tgt = new Float32Array(vertices.length / 3); for (var i = 0, l = tgt.length; i < l; i++) { - tgt[i] = vertices[i].z; + tgt[i] = vertices[i * 3 + 2]; } return tgt; }; @@ -320,16 +297,15 @@ THREE.Terrain.toArray1D = function(vertices) { /** * Set the height of plane vertices from a 1D array of heightmap values. * - * @param {THREE.Vector3[]} vertices - * A 1D array containing the vertices of the plane geometry representing the - * terrain, where the z-value of the vertices represent the terrain's - * heightmap. + * @param {Float32Array} vertices + * A 1D array containing the vertex positions of the geometry representing the + * terrain. * @param {Number[]} src * A 1D array representing a heightmap to apply to the terrain. */ THREE.Terrain.fromArray1D = function(vertices, src) { - for (var i = 0, l = Math.min(vertices.length, src.length); i < l; i++) { - vertices[i].z = src[i]; + for (var i = 0, l = Math.min(vertices.length / 3, src.length); i < l; i++) { + vertices[i * 3 + 2] = src[i]; } }; @@ -351,22 +327,12 @@ THREE.Terrain.heightmapArray = function(method, options) { var arr = new Array((options.xSegments+1) * (options.ySegments+1)), l = arr.length, i; - // The heightmap functions provided by this script operate on THREE.Vector3 - // objects by changing the z field, so we need to make that available. - // Unfortunately that means creating a bunch of objects we're just going to - // throw away, but a conscious decision was made here to optimize for the - // vector case. - for (i = 0; i < l; i++) { - arr[i] = {z: 0}; - } + arr.fill(0); options.minHeight = options.minHeight || 0; options.maxHeight = typeof options.maxHeight === 'undefined' ? 1 : options.maxHeight; options.stretch = options.stretch || false; method(arr, options); THREE.Terrain.Clamp(arr, options); - for (i = 0; i < l; i++) { - arr[i] = arr[i].z; - } return arr; }; diff --git a/src/filters.js b/src/filters.js index 15a51c1..9413800 100644 --- a/src/filters.js +++ b/src/filters.js @@ -1,9 +1,8 @@ /** * Rescale the heightmap of a terrain to keep it within the maximum range. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -17,8 +16,8 @@ THREE.Terrain.Clamp = function(g, options) { i; options.easing = options.easing || THREE.Terrain.Linear; for (i = 0; i < l; i++) { - if (g[i].z < min) min = g[i].z; - if (g[i].z > max) max = g[i].z; + if (g[i] < min) min = g[i]; + if (g[i] > max) max = g[i]; } var actualRange = max - min, optMax = typeof options.maxHeight !== 'number' ? max : options.maxHeight, @@ -31,7 +30,7 @@ THREE.Terrain.Clamp = function(g, options) { range = targetMax - targetMin; } for (i = 0; i < l; i++) { - g[i].z = options.easing((g[i].z - min) / actualRange) * range + optMin; + g[i] = options.easing((g[i] - min) / actualRange) * range + optMin; } }; @@ -40,9 +39,8 @@ THREE.Terrain.Clamp = function(g, options) { * * Useful to make islands or enclosing walls/cliffs. