three.js 1.1 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2021 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. (function (global, factory) {
  7. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  8. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  9. (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {}));
  10. }(this, (function (exports) { 'use strict';
  11. const REVISION = '129dev';
  12. const MOUSE = {
  13. LEFT: 0,
  14. MIDDLE: 1,
  15. RIGHT: 2,
  16. ROTATE: 0,
  17. DOLLY: 1,
  18. PAN: 2
  19. };
  20. const TOUCH = {
  21. ROTATE: 0,
  22. PAN: 1,
  23. DOLLY_PAN: 2,
  24. DOLLY_ROTATE: 3
  25. };
  26. const CullFaceNone = 0;
  27. const CullFaceBack = 1;
  28. const CullFaceFront = 2;
  29. const CullFaceFrontBack = 3;
  30. const BasicShadowMap = 0;
  31. const PCFShadowMap = 1;
  32. const PCFSoftShadowMap = 2;
  33. const VSMShadowMap = 3;
  34. const FrontSide = 0;
  35. const BackSide = 1;
  36. const DoubleSide = 2;
  37. const FlatShading = 1;
  38. const SmoothShading = 2;
  39. const NoBlending = 0;
  40. const NormalBlending = 1;
  41. const AdditiveBlending = 2;
  42. const SubtractiveBlending = 3;
  43. const MultiplyBlending = 4;
  44. const CustomBlending = 5;
  45. const AddEquation = 100;
  46. const SubtractEquation = 101;
  47. const ReverseSubtractEquation = 102;
  48. const MinEquation = 103;
  49. const MaxEquation = 104;
  50. const ZeroFactor = 200;
  51. const OneFactor = 201;
  52. const SrcColorFactor = 202;
  53. const OneMinusSrcColorFactor = 203;
  54. const SrcAlphaFactor = 204;
  55. const OneMinusSrcAlphaFactor = 205;
  56. const DstAlphaFactor = 206;
  57. const OneMinusDstAlphaFactor = 207;
  58. const DstColorFactor = 208;
  59. const OneMinusDstColorFactor = 209;
  60. const SrcAlphaSaturateFactor = 210;
  61. const NeverDepth = 0;
  62. const AlwaysDepth = 1;
  63. const LessDepth = 2;
  64. const LessEqualDepth = 3;
  65. const EqualDepth = 4;
  66. const GreaterEqualDepth = 5;
  67. const GreaterDepth = 6;
  68. const NotEqualDepth = 7;
  69. const MultiplyOperation = 0;
  70. const MixOperation = 1;
  71. const AddOperation = 2;
  72. const NoToneMapping = 0;
  73. const LinearToneMapping = 1;
  74. const ReinhardToneMapping = 2;
  75. const CineonToneMapping = 3;
  76. const ACESFilmicToneMapping = 4;
  77. const CustomToneMapping = 5;
  78. const UVMapping = 300;
  79. const CubeReflectionMapping = 301;
  80. const CubeRefractionMapping = 302;
  81. const EquirectangularReflectionMapping = 303;
  82. const EquirectangularRefractionMapping = 304;
  83. const CubeUVReflectionMapping = 306;
  84. const CubeUVRefractionMapping = 307;
  85. const RepeatWrapping = 1000;
  86. const ClampToEdgeWrapping = 1001;
  87. const MirroredRepeatWrapping = 1002;
  88. const NearestFilter = 1003;
  89. const NearestMipmapNearestFilter = 1004;
  90. const NearestMipMapNearestFilter = 1004;
  91. const NearestMipmapLinearFilter = 1005;
  92. const NearestMipMapLinearFilter = 1005;
  93. const LinearFilter = 1006;
  94. const LinearMipmapNearestFilter = 1007;
  95. const LinearMipMapNearestFilter = 1007;
  96. const LinearMipmapLinearFilter = 1008;
  97. const LinearMipMapLinearFilter = 1008;
  98. const UnsignedByteType = 1009;
  99. const ByteType = 1010;
  100. const ShortType = 1011;
  101. const UnsignedShortType = 1012;
  102. const IntType = 1013;
  103. const UnsignedIntType = 1014;
  104. const FloatType = 1015;
  105. const HalfFloatType = 1016;
  106. const UnsignedShort4444Type = 1017;
  107. const UnsignedShort5551Type = 1018;
  108. const UnsignedShort565Type = 1019;
  109. const UnsignedInt248Type = 1020;
  110. const AlphaFormat = 1021;
  111. const RGBFormat = 1022;
  112. const RGBAFormat = 1023;
  113. const LuminanceFormat = 1024;
  114. const LuminanceAlphaFormat = 1025;
  115. const RGBEFormat = RGBAFormat;
  116. const DepthFormat = 1026;
  117. const DepthStencilFormat = 1027;
  118. const RedFormat = 1028;
  119. const RedIntegerFormat = 1029;
  120. const RGFormat = 1030;
  121. const RGIntegerFormat = 1031;
  122. const RGBIntegerFormat = 1032;
  123. const RGBAIntegerFormat = 1033;
  124. const RGB_S3TC_DXT1_Format = 33776;
  125. const RGBA_S3TC_DXT1_Format = 33777;
  126. const RGBA_S3TC_DXT3_Format = 33778;
  127. const RGBA_S3TC_DXT5_Format = 33779;
  128. const RGB_PVRTC_4BPPV1_Format = 35840;
  129. const RGB_PVRTC_2BPPV1_Format = 35841;
  130. const RGBA_PVRTC_4BPPV1_Format = 35842;
  131. const RGBA_PVRTC_2BPPV1_Format = 35843;
  132. const RGB_ETC1_Format = 36196;
  133. const RGB_ETC2_Format = 37492;
  134. const RGBA_ETC2_EAC_Format = 37496;
  135. const RGBA_ASTC_4x4_Format = 37808;
  136. const RGBA_ASTC_5x4_Format = 37809;
  137. const RGBA_ASTC_5x5_Format = 37810;
  138. const RGBA_ASTC_6x5_Format = 37811;
  139. const RGBA_ASTC_6x6_Format = 37812;
  140. const RGBA_ASTC_8x5_Format = 37813;
  141. const RGBA_ASTC_8x6_Format = 37814;
  142. const RGBA_ASTC_8x8_Format = 37815;
  143. const RGBA_ASTC_10x5_Format = 37816;
  144. const RGBA_ASTC_10x6_Format = 37817;
  145. const RGBA_ASTC_10x8_Format = 37818;
  146. const RGBA_ASTC_10x10_Format = 37819;
  147. const RGBA_ASTC_12x10_Format = 37820;
  148. const RGBA_ASTC_12x12_Format = 37821;
  149. const RGBA_BPTC_Format = 36492;
  150. const SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  151. const SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  152. const SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  153. const SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  154. const SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  155. const SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  156. const SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  157. const SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  158. const SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  159. const SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  160. const SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  161. const SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  162. const SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  163. const SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  164. const LoopOnce = 2200;
  165. const LoopRepeat = 2201;
  166. const LoopPingPong = 2202;
  167. const InterpolateDiscrete = 2300;
  168. const InterpolateLinear = 2301;
  169. const InterpolateSmooth = 2302;
  170. const ZeroCurvatureEnding = 2400;
  171. const ZeroSlopeEnding = 2401;
  172. const WrapAroundEnding = 2402;
  173. const NormalAnimationBlendMode = 2500;
  174. const AdditiveAnimationBlendMode = 2501;
  175. const TrianglesDrawMode = 0;
  176. const TriangleStripDrawMode = 1;
  177. const TriangleFanDrawMode = 2;
  178. const LinearEncoding = 3000;
  179. const sRGBEncoding = 3001;
  180. const GammaEncoding = 3007;
  181. const RGBEEncoding = 3002;
  182. const LogLuvEncoding = 3003;
  183. const RGBM7Encoding = 3004;
  184. const RGBM16Encoding = 3005;
  185. const RGBDEncoding = 3006;
  186. const BasicDepthPacking = 3200;
  187. const RGBADepthPacking = 3201;
  188. const TangentSpaceNormalMap = 0;
  189. const ObjectSpaceNormalMap = 1;
  190. const ZeroStencilOp = 0;
  191. const KeepStencilOp = 7680;
  192. const ReplaceStencilOp = 7681;
  193. const IncrementStencilOp = 7682;
  194. const DecrementStencilOp = 7683;
  195. const IncrementWrapStencilOp = 34055;
  196. const DecrementWrapStencilOp = 34056;
  197. const InvertStencilOp = 5386;
  198. const NeverStencilFunc = 512;
  199. const LessStencilFunc = 513;
  200. const EqualStencilFunc = 514;
  201. const LessEqualStencilFunc = 515;
  202. const GreaterStencilFunc = 516;
  203. const NotEqualStencilFunc = 517;
  204. const GreaterEqualStencilFunc = 518;
  205. const AlwaysStencilFunc = 519;
  206. const StaticDrawUsage = 35044;
  207. const DynamicDrawUsage = 35048;
  208. const StreamDrawUsage = 35040;
  209. const StaticReadUsage = 35045;
  210. const DynamicReadUsage = 35049;
  211. const StreamReadUsage = 35041;
  212. const StaticCopyUsage = 35046;
  213. const DynamicCopyUsage = 35050;
  214. const StreamCopyUsage = 35042;
  215. const GLSL1 = '100';
  216. const GLSL3 = '300 es';
  217. /**
  218. * https://github.com/mrdoob/eventdispatcher.js/
  219. */
  220. class EventDispatcher {
  221. addEventListener(type, listener) {
  222. if (this._listeners === undefined) this._listeners = {};
  223. const listeners = this._listeners;
  224. if (listeners[type] === undefined) {
  225. listeners[type] = [];
  226. }
  227. if (listeners[type].indexOf(listener) === -1) {
  228. listeners[type].push(listener);
  229. }
  230. }
  231. hasEventListener(type, listener) {
  232. if (this._listeners === undefined) return false;
  233. const listeners = this._listeners;
  234. return listeners[type] !== undefined && listeners[type].indexOf(listener) !== -1;
  235. }
  236. removeEventListener(type, listener) {
  237. if (this._listeners === undefined) return;
  238. const listeners = this._listeners;
  239. const listenerArray = listeners[type];
  240. if (listenerArray !== undefined) {
  241. const index = listenerArray.indexOf(listener);
  242. if (index !== -1) {
  243. listenerArray.splice(index, 1);
  244. }
  245. }
  246. }
  247. dispatchEvent(event) {
  248. if (this._listeners === undefined) return;
  249. const listeners = this._listeners;
  250. const listenerArray = listeners[event.type];
  251. if (listenerArray !== undefined) {
  252. event.target = this; // Make a copy, in case listeners are removed while iterating.
  253. const array = listenerArray.slice(0);
  254. for (let i = 0, l = array.length; i < l; i++) {
  255. array[i].call(this, event);
  256. }
  257. event.target = null;
  258. }
  259. }
  260. }
  261. const _lut = [];
  262. for (let i = 0; i < 256; i++) {
  263. _lut[i] = (i < 16 ? '0' : '') + i.toString(16);
  264. }
  265. let _seed = 1234567;
  266. const DEG2RAD = Math.PI / 180;
  267. const RAD2DEG = 180 / Math.PI; // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  268. function generateUUID() {
  269. const d0 = Math.random() * 0xffffffff | 0;
  270. const d1 = Math.random() * 0xffffffff | 0;
  271. const d2 = Math.random() * 0xffffffff | 0;
  272. const d3 = Math.random() * 0xffffffff | 0;
  273. 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.
  274. return uuid.toUpperCase();
  275. }
  276. function clamp(value, min, max) {
  277. return Math.max(min, Math.min(max, value));
  278. } // compute euclidian modulo of m % n
  279. // https://en.wikipedia.org/wiki/Modulo_operation
  280. function euclideanModulo(n, m) {
  281. return (n % m + m) % m;
  282. } // Linear mapping from range <a1, a2> to range <b1, b2>
  283. function mapLinear(x, a1, a2, b1, b2) {
  284. return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
  285. } // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  286. function inverseLerp(x, y, value) {
  287. if (x !== y) {
  288. return (value - x) / (y - x);
  289. } else {
  290. return 0;
  291. }
  292. } // https://en.wikipedia.org/wiki/Linear_interpolation
  293. function lerp(x, y, t) {
  294. return (1 - t) * x + t * y;
  295. } // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
  296. function damp(x, y, lambda, dt) {
  297. return lerp(x, y, 1 - Math.exp(-lambda * dt));
  298. } // https://www.desmos.com/calculator/vcsjnyz7x4
  299. function pingpong(x, length = 1) {
  300. return length - Math.abs(euclideanModulo(x, length * 2) - length);
  301. } // http://en.wikipedia.org/wiki/Smoothstep
  302. function smoothstep(x, min, max) {
  303. if (x <= min) return 0;
  304. if (x >= max) return 1;
  305. x = (x - min) / (max - min);
  306. return x * x * (3 - 2 * x);
  307. }
  308. function smootherstep(x, min, max) {
  309. if (x <= min) return 0;
  310. if (x >= max) return 1;
  311. x = (x - min) / (max - min);
  312. return x * x * x * (x * (x * 6 - 15) + 10);
  313. } // Random integer from <low, high> interval
  314. function randInt(low, high) {
  315. return low + Math.floor(Math.random() * (high - low + 1));
  316. } // Random float from <low, high> interval
  317. function randFloat(low, high) {
  318. return low + Math.random() * (high - low);
  319. } // Random float from <-range/2, range/2> interval
  320. function randFloatSpread(range) {
  321. return range * (0.5 - Math.random());
  322. } // Deterministic pseudo-random float in the interval [ 0, 1 ]
  323. function seededRandom(s) {
  324. if (s !== undefined) _seed = s % 2147483647; // Park-Miller algorithm
  325. _seed = _seed * 16807 % 2147483647;
  326. return (_seed - 1) / 2147483646;
  327. }
  328. function degToRad(degrees) {
  329. return degrees * DEG2RAD;
  330. }
  331. function radToDeg(radians) {
  332. return radians * RAD2DEG;
  333. }
  334. function isPowerOfTwo(value) {
  335. return (value & value - 1) === 0 && value !== 0;
  336. }
  337. function ceilPowerOfTwo(value) {
  338. return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
  339. }
  340. function floorPowerOfTwo(value) {
  341. return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
  342. }
  343. function setQuaternionFromProperEuler(q, a, b, c, order) {
  344. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  345. // rotations are applied to the axes in the order specified by 'order'
  346. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  347. // angles are in radians
  348. const cos = Math.cos;
  349. const sin = Math.sin;
  350. const c2 = cos(b / 2);
  351. const s2 = sin(b / 2);
  352. const c13 = cos((a + c) / 2);
  353. const s13 = sin((a + c) / 2);
  354. const c1_3 = cos((a - c) / 2);
  355. const s1_3 = sin((a - c) / 2);
  356. const c3_1 = cos((c - a) / 2);
  357. const s3_1 = sin((c - a) / 2);
  358. switch (order) {
  359. case 'XYX':
  360. q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
  361. break;
  362. case 'YZY':
  363. q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
  364. break;
  365. case 'ZXZ':
  366. q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
  367. break;
  368. case 'XZX':
  369. q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
  370. break;
  371. case 'YXY':
  372. q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
  373. break;
  374. case 'ZYZ':
  375. q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
  376. break;
  377. default:
  378. console.warn('THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order);
  379. }
  380. }
  381. var MathUtils = /*#__PURE__*/Object.freeze({
  382. __proto__: null,
  383. DEG2RAD: DEG2RAD,
  384. RAD2DEG: RAD2DEG,
  385. generateUUID: generateUUID,
  386. clamp: clamp,
  387. euclideanModulo: euclideanModulo,
  388. mapLinear: mapLinear,
  389. inverseLerp: inverseLerp,
  390. lerp: lerp,
  391. damp: damp,
  392. pingpong: pingpong,
  393. smoothstep: smoothstep,
  394. smootherstep: smootherstep,
  395. randInt: randInt,
  396. randFloat: randFloat,
  397. randFloatSpread: randFloatSpread,
  398. seededRandom: seededRandom,
  399. degToRad: degToRad,
  400. radToDeg: radToDeg,
  401. isPowerOfTwo: isPowerOfTwo,
  402. ceilPowerOfTwo: ceilPowerOfTwo,
  403. floorPowerOfTwo: floorPowerOfTwo,
  404. setQuaternionFromProperEuler: setQuaternionFromProperEuler
  405. });
  406. class Vector2 {
  407. constructor(x = 0, y = 0) {
  408. this.x = x;
  409. this.y = y;
  410. }
  411. get width() {
  412. return this.x;
  413. }
  414. set width(value) {
  415. this.x = value;
  416. }
  417. get height() {
  418. return this.y;
  419. }
  420. set height(value) {
  421. this.y = value;
  422. }
  423. set(x, y) {
  424. this.x = x;
  425. this.y = y;
  426. return this;
  427. }
  428. setScalar(scalar) {
  429. this.x = scalar;
  430. this.y = scalar;
  431. return this;
  432. }
  433. setX(x) {
  434. this.x = x;
  435. return this;
  436. }
  437. setY(y) {
  438. this.y = y;
  439. return this;
  440. }
  441. setComponent(index, value) {
  442. switch (index) {
  443. case 0:
  444. this.x = value;
  445. break;
  446. case 1:
  447. this.y = value;
  448. break;
  449. default:
  450. throw new Error('index is out of range: ' + index);
  451. }
  452. return this;
  453. }
  454. getComponent(index) {
  455. switch (index) {
  456. case 0:
  457. return this.x;
  458. case 1:
  459. return this.y;
  460. default:
  461. throw new Error('index is out of range: ' + index);
  462. }
  463. }
  464. clone() {
  465. return new this.constructor(this.x, this.y);
  466. }
  467. copy(v) {
  468. this.x = v.x;
  469. this.y = v.y;
  470. return this;
  471. }
  472. add(v, w) {
  473. if (w !== undefined) {
  474. console.warn('THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  475. return this.addVectors(v, w);
  476. }
  477. this.x += v.x;
  478. this.y += v.y;
  479. return this;
  480. }
  481. addScalar(s) {
  482. this.x += s;
  483. this.y += s;
  484. return this;
  485. }
  486. addVectors(a, b) {
  487. this.x = a.x + b.x;
  488. this.y = a.y + b.y;
  489. return this;
  490. }
  491. addScaledVector(v, s) {
  492. this.x += v.x * s;
  493. this.y += v.y * s;
  494. return this;
  495. }
  496. sub(v, w) {
  497. if (w !== undefined) {
  498. console.warn('THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  499. return this.subVectors(v, w);
  500. }
  501. this.x -= v.x;
  502. this.y -= v.y;
  503. return this;
  504. }
  505. subScalar(s) {
  506. this.x -= s;
  507. this.y -= s;
  508. return this;
  509. }
  510. subVectors(a, b) {
  511. this.x = a.x - b.x;
  512. this.y = a.y - b.y;
  513. return this;
  514. }
  515. multiply(v) {
  516. this.x *= v.x;
  517. this.y *= v.y;
  518. return this;
  519. }
  520. multiplyScalar(scalar) {
  521. this.x *= scalar;
  522. this.y *= scalar;
  523. return this;
  524. }
  525. divide(v) {
  526. this.x /= v.x;
  527. this.y /= v.y;
  528. return this;
  529. }
  530. divideScalar(scalar) {
  531. return this.multiplyScalar(1 / scalar);
  532. }
  533. applyMatrix3(m) {
  534. const x = this.x,
  535. y = this.y;
  536. const e = m.elements;
  537. this.x = e[0] * x + e[3] * y + e[6];
  538. this.y = e[1] * x + e[4] * y + e[7];
  539. return this;
  540. }
  541. min(v) {
  542. this.x = Math.min(this.x, v.x);
  543. this.y = Math.min(this.y, v.y);
  544. return this;
  545. }
  546. max(v) {
  547. this.x = Math.max(this.x, v.x);
  548. this.y = Math.max(this.y, v.y);
  549. return this;
  550. }
  551. clamp(min, max) {
  552. // assumes min < max, componentwise
  553. this.x = Math.max(min.x, Math.min(max.x, this.x));
  554. this.y = Math.max(min.y, Math.min(max.y, this.y));
  555. return this;
  556. }
  557. clampScalar(minVal, maxVal) {
  558. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  559. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  560. return this;
  561. }
  562. clampLength(min, max) {
  563. const length = this.length();
  564. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  565. }
  566. floor() {
  567. this.x = Math.floor(this.x);
  568. this.y = Math.floor(this.y);
  569. return this;
  570. }
  571. ceil() {
  572. this.x = Math.ceil(this.x);
  573. this.y = Math.ceil(this.y);
  574. return this;
  575. }
  576. round() {
  577. this.x = Math.round(this.x);
  578. this.y = Math.round(this.y);
  579. return this;
  580. }
  581. roundToZero() {
  582. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  583. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  584. return this;
  585. }
  586. negate() {
  587. this.x = -this.x;
  588. this.y = -this.y;
  589. return this;
  590. }
  591. dot(v) {
  592. return this.x * v.x + this.y * v.y;
  593. }
  594. cross(v) {
  595. return this.x * v.y - this.y * v.x;
  596. }
  597. lengthSq() {
  598. return this.x * this.x + this.y * this.y;
  599. }
  600. length() {
  601. return Math.sqrt(this.x * this.x + this.y * this.y);
  602. }
  603. manhattanLength() {
  604. return Math.abs(this.x) + Math.abs(this.y);
  605. }
  606. normalize() {
  607. return this.divideScalar(this.length() || 1);
  608. }
  609. angle() {
  610. // computes the angle in radians with respect to the positive x-axis
  611. const angle = Math.atan2(-this.y, -this.x) + Math.PI;
  612. return angle;
  613. }
  614. distanceTo(v) {
  615. return Math.sqrt(this.distanceToSquared(v));
  616. }
  617. distanceToSquared(v) {
  618. const dx = this.x - v.x,
  619. dy = this.y - v.y;
  620. return dx * dx + dy * dy;
  621. }
  622. manhattanDistanceTo(v) {
  623. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
  624. }
  625. setLength(length) {
  626. return this.normalize().multiplyScalar(length);
  627. }
  628. lerp(v, alpha) {
  629. this.x += (v.x - this.x) * alpha;
  630. this.y += (v.y - this.y) * alpha;
  631. return this;
  632. }
  633. lerpVectors(v1, v2, alpha) {
  634. this.x = v1.x + (v2.x - v1.x) * alpha;
  635. this.y = v1.y + (v2.y - v1.y) * alpha;
  636. return this;
  637. }
  638. equals(v) {
  639. return v.x === this.x && v.y === this.y;
  640. }
  641. fromArray(array, offset = 0) {
  642. this.x = array[offset];
  643. this.y = array[offset + 1];
  644. return this;
  645. }
  646. toArray(array = [], offset = 0) {
  647. array[offset] = this.x;
  648. array[offset + 1] = this.y;
  649. return array;
  650. }
  651. fromBufferAttribute(attribute, index, offset) {
  652. if (offset !== undefined) {
  653. console.warn('THREE.Vector2: offset has been removed from .fromBufferAttribute().');
  654. }
  655. this.x = attribute.getX(index);
  656. this.y = attribute.getY(index);
  657. return this;
  658. }
  659. rotateAround(center, angle) {
  660. const c = Math.cos(angle),
  661. s = Math.sin(angle);
  662. const x = this.x - center.x;
  663. const y = this.y - center.y;
  664. this.x = x * c - y * s + center.x;
  665. this.y = x * s + y * c + center.y;
  666. return this;
  667. }
  668. random() {
  669. this.x = Math.random();
  670. this.y = Math.random();
  671. return this;
  672. }
  673. }
  674. Vector2.prototype.isVector2 = true;
  675. class Matrix3 {
  676. constructor() {
  677. this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  678. if (arguments.length > 0) {
  679. console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.');
  680. }
  681. }
  682. set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
  683. const te = this.elements;
  684. te[0] = n11;
  685. te[1] = n21;
  686. te[2] = n31;
  687. te[3] = n12;
  688. te[4] = n22;
  689. te[5] = n32;
  690. te[6] = n13;
  691. te[7] = n23;
  692. te[8] = n33;
  693. return this;
  694. }
  695. identity() {
  696. this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
  697. return this;
  698. }
  699. copy(m) {
  700. const te = this.elements;
  701. const me = m.elements;
  702. te[0] = me[0];
  703. te[1] = me[1];
  704. te[2] = me[2];
  705. te[3] = me[3];
  706. te[4] = me[4];
  707. te[5] = me[5];
  708. te[6] = me[6];
  709. te[7] = me[7];
  710. te[8] = me[8];
  711. return this;
  712. }
  713. extractBasis(xAxis, yAxis, zAxis) {
  714. xAxis.setFromMatrix3Column(this, 0);
  715. yAxis.setFromMatrix3Column(this, 1);
  716. zAxis.setFromMatrix3Column(this, 2);
  717. return this;
  718. }
  719. setFromMatrix4(m) {
  720. const me = m.elements;
  721. this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);
  722. return this;
  723. }
  724. multiply(m) {
  725. return this.multiplyMatrices(this, m);
  726. }
  727. premultiply(m) {
  728. return this.multiplyMatrices(m, this);
  729. }
  730. multiplyMatrices(a, b) {
  731. const ae = a.elements;
  732. const be = b.elements;
  733. const te = this.elements;
  734. const a11 = ae[0],
  735. a12 = ae[3],
  736. a13 = ae[6];
  737. const a21 = ae[1],
  738. a22 = ae[4],
  739. a23 = ae[7];
  740. const a31 = ae[2],
  741. a32 = ae[5],
  742. a33 = ae[8];
  743. const b11 = be[0],
  744. b12 = be[3],
  745. b13 = be[6];
  746. const b21 = be[1],
  747. b22 = be[4],
  748. b23 = be[7];
  749. const b31 = be[2],
  750. b32 = be[5],
  751. b33 = be[8];
  752. te[0] = a11 * b11 + a12 * b21 + a13 * b31;
  753. te[3] = a11 * b12 + a12 * b22 + a13 * b32;
  754. te[6] = a11 * b13 + a12 * b23 + a13 * b33;
  755. te[1] = a21 * b11 + a22 * b21 + a23 * b31;
  756. te[4] = a21 * b12 + a22 * b22 + a23 * b32;
  757. te[7] = a21 * b13 + a22 * b23 + a23 * b33;
  758. te[2] = a31 * b11 + a32 * b21 + a33 * b31;
  759. te[5] = a31 * b12 + a32 * b22 + a33 * b32;
  760. te[8] = a31 * b13 + a32 * b23 + a33 * b33;
  761. return this;
  762. }
  763. multiplyScalar(s) {
  764. const te = this.elements;
  765. te[0] *= s;
  766. te[3] *= s;
  767. te[6] *= s;
  768. te[1] *= s;
  769. te[4] *= s;
  770. te[7] *= s;
  771. te[2] *= s;
  772. te[5] *= s;
  773. te[8] *= s;
  774. return this;
  775. }
  776. determinant() {
  777. const te = this.elements;
  778. const a = te[0],
  779. b = te[1],
  780. c = te[2],
  781. d = te[3],
  782. e = te[4],
  783. f = te[5],
  784. g = te[6],
  785. h = te[7],
  786. i = te[8];
  787. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  788. }
  789. invert() {