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -84,10 +82,10 @@ THREE.Terrain.Edges = function(g, options, direction, distance, easing, edges) { k1 = j*xl + i; k2 = (options.ySegments-j)*xl + i; if (edges.top) { - g[k1].z = max(g[k1].z, (peak - g[k1].z) * multiplier + g[k1].z); + g[k1] = max(g[k1], (peak - g[k1]) * multiplier + g[k1]); } if (edges.bottom) { - g[k2].z = max(g[k2].z, (peak - g[k2].z) * multiplier + g[k2].z); + g[k2] = max(g[k2], (peak - g[k2]) * multiplier + g[k2]); } } } @@ -97,10 +95,10 @@ THREE.Terrain.Edges = function(g, options, direction, distance, easing, edges) { k1 = i*xl+j; k2 = (options.ySegments-i)*xl + (options.xSegments-j); if (edges.left) { - g[k1].z = max(g[k1].z, (peak - g[k1].z) * multiplier + g[k1].z); + g[k1] = max(g[k1], (peak - g[k1]) * multiplier + g[k1]); } if (edges.right) { - g[k2].z = max(g[k2].z, (peak - g[k2].z) * multiplier + g[k2].z); + g[k2] = max(g[k2], (peak - g[k2]) * multiplier + g[k2]); } } } @@ -116,9 +114,8 @@ THREE.Terrain.Edges = function(g, options, direction, distance, easing, edges) { * * Useful to make islands or enclosing walls/cliffs. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -155,10 +152,10 @@ THREE.Terrain.RadialEdges = function(g, options, direction, distance, easing) { vertexDistance = Math.min(edgeRadius, Math.sqrt((xl2-i)*xSegmentSize*(xl2-i)*xSegmentSize + (yl2-j)*ySegmentSize*(yl2-j)*ySegmentSize) - distance); if (vertexDistance < 0) continue; multiplier = easing(vertexDistance / edgeRadius); - g[k].z = max(g[k].z, (peak - g[k].z) * multiplier + g[k].z); + g[k] = max(g[k], (peak - g[k]) * multiplier + g[k]); // Use symmetry to reduce the number of iterations. k = (options.ySegments-j)*xl + i; - g[k].z = max(g[k].z, (peak - g[k].z) * multiplier + g[k].z); + g[k] = max(g[k], (peak - g[k]) * multiplier + g[k]); } } }; @@ -166,9 +163,8 @@ THREE.Terrain.RadialEdges = function(g, options, direction, distance, easing) { /** * Smooth the terrain by setting each point to the mean of its neighborhood. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -178,7 +174,7 @@ THREE.Terrain.RadialEdges = function(g, options, direction, distance, easing) { * neighbors. */ THREE.Terrain.Smooth = function(g, options, weight) { - var heightmap = new Float64Array(g.length); + var heightmap = new Float32Array(g.length); for (var i = 0, xl = options.xSegments + 1, yl = options.ySegments + 1; i < xl; i++) { for (var j = 0; j < yl; j++) { var sum = 0, @@ -187,7 +183,7 @@ THREE.Terrain.Smooth = function(g, options, weight) { for (var m = -1; m <= 1; m++) { var key = (j+n)*xl + i + m; if (typeof g[key] !== 'undefined' && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl) { - sum += g[key].z; + sum += g[key]; c++; } } @@ -198,17 +194,22 @@ THREE.Terrain.Smooth = function(g, options, weight) { weight = weight || 0; var w = 1 / (1 + weight); for (var k = 0, l = g.length; k < l; k++) { - g[k].z = (heightmap[k] + g[k].z * weight) * w; + g[k] = (heightmap[k] + g[k] * weight) * w; } }; /** * Smooth the terrain by setting each point to the median of its neighborhood. * - * Parameters are the same as those for {@link THREE.Terrain.DiamondSquare}. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. + * @param {Object} options + * A map of settings that control how the terrain is constructed and + * displayed. Valid values are the same as those for the `options` parameter + * of {@link THREE.Terrain}(). */ THREE.Terrain.SmoothMedian = function(g, options) { - var heightmap = new Float64Array(g.length), + var heightmap = new Float32Array(g.length), neighborValues = [], neighborKeys = [], sortByValue = function(a, b) { @@ -222,7 +223,7 @@ THREE.Terrain.SmoothMedian = function(g, options) { for (var m = -1; m <= 1; m++) { var key = (j+n)*xl + i + m; if (typeof g[key] !