  790. const te = this.elements,
  791. n11 = te[0],
  792. n21 = te[1],
  793. n31 = te[2],
  794. n12 = te[3],
  795. n22 = te[4],
  796. n32 = te[5],
  797. n13 = te[6],
  798. n23 = te[7],
  799. n33 = te[8],
  800. t11 = n33 * n22 - n32 * n23,
  801. t12 = n32 * n13 - n33 * n12,
  802. t13 = n23 * n12 - n22 * n13,
  803. det = n11 * t11 + n21 * t12 + n31 * t13;
  804. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
  805. const detInv = 1 / det;
  806. te[0] = t11 * detInv;
  807. te[1] = (n31 * n23 - n33 * n21) * detInv;
  808. te[2] = (n32 * n21 - n31 * n22) * detInv;
  809. te[3] = t12 * detInv;
  810. te[4] = (n33 * n11 - n31 * n13) * detInv;
  811. te[5] = (n31 * n12 - n32 * n11) * detInv;
  812. te[6] = t13 * detInv;
  813. te[7] = (n21 * n13 - n23 * n11) * detInv;
  814. te[8] = (n22 * n11 - n21 * n12) * detInv;
  815. return this;
  816. }
  817. transpose() {
  818. let tmp;
  819. const m = this.elements;
  820. tmp = m[1];
  821. m[1] = m[3];
  822. m[3] = tmp;
  823. tmp = m[2];
  824. m[2] = m[6];
  825. m[6] = tmp;
  826. tmp = m[5];
  827. m[5] = m[7];
  828. m[7] = tmp;
  829. return this;
  830. }
  831. getNormalMatrix(matrix4) {
  832. return this.setFromMatrix4(matrix4).invert().transpose();
  833. }
  834. transposeIntoArray(r) {
  835. const m = this.elements;
  836. r[0] = m[0];
  837. r[1] = m[3];
  838. r[2] = m[6];
  839. r[3] = m[1];
  840. r[4] = m[4];
  841. r[5] = m[7];
  842. r[6] = m[2];
  843. r[7] = m[5];
  844. r[8] = m[8];
  845. return this;
  846. }
  847. setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {
  848. const c = Math.cos(rotation);
  849. const s = Math.sin(rotation);
  850. 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);
  851. return this;
  852. }
  853. scale(sx, sy) {
  854. const te = this.elements;
  855. te[0] *= sx;
  856. te[3] *= sx;
  857. te[6] *= sx;
  858. te[1] *= sy;
  859. te[4] *= sy;
  860. te[7] *= sy;
  861. return this;
  862. }
  863. rotate(theta) {
  864. const c = Math.cos(theta);
  865. const s = Math.sin(theta);
  866. const te = this.elements;
  867. const a11 = te[0],
  868. a12 = te[3],
  869. a13 = te[6];
  870. const a21 = te[1],
  871. a22 = te[4],
  872. a23 = te[7];
  873. te[0] = c * a11 + s * a21;
  874. te[3] = c * a12 + s * a22;
  875. te[6] = c * a13 + s * a23;
  876. te[1] = -s * a11 + c * a21;
  877. te[4] = -s * a12 + c * a22;
  878. te[7] = -s * a13 + c * a23;
  879. return this;
  880. }
  881. translate(tx, ty) {
  882. const te = this.elements;
  883. te[0] += tx * te[2];
  884. te[3] += tx * te[5];
  885. te[6] += tx * te[8];
  886. te[1] += ty * te[2];
  887. te[4] += ty * te[5];
  888. te[7] += ty * te[8];
  889. return this;
  890. }
  891. equals(matrix) {
  892. const te = this.elements;
  893. const me = matrix.elements;
  894. for (let i = 0; i < 9; i++) {
  895. if (te[i] !== me[i]) return false;
  896. }
  897. return true;
  898. }
  899. fromArray(array, offset = 0) {
  900. for (let i = 0; i < 9; i++) {
  901. this.elements[i] = array[i + offset];
  902. }
  903. return this;
  904. }
  905. toArray(array = [], offset = 0) {
  906. const te = this.elements;
  907. array[offset] = te[0];
  908. array[offset + 1] = te[1];
  909. array[offset + 2] = te[2];
  910. array[offset + 3] = te[3];
  911. array[offset + 4] = te[4];
  912. array[offset + 5] = te[5];
  913. array[offset + 6] = te[6];
  914. array[offset + 7] = te[7];
  915. array[offset + 8] = te[8];
  916. return array;
  917. }
  918. clone() {
  919. return new this.constructor().fromArray(this.elements);
  920. }
  921. }
  922. Matrix3.prototype.isMatrix3 = true;
  923. let _canvas;
  924. class ImageUtils {
  925. static getDataURL(image) {
  926. if (/^data:/i.test(image.src)) {
  927. return image.src;
  928. }
  929. if (typeof HTMLCanvasElement == 'undefined') {
  930. return image.src;
  931. }
  932. let canvas;
  933. if (image instanceof HTMLCanvasElement) {
  934. canvas = image;
  935. } else {
  936. if (_canvas === undefined) _canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
  937. _canvas.width = image.width;
  938. _canvas.height = image.height;
  939. const context = _canvas.getContext('2d');
  940. if (image instanceof ImageData) {
  941. context.putImageData(image, 0, 0);
  942. } else {
  943. context.drawImage(image, 0, 0, image.width, image.height);
  944. }
  945. canvas = _canvas;
  946. }
  947. if (canvas.width > 2048 || canvas.height > 2048) {
  948. console.warn('THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image);
  949. return canvas.toDataURL('image/jpeg', 0.6);
  950. } else {
  951. return canvas.toDataURL('image/png');
  952. }
  953. }
  954. }
  955. let textureId = 0;
  956. class Texture extends EventDispatcher {
  957. 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) {
  958. super();
  959. Object.defineProperty(this, 'id', {
  960. value: textureId++
  961. });
  962. this.uuid = generateUUID();
  963. this.name = '';
  964. this.image = image;
  965. this.mipmaps = [];
  966. this.mapping = mapping;
  967. this.wrapS = wrapS;
  968. this.wrapT = wrapT;
  969. this.magFilter = magFilter;
  970. this.minFilter = minFilter;
  971. this.anisotropy = anisotropy;
  972. this.format = format;
  973. this.internalFormat = null;
  974. this.type = type;
  975. this.offset = new Vector2(0, 0);
  976. this.repeat = new Vector2(1, 1);
  977. this.center = new Vector2(0, 0);
  978. this.rotation = 0;
  979. this.matrixAutoUpdate = true;
  980. this.matrix = new Matrix3();
  981. this.generateMipmaps = true;
  982. this.premultiplyAlpha = false;
  983. this.flipY = true;
  984. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  985. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  986. //
  987. // Also changing the encoding after already used by a Material will not automatically make the Material
  988. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  989. this.encoding = encoding;
  990. this.version = 0;
  991. this.onUpdate = null;
  992. }
  993. updateMatrix() {
  994. this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
  995. }
  996. clone() {
  997. return new this.constructor().copy(this);
  998. }
  999. copy(source) {
  1000. this.name = source.name;
  1001. this.image = source.image;
  1002. this.mipmaps = source.mipmaps.slice(0);
  1003. this.mapping = source.mapping;
  1004. this.wrapS = source.wrapS;
  1005. this.wrapT = source.wrapT;
  1006. this.magFilter = source.magFilter;
  1007. this.minFilter = source.minFilter;
  1008. this.anisotropy = source.anisotropy;
  1009. this.format = source.format;
  1010. this.internalFormat = source.internalFormat;
  1011. this.type = source.type;
  1012. this.offset.copy(source.offset);
  1013. this.repeat.copy(source.repeat);
  1014. this.center.copy(source.center);
  1015. this.rotation = source.rotation;
  1016. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1017. this.matrix.copy(source.matrix);
  1018. this.generateMipmaps = source.generateMipmaps;
  1019. this.premultiplyAlpha = source.premultiplyAlpha;
  1020. this.flipY = source.flipY;
  1021. this.unpackAlignment = source.unpackAlignment;
  1022. this.encoding = source.encoding;
  1023. return this;
  1024. }
  1025. toJSON(meta) {
  1026. const isRootObject = meta === undefined || typeof meta === 'string';
  1027. if (!isRootObject && meta.textures[this.uuid] !== undefined) {
  1028. return meta.textures[this.uuid];
  1029. }
  1030. const output = {
  1031. metadata: {
  1032. version: 4.5,
  1033. type: 'Texture',
  1034. generator: 'Texture.toJSON'
  1035. },
  1036. uuid: this.uuid,
  1037. name: this.name,
  1038. mapping: this.mapping,
  1039. repeat: [this.repeat.x, this.repeat.y],
  1040. offset: [this.offset.x, this.offset.y],
  1041. center: [this.center.x, this.center.y],
  1042. rotation: this.rotation,
  1043. wrap: [this.wrapS, this.wrapT],
  1044. format: this.format,
  1045. type: this.type,
  1046. encoding: this.encoding,
  1047. minFilter: this.minFilter,
  1048. magFilter: this.magFilter,
  1049. anisotropy: this.anisotropy,
  1050. flipY: this.flipY,
  1051. premultiplyAlpha: this.premultiplyAlpha,
  1052. unpackAlignment: this.unpackAlignment
  1053. };
  1054. if (this.image !== undefined) {
  1055. // TODO: Move to THREE.Image
  1056. const image = this.image;
  1057. if (image.uuid === undefined) {
  1058. image.uuid = generateUUID(); // UGH
  1059. }
  1060. if (!isRootObject && meta.images[image.uuid] === undefined) {
  1061. let url;
  1062. if (Array.isArray(image)) {
  1063. // process array of images e.g. CubeTexture
  1064. url = [];
  1065. for (let i = 0, l = image.length; i < l; i++) {
  1066. // check cube texture with data textures
  1067. if (image[i].isDataTexture) {
  1068. url.push(serializeImage(image[i].image));
  1069. } else {
  1070. url.push(serializeImage(image[i]));
  1071. }
  1072. }
  1073. } else {
  1074. // process single image
  1075. url = serializeImage(image);
  1076. }
  1077. meta.images[image.uuid] = {
  1078. uuid: image.uuid,
  1079. url: url
  1080. };
  1081. }
  1082. output.image = image.uuid;
  1083. }
  1084. if (!isRootObject) {
  1085. meta.textures[this.uuid] = output;
  1086. }
  1087. return output;
  1088. }
  1089. dispose() {
  1090. this.dispatchEvent({
  1091. type: 'dispose'
  1092. });
  1093. }
  1094. transformUv(uv) {
  1095. if (this.mapping !== UVMapping) return uv;
  1096. uv.applyMatrix3(this.matrix);
  1097. if (uv.x < 0 || uv.x > 1) {
  1098. switch (this.wrapS) {
  1099. case RepeatWrapping:
  1100. uv.x = uv.x - Math.floor(uv.x);
  1101. break;
  1102. case ClampToEdgeWrapping:
  1103. uv.x = uv.x < 0 ? 0 : 1;
  1104. break;
  1105. case MirroredRepeatWrapping:
  1106. if (Math.abs(Math.floor(uv.x) % 2) === 1) {
  1107. uv.x = Math.ceil(uv.x) - uv.x;
  1108. } else {
  1109. uv.x = uv.x - Math.floor(uv.x);
  1110. }
  1111. break;
  1112. }
  1113. }
  1114. if (uv.y < 0 || uv.y > 1) {
  1115. switch (this.wrapT) {
  1116. case RepeatWrapping:
  1117. uv.y = uv.y - Math.floor(uv.y);
  1118. break;
  1119. case ClampToEdgeWrapping:
  1120. uv.y = uv.y < 0 ? 0 : 1;
  1121. break;
  1122. case MirroredRepeatWrapping:
  1123. if (Math.abs(Math.floor(uv.y) % 2) === 1) {
  1124. uv.y = Math.ceil(uv.y) - uv.y;
  1125. } else {
  1126. uv.y = uv.y - Math.floor(uv.y);
  1127. }
  1128. break;
  1129. }
  1130. }
  1131. if (this.flipY) {
  1132. uv.y = 1 - uv.y;
  1133. }
  1134. return uv;
  1135. }
  1136. set needsUpdate(value) {
  1137. if (value === true) this.version++;
  1138. }
  1139. }
  1140. Texture.DEFAULT_IMAGE = undefined;
  1141. Texture.DEFAULT_MAPPING = UVMapping;
  1142. Texture.prototype.isTexture = true;
  1143. function serializeImage(image) {
  1144. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  1145. // default images
  1146. return ImageUtils.getDataURL(image);
  1147. } else {
  1148. if (image.data) {
  1149. // images of DataTexture
  1150. return {
  1151. data: Array.prototype.slice.call(image.data),
  1152. width: image.width,
  1153. height: image.height,
  1154. type: image.data.constructor.name
  1155. };
  1156. } else {
  1157. console.warn('THREE.Texture: Unable to serialize Texture.');
  1158. return {};
  1159. }
  1160. }
  1161. }
  1162. class Vector4 {
  1163. constructor(x = 0, y = 0, z = 0, w = 1) {
  1164. this.x = x;
  1165. this.y = y;
  1166. this.z = z;
  1167. this.w = w;
  1168. }
  1169. get width() {
  1170. return this.z;
  1171. }
  1172. set width(value) {
  1173. this.z = value;
  1174. }
  1175. get height() {
  1176. return this.w;
  1177. }
  1178. set height(value) {
  1179. this.w = value;
  1180. }
  1181. set(x, y, z, w) {
  1182. this.x = x;
  1183. this.y = y;
  1184. this.z = z;
  1185. this.w = w;
  1186. return this;
  1187. }
  1188. setScalar(scalar) {
  1189. this.x = scalar;
  1190. this.y = scalar;
  1191. this.z = scalar;
  1192. this.w = scalar;
  1193. return this;
  1194. }
  1195. setX(x) {
  1196. this.x = x;
  1197. return this;
  1198. }
  1199. setY(y) {
  1200. this.y = y;
  1201. return this;
  1202. }
  1203. setZ(z) {
  1204. this.z = z;
  1205. return this;
  1206. }
  1207. setW(w) {
  1208. this.w = w;
  1209. return this;
  1210. }
  1211. setComponent(index, value) {
  1212. switch (index) {
  1213. case 0:
  1214. this.x = value;
  1215. break;
  1216. case 1:
  1217. this.y = value;
  1218. break;
  1219. case 2:
  1220. this.z = value;
  1221. break;
  1222. case 3:
  1223. this.w = value;
  1224. break;
  1225. default:
  1226. throw new Error('index is out of range: ' + index);
  1227. }
  1228. return this;
  1229. }
  1230. getComponent(index) {
  1231. switch (index) {
  1232. case 0:
  1233. return this.x;
  1234. case 1:
  1235. return this.y;
  1236. case 2:
  1237. return this.z;
  1238. case 3:
  1239. return this.w;
  1240. default:
  1241. throw new Error('index is out of range: ' + index);
  1242. }
  1243. }
  1244. clone() {
  1245. return new this.constructor(this.x, this.y, this.z, this.w);
  1246. }
  1247. copy(v) {
  1248. this.x = v.x;
  1249. this.y = v.y;
  1250. this.z = v.z;
  1251. this.w = v.w !== undefined ? v.w : 1;
  1252. return this;
  1253. }
  1254. add(v, w) {
  1255. if (w !== undefined) {
  1256. console.warn('THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  1257. return this.addVectors(v, w);
  1258. }
  1259. this.x += v.x;
  1260. this.y += v.y;
  1261. this.z += v.z;
  1262. this.w += v.w;
  1263. return this;
  1264. }
  1265. addScalar(s) {
  1266. this.x += s;
  1267. this.y += s;
  1268. this.z += s;
  1269. this.w += s;
  1270. return this;
  1271. }
  1272. addVectors(a, b) {
  1273. this.x = a.x + b.x;
  1274. this.y = a.y + b.y;
  1275. this.z = a.z + b.z;
  1276. this.w = a.w + b.w;
  1277. return this;
  1278. }
  1279. addScaledVector(v, s) {
  1280. this.x += v.x * s;
  1281. this.y += v.y * s;
  1282. this.z += v.z * s;
  1283. this.w += v.w * s;
  1284. return this;
  1285. }
  1286. sub(v, w) {
  1287. if (w !== undefined) {
  1288. console.warn('THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  1289. return this.subVectors(v, w);
  1290. }
  1291. this.x -= v.x;
  1292. this.y -= v.y;
  1293. this.z -= v.z;
  1294. this.w -= v.w;
  1295. return this;
  1296. }
  1297. subScalar(s) {
  1298. this.x -= s;
  1299. this.y -= s;
  1300. this.z -= s;
  1301. this.w -= s;
  1302. return this;
  1303. }
  1304. subVectors(a, b) {
  1305. this.x = a.x - b.x;
  1306. this.y = a.y - b.y;
  1307. this.z = a.z - b.z;
  1308. this.w = a.w - b.w;
  1309. return this;
  1310. }
  1311. multiply(v) {
  1312. this.x *= v.x;
  1313. this.y *= v.y;
  1314. this.z *= v.z;
  1315. this.w *= v.w;
  1316. return this;
  1317. }
  1318. multiplyScalar(scalar) {
  1319. this.x *= scalar;
  1320. this.y *= scalar;
  1321. this.z *= scalar;
  1322. this.w *= scalar;
  1323. return this;
  1324. }
  1325. applyMatrix4(m) {
  1326. const x = this.x,
  1327. y = this.y,
  1328. z = this.z,
  1329. w = this.w;
  1330. const e = m.elements;
  1331. this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
  1332. this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
  1333. this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
  1334. this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
  1335. return this;
  1336. }
  1337. divideScalar(scalar) {
  1338. return this.multiplyScalar(1 / scalar);
  1339. }
  1340. setAxisAngleFromQuaternion(q) {
  1341. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1342. // q is assumed to be normalized
  1343. this.w = 2 * Math.acos(q.w);
  1344. const s = Math.sqrt(1 - q.w * q.w);
  1345. if (s < 0.0001) {
  1346. this.x = 1;
  1347. this.y = 0;
  1348. this.z = 0;
  1349. } else {
  1350. this.x = q.x / s;
  1351. this.y = q.y / s;
  1352. this.z = q.z / s;
  1353. }
  1354. return this;
  1355. }
  1356. setAxisAngleFromRotationMatrix(m) {
  1357. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1358. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1359. let angle, x, y, z; // variables for result
  1360. const epsilon = 0.01,
  1361. // margin to allow for rounding errors
  1362. epsilon2 = 0.1,
  1363. // margin to distinguish between 0 and 180 degrees
  1364. te = m.elements,
  1365. m11 = te[0],
  1366. m12 = te[4],
  1367. m13 = te[8],
  1368. m21 = te[1],
  1369. m22 = te[5],
  1370. m23 = te[9],
  1371. m31 = te[2],
  1372. m32 = te[6],
  1373. m33 = te[10];
  1374. if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {
  1375. // singularity found
  1376. // first check for identity matrix which must have +1 for all terms
  1377. // in leading diagonal and zero in other terms
  1378. if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {
  1379. // this singularity is identity matrix so angle = 0
  1380. this.set(1, 0, 0, 0);
  1381. return this; // zero angle, arbitrary axis
  1382. } // otherwise this singularity is angle = 180
  1383. angle = Math.PI;
  1384. const xx = (m11 + 1) / 2;
  1385. const yy = (m22 + 1) / 2;
  1386. const zz = (m33 + 1) / 2;
  1387. const xy = (m12 + m21) / 4;
  1388. const xz = (m13 + m31) / 4;
  1389. const yz = (m23 + m32) / 4;
  1390. if (xx > yy && xx > zz) {
  1391. // m11 is the largest diagonal term
  1392. if (xx < epsilon) {
  1393. x = 0;
  1394. y = 0.707106781;
  1395. z = 0.707106781;
  1396. } else {
  1397. x = Math.sqrt(xx);
  1398. y = xy / x;
  1399. z = xz / x;
  1400. }
  1401. } else if (yy > zz) {
  1402. // m22 is the largest diagonal term
  1403. if (yy < epsilon) {
  1404. x = 0.707106781;
  1405. y = 0;
  1406. z = 0.707106781;
  1407. } else {
  1408. y = Math.sqrt(yy);
  1409. x = xy / y;
  1410. z = yz / y;
  1411. }
  1412. } else {
  1413. // m33 is the largest diagonal term so base result on this
  1414. if (zz < epsilon) {
  1415. x = 0.707106781;
  1416. y = 0.707106781;
  1417. z = 0;
  1418. } else {
  1419. z = Math.sqrt(zz);
  1420. x = xz / z;
  1421. y = yz / z;
  1422. }
  1423. }
  1424. this.set(x, y, z, angle);
  1425. return this; // return 180 deg rotation
  1426. } // as we have reached here there are no singularities so we can handle normally
  1427. let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize
  1428. if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1429. // caught by singularity test above, but I've left it in just in case
  1430. this.x = (m32 - m23) / s;
  1431. this.y = (m13 - m31) / s;
  1432. this.z = (m21 - m12) / s;
  1433. this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
  1434. return this;
  1435. }
  1436. min(v) {
  1437. this.x = Math.min(this.x, v.x);
  1438. this.y = Math.min(this.y, v.y);
  1439. this.z = Math.min(this.z, v.z);
  1440. this.w = Math.min(this.w, v.w);
  1441. return this;
  1442. }
  1443. max(v) {
  1444. this.x = Math.max(this.x, v.x);
  1445. this.y = Math.max(this.y, v.y);
  1446. this.z = Math.max(this.z, v.z);
  1447. this.w = Math.max(this.w, v.w);
  1448. return this;
  1449. }
  1450. clamp(min, max) {
  1451. // assumes min < max, componentwise
  1452. this.x = Math.max(min.x, Math.min(max.x, this.x));
  1453. this.y = Math.max(min.y, Math.min(max.y, this.y));
  1454. this.z = Math.max(min.z, Math.min(max.z, this.z));
  1455. this.w = Math.max(min.w, Math.min(max.w, this.w));
  1456. return this;
  1457. }
  1458. clampScalar(minVal, maxVal) {
  1459. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  1460. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  1461. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  1462. this.w = Math.max(minVal, Math.min(maxVal, this.w));
  1463. return this;
  1464. }
  1465. clampLength(min, max) {
  1466. const length = this.length();
  1467. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  1468. }
  1469. floor() {
  1470. this.x = Math.floor(this.x);
  1471. this.y = Math.floor(this.y);
  1472. this.z = Math.floor(this.z);
  1473. this.w = Math.floor(this.w);
  1474. return this;
  1475. }
  1476. ceil() {
  1477. this.x = Math.ceil(this.x);
  1478. this.y = Math.ceil(this.y);
  1479. this.z = Math.ceil(this.z);
  1480. this.w = Math.ceil(this.w);
  1481. return this;
  1482. }
  1483. round() {
  1484. this.x = Math.round(this.x);
  1485. this.y = Math.round(this.y);
  1486. this.z = Math.round(this.z);
  1487. this.w = Math.round(this.w);
  1488. return this;
  1489. }
  1490. roundToZero() {
  1491. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  1492. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  1493. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  1494. this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w);
  1495. return this;
  1496. }
  1497. negate() {
  1498. this.x = -this.x;
  1499. this.y = -this.y;
  1500. this.z = -this.z;
  1501. this.w = -this.w;
  1502. return this;
  1503. }
  1504. dot(v) {
  1505. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1506. }
  1507. lengthSq() {
  1508. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1509. }
  1510. length() {
  1511. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  1512. }
  1513. manhattanLength() {
  1514. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
  1515. }
  1516. normalize() {
  1517. return this.divideScalar(this.length() || 1);
  1518. }
  1519. setLength(length) {
  1520. return this.normalize().multiplyScalar(length);
  1521. }
  1522. lerp(v, alpha) {
  1523. this.x += (v.x - this.x) * alpha;
  1524. this.y += (v.y - this.y) * alpha;
  1525. this.z += (v.z - this.z) * alpha;
  1526. this.w += (v.w - this.w) * alpha;
  1527. return this;
  1528. }
  1529. lerpVectors(v1, v2, alpha) {
  1530. this.x = v1.x + (v2.x - v1.x) * alpha;
  1531. this.y = v1.y + (v2.y - v1.y) * alpha;
  1532. this.z = v1.z + (v2.z - v1.z) * alpha;
  1533. this.w = v1.w + (v2.w - v1.w) * alpha;
  1534. return this;
  1535. }
  1536. equals(v) {
  1537. return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
  1538. }
  1539. fromArray(array, offset = 0) {
  1540. this.x = array[offset];
  1541. this.y = array[offset + 1];
  1542. this.z = array[offset + 2];
  1543. this.w = array[offset + 3];
  1544. return this;
  1545. }
  1546. toArray(array = [], offset = 0) {
  1547. array[offset] = this.x;
  1548. array[offset + 1] = this.y;
  1549. array[offset + 2] = this.z;
  1550. array[offset + 3] = this.w;
  1551. return array;
  1552. }
  1553. fromBufferAttribute(attribute, index, offset) {
  1554. if (offset !== undefined) {
  1555. console.warn('THREE.Vector4: offset has been removed from .fromBufferAttribute().');
  1556. }
  1557. this.x = attribute.getX(index);
  1558. this.y = attribute.getY(index);
  1559. this.z = attribute.getZ(index);
  1560. this.w = attribute.getW(index);
  1561. return this;
  1562. }
  1563. random() {
  1564. this.x = Math.random();
  1565. this.y = Math.random();
  1566. this.z = Math.random();
  1567. this.w = Math.random();
  1568. return this;
  1569. }
  1570. }
  1571. Vector4.prototype.isVector4 = true;
  1572. /*
  1573. In options, we can specify:
  1574. * Texture parameters for an auto-generated target texture
  1575. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1576. */
  1577. class WebGLRenderTarget extends EventDispatcher {
  1578. constructor(width, height, options) {
  1579. super();
  1580. this.width = width;
  1581. this.height = height;
  1582. this.depth = 1;
  1583. this.scissor = new Vector4(0, 0, width, height);
  1584. this.scissorTest = false;
  1585. this.viewport = new Vector4(0, 0, width, height);
  1586. options = options || {};
  1587. this.texture = new Texture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  1588. this.texture.image = {};
  1589. this.texture.image.width = width;
  1590. this.texture.image.height = height;
  1591. this.texture.image.depth = 1;
  1592. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1593. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1594. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1595. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;
  1596. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1597. }
  1598. setTexture(texture) {
  1599. texture.image = {
  1600. width: this.width,
  1601. height: this.height,
  1602. depth: this.depth
  1603. };
  1604. this.texture = texture;
  1605. }
  1606. setSize(width, height, depth = 1) {
  1607. if (this.width !== width || this.height !== height || this.depth !== depth) {
  1608. this.width = width;
  1609. this.height = height;
  1610. this.depth = depth;
  1611. this.texture.image.width = width;
  1612. this.texture.image.height = height;
  1613. this.texture.image.depth = depth;
  1614. this.dispose();
  1615. }
  1616. this.viewport.set(0, 0, width, height);
  1617. this.scissor.set(0, 0, width, height);
  1618. }
  1619. clone() {
  1620. return new this.constructor().copy(this);
  1621. }
  1622. copy(source) {
  1623. this.width = source.width;
  1624. this.height = source.height;
  1625. this.depth = source.depth;
  1626. this.viewport.copy(source.viewport);
  1627. this.texture = source.texture.clone();
  1628. this.texture.image = { ...this.texture.image
  1629. }; // See #20328.