== 'undefined' && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl) { - neighborValues.push(g[key].z); + neighborValues.push(g[key]); neighborKeys.push(key); } } @@ -231,25 +232,24 @@ THREE.Terrain.SmoothMedian = function(g, options) { var halfKey = Math.floor(neighborKeys.length*0.5), median; if (neighborKeys.length % 2 === 1) { - median = g[neighborKeys[halfKey]].z; + median = g[neighborKeys[halfKey]]; } else { - median = (g[neighborKeys[halfKey-1]].z + g[neighborKeys[halfKey]].z) * 0.5; + median = (g[neighborKeys[halfKey-1]] + g[neighborKeys[halfKey]]) * 0.5; } heightmap[j*xl + i] = median; } } for (var k = 0, l = g.length; k < l; k++) { - g[k].z = heightmap[k]; + g[k] = heightmap[k]; } }; /** * Smooth the terrain by clamping each point within its neighbors' extremes. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -261,7 +261,7 @@ THREE.Terrain.SmoothMedian = function(g, options) { * point can be farther outside the range of its neighbors. */ THREE.Terrain.SmoothConservative = function(g, options, multiplier) { - var heightmap = new Float64Array(g.length); + var heightmap = new Float32Array(g.length); for (var i = 0, xl = options.xSegments + 1, yl = options.ySegments + 1; i < xl; i++) { for (var j = 0; j < yl; j++) { var max = -Infinity, @@ -270,8 +270,8 @@ THREE.Terrain.SmoothConservative = function(g, options, multiplier) { for (var m = -1; m <= 1; m++) { var key = (j+n)*xl + i + m; if (typeof g[key] !== 'undefined' && n && m && i+m >= 0 && j+n >= 0 && i+m < xl && j+n < yl) { - if (g[key].z < min) min = g[key].z; - if (g[key].z > max) max = g[key].z; + if (g[key] < min) min = g[key]; + if (g[key] > max) max = g[key]; } } } @@ -282,20 +282,19 @@ THREE.Terrain.SmoothConservative = function(g, options, multiplier) { max = middle + halfdiff * multiplier; min = middle - halfdiff * multiplier; } - heightmap[kk] = g[kk].z > max ? max : (g[kk].z < min ? min : g[kk].z); + heightmap[kk] = g[kk] > max ? max : (g[kk] < min ? min : g[kk]); } } for (var k = 0, l = g.length; k < l; k++) { - g[k].z = heightmap[k]; + g[k] = heightmap[k]; } }; /** * Partition a terrain into flat steps. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Number} [levels] * The number of steps to divide the terrain into. Defaults to * (g.length/2)^(1/4). @@ -312,7 +311,7 @@ THREE.Terrain.Step = function(g, levels) { levels = Math.floor(Math.pow(l*0.5, 0.25)); } for (i = 0; i < l; i++) { - heights[i] = g[i].z; + heights[i] = g[i]; } heights.sort(function(a, b) { return a - b; }); for (i = 0; i < levels; i++) { @@ -332,10 +331,10 @@ THREE.Terrain.Step = function(g, levels) { // Set the height of each vertex to the average height of its bucket for (i = 0; i < l; i++) { - var startHeight = g[i].z; + var startHeight = g[i]; for (j = 0; j < levels; j++) { if (startHeight >= buckets[j].min && startHeight <= buckets[j].max) { - g[i].z = buckets[j].avg; + g[i] = buckets[j].avg; break; } } @@ -345,11 +344,15 @@ THREE.Terrain.Step = function(g, levels) { /** * Transform to turbulent noise. * - * Parameters are the same as those for {@link THREE.Terrain.DiamondSquare}. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. + * @param {Object} [options] + * The same map of settings you'd pass to {@link THREE.Terrain()}. Only + * `minHeight` and `maxHeight` are used (and required) here. */ THREE.Terrain.Turbulence = function(g, options) { var range = options.maxHeight - options.minHeight; for (var i = 0, l = g.length; i < l; i++) { - g[i].z = options.minHeight + Math.abs((g[i].z - options.minHeight) * 2 - range); + g[i] = options.minHeight + Math.abs((g[i] - options.minHeight) * 2 - range); } }; diff --git a/src/generators.js b/src/generators.js index ab14df8..249156c 100644 --- a/src/generators.js +++ b/src/generators.js @@ -1,9 +1,8 @@ /** * A utility for generating heightmap functions by additive composition. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} [options] * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -42,9 +41,8 @@ THREE.Terrain.MultiPass = function(g, options, passes) { /** * Generate random terrain using a curve. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -62,7 +60,7 @@ THREE.Terrain.Curve = function(g, options, curve) { scalar = options.frequency / (Math.min(options.xSegments, options.ySegments) + 1); for (var i = 0, xl = options.xSegments + 1, yl = options.ySegments + 1; i < xl; i++) { for (var j = 0; j < yl; j++) { - g[j * xl + i].z += curve(i * scalar, j * scalar) * range; + g[j * xl + i] += curve(i * scalar, j * scalar) * range; } } }; @@ -78,7 +76,7 @@ THREE.Terrain.Cosine = function(g, options) { phase = Math.random() * Math.PI * 2; for (var i = 0, xl = options.xSegments + 1; i < xl; i++) { for (var j = 0, yl = options.ySegments + 1; j < yl; j++) { - g[j * xl + i].z += amplitude * (Math.cos(i * frequencyScalar + phase) + Math.cos(j * frequencyScalar + phase)); + g[j * xl + i] += amplitude * (Math.cos(i * frequencyScalar + phase) + Math.cos(j * frequencyScalar + phase)); } } }; @@ -102,9 +100,8 @@ THREE.Terrain.CosineLayers = function(g, options) { * * Based on https://github.com/srchea/Terrain-Generation/blob/master/js/classes/TerrainGeneration.js * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -170,7 +167,7 @@ THREE.Terrain.DiamondSquare = function(g, options) { // Apply heightmap for (i = 0; i < xl; i++) { for (j = 0; j < yl; j++) { - g[j * xl + i].z += heightmap[i][j]; + g[j * xl + i] += heightmap[i][j]; } } @@ -201,13 +198,13 @@ THREE.Terrain.Fault = function(g, options) { for (var j = 0, yl = options.ySegments + 1; j < yl; j++) { var distance = a*i + b*j - c; if (distance > smoothDistance) { - g[j * xl + i].z += displacement; + g[j * xl + i] += displacement; } else if (distance < -smoothDistance) { - g[j * xl + i].z -= displacement; + g[j * xl + i] -= displacement; } else { - g[j * xl + i].z += Math.cos(distance / smoothDistance * Math.PI * 2) * displacement; + g[j * xl + i] += Math.cos(distance / smoothDistance * Math.PI * 2) * displacement; } } } @@ -222,9 +219,8 @@ THREE.Terrain.Fault = function(g, options) { * terrain and raise a small hill around those points. Those small hills * eventually accumulate into large hills with distinct features. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -285,9 +281,8 @@ THREE.Terrain.Hill = function(g, options, feature, shape) { * of the points to place small hills are not uniformly randomly distributed * but instead are more likely to occur close to the center of the terrain. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -335,18 +330,18 @@ THREE.Terrain.HillIsland = (function() { var neighborKey = j * xl + i; // If the neighbor is lower, move the particle to that neighbor and re-evaluate. if (typeof g[neighborKey] !