  1630. this.depthBuffer = source.depthBuffer;
  1631. this.stencilBuffer = source.stencilBuffer;
  1632. this.depthTexture = source.depthTexture;
  1633. return this;
  1634. }
  1635. dispose() {
  1636. this.dispatchEvent({
  1637. type: 'dispose'
  1638. });
  1639. }
  1640. }
  1641. WebGLRenderTarget.prototype.isWebGLRenderTarget = true;
  1642. class WebGLMultipleRenderTargets extends WebGLRenderTarget {
  1643. constructor(width, height, count) {
  1644. super(width, height);
  1645. const texture = this.texture;
  1646. this.texture = [];
  1647. for (let i = 0; i < count; i++) {
  1648. this.texture[i] = texture.clone();
  1649. }
  1650. }
  1651. setSize(width, height, depth = 1) {
  1652. if (this.width !== width || this.height !== height || this.depth !== depth) {
  1653. this.width = width;
  1654. this.height = height;
  1655. this.depth = depth;
  1656. for (let i = 0, il = this.texture.length; i < il; i++) {
  1657. this.texture[i].image.width = width;
  1658. this.texture[i].image.height = height;
  1659. this.texture[i].image.depth = depth;
  1660. }
  1661. this.dispose();
  1662. }
  1663. this.viewport.set(0, 0, width, height);
  1664. this.scissor.set(0, 0, width, height);
  1665. return this;
  1666. }
  1667. copy(source) {
  1668. this.dispose();
  1669. this.width = source.width;
  1670. this.height = source.height;
  1671. this.depth = source.depth;
  1672. this.viewport.set(0, 0, this.width, this.height);
  1673. this.scissor.set(0, 0, this.width, this.height);
  1674. this.depthBuffer = source.depthBuffer;
  1675. this.stencilBuffer = source.stencilBuffer;
  1676. this.depthTexture = source.depthTexture;
  1677. this.texture.length = 0;
  1678. for (let i = 0, il = source.texture.length; i < il; i++) {
  1679. this.texture[i] = source.texture[i].clone();
  1680. }
  1681. return this;
  1682. }
  1683. }
  1684. WebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;
  1685. class WebGLMultisampleRenderTarget extends WebGLRenderTarget {
  1686. constructor(width, height, options) {
  1687. super(width, height, options);
  1688. this.samples = 4;
  1689. }
  1690. copy(source) {
  1691. super.copy.call(this, source);
  1692. this.samples = source.samples;
  1693. return this;
  1694. }
  1695. }
  1696. WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;
  1697. class Quaternion {
  1698. constructor(x = 0, y = 0, z = 0, w = 1) {
  1699. this._x = x;
  1700. this._y = y;
  1701. this._z = z;
  1702. this._w = w;
  1703. }
  1704. static slerp(qa, qb, qm, t) {
  1705. console.warn('THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.');
  1706. return qm.slerpQuaternions(qa, qb, t);
  1707. }
  1708. static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
  1709. // fuzz-free, array-based Quaternion SLERP operation
  1710. let x0 = src0[srcOffset0 + 0],
  1711. y0 = src0[srcOffset0 + 1],
  1712. z0 = src0[srcOffset0 + 2],
  1713. w0 = src0[srcOffset0 + 3];
  1714. const x1 = src1[srcOffset1 + 0],
  1715. y1 = src1[srcOffset1 + 1],
  1716. z1 = src1[srcOffset1 + 2],
  1717. w1 = src1[srcOffset1 + 3];
  1718. if (t === 0) {
  1719. dst[dstOffset + 0] = x0;
  1720. dst[dstOffset + 1] = y0;
  1721. dst[dstOffset + 2] = z0;
  1722. dst[dstOffset + 3] = w0;
  1723. return;
  1724. }
  1725. if (t === 1) {
  1726. dst[dstOffset + 0] = x1;
  1727. dst[dstOffset + 1] = y1;
  1728. dst[dstOffset + 2] = z1;
  1729. dst[dstOffset + 3] = w1;
  1730. return;
  1731. }
  1732. if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) {
  1733. let s = 1 - t;
  1734. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1735. dir = cos >= 0 ? 1 : -1,
  1736. sqrSin = 1 - cos * cos; // Skip the Slerp for tiny steps to avoid numeric problems:
  1737. if (sqrSin > Number.EPSILON) {
  1738. const sin = Math.sqrt(sqrSin),
  1739. len = Math.atan2(sin, cos * dir);
  1740. s = Math.sin(s * len) / sin;
  1741. t = Math.sin(t * len) / sin;
  1742. }
  1743. const tDir = t * dir;
  1744. x0 = x0 * s + x1 * tDir;
  1745. y0 = y0 * s + y1 * tDir;
  1746. z0 = z0 * s + z1 * tDir;
  1747. w0 = w0 * s + w1 * tDir; // Normalize in case we just did a lerp:
  1748. if (s === 1 - t) {
  1749. const f = 1 / Math.sqrt(x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0);
  1750. x0 *= f;
  1751. y0 *= f;
  1752. z0 *= f;
  1753. w0 *= f;
  1754. }
  1755. }
  1756. dst[dstOffset] = x0;
  1757. dst[dstOffset + 1] = y0;
  1758. dst[dstOffset + 2] = z0;
  1759. dst[dstOffset + 3] = w0;
  1760. }
  1761. static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
  1762. const x0 = src0[srcOffset0];
  1763. const y0 = src0[srcOffset0 + 1];
  1764. const z0 = src0[srcOffset0 + 2];
  1765. const w0 = src0[srcOffset0 + 3];
  1766. const x1 = src1[srcOffset1];
  1767. const y1 = src1[srcOffset1 + 1];
  1768. const z1 = src1[srcOffset1 + 2];
  1769. const w1 = src1[srcOffset1 + 3];
  1770. dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1771. dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1772. dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1773. dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1774. return dst;
  1775. }
  1776. get x() {
  1777. return this._x;
  1778. }
  1779. set x(value) {
  1780. this._x = value;
  1781. this._onChangeCallback();
  1782. }
  1783. get y() {
  1784. return this._y;
  1785. }
  1786. set y(value) {
  1787. this._y = value;
  1788. this._onChangeCallback();
  1789. }
  1790. get z() {
  1791. return this._z;
  1792. }
  1793. set z(value) {
  1794. this._z = value;
  1795. this._onChangeCallback();
  1796. }
  1797. get w() {
  1798. return this._w;
  1799. }
  1800. set w(value) {
  1801. this._w = value;
  1802. this._onChangeCallback();
  1803. }
  1804. set(x, y, z, w) {
  1805. this._x = x;
  1806. this._y = y;
  1807. this._z = z;
  1808. this._w = w;
  1809. this._onChangeCallback();
  1810. return this;
  1811. }
  1812. clone() {
  1813. return new this.constructor(this._x, this._y, this._z, this._w);
  1814. }
  1815. copy(quaternion) {
  1816. this._x = quaternion.x;
  1817. this._y = quaternion.y;
  1818. this._z = quaternion.z;
  1819. this._w = quaternion.w;
  1820. this._onChangeCallback();
  1821. return this;
  1822. }
  1823. setFromEuler(euler, update) {
  1824. if (!(euler && euler.isEuler)) {
  1825. throw new Error('THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.');
  1826. }
  1827. const x = euler._x,
  1828. y = euler._y,
  1829. z = euler._z,
  1830. order = euler._order; // http://www.mathworks.com/matlabcentral/fileexchange/
  1831. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1832. // content/SpinCalc.m
  1833. const cos = Math.cos;
  1834. const sin = Math.sin;
  1835. const c1 = cos(x / 2);
  1836. const c2 = cos(y / 2);
  1837. const c3 = cos(z / 2);
  1838. const s1 = sin(x / 2);
  1839. const s2 = sin(y / 2);
  1840. const s3 = sin(z / 2);
  1841. switch (order) {
  1842. case 'XYZ':
  1843. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1844. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1845. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1846. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1847. break;
  1848. case 'YXZ':
  1849. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1850. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1851. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1852. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1853. break;
  1854. case 'ZXY':
  1855. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1856. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1857. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1858. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1859. break;
  1860. case 'ZYX':
  1861. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1862. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1863. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1864. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1865. break;
  1866. case 'YZX':
  1867. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1868. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1869. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1870. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1871. break;
  1872. case 'XZY':
  1873. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1874. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1875. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1876. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1877. break;
  1878. default:
  1879. console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order);
  1880. }
  1881. if (update !== false) this._onChangeCallback();
  1882. return this;
  1883. }
  1884. setFromAxisAngle(axis, angle) {
  1885. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1886. // assumes axis is normalized
  1887. const halfAngle = angle / 2,
  1888. s = Math.sin(halfAngle);
  1889. this._x = axis.x * s;
  1890. this._y = axis.y * s;
  1891. this._z = axis.z * s;
  1892. this._w = Math.cos(halfAngle);
  1893. this._onChangeCallback();
  1894. return this;
  1895. }
  1896. setFromRotationMatrix(m) {
  1897. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1898. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1899. const te = m.elements,
  1900. m11 = te[0],
  1901. m12 = te[4],
  1902. m13 = te[8],
  1903. m21 = te[1],
  1904. m22 = te[5],
  1905. m23 = te[9],
  1906. m31 = te[2],
  1907. m32 = te[6],
  1908. m33 = te[10],
  1909. trace = m11 + m22 + m33;
  1910. if (trace > 0) {
  1911. const s = 0.5 / Math.sqrt(trace + 1.0);
  1912. this._w = 0.25 / s;
  1913. this._x = (m32 - m23) * s;
  1914. this._y = (m13 - m31) * s;
  1915. this._z = (m21 - m12) * s;
  1916. } else if (m11 > m22 && m11 > m33) {
  1917. const s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1918. this._w = (m32 - m23) / s;
  1919. this._x = 0.25 * s;
  1920. this._y = (m12 + m21) / s;
  1921. this._z = (m13 + m31) / s;
  1922. } else if (m22 > m33) {
  1923. const s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1924. this._w = (m13 - m31) / s;
  1925. this._x = (m12 + m21) / s;
  1926. this._y = 0.25 * s;
  1927. this._z = (m23 + m32) / s;
  1928. } else {
  1929. const s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  1930. this._w = (m21 - m12) / s;
  1931. this._x = (m13 + m31) / s;
  1932. this._y = (m23 + m32) / s;
  1933. this._z = 0.25 * s;
  1934. }
  1935. this._onChangeCallback();
  1936. return this;
  1937. }
  1938. setFromUnitVectors(vFrom, vTo) {
  1939. // assumes direction vectors vFrom and vTo are normalized
  1940. let r = vFrom.dot(vTo) + 1;
  1941. if (r < Number.EPSILON) {
  1942. // vFrom and vTo point in opposite directions
  1943. r = 0;
  1944. if (Math.abs(vFrom.x) > Math.abs(vFrom.z)) {
  1945. this._x = -vFrom.y;
  1946. this._y = vFrom.x;
  1947. this._z = 0;
  1948. this._w = r;
  1949. } else {
  1950. this._x = 0;
  1951. this._y = -vFrom.z;
  1952. this._z = vFrom.y;
  1953. this._w = r;
  1954. }
  1955. } else {
  1956. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1957. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1958. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1959. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1960. this._w = r;
  1961. }
  1962. return this.normalize();
  1963. }
  1964. angleTo(q) {
  1965. return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1)));
  1966. }
  1967. rotateTowards(q, step) {
  1968. const angle = this.angleTo(q);
  1969. if (angle === 0) return this;
  1970. const t = Math.min(1, step / angle);
  1971. this.slerp(q, t);
  1972. return this;
  1973. }
  1974. identity() {
  1975. return this.set(0, 0, 0, 1);
  1976. }
  1977. invert() {
  1978. // quaternion is assumed to have unit length
  1979. return this.conjugate();
  1980. }
  1981. conjugate() {
  1982. this._x *= -1;
  1983. this._y *= -1;
  1984. this._z *= -1;
  1985. this._onChangeCallback();
  1986. return this;
  1987. }
  1988. dot(v) {
  1989. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1990. }
  1991. lengthSq() {
  1992. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1993. }
  1994. length() {
  1995. return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
  1996. }
  1997. normalize() {
  1998. let l = this.length();
  1999. if (l === 0) {
  2000. this._x = 0;
  2001. this._y = 0;
  2002. this._z = 0;
  2003. this._w = 1;
  2004. } else {
  2005. l = 1 / l;
  2006. this._x = this._x * l;
  2007. this._y = this._y * l;
  2008. this._z = this._z * l;
  2009. this._w = this._w * l;
  2010. }
  2011. this._onChangeCallback();
  2012. return this;
  2013. }
  2014. multiply(q, p) {
  2015. if (p !== undefined) {
  2016. console.warn('THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.');
  2017. return this.multiplyQuaternions(q, p);
  2018. }
  2019. return this.multiplyQuaternions(this, q);
  2020. }
  2021. premultiply(q) {
  2022. return this.multiplyQuaternions(q, this);
  2023. }
  2024. multiplyQuaternions(a, b) {
  2025. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  2026. const qax = a._x,
  2027. qay = a._y,
  2028. qaz = a._z,
  2029. qaw = a._w;
  2030. const qbx = b._x,
  2031. qby = b._y,
  2032. qbz = b._z,
  2033. qbw = b._w;
  2034. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  2035. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  2036. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  2037. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  2038. this._onChangeCallback();
  2039. return this;
  2040. }
  2041. slerp(qb, t) {
  2042. if (t === 0) return this;
  2043. if (t === 1) return this.copy(qb);
  2044. const x = this._x,
  2045. y = this._y,
  2046. z = this._z,
  2047. w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  2048. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  2049. if (cosHalfTheta < 0) {
  2050. this._w = -qb._w;
  2051. this._x = -qb._x;
  2052. this._y = -qb._y;
  2053. this._z = -qb._z;
  2054. cosHalfTheta = -cosHalfTheta;
  2055. } else {
  2056. this.copy(qb);
  2057. }
  2058. if (cosHalfTheta >= 1.0) {
  2059. this._w = w;
  2060. this._x = x;
  2061. this._y = y;
  2062. this._z = z;
  2063. return this;
  2064. }
  2065. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  2066. if (sqrSinHalfTheta <= Number.EPSILON) {
  2067. const s = 1 - t;
  2068. this._w = s * w + t * this._w;
  2069. this._x = s * x + t * this._x;
  2070. this._y = s * y + t * this._y;
  2071. this._z = s * z + t * this._z;
  2072. this.normalize();
  2073. this._onChangeCallback();
  2074. return this;
  2075. }
  2076. const sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
  2077. const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
  2078. const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta,
  2079. ratioB = Math.sin(t * halfTheta) / sinHalfTheta;
  2080. this._w = w * ratioA + this._w * ratioB;
  2081. this._x = x * ratioA + this._x * ratioB;
  2082. this._y = y * ratioA + this._y * ratioB;
  2083. this._z = z * ratioA + this._z * ratioB;
  2084. this._onChangeCallback();
  2085. return this;
  2086. }
  2087. slerpQuaternions(qa, qb, t) {
  2088. this.copy(qa).slerp(qb, t);
  2089. }
  2090. equals(quaternion) {
  2091. return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
  2092. }
  2093. fromArray(array, offset = 0) {
  2094. this._x = array[offset];
  2095. this._y = array[offset + 1];
  2096. this._z = array[offset + 2];
  2097. this._w = array[offset + 3];
  2098. this._onChangeCallback();
  2099. return this;
  2100. }
  2101. toArray(array = [], offset = 0) {
  2102. array[offset] = this._x;
  2103. array[offset + 1] = this._y;
  2104. array[offset + 2] = this._z;
  2105. array[offset + 3] = this._w;
  2106. return array;
  2107. }
  2108. fromBufferAttribute(attribute, index) {
  2109. this._x = attribute.getX(index);
  2110. this._y = attribute.getY(index);
  2111. this._z = attribute.getZ(index);
  2112. this._w = attribute.getW(index);
  2113. return this;
  2114. }
  2115. _onChange(callback) {
  2116. this._onChangeCallback = callback;
  2117. return this;
  2118. }
  2119. _onChangeCallback() {}
  2120. }
  2121. Quaternion.prototype.isQuaternion = true;
  2122. class Vector3 {
  2123. constructor(x = 0, y = 0, z = 0) {
  2124. this.x = x;
  2125. this.y = y;
  2126. this.z = z;
  2127. }
  2128. set(x, y, z) {
  2129. if (z === undefined) z = this.z; // sprite.scale.set(x,y)
  2130. this.x = x;
  2131. this.y = y;
  2132. this.z = z;
  2133. return this;
  2134. }
  2135. setScalar(scalar) {
  2136. this.x = scalar;
  2137. this.y = scalar;
  2138. this.z = scalar;
  2139. return this;
  2140. }
  2141. setX(x) {
  2142. this.x = x;
  2143. return this;
  2144. }
  2145. setY(y) {
  2146. this.y = y;
  2147. return this;
  2148. }
  2149. setZ(z) {
  2150. this.z = z;
  2151. return this;
  2152. }
  2153. setComponent(index, value) {
  2154. switch (index) {
  2155. case 0:
  2156. this.x = value;
  2157. break;
  2158. case 1:
  2159. this.y = value;
  2160. break;
  2161. case 2:
  2162. this.z = value;
  2163. break;
  2164. default:
  2165. throw new Error('index is out of range: ' + index);
  2166. }
  2167. return this;
  2168. }
  2169. getComponent(index) {
  2170. switch (index) {
  2171. case 0:
  2172. return this.x;
  2173. case 1:
  2174. return this.y;
  2175. case 2:
  2176. return this.z;
  2177. default:
  2178. throw new Error('index is out of range: ' + index);
  2179. }
  2180. }
  2181. clone() {
  2182. return new this.constructor(this.x, this.y, this.z);
  2183. }
  2184. copy(v) {
  2185. this.x = v.x;
  2186. this.y = v.y;
  2187. this.z = v.z;
  2188. return this;
  2189. }
  2190. add(v, w) {
  2191. if (w !== undefined) {
  2192. console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.');
  2193. return this.addVectors(v, w);
  2194. }
  2195. this.x += v.x;
  2196. this.y += v.y;
  2197. this.z += v.z;
  2198. return this;
  2199. }
  2200. addScalar(s) {
  2201. this.x += s;
  2202. this.y += s;
  2203. this.z += s;
  2204. return this;
  2205. }
  2206. addVectors(a, b) {
  2207. this.x = a.x + b.x;
  2208. this.y = a.y + b.y;
  2209. this.z = a.z + b.z;
  2210. return this;
  2211. }
  2212. addScaledVector(v, s) {
  2213. this.x += v.x * s;
  2214. this.y += v.y * s;
  2215. this.z += v.z * s;
  2216. return this;
  2217. }
  2218. sub(v, w) {
  2219. if (w !== undefined) {
  2220. console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.');
  2221. return this.subVectors(v, w);
  2222. }
  2223. this.x -= v.x;
  2224. this.y -= v.y;
  2225. this.z -= v.z;
  2226. return this;
  2227. }
  2228. subScalar(s) {
  2229. this.x -= s;
  2230. this.y -= s;
  2231. this.z -= s;
  2232. return this;
  2233. }
  2234. subVectors(a, b) {
  2235. this.x = a.x - b.x;
  2236. this.y = a.y - b.y;
  2237. this.z = a.z - b.z;
  2238. return this;
  2239. }
  2240. multiply(v, w) {
  2241. if (w !== undefined) {
  2242. console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.');
  2243. return this.multiplyVectors(v, w);
  2244. }
  2245. this.x *= v.x;
  2246. this.y *= v.y;
  2247. this.z *= v.z;
  2248. return this;
  2249. }
  2250. multiplyScalar(scalar) {
  2251. this.x *= scalar;
  2252. this.y *= scalar;
  2253. this.z *= scalar;
  2254. return this;
  2255. }
  2256. multiplyVectors(a, b) {
  2257. this.x = a.x * b.x;
  2258. this.y = a.y * b.y;
  2259. this.z = a.z * b.z;
  2260. return this;
  2261. }
  2262. applyEuler(euler) {
  2263. if (!(euler && euler.isEuler)) {
  2264. console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.');
  2265. }
  2266. return this.applyQuaternion(_quaternion$4.setFromEuler(euler));
  2267. }
  2268. applyAxisAngle(axis, angle) {
  2269. return this.applyQuaternion(_quaternion$4.setFromAxisAngle(axis, angle));
  2270. }
  2271. applyMatrix3(m) {
  2272. const x = this.x,
  2273. y = this.y,
  2274. z = this.z;
  2275. const e = m.elements;
  2276. this.x = e[0] * x + e[3] * y + e[6] * z;
  2277. this.y = e[1] * x + e[4] * y + e[7] * z;
  2278. this.z = e[2] * x + e[5] * y + e[8] * z;
  2279. return this;
  2280. }
  2281. applyNormalMatrix(m) {
  2282. return this.applyMatrix3(m).normalize();
  2283. }
  2284. applyMatrix4(m) {
  2285. const x = this.x,
  2286. y = this.y,
  2287. z = this.z;
  2288. const e = m.elements;
  2289. const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
  2290. this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
  2291. this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
  2292. this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
  2293. return this;
  2294. }
  2295. applyQuaternion(q) {
  2296. const x = this.x,
  2297. y = this.y,
  2298. z = this.z;
  2299. const qx = q.x,
  2300. qy = q.y,
  2301. qz = q.z,
  2302. qw = q.w; // calculate quat * vector
  2303. const ix = qw * x + qy * z - qz * y;
  2304. const iy = qw * y + qz * x - qx * z;
  2305. const iz = qw * z + qx * y - qy * x;
  2306. const iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat
  2307. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  2308. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  2309. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  2310. return this;
  2311. }
  2312. project(camera) {
  2313. return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
  2314. }
  2315. unproject(camera) {
  2316. return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
  2317. }
  2318. transformDirection(m) {
  2319. // input: THREE.Matrix4 affine matrix
  2320. // vector interpreted as a direction
  2321. const x = this.x,
  2322. y = this.y,
  2323. z = this.z;
  2324. const e = m.elements;
  2325. this.x = e[0] * x + e[4] * y + e[8] * z;
  2326. this.y = e[1] * x + e[5] * y + e[9] * z;
  2327. this.z = e[2] * x + e[6] * y + e[10] * z;
  2328. return this.normalize();
  2329. }
  2330. divide(v) {
  2331. this.x /= v.x;
  2332. this.y /= v.y;
  2333. this.z /= v.z;
  2334. return this;
  2335. }
  2336. divideScalar(scalar) {
  2337. return this.multiplyScalar(1 / scalar);
  2338. }
  2339. min(v) {
  2340. this.x = Math.min(this.x, v.x);
  2341. this.y = Math.min(this.y, v.y);
  2342. this.z = Math.min(this.z, v.z);
  2343. return this;
  2344. }
  2345. max(v) {
  2346. this.x = Math.max(this.x, v.x);
  2347. this.y = Math.max(this.y, v.y);
  2348. this.z = Math.max(this.z, v.z);
  2349. return this;
  2350. }
  2351. clamp(min, max) {
  2352. // assumes min < max, componentwise
  2353. this.x = Math.max(min.x, Math.min(max.x, this.x));
  2354. this.y = Math.max(min.y, Math.min(max.y, this.y));
  2355. this.z = Math.max(min.z, Math.min(max.z, this.z));
  2356. return this;
  2357. }
  2358. clampScalar(minVal, maxVal) {
  2359. this.x = Math.max(minVal, Math.min(maxVal, this.x));
  2360. this.y = Math.max(minVal, Math.min(maxVal, this.y));
  2361. this.z = Math.max(minVal, Math.min(maxVal, this.z));
  2362. return this;
  2363. }
  2364. clampLength(min, max) {
  2365. const length = this.length();
  2366. return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
  2367. }
  2368. floor() {
  2369. this.x = Math.floor(this.x);
  2370. this.y = Math.floor(this.y);
  2371. this.z = Math.floor(this.z);
  2372. return this;
  2373. }
  2374. ceil() {
  2375. this.x = Math.ceil(this.x);
  2376. this.y = Math.ceil(this.y);
  2377. this.z = Math.ceil(this.z);
  2378. return this;
  2379. }
  2380. round() {
  2381. this.x = Math.round(this.x);
  2382. this.y = Math.round(this.y);
  2383. this.z = Math.round(this.z);
  2384. return this;
  2385. }
  2386. roundToZero() {
  2387. this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
  2388. this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
  2389. this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
  2390. return this;
  2391. }
  2392. negate() {
  2393. this.x = -this.x;
  2394. this.y = -this.y;
  2395. this.z = -this.z;
  2396. return this;
  2397. }
  2398. dot(v) {
  2399. return this.x * v.x + this.y * v.y + this.z * v.z;
  2400. } // TODO lengthSquared?