== 'undefined') { - if (g[neighborKey].z < g[currentKey].z) { + if (g[neighborKey] < g[currentKey]) { deposit(g, i, j, xl, displacement); return; } } // Deposit some particles on the edge. else if (Math.random() < 0.2) { - g[currentKey].z += displacement; + g[currentKey] += displacement; return; } } - g[currentKey].z += displacement; + g[currentKey] += displacement; } /** @@ -399,7 +394,7 @@ THREE.Terrain.Perlin = function(g, options) { divisor = (Math.min(options.xSegments, options.ySegments) + 1) / options.frequency; for (var i = 0, xl = options.xSegments + 1; i < xl; i++) { for (var j = 0, yl = options.ySegments + 1; j < yl; j++) { - g[j * xl + i].z += noise.perlin(i / divisor, j / divisor) * range; + g[j * xl + i] += noise.perlin(i / divisor, j / divisor) * range; } } }; @@ -445,7 +440,7 @@ THREE.Terrain.Simplex = function(g, options) { divisor = (Math.min(options.xSegments, options.ySegments) + 1) * 2 / options.frequency; for (var i = 0, xl = options.xSegments + 1; i < xl; i++) { for (var j = 0, yl = options.ySegments + 1; j < yl; j++) { - g[j * xl + i].z += noise.simplex(i / divisor, j / divisor) * range; + g[j * xl + i] += noise.simplex(i / divisor, j / divisor) * range; } } }; @@ -525,7 +520,7 @@ THREE.Terrain.SimplexLayers = function(g, options) { // http://stackoverflow.com/q/23708306/843621 var kg = j * xl + i, kd = j * segments + i; - g[kg].z += data[kd]; + g[kg] += data[kd]; } } } @@ -594,7 +589,7 @@ THREE.Terrain.Weierstrass = function(g, options) { var y = Math.pow(1+r21, -k) * Math.sin(Math.pow(1+r22, k) * (j + 0.25*Math.cos(i) + r24*i) * r23); sum -= Math.exp(dir1*x*x + dir2*y*y); } - g[j * xl + i].z += sum * range; + g[j * xl + i] += sum * range; } } THREE.Terrain.Clamp(g, options); diff --git a/src/images.js b/src/images.js index 409a387..e813744 100644 --- a/src/images.js +++ b/src/images.js @@ -1,9 +1,8 @@ /** * Convert an image-based heightmap into vertex-based height data. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -23,7 +22,7 @@ THREE.Terrain.fromHeightmap = function(g, options) { for (var col = 0; col < cols; col++) { var i = row * cols + col, idx = i * 4; - g[i].z = (data[idx] + data[idx+1] + data[idx+2]) / 765 * spread + options.minHeight; + g[i] = (data[idx] + data[idx+1] + data[idx+2]) / 765 * spread + options.minHeight; } } }; @@ -35,10 +34,12 @@ THREE.Terrain.fromHeightmap = function(g, options) { * that if `options.heightmap` is a canvas element then the image will be * painted onto that canvas; otherwise a new canvas will be created. * - * NOTE: this method performs an operation on an array of vertices, which - * aren't available when using `BufferGeometry`. So, if you want to use this - * method, make sure to set the `useBufferGeometry` option to `false` when - * generating your terrain. + * @param {Float32Array} g + * The vertex position array for the geometry to paint to a heightmap. + * @param {Object} options + * A map of settings that control how the terrain is constructed and + * displayed. Valid values are the same as those for the `options` parameter + * of {@link THREE.Terrain}(). * * @return {HTMLCanvasElement} * A canvas with the relevant heightmap painted on it. @@ -51,9 +52,9 @@ THREE.Terrain.toHeightmap = function(g, options) { if (!hasMax || !hasMin) { var max2 = max, min2 = min; - for (var k = 0, l = g.length; k < l; k++) { - if (g[k].z > max2) max2 = g[k].z; - if (g[k].z < min2) min2 = g[k].z; + for (var k = 2, l = g.length; k < l; k += 3) { + if (g[k] > max2) max2 = g[k]; + if (g[k] < min2) min2 = g[k]; } if (!hasMax) max = max2; if (!hasMin) min = min2; @@ -71,7 +72,7 @@ THREE.Terrain.toHeightmap = function(g, options) { for (var col = 0; col < cols; col++) { var i = row * cols + col, idx = i * 4; - data[idx] = data[idx+1] = data[idx+2] = Math.round(((g[i].z - min) / spread) * 255); + data[idx] = data[idx+1] = data[idx+2] = Math.round(((g[i * 3 + 2] - min) / spread) * 255); data[idx+3] = 255; } } diff --git a/src/influences.js b/src/influences.js index 9553a1e..ca73d31 100644 --- a/src/influences.js +++ b/src/influences.js @@ -1,7 +1,6 @@ // Allows placing geometrically-described features on a terrain. -// If you want these features to look a little less regular, -// just apply them before a procedural pass. -// If you want more complex influence, you can just composite heightmaps. +// If you want these features to look a little less regular, apply them before a procedural pass. +// If you want more complex influence, you can composite heightmaps. /** * Equations describing geographic features. @@ -121,12 +120,12 @@ THREE.Terrain.Influence = function(g, options, f, x, y, r, h, t, e) { // interpolate using e, then blend according to t. d = f(fdr, fdxr, fdyr) * h * (1 - e(fdr, fdxr, fdyr)); if (fd > r || typeof g[k] == 'undefined') continue; - if (t === THREE.AdditiveBlending) g[k].z += d; // jscs:ignore requireSpaceAfterKeywords - else if (t === THREE.SubtractiveBlending) g[k].z -= d; - else if (t === THREE.MultiplyBlending) g[k].z *= d; - else if (t === THREE.NoBlending) g[k].z = d; - else if (t === THREE.NormalBlending) g[k].z = e(fdr, fdxr, fdyr) * g[k].z + d; - else if (typeof t === 'function') g[k].z = t(g[k].z, d, fdr, fdxr, fdyr); + if (t === THREE.AdditiveBlending) g[k] += d; // jscs:ignore requireSpaceAfterKeywords + else if (t === THREE.SubtractiveBlending) g[k] -= d; + else if (t === THREE.MultiplyBlending) g[k] *= d; + else if (t === THREE.NoBlending) g[k] = d; + else if (t === THREE.NormalBlending) g[k] = e(fdr, fdxr, fdyr) * g[k] + d; + else if (typeof t === 'function') g[k] = t(g[k].z, d, fdr, fdxr, fdyr); } } }; diff --git a/src/scatter.js b/src/scatter.js index d58299b..931d739 100644 --- a/src/scatter.js +++ b/src/scatter.js @@ -1,7 +1,7 @@ /** * Scatter a mesh across the terrain. * - * @param {THREE.Geometry} geometry + * @param {THREE.BufferGeometry} geometry * The terrain's geometry (or the highest-resolution version of it). * @param {Object} options * A map of settings that controls how the meshes are scattered, with the @@ -52,10 +52,6 @@ THREE.Terrain.ScatterMeshes = function(geometry, options) { console.error('options.mesh is required for THREE.Terrain.ScatterMeshes but was not passed'); return; } - if (geometry instanceof THREE.BufferGeometry) { - console.warn('The terrain mesh is using BufferGeometry but THREE.Terrain.ScatterMeshes can only work with Geometry.'); - return; - } if (!options.scene) { options.scene = new THREE.Object3D(); } @@ -80,86 +76,68 @@ THREE.Terrain.ScatterMeshes = function(geometry, options) { randomness, spreadRange = 1 / options.smoothSpread, doubleSizeVariance = options.sizeVariance * 2, - v = geometry.vertices, - meshes = [], + vertex1 = new THREE.Vector3(), + vertex2 = new THREE.Vector3(), + vertex3 = new THREE.Vector3(), + faceNormal = new THREE.Vector3(), up = options.mesh.up.clone().applyAxisAngle(new THREE.Vector3(1, 0, 0), 0.5*Math.PI); if (spreadIsNumber) { randomHeightmap = options.randomness(); randomness = typeof randomHeightmap === 'number' ? Math.random : function(k) { return randomHeightmap[k]; }; } - // geometry.computeFaceNormals(); - for (var i = 0, w = options.w*2; i < w; i++) { - for (var j = 0, h = options.h; j < h; j++) { - var key = j*w + i, - f = geometry.faces[key], - place = false; - if (spreadIsNumber) { - var rv = randomness(key); - if (rv < options.spread) { - place = true; - } - else if (rv < options.spread + options.smoothSpread) { - // Interpolate rv between spread and spread + smoothSpread, - // then multiply that "easing" value by the probability - // that a mesh would get placed on a given face. - place = THREE.Terrain.EaseInOut((rv - options.spread) * spreadRange) * options.spread > Math.random(); - } + + geometry = geometry.toNonIndexed(); + var gArray = geometry.attributes.position.array; + for (var i = 0; i < geometry.attributes.position.array.length; i += 9) { + vertex1.set(gArray[i + 0], gArray[i + 1], gArray[i + 2]); + vertex2.set(gArray[i + 3], gArray[i + 4], gArray[i + 5]); + vertex3.set(gArray[i + 6], gArray[i + 7], gArray[i + 8]); + THREE.Triangle.getNormal(vertex1, vertex2, vertex3, faceNormal); + + var place = false; + if (spreadIsNumber) { + var rv = randomness(key); + if (rv < options.spread) { + place = true; } - else { - place = options.spread(v[f.a], key, f, i, j); + else if (rv < options.spread + options.smoothSpread) { + // Interpolate rv between spread and spread + smoothSpread, + // then multiply that "easing" value by the probability + // that a mesh would get placed on a given face. + place = THREE.Terrain.EaseInOut((rv - options.spread) * spreadRange) * options.spread > Math.random(); } - if (place) { - // Don't place a mesh if the angle is too steep. - if (f.normal.angleTo(up) > options.maxSlope) { - continue; - } - var mesh = options.mesh.clone(); - // mesh.geometry.computeBoundingBox(); - mesh.position.copy(v[f.a]).add(v[f.b]).add(v[f.c]).divideScalar(3); - // mesh.translateZ((mesh.geometry.boundingBox.max.z - mesh.geometry.boundingBox.min.z) * 0.5); - if (options.maxTilt > 0) { - var normal = mesh.position.clone().add(f.normal); - mesh.lookAt(normal); - var tiltAngle = f.normal.angleTo(up); - if (tiltAngle > options.maxTilt) { - var ratio = options.maxTilt / tiltAngle; - mesh.rotation.x *= ratio; - mesh.rotation.y *= ratio; - mesh.rotation.z *= ratio; - } - } - mesh.rotation.x += 90 / 180 * Math.PI; - mesh.rotateY(Math.random() * 2 * Math.PI); - if (options.sizeVariance) { - var variance = Math.random() * doubleSizeVariance - options.sizeVariance; - mesh.scale.x = mesh.scale.z = 1 + variance; - mesh.scale.y += variance; + } + else { + place = options.spread(vertex1, i / 9, faceNormal, i); + } + if (place) { + // Don't place a mesh if the angle is too steep. + if (faceNormal.angleTo(up) > options.maxSlope) { + continue; + } + var mesh = options.mesh.clone(); + mesh.position.addVectors(vertex1, vertex2).add(vertex3).divideScalar(3); + if (options.maxTilt > 0) { + var normal = mesh.position.clone().add(faceNormal); + mesh.lookAt(normal); + var tiltAngle = faceNormal.angleTo(up); + if (tiltAngle > options.maxTilt) { + var ratio = options.maxTilt / tiltAngle; + mesh.rotation.x *= ratio; + mesh.rotation.y *= ratio; + mesh.rotation.z *= ratio; } - meshes.push(mesh); } - } - } + mesh.rotation.x += 90 / 180 * Math.PI; + mesh.rotateY(Math.random() * 2 * Math.PI); + if (options.sizeVariance) { + var variance = Math.random() * doubleSizeVariance - options.sizeVariance; + mesh.scale.x = mesh.scale.z = 1 + variance; + mesh.scale.y += variance; + } - // Merge geometries. - var k, l; - if (options.mesh.geometry instanceof THREE.Geometry) { - var g = new THREE.Geometry(); - for (k = 0, l = meshes.length; k < l; k++) { - var m = meshes[k]; - m.updateMatrix(); - g.merge(m.geometry, m.matrix); - } - /* - if (!