  2401. lengthSq() {
  2402. return this.x * this.x + this.y * this.y + this.z * this.z;
  2403. }
  2404. length() {
  2405. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  2406. }
  2407. manhattanLength() {
  2408. return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
  2409. }
  2410. normalize() {
  2411. return this.divideScalar(this.length() || 1);
  2412. }
  2413. setLength(length) {
  2414. return this.normalize().multiplyScalar(length);
  2415. }
  2416. lerp(v, alpha) {
  2417. this.x += (v.x - this.x) * alpha;
  2418. this.y += (v.y - this.y) * alpha;
  2419. this.z += (v.z - this.z) * alpha;
  2420. return this;
  2421. }
  2422. lerpVectors(v1, v2, alpha) {
  2423. this.x = v1.x + (v2.x - v1.x) * alpha;
  2424. this.y = v1.y + (v2.y - v1.y) * alpha;
  2425. this.z = v1.z + (v2.z - v1.z) * alpha;
  2426. return this;
  2427. }
  2428. cross(v, w) {
  2429. if (w !== undefined) {
  2430. console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.');
  2431. return this.crossVectors(v, w);
  2432. }
  2433. return this.crossVectors(this, v);
  2434. }
  2435. crossVectors(a, b) {
  2436. const ax = a.x,
  2437. ay = a.y,
  2438. az = a.z;
  2439. const bx = b.x,
  2440. by = b.y,
  2441. bz = b.z;
  2442. this.x = ay * bz - az * by;
  2443. this.y = az * bx - ax * bz;
  2444. this.z = ax * by - ay * bx;
  2445. return this;
  2446. }
  2447. projectOnVector(v) {
  2448. const denominator = v.lengthSq();
  2449. if (denominator === 0) return this.set(0, 0, 0);
  2450. const scalar = v.dot(this) / denominator;
  2451. return this.copy(v).multiplyScalar(scalar);
  2452. }
  2453. projectOnPlane(planeNormal) {
  2454. _vector$c.copy(this).projectOnVector(planeNormal);
  2455. return this.sub(_vector$c);
  2456. }
  2457. reflect(normal) {
  2458. // reflect incident vector off plane orthogonal to normal
  2459. // normal is assumed to have unit length
  2460. return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal)));
  2461. }
  2462. angleTo(v) {
  2463. const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
  2464. if (denominator === 0) return Math.PI / 2;
  2465. const theta = this.dot(v) / denominator; // clamp, to handle numerical problems
  2466. return Math.acos(clamp(theta, -1, 1));
  2467. }
  2468. distanceTo(v) {
  2469. return Math.sqrt(this.distanceToSquared(v));
  2470. }
  2471. distanceToSquared(v) {
  2472. const dx = this.x - v.x,
  2473. dy = this.y - v.y,
  2474. dz = this.z - v.z;
  2475. return dx * dx + dy * dy + dz * dz;
  2476. }
  2477. manhattanDistanceTo(v) {
  2478. return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
  2479. }
  2480. setFromSpherical(s) {
  2481. return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
  2482. }
  2483. setFromSphericalCoords(radius, phi, theta) {
  2484. const sinPhiRadius = Math.sin(phi) * radius;
  2485. this.x = sinPhiRadius * Math.sin(theta);
  2486. this.y = Math.cos(phi) * radius;
  2487. this.z = sinPhiRadius * Math.cos(theta);
  2488. return this;
  2489. }
  2490. setFromCylindrical(c) {
  2491. return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
  2492. }
  2493. setFromCylindricalCoords(radius, theta, y) {
  2494. this.x = radius * Math.sin(theta);
  2495. this.y = y;
  2496. this.z = radius * Math.cos(theta);
  2497. return this;
  2498. }
  2499. setFromMatrixPosition(m) {
  2500. const e = m.elements;
  2501. this.x = e[12];
  2502. this.y = e[13];
  2503. this.z = e[14];
  2504. return this;
  2505. }
  2506. setFromMatrixScale(m) {
  2507. const sx = this.setFromMatrixColumn(m, 0).length();
  2508. const sy = this.setFromMatrixColumn(m, 1).length();
  2509. const sz = this.setFromMatrixColumn(m, 2).length();
  2510. this.x = sx;
  2511. this.y = sy;
  2512. this.z = sz;
  2513. return this;
  2514. }
  2515. setFromMatrixColumn(m, index) {
  2516. return this.fromArray(m.elements, index * 4);
  2517. }
  2518. setFromMatrix3Column(m, index) {
  2519. return this.fromArray(m.elements, index * 3);
  2520. }
  2521. equals(v) {
  2522. return v.x === this.x && v.y === this.y && v.z === this.z;
  2523. }
  2524. fromArray(array, offset = 0) {
  2525. this.x = array[offset];
  2526. this.y = array[offset + 1];
  2527. this.z = array[offset + 2];
  2528. return this;
  2529. }
  2530. toArray(array = [], offset = 0) {
  2531. array[offset] = this.x;
  2532. array[offset + 1] = this.y;
  2533. array[offset + 2] = this.z;
  2534. return array;
  2535. }
  2536. fromBufferAttribute(attribute, index, offset) {
  2537. if (offset !== undefined) {
  2538. console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().');
  2539. }
  2540. this.x = attribute.getX(index);
  2541. this.y = attribute.getY(index);
  2542. this.z = attribute.getZ(index);
  2543. return this;
  2544. }
  2545. random() {
  2546. this.x = Math.random();
  2547. this.y = Math.random();
  2548. this.z = Math.random();
  2549. return this;
  2550. }
  2551. }
  2552. Vector3.prototype.isVector3 = true;
  2553. const _vector$c = /*@__PURE__*/new Vector3();
  2554. const _quaternion$4 = /*@__PURE__*/new Quaternion();
  2555. class Box3 {
  2556. constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) {
  2557. this.min = min;
  2558. this.max = max;
  2559. }
  2560. set(min, max) {
  2561. this.min.copy(min);
  2562. this.max.copy(max);
  2563. return this;
  2564. }
  2565. setFromArray(array) {
  2566. let minX = +Infinity;
  2567. let minY = +Infinity;
  2568. let minZ = +Infinity;
  2569. let maxX = -Infinity;
  2570. let maxY = -Infinity;
  2571. let maxZ = -Infinity;
  2572. for (let i = 0, l = array.length; i < l; i += 3) {
  2573. const x = array[i];
  2574. const y = array[i + 1];
  2575. const z = array[i + 2];
  2576. if (x < minX) minX = x;
  2577. if (y < minY) minY = y;
  2578. if (z < minZ) minZ = z;
  2579. if (x > maxX) maxX = x;
  2580. if (y > maxY) maxY = y;
  2581. if (z > maxZ) maxZ = z;
  2582. }
  2583. this.min.set(minX, minY, minZ);
  2584. this.max.set(maxX, maxY, maxZ);
  2585. return this;
  2586. }
  2587. setFromBufferAttribute(attribute) {
  2588. let minX = +Infinity;
  2589. let minY = +Infinity;
  2590. let minZ = +Infinity;
  2591. let maxX = -Infinity;
  2592. let maxY = -Infinity;
  2593. let maxZ = -Infinity;
  2594. for (let i = 0, l = attribute.count; i < l; i++) {
  2595. const x = attribute.getX(i);
  2596. const y = attribute.getY(i);
  2597. const z = attribute.getZ(i);
  2598. if (x < minX) minX = x;
  2599. if (y < minY) minY = y;
  2600. if (z < minZ) minZ = z;
  2601. if (x > maxX) maxX = x;
  2602. if (y > maxY) maxY = y;
  2603. if (z > maxZ) maxZ = z;
  2604. }
  2605. this.min.set(minX, minY, minZ);
  2606. this.max.set(maxX, maxY, maxZ);
  2607. return this;
  2608. }
  2609. setFromPoints(points) {
  2610. this.makeEmpty();
  2611. for (let i = 0, il = points.length; i < il; i++) {
  2612. this.expandByPoint(points[i]);
  2613. }
  2614. return this;
  2615. }
  2616. setFromCenterAndSize(center, size) {
  2617. const halfSize = _vector$b.copy(size).multiplyScalar(0.5);
  2618. this.min.copy(center).sub(halfSize);
  2619. this.max.copy(center).add(halfSize);
  2620. return this;
  2621. }
  2622. setFromObject(object) {
  2623. this.makeEmpty();
  2624. return this.expandByObject(object);
  2625. }
  2626. clone() {
  2627. return new this.constructor().copy(this);
  2628. }
  2629. copy(box) {
  2630. this.min.copy(box.min);
  2631. this.max.copy(box.max);
  2632. return this;
  2633. }
  2634. makeEmpty() {
  2635. this.min.x = this.min.y = this.min.z = +Infinity;
  2636. this.max.x = this.max.y = this.max.z = -Infinity;
  2637. return this;
  2638. }
  2639. isEmpty() {
  2640. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2641. return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;
  2642. }
  2643. getCenter(target) {
  2644. if (target === undefined) {
  2645. console.warn('THREE.Box3: .getCenter() target is now required');
  2646. target = new Vector3();
  2647. }
  2648. return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  2649. }
  2650. getSize(target) {
  2651. if (target === undefined) {
  2652. console.warn('THREE.Box3: .getSize() target is now required');
  2653. target = new Vector3();
  2654. }
  2655. return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
  2656. }
  2657. expandByPoint(point) {
  2658. this.min.min(point);
  2659. this.max.max(point);
  2660. return this;
  2661. }
  2662. expandByVector(vector) {
  2663. this.min.sub(vector);
  2664. this.max.add(vector);
  2665. return this;
  2666. }
  2667. expandByScalar(scalar) {
  2668. this.min.addScalar(-scalar);
  2669. this.max.addScalar(scalar);
  2670. return this;
  2671. }
  2672. expandByObject(object) {
  2673. // Computes the world-axis-aligned bounding box of an object (including its children),
  2674. // accounting for both the object's, and children's, world transforms
  2675. object.updateWorldMatrix(false, false);
  2676. const geometry = object.geometry;
  2677. if (geometry !== undefined) {
  2678. if (geometry.boundingBox === null) {
  2679. geometry.computeBoundingBox();
  2680. }
  2681. _box$3.copy(geometry.boundingBox);
  2682. _box$3.applyMatrix4(object.matrixWorld);
  2683. this.union(_box$3);
  2684. }
  2685. const children = object.children;
  2686. for (let i = 0, l = children.length; i < l; i++) {
  2687. this.expandByObject(children[i]);
  2688. }
  2689. return this;
  2690. }
  2691. containsPoint(point) {
  2692. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y || point.z < this.min.z || point.z > this.max.z ? false : true;
  2693. }
  2694. containsBox(box) {
  2695. return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y && this.min.z <= box.min.z && box.max.z <= this.max.z;
  2696. }
  2697. getParameter(point, target) {
  2698. // This can potentially have a divide by zero if the box
  2699. // has a size dimension of 0.
  2700. if (target === undefined) {
  2701. console.warn('THREE.Box3: .getParameter() target is now required');
  2702. target = new Vector3();
  2703. }
  2704. return target.set((point.x - this.min.x) / (this.max.x - this.min.x), (point.y - this.min.y) / (this.max.y - this.min.y), (point.z - this.min.z) / (this.max.z - this.min.z));
  2705. }
  2706. intersectsBox(box) {
  2707. // using 6 splitting planes to rule out intersections.
  2708. return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y || box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  2709. }
  2710. intersectsSphere(sphere) {
  2711. // Find the point on the AABB closest to the sphere center.
  2712. this.clampPoint(sphere.center, _vector$b); // If that point is inside the sphere, the AABB and sphere intersect.
  2713. return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
  2714. }
  2715. intersectsPlane(plane) {
  2716. // We compute the minimum and maximum dot product values. If those values
  2717. // are on the same side (back or front) of the plane, then there is no intersection.
  2718. let min, max;
  2719. if (plane.normal.x > 0) {
  2720. min = plane.normal.x * this.min.x;
  2721. max = plane.normal.x * this.max.x;
  2722. } else {
  2723. min = plane.normal.x * this.max.x;
  2724. max = plane.normal.x * this.min.x;
  2725. }
  2726. if (plane.normal.y > 0) {
  2727. min += plane.normal.y * this.min.y;
  2728. max += plane.normal.y * this.max.y;
  2729. } else {
  2730. min += plane.normal.y * this.max.y;
  2731. max += plane.normal.y * this.min.y;
  2732. }
  2733. if (plane.normal.z > 0) {
  2734. min += plane.normal.z * this.min.z;
  2735. max += plane.normal.z * this.max.z;
  2736. } else {
  2737. min += plane.normal.z * this.max.z;
  2738. max += plane.normal.z * this.min.z;
  2739. }
  2740. return min <= -plane.constant && max >= -plane.constant;
  2741. }
  2742. intersectsTriangle(triangle) {
  2743. if (this.isEmpty()) {
  2744. return false;
  2745. } // compute box center and extents
  2746. this.getCenter(_center);
  2747. _extents.subVectors(this.max, _center); // translate triangle to aabb origin
  2748. _v0$2.subVectors(triangle.a, _center);
  2749. _v1$7.subVectors(triangle.b, _center);
  2750. _v2$3.subVectors(triangle.c, _center); // compute edge vectors for triangle
  2751. _f0.subVectors(_v1$7, _v0$2);
  2752. _f1.subVectors(_v2$3, _v1$7);
  2753. _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
  2754. // 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
  2755. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  2756. 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];
  2757. if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
  2758. return false;
  2759. } // test 3 face normals from the aabb
  2760. axes = [1, 0, 0, 0, 1, 0, 0, 0, 1];
  2761. if (!satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents)) {
  2762. return false;
  2763. } // finally testing the face normal of the triangle
  2764. // use already existing triangle edge vectors here
  2765. _triangleNormal.crossVectors(_f0, _f1);
  2766. axes = [_triangleNormal.x, _triangleNormal.y, _triangleNormal.z];
  2767. return satForAxes(axes, _v0$2, _v1$7, _v2$3, _extents);
  2768. }
  2769. clampPoint(point, target) {
  2770. if (target === undefined) {
  2771. console.warn('THREE.Box3: .clampPoint() target is now required');
  2772. target = new Vector3();
  2773. }
  2774. return target.copy(point).clamp(this.min, this.max);
  2775. }
  2776. distanceToPoint(point) {
  2777. const clampedPoint = _vector$b.copy(point).clamp(this.min, this.max);
  2778. return clampedPoint.sub(point).length();
  2779. }
  2780. getBoundingSphere(target) {
  2781. if (target === undefined) {
  2782. console.error('THREE.Box3: .getBoundingSphere() target is now required'); //target = new Sphere(); // removed to avoid cyclic dependency
  2783. }
  2784. this.getCenter(target.center);
  2785. target.radius = this.getSize(_vector$b).length() * 0.5;
  2786. return target;
  2787. }
  2788. intersect(box) {
  2789. this.min.max(box.min);
  2790. 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.
  2791. if (this.isEmpty()) this.makeEmpty();
  2792. return this;
  2793. }
  2794. union(box) {
  2795. this.min.min(box.min);
  2796. this.max.max(box.max);
  2797. return this;
  2798. }
  2799. applyMatrix4(matrix) {
  2800. // transform of empty box is an empty box.
  2801. if (this.isEmpty()) return this; // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2802. _points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix); // 000
  2803. _points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix); // 001
  2804. _points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix); // 010
  2805. _points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix); // 011
  2806. _points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix); // 100
  2807. _points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix); // 101
  2808. _points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix); // 110
  2809. _points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix); // 111
  2810. this.setFromPoints(_points);
  2811. return this;
  2812. }
  2813. translate(offset) {
  2814. this.min.add(offset);
  2815. this.max.add(offset);
  2816. return this;
  2817. }
  2818. equals(box) {
  2819. return box.min.equals(this.min) && box.max.equals(this.max);
  2820. }
  2821. }
  2822. Box3.prototype.isBox3 = true;
  2823. 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()];
  2824. const _vector$b = /*@__PURE__*/new Vector3();
  2825. const _box$3 = /*@__PURE__*/new Box3(); // triangle centered vertices
  2826. const _v0$2 = /*@__PURE__*/new Vector3();
  2827. const _v1$7 = /*@__PURE__*/new Vector3();
  2828. const _v2$3 = /*@__PURE__*/new Vector3(); // triangle edge vectors
  2829. const _f0 = /*@__PURE__*/new Vector3();
  2830. const _f1 = /*@__PURE__*/new Vector3();
  2831. const _f2 = /*@__PURE__*/new Vector3();
  2832. const _center = /*@__PURE__*/new Vector3();
  2833. const _extents = /*@__PURE__*/new Vector3();
  2834. const _triangleNormal = /*@__PURE__*/new Vector3();
  2835. const _testAxis = /*@__PURE__*/new Vector3();
  2836. function satForAxes(axes, v0, v1, v2, extents) {
  2837. for (let i = 0, j = axes.length - 3; i <= j; i += 3) {
  2838. _testAxis.fromArray(axes, i); // project the aabb onto the seperating axis
  2839. 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
  2840. const p0 = v0.dot(_testAxis);
  2841. const p1 = v1.dot(_testAxis);
  2842. const p2 = v2.dot(_testAxis); // actual test, basically see if either of the most extreme of the triangle points intersects r
  2843. if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) {
  2844. // points of the projected triangle are outside the projected half-length of the aabb
  2845. // the axis is seperating and we can exit
  2846. return false;
  2847. }
  2848. }
  2849. return true;
  2850. }
  2851. const _box$2 = /*@__PURE__*/new Box3();
  2852. const _v1$6 = /*@__PURE__*/new Vector3();
  2853. const _toFarthestPoint = /*@__PURE__*/new Vector3();
  2854. const _toPoint = /*@__PURE__*/new Vector3();
  2855. class Sphere {
  2856. constructor(center = new Vector3(), radius = -1) {
  2857. this.center = center;
  2858. this.radius = radius;
  2859. }
  2860. set(center, radius) {
  2861. this.center.copy(center);
  2862. this.radius = radius;
  2863. return this;
  2864. }
  2865. setFromPoints(points, optionalCenter) {
  2866. const center = this.center;
  2867. if (optionalCenter !== undefined) {
  2868. center.copy(optionalCenter);
  2869. } else {
  2870. _box$2.setFromPoints(points).getCenter(center);
  2871. }
  2872. let maxRadiusSq = 0;
  2873. for (let i = 0, il = points.length; i < il; i++) {
  2874. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
  2875. }
  2876. this.radius = Math.sqrt(maxRadiusSq);
  2877. return this;
  2878. }
  2879. copy(sphere) {
  2880. this.center.copy(sphere.center);
  2881. this.radius = sphere.radius;
  2882. return this;
  2883. }
  2884. isEmpty() {
  2885. return this.radius < 0;
  2886. }
  2887. makeEmpty() {
  2888. this.center.set(0, 0, 0);
  2889. this.radius = -1;
  2890. return this;
  2891. }
  2892. containsPoint(point) {
  2893. return point.distanceToSquared(this.center) <= this.radius * this.radius;
  2894. }
  2895. distanceToPoint(point) {
  2896. return point.distanceTo(this.center) - this.radius;
  2897. }
  2898. intersectsSphere(sphere) {
  2899. const radiusSum = this.radius + sphere.radius;
  2900. return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
  2901. }
  2902. intersectsBox(box) {
  2903. return box.intersectsSphere(this);
  2904. }
  2905. intersectsPlane(plane) {
  2906. return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
  2907. }
  2908. clampPoint(point, target) {
  2909. const deltaLengthSq = this.center.distanceToSquared(point);
  2910. if (target === undefined) {
  2911. console.warn('THREE.Sphere: .clampPoint() target is now required');
  2912. target = new Vector3();
  2913. }
  2914. target.copy(point);
  2915. if (deltaLengthSq > this.radius * this.radius) {
  2916. target.sub(this.center).normalize();
  2917. target.multiplyScalar(this.radius).add(this.center);
  2918. }
  2919. return target;
  2920. }
  2921. getBoundingBox(target) {
  2922. if (target === undefined) {
  2923. console.warn('THREE.Sphere: .getBoundingBox() target is now required');
  2924. target = new Box3();
  2925. }
  2926. if (this.isEmpty()) {
  2927. // Empty sphere produces empty bounding box
  2928. target.makeEmpty();
  2929. return target;
  2930. }
  2931. target.set(this.center, this.center);
  2932. target.expandByScalar(this.radius);
  2933. return target;
  2934. }
  2935. applyMatrix4(matrix) {
  2936. this.center.applyMatrix4(matrix);
  2937. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  2938. return this;
  2939. }
  2940. translate(offset) {
  2941. this.center.add(offset);
  2942. return this;
  2943. }
  2944. expandByPoint(point) {
  2945. // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671
  2946. _toPoint.subVectors(point, this.center);
  2947. const lengthSq = _toPoint.lengthSq();
  2948. if (lengthSq > this.radius * this.radius) {
  2949. const length = Math.sqrt(lengthSq);
  2950. const missingRadiusHalf = (length - this.radius) * 0.5; // Nudge this sphere towards the target point. Add half the missing distance to radius,
  2951. // and the other half to position. This gives a tighter enclosure, instead of if
  2952. // the whole missing distance were just added to radius.
  2953. this.center.add(_toPoint.multiplyScalar(missingRadiusHalf / length));
  2954. this.radius += missingRadiusHalf;
  2955. }
  2956. return this;
  2957. }
  2958. union(sphere) {
  2959. // from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769
  2960. // To enclose another sphere into this sphere, we only need to enclose two points:
  2961. // 1) Enclose the farthest point on the other sphere into this sphere.
  2962. // 2) Enclose the opposite point of the farthest point into this sphere.
  2963. _toFarthestPoint.subVectors(sphere.center, this.center).normalize().multiplyScalar(sphere.radius);
  2964. this.expandByPoint(_v1$6.copy(sphere.center).add(_toFarthestPoint));
  2965. this.expandByPoint(_v1$6.copy(sphere.center).sub(_toFarthestPoint));
  2966. return this;
  2967. }
  2968. equals(sphere) {
  2969. return sphere.center.equals(this.center) && sphere.radius === this.radius;
  2970. }
  2971. clone() {
  2972. return new this.constructor().copy(this);
  2973. }
  2974. }
  2975. const _vector$a = /*@__PURE__*/new Vector3();
  2976. const _segCenter = /*@__PURE__*/new Vector3();
  2977. const _segDir = /*@__PURE__*/new Vector3();
  2978. const _diff = /*@__PURE__*/new Vector3();
  2979. const _edge1 = /*@__PURE__*/new Vector3();
  2980. const _edge2 = /*@__PURE__*/new Vector3();
  2981. const _normal$1 = /*@__PURE__*/new Vector3();
  2982. class Ray {
  2983. constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) {
  2984. this.origin = origin;
  2985. this.direction = direction;
  2986. }
  2987. set(origin, direction) {
  2988. this.origin.copy(origin);
  2989. this.direction.copy(direction);
  2990. return this;
  2991. }
  2992. copy(ray) {
  2993. this.origin.copy(ray.origin);
  2994. this.direction.copy(ray.direction);
  2995. return this;
  2996. }
  2997. at(t, target) {
  2998. if (target === undefined) {
  2999. console.warn('THREE.Ray: .at() target is now required');
  3000. target = new Vector3();
  3001. }
  3002. return target.copy(this.direction).multiplyScalar(t).add(this.origin);
  3003. }
  3004. lookAt(v) {
  3005. this.direction.copy(v).sub(this.origin).normalize();
  3006. return this;
  3007. }
  3008. recast(t) {
  3009. this.origin.copy(this.at(t, _vector$a));
  3010. return this;
  3011. }
  3012. closestPointToPoint(point, target) {
  3013. if (target === undefined) {
  3014. console.warn('THREE.Ray: .closestPointToPoint() target is now required');
  3015. target = new Vector3();
  3016. }
  3017. target.subVectors(point, this.origin);
  3018. const directionDistance = target.dot(this.direction);
  3019. if (directionDistance < 0) {
  3020. return target.copy(this.origin);
  3021. }
  3022. return target.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3023. }
  3024. distanceToPoint(point) {
  3025. return Math.sqrt(this.distanceSqToPoint(point));
  3026. }
  3027. distanceSqToPoint(point) {
  3028. const directionDistance = _vector$a.subVectors(point, this.origin).dot(this.direction); // point behind the ray
  3029. if (directionDistance < 0) {
  3030. return this.origin.distanceToSquared(point);
  3031. }
  3032. _vector$a.copy(this.direction).multiplyScalar(directionDistance).add(this.origin);
  3033. return _vector$a.distanceToSquared(point);
  3034. }
  3035. distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {
  3036. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  3037. // It returns the min distance between the ray and the segment
  3038. // defined by v0 and v1
  3039. // It can also set two optional targets :
  3040. // - The closest point on the ray
  3041. // - The closest point on the segment
  3042. _segCenter.copy(v0).add(v1).multiplyScalar(0.5);
  3043. _segDir.copy(v1).sub(v0).normalize();
  3044. _diff.copy(this.origin).sub(_segCenter);
  3045. const segExtent = v0.distanceTo(v1) * 0.5;
  3046. const a01 = -this.direction.dot(_segDir);
  3047. const b0 = _diff.dot(this.direction);
  3048. const b1 = -_diff.dot(_segDir);
  3049. const c = _diff.lengthSq();
  3050. const det = Math.abs(1 - a01 * a01);
  3051. let s0, s1, sqrDist, extDet;
  3052. if (det > 0) {
  3053. // The ray and segment are not parallel.
  3054. s0 = a01 * b1 - b0;
  3055. s1 = a01 * b0 - b1;
  3056. extDet = segExtent * det;
  3057. if (s0 >= 0) {
  3058. if (s1 >= -extDet) {
  3059. if (s1 <= extDet) {
  3060. // region 0
  3061. // Minimum at interior points of ray and segment.
  3062. const invDet = 1 / det;
  3063. s0 *= invDet;
  3064. s1 *= invDet;
  3065. sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;
  3066. } else {
  3067. // region 1
  3068. s1 = segExtent;
  3069. s0 = Math.max(0, -(a01 * s1 + b0));
  3070. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3071. }
  3072. } else {
  3073. // region 5
  3074. s1 = -segExtent;
  3075. s0 = Math.max(0, -(a01 * s1 + b0));
  3076. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3077. }
  3078. } else {
  3079. if (s1 <= -extDet) {
  3080. // region 4
  3081. s0 = Math.max(0, -(-a01 * segExtent + b0));
  3082. s1 = s0 > 0 ? -segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3083. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3084. } else if (s1 <= extDet) {
  3085. // region 3
  3086. s0 = 0;
  3087. s1 = Math.min(Math.max(-segExtent, -b1), segExtent);
  3088. sqrDist = s1 * (s1 + 2 * b1) + c;
  3089. } else {
  3090. // region 2
  3091. s0 = Math.max(0, -(a01 * segExtent + b0));
  3092. s1 = s0 > 0 ? segExtent : Math.min(Math.max(-segExtent, -b1), segExtent);
  3093. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3094. }
  3095. }
  3096. } else {
  3097. // Ray and segment are parallel.
  3098. s1 = a01 > 0 ? -segExtent : segExtent;
  3099. s0 = Math.max(0, -(a01 * s1 + b0));
  3100. sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
  3101. }
  3102. if (optionalPointOnRay) {
  3103. optionalPointOnRay.copy(this.direction).multiplyScalar(s0).add(this.origin);
  3104. }
  3105. if (optionalPointOnSegment) {
  3106. optionalPointOnSegment.copy(_segDir).multiplyScalar(s1).add(_segCenter);
  3107. }
  3108. return sqrDist;
  3109. }
  3110. intersectSphere(sphere, target) {
  3111. _vector$a.subVectors(sphere.center, this.origin);
  3112. const tca = _vector$a.dot(this.direction);
  3113. const d2 = _vector$a.dot(_vector$a) - tca * tca;
  3114. const radius2 = sphere.radius * sphere.radius;
  3115. if (d2 > radius2) return null;
  3116. const thc = Math.sqrt(radius2 - d2); // t0 = first intersect point - entrance on front of sphere
  3117. const t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere
  3118. const t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null
  3119. if (t0 < 0 && t1 < 0) return null; // test to see if t0 is behind the ray:
  3120. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3121. // in order to always return an intersect point that is in front of the ray.
  3122. 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
  3123. return this.at(t0, target);
  3124. }
  3125. intersectsSphere(sphere) {
  3126. return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
  3127. }
  3128. distanceToPlane(plane) {
  3129. const denominator = plane.normal.dot(this.direction);
  3130. if (denominator === 0) {
  3131. // line is coplanar, return origin
  3132. if (plane.distanceToPoint(this.origin) === 0) {
  3133. return 0;
  3134. } // Null is preferable to undefined since undefined means.... it is undefined
  3135. return null;
  3136. }
  3137. const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator; // Return if the ray never intersects the plane
  3138. return t >= 0 ? t : null;
  3139. }
  3140. intersectPlane(plane, target) {
  3141. const t = this.distanceToPlane(plane);
  3142. if (t === null) {
  3143. return null;
  3144. }
  3145. return this.at(t, target);
  3146. }
  3147. intersectsPlane(plane) {
  3148. // check if the ray lies on the plane first
  3149. const distToPoint = plane.distanceToPoint(this.origin);
  3150. if (distToPoint === 0) {
  3151. return true;
  3152. }
  3153. const denominator = plane.normal.dot(this.direction);
  3154. if (denominator * distToPoint < 0) {
  3155. return true;
  3156. } // ray origin is behind the plane (and is pointing behind it)
  3157. return false;
  3158. }
  3159. intersectBox(box, target) {
  3160. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  3161. const invdirx = 1 / this.direction.x,
  3162. invdiry = 1 / this.direction.y,
  3163. invdirz = 1 / this.direction.z;
  3164. const origin = this.origin;
  3165. if (invdirx >= 0) {
  3166. tmin = (box.min.x - origin.x) * invdirx;
  3167. tmax = (box.max.x - origin.x) * invdirx;
  3168. } else {
  3169. tmin = (box.max.x - origin.x) * invdirx;
  3170. tmax = (box.min.x - origin.x) * invdirx;
  3171. }
  3172. if (invdiry >= 0) {
  3173. tymin = (box.min.y - origin.y) * invdiry;
  3174. tymax = (box.max.y - origin.y) * invdiry;
  3175. } else {
  3176. tymin = (box.max.y - origin.y) * invdiry;
  3177. tymax = (box.min.y - origin.y) * invdiry;
  3178. }
  3179. if (tmin > tymax || tymin > tmax) return null; // These lines also handle the case where tmin or tmax is NaN
  3180. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3181. if (tymin > tmin || tmin !== tmin) tmin = tymin;
  3182. if (tymax < tmax || tmax !== tmax) tmax = tymax;
  3183. if (invdirz >= 0) {
  3184. tzmin = (box.min.z - origin.z) * invdirz;
  3185. tzmax = (box.max.z - origin.z) * invdirz;
  3186. } else {
  3187. tzmin = (box.max.z - origin.z) * invdirz;
  3188. tzmax = (box.min.z - origin.z) * invdirz;
  3189. }
  3190. if (tmin > tzmax || tzmin > tmax) return null;
  3191. if (tzmin > tmin || tmin !== tmin) tmin = tzmin;
  3192. if (tzmax < tmax || tmax !== tmax) tmax = tzmax; //return point closest to the ray (positive side)
  3193. if (tmax < 0) return null;
  3194. return this.at(tmin >= 0 ? tmin : tmax, target);
  3195. }
  3196. intersectsBox(box) {
  3197. return this.intersectBox(box, _vector$a) !== null;
  3198. }
  3199. intersectTriangle(a, b, c, backfaceCulling, target) {
  3200. // Compute the offset origin, edges, and normal.
  3201. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  3202. _edge1.subVectors(b, a);
  3203. _edge2.subVectors(c, a);
  3204. _normal$1.crossVectors(_edge1, _edge2); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3205. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3206. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3207. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3208. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3209. let DdN = this.direction.dot(_normal$1);
  3210. let sign;
  3211. if (DdN > 0) {
  3212. if (backfaceCulling) return null;
  3213. sign = 1;
  3214. } else if (DdN < 0) {
  3215. sign = -1;
  3216. DdN = -DdN;
  3217. } else {
  3218. return null;
  3219. }
  3220. _diff.subVectors(this.origin, a);
  3221. const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2)); // b1 < 0, no intersection
  3222. if (DdQxE2 < 0) {
  3223. return null;
  3224. }
  3225. const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff)); // b2 < 0, no intersection
  3226. if (DdE1xQ < 0) {
  3227. return null;
  3228. } // b1+b2 > 1, no intersection
  3229. if (DdQxE2 + DdE1xQ > DdN) {
  3230. return null;
  3231. } // Line intersects triangle, check if ray does.
  3232. const QdN = -sign * _diff.dot(_normal$1); // t < 0, no intersection
  3233. if (QdN < 0) {
  3234. return null;
  3235. } // Ray intersects triangle.
  3236. return this.at(QdN / DdN, target);
  3237. }
  3238. applyMatrix4(matrix4) {
  3239. this.origin.applyMatrix4(matrix4);
  3240. this.direction.transformDirection(matrix4);
  3241. return this;
  3242. }
  3243. equals(ray) {
  3244. return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
  3245. }
  3246. clone() {
  3247. return new this.constructor().copy(this);
  3248. }
  3249. }
  3250. class Matrix4 {
  3251. constructor() {
  3252. this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
  3253. if (arguments.length > 0) {
  3254. console.error('THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.');
  3255. }
  3256. }
  3257. set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
  3258. const te = this.elements;
  3259. te[0] = n11;
  3260. te[4] = n12;
  3261. te[8] = n13;
  3262. te[12] = n14;
  3263. te[1] = n21;
  3264. te[5] = n22;
  3265. te[9] = n23;
  3266. te[13] = n24;
  3267. te[2] = n31;
  3268. te[6] = n32;
  3269. te[10] = n33;
  3270. te[14] = n34;
  3271. te[3] = n41;
  3272. te[7] = n42;
  3273. te[11] = n43;
  3274. te[15] = n44;
  3275. return this;
  3276. }
  3277. identity() {
  3278. this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3279. return this;
  3280. }
  3281. clone() {
  3282. return new Matrix4().fromArray(this.elements);
  3283. }
  3284. copy(m) {
  3285. const te = this.elements;
  3286. const me = m.elements;
  3287. te[0] = me[0];
  3288. te[1] = me[1];
  3289. te[2] = me[2];
  3290. te[3] = me[3];
  3291. te[4] = me[4];
  3292. te[5] = me[5];
  3293. te[6] = me[6];
  3294. te[7] = me[7];
  3295. te[8] = me[8];
  3296. te[9] = me[9];
  3297. te[10] = me[10];
  3298. te[11] = me[11];
  3299. te[12] = me[12];
  3300. te[13] = me[13];
  3301. te[14] = me[14];
  3302. te[15] = me[15];
  3303. return this;
  3304. }
  3305. copyPosition(m) {
  3306. const te = this.elements,
  3307. me = m.elements;
  3308. te[12] = me[12];
  3309. te[13] = me[13];
  3310. te[14] = me[14];
  3311. return this;
  3312. }
  3313. setFromMatrix3(m) {
  3314. const me = m.elements;
  3315. 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);
  3316. return this;
  3317. }
  3318. extractBasis(xAxis, yAxis, zAxis) {
  3319. xAxis.setFromMatrixColumn(this, 0);
  3320. yAxis.setFromMatrixColumn(this, 1);
  3321. zAxis.setFromMatrixColumn(this, 2);
  3322. return this;
  3323. }
  3324. makeBasis(xAxis, yAxis, zAxis) {
  3325. 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);
  3326. return this;
  3327. }
  3328. extractRotation(m) {
  3329. // this method does not support reflection matrices
  3330. const te = this.elements;
  3331. const me = m.elements;
  3332. const scaleX = 1 / _v1$5.setFromMatrixColumn(m, 0).length();
  3333. const scaleY = 1 / _v1$5.setFromMatrixColumn(m, 1).length();
  3334. const scaleZ = 1 / _v1$5.setFromMatrixColumn(m, 2).length();
  3335. te[0] = me[0] * scaleX;
  3336. te[1] = me[1] * scaleX;
  3337. te[2] = me[2] * scaleX;
  3338. te[3] = 0;
  3339. te[4] = me[4] * scaleY;
  3340. te[5] = me[5] * scaleY;
  3341. te[6] = me[6] * scaleY;
  3342. te[7] = 0;
  3343. te[8] = me[8] * scaleZ;
  3344. te[9] = me[9] * scaleZ;
  3345. te[10] = me[10] * scaleZ;
  3346. te[11] = 0;
  3347. te[12] = 0;
  3348. te[13] = 0;
  3349. te[14] = 0;
  3350. te[15] = 1;
  3351. return this;
  3352. }
  3353. makeRotationFromEuler(euler) {
  3354. if (!(euler && euler.isEuler)) {
  3355. console.error('THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.');
  3356. }
  3357. const te = this.elements;
  3358. const x = euler.x,
  3359. y = euler.y,
  3360. z = euler.z;
  3361. const a = Math.cos(x),
  3362. b = Math.sin(x);
  3363. const c = Math.cos(y),
  3364. d = Math.sin(y);
  3365. const e = Math.cos(z),
  3366. f = Math.sin(z);
  3367. if (euler.order === 'XYZ') {
  3368. const ae = a * e,
  3369. af = a * f,
  3370. be = b * e,
  3371. bf = b * f;
  3372. te[0] = c * e;
  3373. te[4] = -c * f;
  3374. te[8] = d;
  3375. te[1] = af + be * d;
  3376. te[5] = ae - bf * d;
  3377. te[9] = -b * c;
  3378. te[2] = bf - ae * d;
  3379. te[6] = be + af * d;
  3380. te[10] = a * c;
  3381. } else if (euler.order === 'YXZ') {
  3382. const ce = c * e,
  3383. cf = c * f,
  3384. de = d * e,
  3385. df = d * f;
  3386. te[0] = ce + df * b;
  3387. te[4] = de * b - cf;
  3388. te[8] = a * d;
  3389. te[1] = a * f;
  3390. te[5] = a * e;
  3391. te[9] = -b;
  3392. te[2] = cf * b - de;
  3393. te[6] = df + ce * b;
  3394. te[10] = a * c;
  3395. } else if (euler.order === 'ZXY') {
  3396. const ce = c * e,
  3397. cf = c * f,
  3398. de = d * e,
  3399. df = d * f;
  3400. te[0] = ce - df * b;
  3401. te[4] = -a * f;
  3402. te[8] = de + cf * b;
  3403. te[1] = cf + de * b;
  3404. te[5] = a * e;
  3405. te[9] = df - ce * b;
  3406. te[2] = -a * d;
  3407. te[6] = b;
  3408. te[10] = a * c;
  3409. } else if (euler.order === 'ZYX') {
  3410. const ae = a * e,
  3411. af = a * f,
  3412. be = b * e,
  3413. bf = b * f;
  3414. te[0] = c * e;
  3415. te[4] = be * d - af;
  3416. te[8] = ae * d + bf;
  3417. te[1] = c * f;
  3418. te[5] = bf * d + ae;
  3419. te[9] = af * d - be;
  3420. te[2] = -d;
  3421. te[6] = b * c;
  3422. te[10] = a * c;
  3423. } else if (euler.order === 'YZX') {
  3424. const ac = a * c,
  3425. ad = a * d,
  3426. bc = b * c,
  3427. bd = b * d;
  3428. te[0] = c * e;
  3429. te[4] = bd - ac * f;
  3430. te[8] = bc * f + ad;
  3431. te[1] = f;
  3432. te[5] = a * e;
  3433. te[9] = -b * e;
  3434. te[2] = -d * e;
  3435. te[6] = ad * f + bc;
  3436. te[10] = ac - bd * f;
  3437. } else if (euler.order === 'XZY') {
  3438. const ac = a * c,
  3439. ad = a * d,
  3440. bc = b * c,
  3441. bd = b * d;
  3442. te[0] = c * e;
  3443. te[4] = -f;
  3444. te[8] = d * e;
  3445. te[1] = ac * f + bd;
  3446. te[5] = a * e;
  3447. te[9] = ad * f - bc;
  3448. te[2] = bc * f - ad;
  3449. te[6] = b * e;
  3450. te[10] = bd * f + ac;
  3451. } // bottom row
  3452. te[3] = 0;
  3453. te[7] = 0;
  3454. te[11] = 0; // last column
  3455. te[12] = 0;
  3456. te[13] = 0;
  3457. te[14] = 0;
  3458. te[15] = 1;
  3459. return this;
  3460. }
  3461. makeRotationFromQuaternion(q) {
  3462. return this.compose(_zero, q, _one);
  3463. }
  3464. lookAt(eye, target, up) {
  3465. const te = this.elements;
  3466. _z.subVectors(eye, target);
  3467. if (_z.lengthSq() === 0) {
  3468. // eye and target are in the same position
  3469. _z.z = 1;
  3470. }
  3471. _z.normalize();
  3472. _x.crossVectors(up, _z);
  3473. if (_x.lengthSq() === 0) {
  3474. // up and z are parallel
  3475. if (Math.abs(up.z) === 1) {
  3476. _z.x += 0.0001;
  3477. } else {
  3478. _z.z += 0.0001;
  3479. }
  3480. _z.normalize();
  3481. _x.crossVectors(up, _z);
  3482. }
  3483. _x.normalize();
  3484. _y.crossVectors(_z, _x);
  3485. te[0] = _x.x;
  3486. te[4] = _y.x;
  3487. te[8] = _z.x;
  3488. te[1] = _x.y;
  3489. te[5] = _y.y;
  3490. te[9] = _z.y;
  3491. te[2] = _x.z;
  3492. te[6] = _y.z;
  3493. te[10] = _z.z;
  3494. return this;
  3495. }
  3496. multiply(m, n) {
  3497. if (n !== undefined) {
  3498. console.warn('THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.');
  3499. return this.multiplyMatrices(m, n);
  3500. }
  3501. return this.multiplyMatrices(this, m);
  3502. }
  3503. premultiply(m) {
  3504. return this.multiplyMatrices(m, this);
  3505. }
  3506. multiplyMatrices(a, b) {
  3507. const ae = a.elements;
  3508. const be = b.elements;
  3509. const te = this.elements;
  3510. const a11 = ae[0],
  3511. a12 = ae[4],
  3512. a13 = ae[8],
  3513. a14 = ae[12];
  3514. const a21 = ae[1],
  3515. a22 = ae[5],
  3516. a23 = ae[9],
  3517. a24 = ae[13];
  3518. const a31 = ae[2],
  3519. a32 = ae[6],
  3520. a33 = ae[10],
  3521. a34 = ae[14];
  3522. const a41 = ae[3],
  3523. a42 = ae[7],
  3524. a43 = ae[11],
  3525. a44 = ae[15];
  3526. const b11 = be[0],
  3527. b12 = be[4],
  3528. b13 = be[8],
  3529. b14 = be[12];
  3530. const b21 = be[1],
  3531. b22 = be[5],
  3532. b23 = be[9],
  3533. b24 = be[13];
  3534. const b31 = be[2],
  3535. b32 = be[6],
  3536. b33 = be[10],
  3537. b34 = be[14];
  3538. const b41 = be[3],
  3539. b42 = be[7],
  3540. b43 = be[11],
  3541. b44 = be[15];
  3542. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  3543. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  3544. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  3545. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  3546. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  3547. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  3548. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  3549. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  3550. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  3551. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  3552. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  3553. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  3554. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  3555. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  3556. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  3557. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  3558. return this;
  3559. }
  3560. multiplyScalar(s) {
  3561. const te = this.elements;
  3562. te[0] *= s;
  3563. te[4] *= s;
  3564. te[8] *= s;
  3565. te[12] *= s;
  3566. te[1] *= s;
  3567. te[5] *= s;
  3568. te[9] *= s;
  3569. te[13] *= s;
  3570. te[2] *= s;
  3571. te[6] *= s;
  3572. te[10] *= s;
  3573. te[14] *= s;
  3574. te[3] *= s;
  3575. te[7] *= s;
  3576. te[11] *= s;
  3577. te[15] *= s;
  3578. return this;
  3579. }
  3580. determinant() {
  3581. const te = this.elements;
  3582. const n11 = te[0],
  3583. n12 = te[4],
  3584. n13 = te[8],
  3585. n14 = te[12];
  3586. const n21 = te[1],
  3587. n22 = te[5],
  3588. n23 = te[9],
  3589. n24 = te[13];
  3590. const n31 = te[2],
  3591. n32 = te[6],
  3592. n33 = te[10],
  3593. n34 = te[14];
  3594. const n41 = te[3],
  3595. n42 = te[7],
  3596. n43 = te[11],
  3597. n44 = te[15]; //TODO: make this more efficient
  3598. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  3599. 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);
  3600. }
  3601. transpose() {
  3602. const te = this.elements;
  3603. let tmp;
  3604. tmp = te[1];
  3605. te[1] = te[4];
  3606. te[4] = tmp;
  3607. tmp = te[2];
  3608. te[2] = te[8];
  3609. te[8] = tmp;
  3610. tmp = te[6];
  3611. te[6] = te[9];
  3612. te[9] = tmp;
  3613. tmp = te[3];
  3614. te[3] = te[12];
  3615. te[12] = tmp;
  3616. tmp = te[7];
  3617. te[7] = te[13];
  3618. te[13] = tmp;
  3619. tmp = te[11];
  3620. te[11] = te[14];
  3621. te[14] = tmp;
  3622. return this;
  3623. }
  3624. setPosition(x, y, z) {
  3625. const te = this.elements;
  3626. if (x.isVector3) {
  3627. te[12] = x.x;
  3628. te[13] = x.y;
  3629. te[14] = x.z;
  3630. } else {
  3631. te[12] = x;
  3632. te[13] = y;
  3633. te[14] = z;
  3634. }
  3635. return this;
  3636. }
  3637. invert() {
  3638. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  3639. const te = this.elements,
  3640. n11 = te[0],
  3641. n21 = te[1],
  3642. n31 = te[2],
  3643. n41 = te[3],
  3644. n12 = te[4],
  3645. n22 = te[5],
  3646. n32 = te[6],
  3647. n42 = te[7],
  3648. n13 = te[8],
  3649. n23 = te[9],
  3650. n33 = te[10],
  3651. n43 = te[11],
  3652. n14 = te[12],
  3653. n24 = te[13],
  3654. n34 = te[14],
  3655. n44 = te[15],
  3656. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  3657. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  3658. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  3659. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  3660. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  3661. if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  3662. const detInv = 1 / det;
  3663. te[0] = t11 * detInv;
  3664. te[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;
  3665. te[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;
  3666. te[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;
  3667. te[4] = t12 * detInv;
  3668. te[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;
  3669. te[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;
  3670. te[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;
  3671. te[8] = t13 * detInv;
  3672. te[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;
  3673. te[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;
  3674. te[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;
  3675. te[12] = t14 * detInv;
  3676. te[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;
  3677. te[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;
  3678. te[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;
  3679. return this;
  3680. }
  3681. scale(v) {
  3682. const te = this.elements;
  3683. const x = v.x,
  3684. y = v.y,
  3685. z = v.z;
  3686. te[0] *= x;
  3687. te[4] *= y;
  3688. te[8] *= z;
  3689. te[1] *= x;
  3690. te[5] *= y;
  3691. te[9] *= z;
  3692. te[2] *= x;
  3693. te[6] *= y;
  3694. te[10] *= z;
  3695. te[3] *= x;
  3696. te[7] *= y;
  3697. te[11] *= z;
  3698. return this;
  3699. }
  3700. getMaxScaleOnAxis() {
  3701. const te = this.elements;
  3702. const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  3703. const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  3704. const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  3705. return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
  3706. }
  3707. makeTranslation(x, y, z) {
  3708. this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
  3709. return this;
  3710. }
  3711. makeRotationX(theta) {
  3712. const c = Math.cos(theta),
  3713. s = Math.sin(theta);
  3714. this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
  3715. return this;
  3716. }
  3717. makeRotationY(theta) {
  3718. const c = Math.cos(theta),
  3719. s = Math.sin(theta);
  3720. this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
  3721. return this;
  3722. }
  3723. makeRotationZ(theta) {
  3724. const c = Math.cos(theta),
  3725. s = Math.sin(theta);
  3726. this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
  3727. return this;
  3728. }
  3729. makeRotationAxis(axis, angle) {
  3730. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3731. const c = Math.cos(angle);
  3732. const s = Math.sin(angle);
  3733. const t = 1 - c;
  3734. const x = axis.x,
  3735. y = axis.y,
  3736. z = axis.z;
  3737. const tx = t * x,
  3738. ty = t * y;
  3739. 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);
  3740. return this;
  3741. }
  3742. makeScale(x, y, z) {
  3743. this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
  3744. return this;
  3745. }
  3746. makeShear(xy, xz, yx, yz, zx, zy) {
  3747. this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1);
  3748. return this;
  3749. }
  3750. compose(position, quaternion, scale) {
  3751. const te = this.elements;
  3752. const x = quaternion._x,
  3753. y = quaternion._y,
  3754. z = quaternion._z,
  3755. w = quaternion._w;
  3756. const x2 = x + x,
  3757. y2 = y + y,
  3758. z2 = z + z;
  3759. const xx = x * x2,
  3760. xy = x * y2,
  3761. xz = x * z2;
  3762. const yy = y * y2,
  3763. yz = y * z2,
  3764. zz = z * z2;
  3765. const wx = w * x2,
  3766. wy = w * y2,
  3767. wz = w * z2;
  3768. const sx = scale.x,
  3769. sy = scale.y,
  3770. sz = scale.z;
  3771. te[0] = (1 - (yy + zz)) * sx;