(options.mesh.material instanceof THREE.MeshFaceMaterial)) { - g = THREE.BufferGeometryUtils.fromGeometry(g); - } - */ - options.scene.add(new THREE.Mesh(g, options.mesh.material)); - } - // There's no BufferGeometry merge method implemented yet. - else { - for (k = 0, l = meshes.length; k < l; k++) { - options.scene.add(meshes[k]); + mesh.updateMatrix(); + options.scene.add(mesh); } } diff --git a/src/weightedBoxBlurGaussian.js b/src/weightedBoxBlurGaussian.js index 1bb6bde..d29f71a 100644 --- a/src/weightedBoxBlurGaussian.js +++ b/src/weightedBoxBlurGaussian.js @@ -4,9 +4,8 @@ /** * Perform Gaussian smoothing on terrain vertices. * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. This - * method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` parameter @@ -19,13 +18,13 @@ * in slower but more accurate smoothing. */ THREE.Terrain.GaussianBoxBlur = function(g, options, s, n) { - THREE.Terrain.fromArray1D(g, gaussianBoxBlur( - THREE.Terrain.toArray1D(g, options), + gaussianBoxBlur( + g, options.xSegments+1, options.ySegments+1, s, n - )); + ); }; /** @@ -62,7 +61,7 @@ THREE.Terrain.GaussianBoxBlur = function(g, options, s, n) { function gaussianBoxBlur(scl, w, h, r, n, tcl) { if (typeof r === 'undefined') r = 1; if (typeof n === 'undefined') n = 3; - if (typeof tcl === 'undefined') tcl = new Float64Array(scl.length); + if (typeof tcl === 'undefined') tcl = new Float32Array(scl.length); var boxes = boxesForGauss(r, n); for (var i = 0; i < n; i++) { boxBlur(scl, tcl, w, h, (boxes[i]-1)/2); diff --git a/src/worley.js b/src/worley.js index e580f64..56927b6 100644 --- a/src/worley.js +++ b/src/worley.js @@ -49,9 +49,8 @@ * scattered point (or the nth-closest point, but this results in * heightmaps that don't look much like terrain). * - * @param {THREE.Vector3[]} g - * The vertex array for plane geometry to modify with heightmap data. - * This method sets the `z` property of each vertex. + * @param {Float32Array} g + * The geometry's z-positions to modify with heightmap data. * @param {Object} options * A map of settings that control how the terrain is constructed and * displayed. Valid values are the same as those for the `options` @@ -88,7 +87,7 @@ for (var j = 0; j < options.ySegments + 1; j++) { currentCoords.x = i; currentCoords.y = j; - g[j*xl+i].z = transform(distanceToNearest(currentCoords, points, options.distanceType || '')); + g[j*xl+i] = transform(distanceToNearest(currentCoords, points, options.distanceType || '')); } } // We set the heights to distances so now we need to normalize diff --git a/statistics/scripts/index.js b/statistics/scripts/index.js index 69cd89b..6499ba7 100644 --- a/statistics/scripts/index.js +++ b/statistics/scripts/index.js @@ -232,7 +232,6 @@ function assembleOptions(heightmap, easing, smoothing, turbulent) { steps: 1, stretch: true, turbulent: turbulent || false, - useBufferGeometry: false, xSize: 1024, ySize: 1024, xSegments: 63,