  3772. te[1] = (xy + wz) * sx;
  3773. te[2] = (xz - wy) * sx;
  3774. te[3] = 0;
  3775. te[4] = (xy - wz) * sy;
  3776. te[5] = (1 - (xx + zz)) * sy;
  3777. te[6] = (yz + wx) * sy;
  3778. te[7] = 0;
  3779. te[8] = (xz + wy) * sz;
  3780. te[9] = (yz - wx) * sz;
  3781. te[10] = (1 - (xx + yy)) * sz;
  3782. te[11] = 0;
  3783. te[12] = position.x;
  3784. te[13] = position.y;
  3785. te[14] = position.z;
  3786. te[15] = 1;
  3787. return this;
  3788. }
  3789. decompose(position, quaternion, scale) {
  3790. const te = this.elements;
  3791. let sx = _v1$5.set(te[0], te[1], te[2]).length();
  3792. const sy = _v1$5.set(te[4], te[5], te[6]).length();
  3793. const sz = _v1$5.set(te[8], te[9], te[10]).length(); // if determine is negative, we need to invert one scale
  3794. const det = this.determinant();
  3795. if (det < 0) sx = -sx;
  3796. position.x = te[12];
  3797. position.y = te[13];
  3798. position.z = te[14]; // scale the rotation part
  3799. _m1$2.copy(this);
  3800. const invSX = 1 / sx;
  3801. const invSY = 1 / sy;
  3802. const invSZ = 1 / sz;
  3803. _m1$2.elements[0] *= invSX;
  3804. _m1$2.elements[1] *= invSX;
  3805. _m1$2.elements[2] *= invSX;
  3806. _m1$2.elements[4] *= invSY;
  3807. _m1$2.elements[5] *= invSY;
  3808. _m1$2.elements[6] *= invSY;
  3809. _m1$2.elements[8] *= invSZ;
  3810. _m1$2.elements[9] *= invSZ;
  3811. _m1$2.elements[10] *= invSZ;
  3812. quaternion.setFromRotationMatrix(_m1$2);
  3813. scale.x = sx;
  3814. scale.y = sy;
  3815. scale.z = sz;
  3816. return this;
  3817. }
  3818. makePerspective(left, right, top, bottom, near, far) {
  3819. if (far === undefined) {
  3820. console.warn('THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.');
  3821. }
  3822. const te = this.elements;
  3823. const x = 2 * near / (right - left);
  3824. const y = 2 * near / (top - bottom);
  3825. const a = (right + left) / (right - left);
  3826. const b = (top + bottom) / (top - bottom);
  3827. const c = -(far + near) / (far - near);
  3828. const d = -2 * far * near / (far - near);
  3829. te[0] = x;
  3830. te[4] = 0;
  3831. te[8] = a;
  3832. te[12] = 0;
  3833. te[1] = 0;
  3834. te[5] = y;
  3835. te[9] = b;
  3836. te[13] = 0;
  3837. te[2] = 0;
  3838. te[6] = 0;
  3839. te[10] = c;
  3840. te[14] = d;
  3841. te[3] = 0;
  3842. te[7] = 0;
  3843. te[11] = -1;
  3844. te[15] = 0;
  3845. return this;
  3846. }
  3847. makeOrthographic(left, right, top, bottom, near, far) {
  3848. const te = this.elements;
  3849. const w = 1.0 / (right - left);
  3850. const h = 1.0 / (top - bottom);
  3851. const p = 1.0 / (far - near);
  3852. const x = (right + left) * w;
  3853. const y = (top + bottom) * h;
  3854. const z = (far + near) * p;
  3855. te[0] = 2 * w;
  3856. te[4] = 0;
  3857. te[8] = 0;
  3858. te[12] = -x;
  3859. te[1] = 0;
  3860. te[5] = 2 * h;
  3861. te[9] = 0;
  3862. te[13] = -y;
  3863. te[2] = 0;
  3864. te[6] = 0;
  3865. te[10] = -2 * p;
  3866. te[14] = -z;
  3867. te[3] = 0;
  3868. te[7] = 0;
  3869. te[11] = 0;
  3870. te[15] = 1;
  3871. return this;
  3872. }
  3873. equals(matrix) {
  3874. const te = this.elements;
  3875. const me = matrix.elements;
  3876. for (let i = 0; i < 16; i++) {
  3877. if (te[i] !== me[i]) return false;
  3878. }
  3879. return true;
  3880. }
  3881. fromArray(array, offset = 0) {
  3882. for (let i = 0; i < 16; i++) {
  3883. this.elements[i] = array[i + offset];
  3884. }
  3885. return this;
  3886. }
  3887. toArray(array = [], offset = 0) {
  3888. const te = this.elements;
  3889. array[offset] = te[0];
  3890. array[offset + 1] = te[1];
  3891. array[offset + 2] = te[2];
  3892. array[offset + 3] = te[3];
  3893. array[offset + 4] = te[4];
  3894. array[offset + 5] = te[5];
  3895. array[offset + 6] = te[6];
  3896. array[offset + 7] = te[7];
  3897. array[offset + 8] = te[8];
  3898. array[offset + 9] = te[9];
  3899. array[offset + 10] = te[10];
  3900. array[offset + 11] = te[11];
  3901. array[offset + 12] = te[12];
  3902. array[offset + 13] = te[13];
  3903. array[offset + 14] = te[14];
  3904. array[offset + 15] = te[15];
  3905. return array;
  3906. }
  3907. }
  3908. Matrix4.prototype.isMatrix4 = true;
  3909. const _v1$5 = /*@__PURE__*/new Vector3();
  3910. const _m1$2 = /*@__PURE__*/new Matrix4();
  3911. const _zero = /*@__PURE__*/new Vector3(0, 0, 0);
  3912. const _one = /*@__PURE__*/new Vector3(1, 1, 1);
  3913. const _x = /*@__PURE__*/new Vector3();
  3914. const _y = /*@__PURE__*/new Vector3();
  3915. const _z = /*@__PURE__*/new Vector3();
  3916. const _matrix$1 = /*@__PURE__*/new Matrix4();
  3917. const _quaternion$3 = /*@__PURE__*/new Quaternion();
  3918. class Euler {
  3919. constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {
  3920. this._x = x;
  3921. this._y = y;
  3922. this._z = z;
  3923. this._order = order;
  3924. }
  3925. get x() {
  3926. return this._x;
  3927. }
  3928. set x(value) {
  3929. this._x = value;
  3930. this._onChangeCallback();
  3931. }
  3932. get y() {
  3933. return this._y;
  3934. }
  3935. set y(value) {
  3936. this._y = value;
  3937. this._onChangeCallback();
  3938. }
  3939. get z() {
  3940. return this._z;
  3941. }
  3942. set z(value) {
  3943. this._z = value;
  3944. this._onChangeCallback();
  3945. }
  3946. get order() {
  3947. return this._order;
  3948. }
  3949. set order(value) {
  3950. this._order = value;
  3951. this._onChangeCallback();
  3952. }
  3953. set(x, y, z, order) {
  3954. this._x = x;
  3955. this._y = y;
  3956. this._z = z;
  3957. this._order = order || this._order;
  3958. this._onChangeCallback();
  3959. return this;
  3960. }
  3961. clone() {
  3962. return new this.constructor(this._x, this._y, this._z, this._order);
  3963. }
  3964. copy(euler) {
  3965. this._x = euler._x;
  3966. this._y = euler._y;
  3967. this._z = euler._z;
  3968. this._order = euler._order;
  3969. this._onChangeCallback();
  3970. return this;
  3971. }
  3972. setFromRotationMatrix(m, order, update) {
  3973. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3974. const te = m.elements;
  3975. const m11 = te[0],
  3976. m12 = te[4],
  3977. m13 = te[8];
  3978. const m21 = te[1],
  3979. m22 = te[5],
  3980. m23 = te[9];
  3981. const m31 = te[2],
  3982. m32 = te[6],
  3983. m33 = te[10];
  3984. order = order || this._order;
  3985. switch (order) {
  3986. case 'XYZ':
  3987. this._y = Math.asin(clamp(m13, -1, 1));
  3988. if (Math.abs(m13) < 0.9999999) {
  3989. this._x = Math.atan2(-m23, m33);
  3990. this._z = Math.atan2(-m12, m11);
  3991. } else {
  3992. this._x = Math.atan2(m32, m22);
  3993. this._z = 0;
  3994. }
  3995. break;
  3996. case 'YXZ':
  3997. this._x = Math.asin(-clamp(m23, -1, 1));
  3998. if (Math.abs(m23) < 0.9999999) {
  3999. this._y = Math.atan2(m13, m33);
  4000. this._z = Math.atan2(m21, m22);
  4001. } else {
  4002. this._y = Math.atan2(-m31, m11);
  4003. this._z = 0;
  4004. }
  4005. break;
  4006. case 'ZXY':
  4007. this._x = Math.asin(clamp(m32, -1, 1));
  4008. if (Math.abs(m32) < 0.9999999) {
  4009. this._y = Math.atan2(-m31, m33);
  4010. this._z = Math.atan2(-m12, m22);
  4011. } else {
  4012. this._y = 0;
  4013. this._z = Math.atan2(m21, m11);
  4014. }
  4015. break;
  4016. case 'ZYX':
  4017. this._y = Math.asin(-clamp(m31, -1, 1));
  4018. if (Math.abs(m31) < 0.9999999) {
  4019. this._x = Math.atan2(m32, m33);
  4020. this._z = Math.atan2(m21, m11);
  4021. } else {
  4022. this._x = 0;
  4023. this._z = Math.atan2(-m12, m22);
  4024. }
  4025. break;
  4026. case 'YZX':
  4027. this._z = Math.asin(clamp(m21, -1, 1));
  4028. if (Math.abs(m21) < 0.9999999) {
  4029. this._x = Math.atan2(-m23, m22);
  4030. this._y = Math.atan2(-m31, m11);
  4031. } else {
  4032. this._x = 0;
  4033. this._y = Math.atan2(m13, m33);
  4034. }
  4035. break;
  4036. case 'XZY':
  4037. this._z = Math.asin(-clamp(m12, -1, 1));
  4038. if (Math.abs(m12) < 0.9999999) {
  4039. this._x = Math.atan2(m32, m22);
  4040. this._y = Math.atan2(m13, m11);
  4041. } else {
  4042. this._x = Math.atan2(-m23, m33);
  4043. this._y = 0;
  4044. }
  4045. break;
  4046. default:
  4047. console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order);
  4048. }
  4049. this._order = order;
  4050. if (update !== false) this._onChangeCallback();
  4051. return this;
  4052. }
  4053. setFromQuaternion(q, order, update) {
  4054. _matrix$1.makeRotationFromQuaternion(q);
  4055. return this.setFromRotationMatrix(_matrix$1, order, update);
  4056. }
  4057. setFromVector3(v, order) {
  4058. return this.set(v.x, v.y, v.z, order || this._order);
  4059. }
  4060. reorder(newOrder) {
  4061. // WARNING: this discards revolution information -bhouston
  4062. _quaternion$3.setFromEuler(this);
  4063. return this.setFromQuaternion(_quaternion$3, newOrder);
  4064. }
  4065. equals(euler) {
  4066. return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
  4067. }
  4068. fromArray(array) {
  4069. this._x = array[0];
  4070. this._y = array[1];
  4071. this._z = array[2];
  4072. if (array[3] !== undefined) this._order = array[3];
  4073. this._onChangeCallback();
  4074. return this;
  4075. }
  4076. toArray(array = [], offset = 0) {
  4077. array[offset] = this._x;
  4078. array[offset + 1] = this._y;
  4079. array[offset + 2] = this._z;
  4080. array[offset + 3] = this._order;
  4081. return array;
  4082. }
  4083. toVector3(optionalResult) {
  4084. if (optionalResult) {
  4085. return optionalResult.set(this._x, this._y, this._z);
  4086. } else {
  4087. return new Vector3(this._x, this._y, this._z);
  4088. }
  4089. }
  4090. _onChange(callback) {
  4091. this._onChangeCallback = callback;
  4092. return this;
  4093. }
  4094. _onChangeCallback() {}
  4095. }
  4096. Euler.prototype.isEuler = true;
  4097. Euler.DefaultOrder = 'XYZ';
  4098. Euler.RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX'];
  4099. class Layers {
  4100. constructor() {
  4101. this.mask = 1 | 0;
  4102. }
  4103. set(channel) {
  4104. this.mask = 1 << channel | 0;
  4105. }
  4106. enable(channel) {
  4107. this.mask |= 1 << channel | 0;
  4108. }
  4109. enableAll() {
  4110. this.mask = 0xffffffff | 0;
  4111. }
  4112. toggle(channel) {
  4113. this.mask ^= 1 << channel | 0;
  4114. }
  4115. disable(channel) {
  4116. this.mask &= ~(1 << channel | 0);
  4117. }
  4118. disableAll() {
  4119. this.mask = 0;
  4120. }
  4121. test(layers) {
  4122. return (this.mask & layers.mask) !== 0;
  4123. }
  4124. }
  4125. let _object3DId = 0;
  4126. const _v1$4 = /*@__PURE__*/new Vector3();
  4127. const _q1 = /*@__PURE__*/new Quaternion();
  4128. const _m1$1 = /*@__PURE__*/new Matrix4();
  4129. const _target = /*@__PURE__*/new Vector3();
  4130. const _position$3 = /*@__PURE__*/new Vector3();
  4131. const _scale$2 = /*@__PURE__*/new Vector3();
  4132. const _quaternion$2 = /*@__PURE__*/new Quaternion();
  4133. const _xAxis = /*@__PURE__*/new Vector3(1, 0, 0);
  4134. const _yAxis = /*@__PURE__*/new Vector3(0, 1, 0);
  4135. const _zAxis = /*@__PURE__*/new Vector3(0, 0, 1);
  4136. const _addedEvent = {
  4137. type: 'added'
  4138. };
  4139. const _removedEvent = {
  4140. type: 'removed'
  4141. };
  4142. class Object3D extends EventDispatcher {
  4143. constructor() {
  4144. super();
  4145. Object.defineProperty(this, 'id', {
  4146. value: _object3DId++
  4147. });
  4148. this.uuid = generateUUID();
  4149. this.name = '';
  4150. this.type = 'Object3D';
  4151. this.parent = null;
  4152. this.children = [];
  4153. this.up = Object3D.DefaultUp.clone();
  4154. const position = new Vector3();
  4155. const rotation = new Euler();
  4156. const quaternion = new Quaternion();
  4157. const scale = new Vector3(1, 1, 1);
  4158. function onRotationChange() {
  4159. quaternion.setFromEuler(rotation, false);
  4160. }
  4161. function onQuaternionChange() {
  4162. rotation.setFromQuaternion(quaternion, undefined, false);
  4163. }
  4164. rotation._onChange(onRotationChange);
  4165. quaternion._onChange(onQuaternionChange);
  4166. Object.defineProperties(this, {
  4167. position: {
  4168. configurable: true,
  4169. enumerable: true,
  4170. value: position
  4171. },
  4172. rotation: {
  4173. configurable: true,
  4174. enumerable: true,
  4175. value: rotation
  4176. },
  4177. quaternion: {
  4178. configurable: true,
  4179. enumerable: true,
  4180. value: quaternion
  4181. },
  4182. scale: {
  4183. configurable: true,
  4184. enumerable: true,
  4185. value: scale
  4186. },
  4187. modelViewMatrix: {
  4188. value: new Matrix4()
  4189. },
  4190. normalMatrix: {
  4191. value: new Matrix3()
  4192. }
  4193. });
  4194. this.matrix = new Matrix4();
  4195. this.matrixWorld = new Matrix4();
  4196. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  4197. this.matrixWorldNeedsUpdate = false;
  4198. this.layers = new Layers();
  4199. this.visible = true;
  4200. this.castShadow = false;
  4201. this.receiveShadow = false;
  4202. this.frustumCulled = true;
  4203. this.renderOrder = 0;
  4204. this.animations = [];
  4205. this.userData = {};
  4206. }
  4207. onBeforeRender() {}
  4208. onAfterRender() {}
  4209. applyMatrix4(matrix) {
  4210. if (this.matrixAutoUpdate) this.updateMatrix();
  4211. this.matrix.premultiply(matrix);
  4212. this.matrix.decompose(this.position, this.quaternion, this.scale);
  4213. }
  4214. applyQuaternion(q) {
  4215. this.quaternion.premultiply(q);
  4216. return this;
  4217. }
  4218. setRotationFromAxisAngle(axis, angle) {
  4219. // assumes axis is normalized
  4220. this.quaternion.setFromAxisAngle(axis, angle);
  4221. }
  4222. setRotationFromEuler(euler) {
  4223. this.quaternion.setFromEuler(euler, true);
  4224. }
  4225. setRotationFromMatrix(m) {
  4226. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4227. this.quaternion.setFromRotationMatrix(m);
  4228. }
  4229. setRotationFromQuaternion(q) {
  4230. // assumes q is normalized
  4231. this.quaternion.copy(q);
  4232. }
  4233. rotateOnAxis(axis, angle) {
  4234. // rotate object on axis in object space
  4235. // axis is assumed to be normalized
  4236. _q1.setFromAxisAngle(axis, angle);
  4237. this.quaternion.multiply(_q1);
  4238. return this;
  4239. }
  4240. rotateOnWorldAxis(axis, angle) {
  4241. // rotate object on axis in world space
  4242. // axis is assumed to be normalized
  4243. // method assumes no rotated parent
  4244. _q1.setFromAxisAngle(axis, angle);
  4245. this.quaternion.premultiply(_q1);
  4246. return this;
  4247. }
  4248. rotateX(angle) {
  4249. return this.rotateOnAxis(_xAxis, angle);
  4250. }
  4251. rotateY(angle) {
  4252. return this.rotateOnAxis(_yAxis, angle);
  4253. }
  4254. rotateZ(angle) {
  4255. return this.rotateOnAxis(_zAxis, angle);
  4256. }
  4257. translateOnAxis(axis, distance) {
  4258. // translate object by distance along axis in object space
  4259. // axis is assumed to be normalized
  4260. _v1$4.copy(axis).applyQuaternion(this.quaternion);
  4261. this.position.add(_v1$4.multiplyScalar(distance));
  4262. return this;
  4263. }
  4264. translateX(distance) {
  4265. return this.translateOnAxis(_xAxis, distance);
  4266. }
  4267. translateY(distance) {
  4268. return this.translateOnAxis(_yAxis, distance);
  4269. }
  4270. translateZ(distance) {
  4271. return this.translateOnAxis(_zAxis, distance);
  4272. }
  4273. localToWorld(vector) {
  4274. return vector.applyMatrix4(this.matrixWorld);
  4275. }
  4276. worldToLocal(vector) {
  4277. return vector.applyMatrix4(_m1$1.copy(this.matrixWorld).invert());
  4278. }
  4279. lookAt(x, y, z) {
  4280. // This method does not support objects having non-uniformly-scaled parent(s)
  4281. if (x.isVector3) {
  4282. _target.copy(x);
  4283. } else {
  4284. _target.set(x, y, z);
  4285. }
  4286. const parent = this.parent;
  4287. this.updateWorldMatrix(true, false);
  4288. _position$3.setFromMatrixPosition(this.matrixWorld);
  4289. if (this.isCamera || this.isLight) {
  4290. _m1$1.lookAt(_position$3, _target, this.up);
  4291. } else {
  4292. _m1$1.lookAt(_target, _position$3, this.up);
  4293. }
  4294. this.quaternion.setFromRotationMatrix(_m1$1);
  4295. if (parent) {
  4296. _m1$1.extractRotation(parent.matrixWorld);
  4297. _q1.setFromRotationMatrix(_m1$1);
  4298. this.quaternion.premultiply(_q1.invert());
  4299. }
  4300. }
  4301. add(object) {
  4302. if (arguments.length > 1) {
  4303. for (let i = 0; i < arguments.length; i++) {
  4304. this.add(arguments[i]);
  4305. }
  4306. return this;
  4307. }
  4308. if (object === this) {
  4309. console.error('THREE.Object3D.add: object can\'t be added as a child of itself.', object);
  4310. return this;
  4311. }
  4312. if (object && object.isObject3D) {
  4313. if (object.parent !== null) {
  4314. object.parent.remove(object);
  4315. }
  4316. object.parent = this;
  4317. this.children.push(object);
  4318. object.dispatchEvent(_addedEvent);
  4319. } else {
  4320. console.error('THREE.Object3D.add: object not an instance of THREE.Object3D.', object);
  4321. }
  4322. return this;
  4323. }
  4324. remove(object) {
  4325. if (arguments.length > 1) {
  4326. for (let i = 0; i < arguments.length; i++) {
  4327. this.remove(arguments[i]);
  4328. }
  4329. return this;
  4330. }
  4331. const index = this.children.indexOf(object);
  4332. if (index !== -1) {
  4333. object.parent = null;
  4334. this.children.splice(index, 1);
  4335. object.dispatchEvent(_removedEvent);
  4336. }
  4337. return this;
  4338. }
  4339. removeFromParent() {
  4340. const parent = this.parent;
  4341. if (parent !== null) {
  4342. parent.remove(this);
  4343. }
  4344. return this;
  4345. }
  4346. clear() {
  4347. for (let i = 0; i < this.children.length; i++) {
  4348. const object = this.children[i];
  4349. object.parent = null;
  4350. object.dispatchEvent(_removedEvent);
  4351. }
  4352. this.children.length = 0;
  4353. return this;
  4354. }
  4355. attach(object) {
  4356. // adds object as a child of this, while maintaining the object's world transform
  4357. this.updateWorldMatrix(true, false);
  4358. _m1$1.copy(this.matrixWorld).invert();
  4359. if (object.parent !== null) {
  4360. object.parent.updateWorldMatrix(true, false);
  4361. _m1$1.multiply(object.parent.matrixWorld);
  4362. }
  4363. object.applyMatrix4(_m1$1);
  4364. this.add(object);
  4365. object.updateWorldMatrix(false, true);
  4366. return this;
  4367. }
  4368. getObjectById(id) {
  4369. return this.getObjectByProperty('id', id);
  4370. }
  4371. getObjectByName(name) {
  4372. return this.getObjectByProperty('name', name);
  4373. }
  4374. getObjectByProperty(name, value) {
  4375. if (this[name] === value) return this;
  4376. for (let i = 0, l = this.children.length; i < l; i++) {
  4377. const child = this.children[i];
  4378. const object = child.getObjectByProperty(name, value);
  4379. if (object !== undefined) {
  4380. return object;
  4381. }
  4382. }
  4383. return undefined;
  4384. }
  4385. getWorldPosition(target) {
  4386. if (target === undefined) {
  4387. console.warn('THREE.Object3D: .getWorldPosition() target is now required');
  4388. target = new Vector3();
  4389. }
  4390. this.updateWorldMatrix(true, false);
  4391. return target.setFromMatrixPosition(this.matrixWorld);
  4392. }
  4393. getWorldQuaternion(target) {
  4394. if (target === undefined) {
  4395. console.warn('THREE.Object3D: .getWorldQuaternion() target is now required');
  4396. target = new Quaternion();
  4397. }
  4398. this.updateWorldMatrix(true, false);
  4399. this.matrixWorld.decompose(_position$3, target, _scale$2);
  4400. return target;
  4401. }
  4402. getWorldScale(target) {
  4403. if (target === undefined) {
  4404. console.warn('THREE.Object3D: .getWorldScale() target is now required');
  4405. target = new Vector3();
  4406. }
  4407. this.updateWorldMatrix(true, false);
  4408. this.matrixWorld.decompose(_position$3, _quaternion$2, target);
  4409. return target;
  4410. }
  4411. getWorldDirection(target) {
  4412. if (target === undefined) {
  4413. console.warn('THREE.Object3D: .getWorldDirection() target is now required');
  4414. target = new Vector3();
  4415. }
  4416. this.updateWorldMatrix(true, false);
  4417. const e = this.matrixWorld.elements;
  4418. return target.set(e[8], e[9], e[10]).normalize();
  4419. }
  4420. raycast() {}
  4421. traverse(callback) {
  4422. callback(this);
  4423. const children = this.children;
  4424. for (let i = 0, l = children.length; i < l; i++) {
  4425. children[i].traverse(callback);
  4426. }
  4427. }
  4428. traverseVisible(callback) {
  4429. if (this.visible === false) return;
  4430. callback(this);
  4431. const children = this.children;
  4432. for (let i = 0, l = children.length; i < l; i++) {
  4433. children[i].traverseVisible(callback);
  4434. }
  4435. }
  4436. traverseAncestors(callback) {
  4437. const parent = this.parent;
  4438. if (parent !== null) {
  4439. callback(parent);
  4440. parent.traverseAncestors(callback);
  4441. }
  4442. }
  4443. updateMatrix() {
  4444. this.matrix.compose(this.position, this.quaternion, this.scale);
  4445. this.matrixWorldNeedsUpdate = true;
  4446. }
  4447. updateMatrixWorld(force) {
  4448. if (this.matrixAutoUpdate) this.updateMatrix();
  4449. if (this.matrixWorldNeedsUpdate || force) {
  4450. if (this.parent === null) {
  4451. this.matrixWorld.copy(this.matrix);
  4452. } else {
  4453. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4454. }
  4455. this.matrixWorldNeedsUpdate = false;
  4456. force = true;
  4457. } // update children
  4458. const children = this.children;
  4459. for (let i = 0, l = children.length; i < l; i++) {
  4460. children[i].updateMatrixWorld(force);
  4461. }
  4462. }
  4463. updateWorldMatrix(updateParents, updateChildren) {
  4464. const parent = this.parent;
  4465. if (updateParents === true && parent !== null) {
  4466. parent.updateWorldMatrix(true, false);
  4467. }
  4468. if (this.matrixAutoUpdate) this.updateMatrix();
  4469. if (this.parent === null) {
  4470. this.matrixWorld.copy(this.matrix);
  4471. } else {
  4472. this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
  4473. } // update children
  4474. if (updateChildren === true) {
  4475. const children = this.children;
  4476. for (let i = 0, l = children.length; i < l; i++) {
  4477. children[i].updateWorldMatrix(false, true);
  4478. }
  4479. }
  4480. }
  4481. toJSON(meta) {
  4482. // meta is a string when called from JSON.stringify
  4483. const isRootObject = meta === undefined || typeof meta === 'string';
  4484. const output = {}; // meta is a hash used to collect geometries, materials.
  4485. // not providing it implies that this is the root object
  4486. // being serialized.
  4487. if (isRootObject) {
  4488. // initialize meta obj
  4489. meta = {
  4490. geometries: {},
  4491. materials: {},
  4492. textures: {},
  4493. images: {},
  4494. shapes: {},
  4495. skeletons: {},
  4496. animations: {}
  4497. };
  4498. output.metadata = {
  4499. version: 4.5,
  4500. type: 'Object',
  4501. generator: 'Object3D.toJSON'
  4502. };
  4503. } // standard Object3D serialization
  4504. const object = {};
  4505. object.uuid = this.uuid;
  4506. object.type = this.type;
  4507. if (this.name !== '') object.name = this.name;
  4508. if (this.castShadow === true) object.castShadow = true;
  4509. if (this.receiveShadow === true) object.receiveShadow = true;
  4510. if (this.visible === false) object.visible = false;
  4511. if (this.frustumCulled === false) object.frustumCulled = false;
  4512. if (this.renderOrder !== 0) object.renderOrder = this.renderOrder;
  4513. if (JSON.stringify(this.userData) !== '{}') object.userData = this.userData;
  4514. object.layers = this.layers.mask;
  4515. object.matrix = this.matrix.toArray();
  4516. if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false; // object specific properties
  4517. if (this.isInstancedMesh) {
  4518. object.type = 'InstancedMesh';
  4519. object.count = this.count;
  4520. object.instanceMatrix = this.instanceMatrix.toJSON();
  4521. if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON();
  4522. } //
  4523. function serialize(library, element) {
  4524. if (library[element.uuid] === undefined) {
  4525. library[element.uuid] = element.toJSON(meta);
  4526. }
  4527. return element.uuid;
  4528. }
  4529. if (this.isMesh || this.isLine || this.isPoints) {
  4530. object.geometry = serialize(meta.geometries, this.geometry);
  4531. const parameters = this.geometry.parameters;
  4532. if (parameters !== undefined && parameters.shapes !== undefined) {
  4533. const shapes = parameters.shapes;
  4534. if (Array.isArray(shapes)) {
  4535. for (let i = 0, l = shapes.length; i < l; i++) {
  4536. const shape = shapes[i];
  4537. serialize(meta.shapes, shape);
  4538. }
  4539. } else {
  4540. serialize(meta.shapes, shapes);
  4541. }
  4542. }
  4543. }
  4544. if (this.isSkinnedMesh) {
  4545. object.bindMode = this.bindMode;
  4546. object.bindMatrix = this.bindMatrix.toArray();
  4547. if (this.skeleton !== undefined) {
  4548. serialize(meta.skeletons, this.skeleton);
  4549. object.skeleton = this.skeleton.uuid;
  4550. }
  4551. }
  4552. if (this.material !== undefined) {
  4553. if (Array.isArray(this.material)) {
  4554. const uuids = [];
  4555. for (let i = 0, l = this.material.length; i < l; i++) {
  4556. uuids.push(serialize(meta.materials, this.material[i]));
  4557. }
  4558. object.material = uuids;
  4559. } else {
  4560. object.material = serialize(meta.materials, this.material);
  4561. }
  4562. } //
  4563. if (this.children.length > 0) {
  4564. object.children = [];
  4565. for (let i = 0; i < this.children.length; i++) {
  4566. object.children.push(this.children[i].toJSON(meta).object);
  4567. }
  4568. } //
  4569. if (this.animations.length > 0) {
  4570. object.animations = [];
  4571. for (let i = 0; i < this.animations.length; i++) {
  4572. const animation = this.animations[i];
  4573. object.animations.push(serialize(meta.animations, animation));
  4574. }
  4575. }
  4576. if (isRootObject) {
  4577. const geometries = extractFromCache(meta.geometries);
  4578. const materials = extractFromCache(meta.materials);
  4579. const textures = extractFromCache(meta.textures);
  4580. const images = extractFromCache(meta.images);
  4581. const shapes = extractFromCache(meta.shapes);
  4582. const skeletons = extractFromCache(meta.skeletons);
  4583. const animations = extractFromCache(meta.animations);
  4584. if (geometries.length > 0) output.geometries = geometries;
  4585. if (materials.length > 0) output.materials = materials;
  4586. if (textures.length > 0) output.textures = textures;
  4587. if (images.length > 0) output.images = images;
  4588. if (shapes.length > 0) output.shapes = shapes;
  4589. if (skeletons.length > 0) output.skeletons = skeletons;
  4590. if (animations.length > 0) output.animations = animations;
  4591. }
  4592. output.object = object;
  4593. return output; // extract data from the cache hash
  4594. // remove metadata on each item
  4595. // and return as array
  4596. function extractFromCache(cache) {
  4597. const values = [];
  4598. for (const key in cache) {
  4599. const data = cache[key];
  4600. delete data.metadata;
  4601. values.push(data);
  4602. }
  4603. return values;
  4604. }
  4605. }
  4606. clone(recursive) {
  4607. return new this.constructor().copy(this, recursive);
  4608. }
  4609. copy(source, recursive = true) {
  4610. this.name = source.name;
  4611. this.up.copy(source.up);
  4612. this.position.copy(source.position);
  4613. this.rotation.order = source.rotation.order;
  4614. this.quaternion.copy(source.quaternion);
  4615. this.scale.copy(source.scale);
  4616. this.matrix.copy(source.matrix);
  4617. this.matrixWorld.copy(source.matrixWorld);
  4618. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4619. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  4620. this.layers.mask = source.layers.mask;
  4621. this.visible = source.visible;
  4622. this.castShadow = source.castShadow;
  4623. this.receiveShadow = source.receiveShadow;
  4624. this.frustumCulled = source.frustumCulled;
  4625. this.renderOrder = source.renderOrder;
  4626. this.userData = JSON.parse(JSON.stringify(source.userData));
  4627. if (recursive === true) {
  4628. for (let i = 0; i < source.children.length; i++) {
  4629. const child = source.children[i];
  4630. this.add(child.clone());
  4631. }
  4632. }
  4633. return this;
  4634. }
  4635. }
  4636. Object3D.DefaultUp = new Vector3(0, 1, 0);
  4637. Object3D.DefaultMatrixAutoUpdate = true;
  4638. Object3D.prototype.isObject3D = true;
  4639. const _vector1 = /*@__PURE__*/new Vector3();
  4640. const _vector2$1 = /*@__PURE__*/new Vector3();
  4641. const _normalMatrix = /*@__PURE__*/new Matrix3();
  4642. class Plane {
  4643. constructor(normal = new Vector3(1, 0, 0), constant = 0) {
  4644. // normal is assumed to be normalized
  4645. this.normal = normal;
  4646. this.constant = constant;
  4647. }
  4648. set(normal, constant) {
  4649. this.normal.copy(normal);
  4650. this.constant = constant;
  4651. return this;
  4652. }
  4653. setComponents(x, y, z, w) {
  4654. this.normal.set(x, y, z);
  4655. this.constant = w;
  4656. return this;
  4657. }
  4658. setFromNormalAndCoplanarPoint(normal, point) {
  4659. this.normal.copy(normal);
  4660. this.constant = -point.dot(this.normal);
  4661. return this;
  4662. }
  4663. setFromCoplanarPoints(a, b, c) {
  4664. const normal = _vector1.subVectors(c, b).cross(_vector2$1.subVectors(a, b)).normalize(); // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4665. this.setFromNormalAndCoplanarPoint(normal, a);
  4666. return this;
  4667. }
  4668. copy(plane) {
  4669. this.normal.copy(plane.normal);
  4670. this.constant = plane.constant;
  4671. return this;
  4672. }
  4673. normalize() {
  4674. // Note: will lead to a divide by zero if the plane is invalid.
  4675. const inverseNormalLength = 1.0 / this.normal.length();
  4676. this.normal.multiplyScalar(inverseNormalLength);
  4677. this.constant *= inverseNormalLength;
  4678. return this;
  4679. }
  4680. negate() {
  4681. this.constant *= -1;
  4682. this.normal.negate();
  4683. return this;
  4684. }
  4685. distanceToPoint(point) {
  4686. return this.normal.dot(point) + this.constant;
  4687. }
  4688. distanceToSphere(sphere) {
  4689. return this.distanceToPoint(sphere.center) - sphere.radius;
  4690. }
  4691. projectPoint(point, target) {
  4692. if (target === undefined) {
  4693. console.warn('THREE.Plane: .projectPoint() target is now required');
  4694. target = new Vector3();
  4695. }
  4696. return target.copy(this.normal).multiplyScalar(-this.distanceToPoint(point)).add(point);
  4697. }
  4698. intersectLine(line, target) {
  4699. if (target === undefined) {
  4700. console.warn('THREE.Plane: .intersectLine() target is now required');
  4701. target = new Vector3();
  4702. }
  4703. const direction = line.delta(_vector1);
  4704. const denominator = this.normal.dot(direction);
  4705. if (denominator === 0) {
  4706. // line is coplanar, return origin
  4707. if (this.distanceToPoint(line.start) === 0) {
  4708. return target.copy(line.start);
  4709. } // Unsure if this is the correct method to handle this case.
  4710. return null;
  4711. }
  4712. const t = -(line.start.dot(this.normal) + this.constant) / denominator;
  4713. if (t < 0 || t > 1) {
  4714. return null;
  4715. }
  4716. return target.copy(direction).multiplyScalar(t).add(line.start);
  4717. }
  4718. intersectsLine(line) {
  4719. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4720. const startSign = this.distanceToPoint(line.start);
  4721. const endSign = this.distanceToPoint(line.end);
  4722. return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
  4723. }
  4724. intersectsBox(box) {
  4725. return box.intersectsPlane(this);
  4726. }
  4727. intersectsSphere(sphere) {
  4728. return sphere.intersectsPlane(this);
  4729. }
  4730. coplanarPoint(target) {
  4731. if (target === undefined) {
  4732. console.warn('THREE.Plane: .coplanarPoint() target is now required');
  4733. target = new Vector3();
  4734. }
  4735. return target.copy(this.normal).multiplyScalar(-this.constant);
  4736. }
  4737. applyMatrix4(matrix, optionalNormalMatrix) {
  4738. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
  4739. const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
  4740. const normal = this.normal.applyMatrix3(normalMatrix).normalize();
  4741. this.constant = -referencePoint.dot(normal);
  4742. return this;
  4743. }
  4744. translate(offset) {
  4745. this.constant -= offset.dot(this.normal);
  4746. return this;
  4747. }
  4748. equals(plane) {
  4749. return plane.normal.equals(this.normal) && plane.constant === this.constant;
  4750. }
  4751. clone() {
  4752. return new this.constructor().copy(this);
  4753. }
  4754. }
  4755. Plane.prototype.isPlane = true;
  4756. const _v0$1 = /*@__PURE__*/new Vector3();
  4757. const _v1$3 = /*@__PURE__*/new Vector3();
  4758. const _v2$2 = /*@__PURE__*/new Vector3();
  4759. const _v3$1 = /*@__PURE__*/new Vector3();
  4760. const _vab = /*@__PURE__*/new Vector3();
  4761. const _vac = /*@__PURE__*/new Vector3();
  4762. const _vbc = /*@__PURE__*/new Vector3();
  4763. const _vap = /*@__PURE__*/new Vector3();
  4764. const _vbp = /*@__PURE__*/new Vector3();
  4765. const _vcp = /*@__PURE__*/new Vector3();
  4766. class Triangle {
  4767. constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {
  4768. this.a = a;
  4769. this.b = b;
  4770. this.c = c;
  4771. }
  4772. static getNormal(a, b, c, target) {
  4773. if (target === undefined) {
  4774. console.warn('THREE.Triangle: .getNormal() target is now required');
  4775. target = new Vector3();
  4776. }
  4777. target.subVectors(c, b);
  4778. _v0$1.subVectors(a, b);
  4779. target.cross(_v0$1);
  4780. const targetLengthSq = target.lengthSq();
  4781. if (targetLengthSq > 0) {
  4782. return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
  4783. }
  4784. return target.set(0, 0, 0);
  4785. } // static/instance method to calculate barycentric coordinates
  4786. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4787. static getBarycoord(point, a, b, c, target) {
  4788. _v0$1.subVectors(c, a);
  4789. _v1$3.subVectors(b, a);
  4790. _v2$2.subVectors(point, a);
  4791. const dot00 = _v0$1.dot(_v0$1);
  4792. const dot01 = _v0$1.dot(_v1$3);
  4793. const dot02 = _v0$1.dot(_v2$2);
  4794. const dot11 = _v1$3.dot(_v1$3);
  4795. const dot12 = _v1$3.dot(_v2$2);
  4796. const denom = dot00 * dot11 - dot01 * dot01;
  4797. if (target === undefined) {
  4798. console.warn('THREE.Triangle: .getBarycoord() target is now required');
  4799. target = new Vector3();
  4800. } // collinear or singular triangle
  4801. if (denom === 0) {
  4802. // arbitrary location outside of triangle?
  4803. // not sure if this is the best idea, maybe should be returning undefined
  4804. return target.set(-2, -1, -1);
  4805. }
  4806. const invDenom = 1 / denom;
  4807. const u = (dot11 * dot02 - dot01 * dot12) * invDenom;
  4808. const v = (dot00 * dot12 - dot01 * dot02) * invDenom; // barycentric coordinates must always sum to 1
  4809. return target.set(1 - u - v, v, u);
  4810. }
  4811. static containsPoint(point, a, b, c) {
  4812. this.getBarycoord(point, a, b, c, _v3$1);
  4813. return _v3$1.x >= 0 && _v3$1.y >= 0 && _v3$1.x + _v3$1.y <= 1;
  4814. }
  4815. static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {
  4816. this.getBarycoord(point, p1, p2, p3, _v3$1);
  4817. target.set(0, 0);
  4818. target.addScaledVector(uv1, _v3$1.x);
  4819. target.addScaledVector(uv2, _v3$1.y);
  4820. target.addScaledVector(uv3, _v3$1.z);
  4821. return target;
  4822. }
  4823. static isFrontFacing(a, b, c, direction) {
  4824. _v0$1.subVectors(c, b);
  4825. _v1$3.subVectors(a, b); // strictly front facing
  4826. return _v0$1.cross(_v1$3).dot(direction) < 0 ? true : false;
  4827. }
  4828. set(a, b, c) {
  4829. this.a.copy(a);
  4830. this.b.copy(b);
  4831. this.c.copy(c);
  4832. return this;
  4833. }
  4834. setFromPointsAndIndices(points, i0, i1, i2) {
  4835. this.a.copy(points[i0]);
  4836. this.b.copy(points[i1]);
  4837. this.c.copy(points[i2]);
  4838. return this;
  4839. }
  4840. clone() {
  4841. return new this.constructor().copy(this);
  4842. }
  4843. copy(triangle) {
  4844. this.a.copy(triangle.a);
  4845. this.b.copy(triangle.b);
  4846. this.c.copy(triangle.c);
  4847. return this;
  4848. }
  4849. getArea() {
  4850. _v0$1.subVectors(this.c, this.b);
  4851. _v1$3.subVectors(this.a, this.b);
  4852. return _v0$1.cross(_v1$3).length() * 0.5;
  4853. }
  4854. getMidpoint(target) {
  4855. if (target === undefined) {
  4856. console.warn('THREE.Triangle: .getMidpoint() target is now required');
  4857. target = new Vector3();
  4858. }
  4859. return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
  4860. }
  4861. getNormal(target) {
  4862. return Triangle.getNormal(this.a, this.b, this.c, target);
  4863. }
  4864. getPlane(target) {
  4865. if (target === undefined) {
  4866. console.warn('THREE.Triangle: .getPlane() target is now required');
  4867. target = new Plane();
  4868. }
  4869. return target.setFromCoplanarPoints(this.a, this.b, this.c);
  4870. }
  4871. getBarycoord(point, target) {
  4872. return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
  4873. }
  4874. getUV(point, uv1, uv2, uv3, target) {
  4875. return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
  4876. }
  4877. containsPoint(point) {
  4878. return Triangle.containsPoint(point, this.a, this.b, this.c);
  4879. }
  4880. isFrontFacing(direction) {
  4881. return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
  4882. }
  4883. intersectsBox(box) {
  4884. return box.intersectsTriangle(this);
  4885. }
  4886. closestPointToPoint(p, target) {
  4887. if (target === undefined) {
  4888. console.warn('THREE.Triangle: .closestPointToPoint() target is now required');
  4889. target = new Vector3();
  4890. }
  4891. const a = this.a,
  4892. b = this.b,
  4893. c = this.c;
  4894. let v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4895. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4896. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4897. // basically, we're distinguishing which of the voronoi regions of the triangle
  4898. // the point lies in with the minimum amount of redundant computation.
  4899. _vab.subVectors(b, a);
  4900. _vac.subVectors(c, a);
  4901. _vap.subVectors(p, a);
  4902. const d1 = _vab.dot(_vap);
  4903. const d2 = _vac.dot(_vap);
  4904. if (d1 <= 0 && d2 <= 0) {
  4905. // vertex region of A; barycentric coords (1, 0, 0)
  4906. return target.copy(a);
  4907. }
  4908. _vbp.subVectors(p, b);
  4909. const d3 = _vab.dot(_vbp);
  4910. const d4 = _vac.dot(_vbp);
  4911. if (d3 >= 0 && d4 <= d3) {
  4912. // vertex region of B; barycentric coords (0, 1, 0)
  4913. return target.copy(b);
  4914. }
  4915. const vc = d1 * d4 - d3 * d2;
  4916. if (vc <= 0 && d1 >= 0 && d3 <= 0) {
  4917. v = d1 / (d1 - d3); // edge region of AB; barycentric coords (1-v, v, 0)
  4918. return target.copy(a).addScaledVector(_vab, v);
  4919. }
  4920. _vcp.subVectors(p, c);
  4921. const d5 = _vab.dot(_vcp);
  4922. const d6 = _vac.dot(_vcp);
  4923. if (d6 >= 0 && d5 <= d6) {
  4924. // vertex region of C; barycentric coords (0, 0, 1)
  4925. return target.copy(c);
  4926. }
  4927. const vb = d5 * d2 - d1 * d6;
  4928. if (vb <= 0 && d2 >= 0 && d6 <= 0) {
  4929. w = d2 / (d2 - d6); // edge region of AC; barycentric coords (1-w, 0, w)
  4930. return target.copy(a).addScaledVector(_vac, w);
  4931. }
  4932. const va = d3 * d6 - d5 * d4;
  4933. if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
  4934. _vbc.subVectors(c, b);
  4935. w = (d4 - d3) / (d4 - d3 + (d5 - d6)); // edge region of BC; barycentric coords (0, 1-w, w)
  4936. return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
  4937. } // face region
  4938. const denom = 1 / (va + vb + vc); // u = va * denom
  4939. v = vb * denom;
  4940. w = vc * denom;
  4941. return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
  4942. }
  4943. equals(triangle) {
  4944. return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
  4945. }
  4946. }
  4947. let materialId = 0;
  4948. class Material extends EventDispatcher {
  4949. constructor() {
  4950. super();
  4951. Object.defineProperty(this, 'id', {
  4952. value: materialId++
  4953. });
  4954. this.uuid = generateUUID();
  4955. this.name = '';
  4956. this.type = 'Material';
  4957. this.fog = true;
  4958. this.blending = NormalBlending;
  4959. this.side = FrontSide;
  4960. this.vertexColors = false;
  4961. this.opacity = 1;
  4962. this.transparent = false;
  4963. this.blendSrc = SrcAlphaFactor;
  4964. this.blendDst = OneMinusSrcAlphaFactor;
  4965. this.blendEquation = AddEquation;
  4966. this.blendSrcAlpha = null;
  4967. this.blendDstAlpha = null;
  4968. this.blendEquationAlpha = null;
  4969. this.depthFunc = LessEqualDepth;
  4970. this.depthTest = true;
  4971. this.depthWrite = true;
  4972. this.stencilWriteMask = 0xff;
  4973. this.stencilFunc = AlwaysStencilFunc;
  4974. this.stencilRef = 0;
  4975. this.stencilFuncMask = 0xff;
  4976. this.stencilFail = KeepStencilOp;
  4977. this.stencilZFail = KeepStencilOp;
  4978. this.stencilZPass = KeepStencilOp;
  4979. this.stencilWrite = false;
  4980. this.clippingPlanes = null;
  4981. this.clipIntersection = false;
  4982. this.clipShadows = false;
  4983. this.shadowSide = null;
  4984. this.colorWrite = true;
  4985. this.precision = null; // override the renderer's default precision for this material
  4986. this.polygonOffset = false;
  4987. this.polygonOffsetFactor = 0;
  4988. this.polygonOffsetUnits = 0;
  4989. this.dithering = false;
  4990. this.alphaTest = 0;
  4991. this.alphaToCoverage = false;
  4992. this.premultipliedAlpha = false;
  4993. this.visible = true;
  4994. this.toneMapped = true;
  4995. this.userData = {};
  4996. this.version = 0;
  4997. }
  4998. onBuild()
  4999. /* shaderobject, renderer */
  5000. {}
  5001. onBeforeCompile()
  5002. /* shaderobject, renderer */
  5003. {}
  5004. customProgramCacheKey() {
  5005. return this.onBeforeCompile.toString();
  5006. }
  5007. setValues(values) {
  5008. if (values === undefined) return;
  5009. for (const key in values) {
  5010. const newValue = values[key];
  5011. if (newValue === undefined) {
  5012. console.warn('THREE.Material: \'' + key + '\' parameter is undefined.');
  5013. continue;
  5014. } // for backward compatability if shading is set in the constructor
  5015. if (key === 'shading') {
  5016. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  5017. this.flatShading = newValue === FlatShading ? true : false;
  5018. continue;
  5019. }
  5020. const currentValue = this[key];
  5021. if (currentValue === undefined) {
  5022. console.warn('THREE.' + this.type + ': \'' + key + '\' is not a property of this material.');
  5023. continue;
  5024. }
  5025. if (currentValue && currentValue.isColor) {
  5026. currentValue.set(newValue);
  5027. } else if (currentValue && currentValue.isVector3 && newValue && newValue.isVector3) {
  5028. currentValue.copy(newValue);
  5029. } else {
  5030. this[key] = newValue;
  5031. }
  5032. }
  5033. }
  5034. toJSON(meta) {
  5035. const isRoot = meta === undefined || typeof meta === 'string';
  5036. if (isRoot) {
  5037. meta = {
  5038. textures: {},
  5039. images: {}
  5040. };
  5041. }
  5042. const data = {
  5043. metadata: {
  5044. version: 4.5,
  5045. type: 'Material',
  5046. generator: 'Material.toJSON'
  5047. }
  5048. }; // standard Material serialization
  5049. data.uuid = this.uuid;
  5050. data.type = this.type;
  5051. if (this.name !== '') data.name = this.name;
  5052. if (this.color && this.color.isColor) data.color = this.color.getHex();
  5053. if (this.roughness !== undefined) data.roughness = this.roughness;
  5054. if (this.metalness !== undefined) data.metalness = this.metalness;
  5055. if (this.sheen && this.sheen.isColor) data.sheen = this.sheen.getHex();
  5056. if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
  5057. if (this.emissiveIntensity && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
  5058. if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
  5059. if (this.shininess !== undefined) data.shininess = this.shininess;
  5060. if (this.clearcoat !== undefined) data.clearcoat = this.clearcoat;
  5061. if (this.clearcoatRoughness !== undefined) data.clearcoatRoughness = this.clearcoatRoughness;
  5062. if (this.clearcoatMap && this.clearcoatMap.isTexture) {
  5063. data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
  5064. }
  5065. if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) {
  5066. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
  5067. }
  5068. if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
  5069. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
  5070. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5071. }
  5072. if (this.map && this.map.isTexture) data.map = this.map.toJSON(meta).uuid;
  5073. if (this.matcap && this.matcap.isTexture) data.matcap = this.matcap.toJSON(meta).uuid;
  5074. if (this.alphaMap && this.alphaMap.isTexture) data.alphaMap = this.alphaMap.toJSON(meta).uuid;
  5075. if (this.lightMap && this.lightMap.isTexture) {
  5076. data.lightMap = this.lightMap.toJSON(meta).uuid;
  5077. data.lightMapIntensity = this.lightMapIntensity;
  5078. }
  5079. if (this.aoMap && this.aoMap.isTexture) {
  5080. data.aoMap = this.aoMap.toJSON(meta).uuid;
  5081. data.aoMapIntensity = this.aoMapIntensity;
  5082. }
  5083. if (this.bumpMap && this.bumpMap.isTexture) {
  5084. data.bumpMap = this.bumpMap.toJSON(meta).uuid;
  5085. data.bumpScale = this.bumpScale;
  5086. }
  5087. if (this.normalMap && this.normalMap.isTexture) {
  5088. data.normalMap = this.normalMap.toJSON(meta).uuid;
  5089. data.normalMapType = this.normalMapType;
  5090. data.normalScale = this.normalScale.toArray();
  5091. }
  5092. if (this.displacementMap && this.displacementMap.isTexture) {
  5093. data.displacementMap = this.displacementMap.toJSON(meta).uuid;
  5094. data.displacementScale = this.displacementScale;
  5095. data.displacementBias = this.displacementBias;
  5096. }
  5097. if (this.roughnessMap && this.roughnessMap.isTexture) data.roughnessMap = this.roughnessMap.toJSON(meta).uuid;
  5098. if (this.metalnessMap && this.metalnessMap.isTexture) data.metalnessMap = this.metalnessMap.toJSON(meta).uuid;
  5099. if (this.emissiveMap && this.emissiveMap.isTexture) data.emissiveMap = this.emissiveMap.toJSON(meta).uuid;
  5100. if (this.specularMap && this.specularMap.isTexture) data.specularMap = this.specularMap.toJSON(meta).uuid;
  5101. if (this.envMap && this.envMap.isTexture) {
  5102. data.envMap = this.envMap.toJSON(meta).uuid;
  5103. if (this.combine !== undefined) data.combine = this.combine;
  5104. }
  5105. if (this.envMapIntensity !== undefined) data.envMapIntensity = this.envMapIntensity;
  5106. if (this.reflectivity !== undefined) data.reflectivity = this.reflectivity;
  5107. if (this.refractionRatio !== undefined) data.refractionRatio = this.refractionRatio;
  5108. if (this.gradientMap && this.gradientMap.isTexture) {
  5109. data.gradientMap = this.gradientMap.toJSON(meta).uuid;
  5110. }
  5111. if (this.size !== undefined) data.size = this.size;
  5112. if (this.shadowSide !== null) data.shadowSide = this.shadowSide;
  5113. if (this.sizeAttenuation !== undefined) data.sizeAttenuation = this.sizeAttenuation;
  5114. if (this.blending !== NormalBlending) data.blending = this.blending;
  5115. if (this.side !== FrontSide) data.side = this.side;
  5116. if (this.vertexColors) data.vertexColors = true;
  5117. if (this.opacity < 1) data.opacity = this.opacity;
  5118. if (this.transparent === true) data.transparent = this.transparent;
  5119. data.depthFunc = this.depthFunc;
  5120. data.depthTest = this.depthTest;
  5121. data.depthWrite = this.depthWrite;
  5122. data.colorWrite = this.colorWrite;
  5123. data.stencilWrite = this.stencilWrite;
  5124. data.stencilWriteMask = this.stencilWriteMask;
  5125. data.stencilFunc = this.stencilFunc;
  5126. data.stencilRef = this.stencilRef;
  5127. data.stencilFuncMask = this.stencilFuncMask;
  5128. data.stencilFail = this.stencilFail;
  5129. data.stencilZFail = this.stencilZFail;
  5130. data.stencilZPass = this.stencilZPass; // rotation (SpriteMaterial)
  5131. if (this.rotation && this.rotation !== 0) data.rotation = this.rotation;
  5132. if (this.polygonOffset === true) data.polygonOffset = true;
  5133. if (this.polygonOffsetFactor !== 0) data.polygonOffsetFactor = this.polygonOffsetFactor;
  5134. if (this.polygonOffsetUnits !== 0) data.polygonOffsetUnits = this.polygonOffsetUnits;
  5135. if (this.linewidth && this.linewidth !== 1) data.linewidth = this.linewidth;
  5136. if (this.dashSize !== undefined) data.dashSize = this.dashSize;
  5137. if (this.gapSize !== undefined) data.gapSize = this.gapSize;
  5138. if (this.scale !== undefined) data.scale = this.scale;
  5139. if (this.dithering === true) data.dithering = true;
  5140. if (this.alphaTest > 0) data.alphaTest = this.alphaTest;
  5141. if (this.alphaToCoverage === true) data.alphaToCoverage = this.alphaToCoverage;
  5142. if (this.premultipliedAlpha === true) data.premultipliedAlpha = this.premultipliedAlpha;
  5143. if (this.wireframe === true) data.wireframe = this.wireframe;
  5144. if (this.wireframeLinewidth > 1) data.wireframeLinewidth = this.wireframeLinewidth;
  5145. if (this.wireframeLinecap !== 'round') data.wireframeLinecap = this.wireframeLinecap;
  5146. if (this.wireframeLinejoin !== 'round') data.wireframeLinejoin = this.wireframeLinejoin;
  5147. if (this.morphTargets === true) data.morphTargets = true;
  5148. if (this.morphNormals === true) data.morphNormals = true;
  5149. if (this.flatShading === true) data.flatShading = this.flatShading;
  5150. if (this.visible === false) data.visible = false;
  5151. if (this.toneMapped === false) data.toneMapped = false;
  5152. if (JSON.stringify(this.userData) !== '{}') data.userData = this.userData; // TODO: Copied from Object3D.toJSON
  5153. function extractFromCache(cache) {
  5154. const values = [];
  5155. for (const key in cache) {
  5156. const data = cache[key];
  5157. delete data.metadata;
  5158. values.push(data);
  5159. }
  5160. return values;
  5161. }
  5162. if (isRoot) {
  5163. const textures = extractFromCache(meta.textures);
  5164. const images = extractFromCache(meta.images);
  5165. if (textures.length > 0) data.textures = textures;
  5166. if (images.length > 0) data.images = images;
  5167. }
  5168. return data;
  5169. }
  5170. clone() {
  5171. return new this.constructor().copy(this);
  5172. }
  5173. copy(source) {
  5174. this.name = source.name;
  5175. this.fog = source.fog;
  5176. this.blending = source.blending;
  5177. this.side = source.side;
  5178. this.vertexColors = source.vertexColors;
  5179. this.opacity = source.opacity;
  5180. this.transparent = source.transparent;
  5181. this.blendSrc = source.blendSrc;
  5182. this.blendDst = source.blendDst;
  5183. this.blendEquation = source.blendEquation;
  5184. this.blendSrcAlpha = source.blendSrcAlpha;
  5185. this.blendDstAlpha = source.blendDstAlpha;
  5186. this.blendEquationAlpha = source.blendEquationAlpha;
  5187. this.depthFunc = source.depthFunc;
  5188. this.depthTest = source.depthTest;
  5189. this.depthWrite = source.depthWrite;
  5190. this.stencilWriteMask = source.stencilWriteMask;
  5191. this.stencilFunc = source.stencilFunc;
  5192. this.stencilRef = source.stencilRef;
  5193. this.stencilFuncMask = source.stencilFuncMask;
  5194. this.stencilFail = source.stencilFail;
  5195. this.stencilZFail = source.stencilZFail;
  5196. this.stencilZPass = source.stencilZPass;
  5197. this.stencilWrite = source.stencilWrite;
  5198. const srcPlanes = source.clippingPlanes;
  5199. let dstPlanes = null;
  5200. if (srcPlanes !== null) {
  5201. const n = srcPlanes.length;
  5202. dstPlanes = new Array(n);
  5203. for (let i = 0; i !== n; ++i) {
  5204. dstPlanes[i] = srcPlanes[i].clone();
  5205. }
  5206. }
  5207. this.clippingPlanes = dstPlanes;
  5208. this.clipIntersection = source.clipIntersection;
  5209. this.clipShadows = source.clipShadows;
  5210. this.shadowSide = source.shadowSide;
  5211. this.colorWrite = source.colorWrite;
  5212. this.precision = source.precision;
  5213. this.polygonOffset = source.polygonOffset;
  5214. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5215. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5216. this.dithering = source.dithering;
  5217. this.alphaTest = source.alphaTest;
  5218. this.alphaToCoverage = source.alphaToCoverage;
  5219. this.premultipliedAlpha = source.premultipliedAlpha;
  5220. this.visible = source.visible;
  5221. this.toneMapped = source.toneMapped;
  5222. this.userData = JSON.parse(JSON.stringify(source.userData));
  5223. return this;
  5224. }
  5225. dispose() {
  5226. this.dispatchEvent({
  5227. type: 'dispose'
  5228. });
  5229. }
  5230. set needsUpdate(value) {
  5231. if (value === true) this.version++;
  5232. }
  5233. }
  5234. Material.prototype.isMaterial = true;
  5235. const _colorKeywords = {
  5236. 'aliceblue': 0xF0F8FF,
  5237. 'antiquewhite': 0xFAEBD7,
  5238. 'aqua': 0x00FFFF,
  5239. 'aquamarine': 0x7FFFD4,
  5240. 'azure': 0xF0FFFF,
  5241. 'beige': 0xF5F5DC,
  5242. 'bisque': 0xFFE4C4,
  5243. 'black': 0x000000,
  5244. 'blanchedalmond': 0xFFEBCD,
  5245. 'blue': 0x0000FF,
  5246. 'blueviolet': 0x8A2BE2,
  5247. 'brown': 0xA52A2A,
  5248. 'burlywood': 0xDEB887,
  5249. 'cadetblue': 0x5F9EA0,
  5250. 'chartreuse': 0x7FFF00,
  5251. 'chocolate': 0xD2691E,
  5252. 'coral': 0xFF7F50,
  5253. 'cornflowerblue': 0x6495ED,
  5254. 'cornsilk': 0xFFF8DC,
  5255. 'crimson': 0xDC143C,
  5256. 'cyan': 0x00FFFF,
  5257. 'darkblue': 0x00008B,
  5258. 'darkcyan': 0x008B8B,
  5259. 'darkgoldenrod': 0xB8860B,
  5260. 'darkgray': 0xA9A9A9,
  5261. 'darkgreen': 0x006400,
  5262. 'darkgrey': 0xA9A9A9,
  5263. 'darkkhaki': 0xBDB76B,
  5264. 'darkmagenta': 0x8B008B,
  5265. 'darkolivegreen': 0x556B2F,
  5266. 'darkorange': 0xFF8C00,
  5267. 'darkorchid': 0x9932CC,
  5268. 'darkred': 0x8B0000,
  5269. 'darksalmon': 0xE9967A,
  5270. 'darkseagreen': 0x8FBC8F,
  5271. 'darkslateblue': 0x483D8B,
  5272. 'darkslategray': 0x2F4F4F,
  5273. 'darkslategrey': 0x2F4F4F,
  5274. 'darkturquoise': 0x00CED1,
  5275. 'darkviolet': 0x9400D3,
  5276. 'deeppink': 0xFF1493,
  5277. 'deepskyblue': 0x00BFFF,
  5278. 'dimgray': 0x696969,
  5279. 'dimgrey': 0x696969,
  5280. 'dodgerblue': 0x1E90FF,
  5281. 'firebrick': 0xB22222,
  5282. 'floralwhite': 0xFFFAF0,
  5283. 'forestgreen': 0x228B22,
  5284. 'fuchsia': 0xFF00FF,
  5285. 'gainsboro': 0xDCDCDC,
  5286. 'ghostwhite': 0xF8F8FF,
  5287. 'gold': 0xFFD700,
  5288. 'goldenrod': 0xDAA520,
  5289. 'gray': 0x808080,
  5290. 'green': 0x008000,
  5291. 'greenyellow': 0xADFF2F,
  5292. 'grey': 0x808080,
  5293. 'honeydew': 0xF0FFF0,
  5294. 'hotpink': 0xFF69B4,
  5295. 'indianred': 0xCD5C5C,
  5296. 'indigo': 0x4B0082,
  5297. 'ivory': 0xFFFFF0,
  5298. 'khaki': 0xF0E68C,
  5299. 'lavender': 0xE6E6FA,
  5300. 'lavenderblush': 0xFFF0F5,
  5301. 'lawngreen': 0x7CFC00,
  5302. 'lemonchiffon': 0xFFFACD,
  5303. 'lightblue': 0xADD8E6,
  5304. 'lightcoral': 0xF08080,
  5305. 'lightcyan': 0xE0FFFF,
  5306. 'lightgoldenrodyellow': 0xFAFAD2,
  5307. 'lightgray': 0xD3D3D3,
  5308. 'lightgreen': 0x90EE90,
  5309. 'lightgrey': 0xD3D3D3,
  5310. 'lightpink': 0xFFB6C1,
  5311. 'lightsalmon': 0xFFA07A,
  5312. 'lightseagreen': 0x20B2AA,
  5313. 'lightskyblue': 0x87CEFA,
  5314. 'lightslategray': 0x778899,
  5315. 'lightslategrey': 0x778899,
  5316. 'lightsteelblue': 0xB0C4DE,
  5317. 'lightyellow': 0xFFFFE0,
  5318. 'lime': 0x00FF00,
  5319. 'limegreen': 0x32CD32,
  5320. 'linen': 0xFAF0E6,
  5321. 'magenta': 0xFF00FF,
  5322. 'maroon': 0x800000,
  5323. 'mediumaquamarine': 0x66CDAA,
  5324. 'mediumblue': 0x0000CD,
  5325. 'mediumorchid': 0xBA55D3,
  5326. 'mediumpurple': 0x9370DB,
  5327. 'mediumseagreen': 0x3CB371,
  5328. 'mediumslateblue': 0x7B68EE,
  5329. 'mediumspringgreen': 0x00FA9A,
  5330. 'mediumturquoise': 0x48D1CC,
  5331. 'mediumvioletred': 0xC71585,
  5332. 'midnightblue': 0x191970,
  5333. 'mintcream': 0xF5FFFA,
  5334. 'mistyrose': 0xFFE4E1,
  5335. 'moccasin': 0xFFE4B5,
  5336. 'navajowhite': 0xFFDEAD,
  5337. 'navy': 0x000080,
  5338. 'oldlace': 0xFDF5E6,
  5339. 'olive': 0x808000,
  5340. 'olivedrab': 0x6B8E23,
  5341. 'orange': 0xFFA500,
  5342. 'orangered': 0xFF4500,
  5343. 'orchid': 0xDA70D6,
  5344. 'palegoldenrod': 0xEEE8AA,
  5345. 'palegreen': 0x98FB98,
  5346. 'paleturquoise': 0xAFEEEE,
  5347. 'palevioletred': 0xDB7093,
  5348. 'papayawhip': 0xFFEFD5,
  5349. 'peachpuff': 0xFFDAB9,
  5350. 'peru': 0xCD853F,
  5351. 'pink': 0xFFC0CB,
  5352. 'plum': 0xDDA0DD,
  5353. 'powderblue': 0xB0E0E6,
  5354. 'purple': 0x800080,
  5355. 'rebeccapurple': 0x663399,
  5356. 'red': 0xFF0000,
  5357. 'rosybrown': 0xBC8F8F,
  5358. 'royalblue': 0x4169E1,
  5359. 'saddlebrown': 0x8B4513,
  5360. 'salmon': 0xFA8072,
  5361. 'sandybrown': 0xF4A460,
  5362. 'seagreen': 0x2E8B57,
  5363. 'seashell': 0xFFF5EE,
  5364. 'sienna': 0xA0522D,
  5365. 'silver': 0xC0C0C0,
  5366. 'skyblue': 0x87CEEB,
  5367. 'slateblue': 0x6A5ACD,
  5368. 'slategray': 0x708090,
  5369. 'slategrey': 0x708090,
  5370. 'snow': 0xFFFAFA,
  5371. 'springgreen': 0x00FF7F,
  5372. 'steelblue': 0x4682B4,
  5373. 'tan': 0xD2B48C,
  5374. 'teal': 0x008080,
  5375. 'thistle': 0xD8BFD8,
  5376. 'tomato': 0xFF6347,
  5377. 'turquoise': 0x40E0D0,
  5378. 'violet': 0xEE82EE,
  5379. 'wheat': 0xF5DEB3,
  5380. 'white': 0xFFFFFF,
  5381. 'whitesmoke': 0xF5F5F5,
  5382. 'yellow': 0xFFFF00,
  5383. 'yellowgreen': 0x9ACD32
  5384. };
  5385. const _hslA = {
  5386. h: 0,
  5387. s: 0,
  5388. l: 0
  5389. };
  5390. const _hslB = {
  5391. h: 0,
  5392. s: 0,
  5393. l: 0
  5394. };
  5395. function hue2rgb(p, q, t) {
  5396. if (t < 0) t += 1;
  5397. if (t > 1) t -= 1;
  5398. if (t < 1 / 6) return p + (q - p) * 6 * t;
  5399. if (t < 1 / 2) return q;
  5400. if (t < 2 / 3) return p + (q - p) * 6 * (2 / 3 - t);
  5401. return p;
  5402. }
  5403. function SRGBToLinear(c) {
  5404. return c < 0.04045 ? c * 0.0773993808 : Math.pow(c * 0.9478672986 + 0.0521327014, 2.4);
  5405. }
  5406. function LinearToSRGB(c) {
  5407. return c < 0.0031308 ? c * 12.92 : 1.055 * Math.pow(c, 0.41666) - 0.055;
  5408. }
  5409. class Color {
  5410. constructor(r, g, b) {
  5411. if (g === undefined && b === undefined) {
  5412. // r is THREE.Color, hex or string
  5413. return this.set(r);
  5414. }
  5415. return this.setRGB(r, g, b);
  5416. }
  5417. set(value) {
  5418. if (value && value.isColor) {
  5419. this.copy(value);
  5420. } else if (typeof value === 'number') {
  5421. this.setHex(value);
  5422. } else if (typeof value === 'string') {
  5423. this.setStyle(value);
  5424. }
  5425. return this;
  5426. }
  5427. setScalar(scalar) {
  5428. this.r = scalar;
  5429. this.g = scalar;
  5430. this.b = scalar;
  5431. return this;
  5432. }
  5433. setHex(hex) {
  5434. hex = Math.floor(hex);
  5435. this.r = (hex >> 16 & 255) / 255;
  5436. this.g = (hex >> 8 & 255) / 255;
  5437. this.b = (hex & 255) / 255;
  5438. return this;
  5439. }
  5440. setRGB(r, g, b) {
  5441. this.r = r;
  5442. this.g = g;
  5443. this.b = b;
  5444. return this;
  5445. }
  5446. setHSL(h, s, l) {
  5447. // h,s,l ranges are in 0.0 - 1.0
  5448. h = euclideanModulo(h, 1);
  5449. s = clamp(s, 0, 1);
  5450. l = clamp(l, 0, 1);
  5451. if (s === 0) {
  5452. this.r = this.g = this.b = l;
  5453. } else {
  5454. const p = l <= 0.5 ? l * (1 + s) : l + s - l * s;
  5455. const q = 2 * l - p;
  5456. this.r = hue2rgb(q, p, h + 1 / 3);
  5457. this.g = hue2rgb(q, p, h);
  5458. this.b = hue2rgb(q, p, h - 1 / 3);
  5459. }
  5460. return this;
  5461. }
  5462. setStyle(style) {
  5463. function handleAlpha(string) {
  5464. if (string === undefined) return;
  5465. if (parseFloat(string) < 1) {
  5466. console.warn('THREE.Color: Alpha component of ' + style + ' will be ignored.');
  5467. }
  5468. }
  5469. let m;
  5470. if (m = /^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(style)) {
  5471. // rgb / hsl
  5472. let color;
  5473. const name = m[1];
  5474. const components = m[2];
  5475. switch (name) {
  5476. case 'rgb':
  5477. case 'rgba':
  5478. if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5479. // rgb(255,0,0) rgba(255,0,0,0.5)
  5480. this.r = Math.min(255, parseInt(color[1], 10)) / 255;
  5481. this.g = Math.min(255, parseInt(color[2], 10)) / 255;
  5482. this.b = Math.min(255, parseInt(color[3], 10)) / 255;
  5483. handleAlpha(color[4]);
  5484. return this;
  5485. }
  5486. if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5487. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  5488. this.r = Math.min(100, parseInt(color[1], 10)) / 100;
  5489. this.g = Math.min(100, parseInt(color[2], 10)) / 100;
  5490. this.b = Math.min(100, parseInt(color[3], 10)) / 100;
  5491. handleAlpha(color[4]);
  5492. return this;
  5493. }
  5494. break;
  5495. case 'hsl':
  5496. case 'hsla':
  5497. if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
  5498. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  5499. const h = parseFloat(color[1]) / 360;
  5500. const s = parseInt(color[2], 10) / 100;
  5501. const l = parseInt(color[3], 10) / 100;
  5502. handleAlpha(color[4]);
  5503. return this.setHSL(h, s, l);
  5504. }
  5505. break;
  5506. }
  5507. } else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) {
  5508. // hex color
  5509. const hex = m[1];
  5510. const size = hex.length;
  5511. if (size === 3) {
  5512. // #ff0
  5513. this.r = parseInt(hex.charAt(0) + hex.charAt(0), 16) / 255;
  5514. this.g = parseInt(hex.charAt(1) + hex.charAt(1), 16) / 255;
  5515. this.b = parseInt(hex.charAt(2) + hex.charAt(2), 16) / 255;
  5516. return this;
  5517. } else if (size === 6) {
  5518. // #ff0000
  5519. this.r = parseInt(hex.charAt(0) + hex.charAt(1), 16) / 255;
  5520. this.g = parseInt(hex.charAt(2) + hex.charAt(3), 16) / 255;
  5521. this.b = parseInt(hex.charAt(4) + hex.charAt(5), 16) / 255;
  5522. return this;
  5523. }
  5524. }
  5525. if (style && style.length > 0) {
  5526. return this.setColorName(style);
  5527. }
  5528. return this;
  5529. }
  5530. setColorName(style) {
  5531. // color keywords
  5532. const hex = _colorKeywords[style.toLowerCase()];
  5533. if (hex !== undefined) {
  5534. // red
  5535. this.setHex(hex);
  5536. } else {
  5537. // unknown color
  5538. console.warn('THREE.Color: Unknown color ' + style);
  5539. }
  5540. return this;
  5541. }
  5542. clone() {
  5543. return new this.constructor(this.r, this.g, this.b);
  5544. }
  5545. copy(color) {
  5546. this.r = color.r;
  5547. this.g = color.g;
  5548. this.b = color.b;
  5549. return this;
  5550. }
  5551. copyGammaToLinear(color, gammaFactor = 2.0) {
  5552. this.r = Math.pow(color.r, gammaFactor);
  5553. this.g = Math.pow(color.g, gammaFactor);
  5554. this.b = Math.pow(color.b, gammaFactor);
  5555. return this;
  5556. }
  5557. copyLinearToGamma(color, gammaFactor = 2.0) {
  5558. const safeInverse = gammaFactor > 0 ? 1.0 / gammaFactor : 1.0;
  5559. this.r = Math.pow(color.r, safeInverse);
  5560. this.g = Math.pow(color.g, safeInverse);
  5561. this.b = Math.pow(color.b, safeInverse);
  5562. return this;
  5563. }
  5564. convertGammaToLinear(gammaFactor) {
  5565. this.copyGammaToLinear(this, gammaFactor);
  5566. return this;
  5567. }
  5568. convertLinearToGamma(gammaFactor) {
  5569. this.copyLinearToGamma(this, gammaFactor);
  5570. return this;
  5571. }
  5572. copySRGBToLinear(color) {
  5573. this.r = SRGBToLinear(color.r);
  5574. this.g = SRGBToLinear(color.g);
  5575. this.b = SRGBToLinear(color.b);
  5576. return this;
  5577. }
  5578. copyLinearToSRGB(color) {
  5579. this.r = LinearToSRGB(color.r);
  5580. this.g = LinearToSRGB(color.g);
  5581. this.b = LinearToSRGB(color.b);
  5582. return this;
  5583. }
  5584. convertSRGBToLinear() {
  5585. this.copySRGBToLinear(this);
  5586. return this;
  5587. }
  5588. convertLinearToSRGB() {
  5589. this.copyLinearToSRGB(this);
  5590. return this;
  5591. }
  5592. getHex() {
  5593. return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;
  5594. }
  5595. getHexString() {
  5596. return ('000000' + this.getHex().toString(16)).slice(-6);
  5597. }
  5598. getHSL(target) {
  5599. // h,s,l ranges are in 0.0 - 1.0
  5600. if (target === undefined) {
  5601. console.warn('THREE.Color: .getHSL() target is now required');
  5602. target = {
  5603. h: 0,
  5604. s: 0,
  5605. l: 0
  5606. };
  5607. }
  5608. const r = this.r,
  5609. g = this.g,
  5610. b = this.b;
  5611. const max = Math.max(r, g, b);
  5612. const min = Math.min(r, g, b);
  5613. let hue, saturation;
  5614. const lightness = (min + max) / 2.0;
  5615. if (min === max) {
  5616. hue = 0;
  5617. saturation = 0;
  5618. } else {
  5619. const delta = max - min;
  5620. saturation = lightness <= 0.5 ? delta / (max + min) : delta / (2 - max - min);
  5621. switch (max) {
  5622. case r:
  5623. hue = (g - b) / delta + (g < b ? 6 : 0);
  5624. break;
  5625. case g:
  5626. hue = (b - r) / delta + 2;
  5627. break;
  5628. case b:
  5629. hue = (r - g) / delta + 4;
  5630. break;
  5631. }
  5632. hue /= 6;
  5633. }
  5634. target.h = hue;
  5635. target.s = saturation;
  5636. target.l = lightness;
  5637. return target;
  5638. }
  5639. getStyle() {
  5640. return 'rgb(' + (this.r * 255 | 0) + ',' + (this.g * 255 | 0) + ',' + (this.b * 255 | 0) + ')';
  5641. }
  5642. offsetHSL(h, s, l) {
  5643. this.getHSL(_hslA);
  5644. _hslA.h += h;
  5645. _hslA.s += s;
  5646. _hslA.l += l;
  5647. this.setHSL(_hslA.h, _hslA.s, _hslA.l);
  5648. return this;
  5649. }
  5650. add(color) {
  5651. this.r += color.r;
  5652. this.g += color.g;
  5653. this.b += color.b;
  5654. return this;
  5655. }
  5656. addColors(color1, color2) {
  5657. this.r = color1.r + color2.r;
  5658. this.g = color1.g + color2.g;
  5659. this.b = color1.b + color2.b;
  5660. return this;
  5661. }
  5662. addScalar(s) {
  5663. this.r += s;
  5664. this.g += s;
  5665. this.b += s;
  5666. return this;
  5667. }
  5668. sub(color) {
  5669. this.r = Math.max(0, this.r - color.r);
  5670. this.g = Math.max(0, this.g - color.g);
  5671. this.b = Math.max(0, this.b - color.b);
  5672. return this;
  5673. }
  5674. multiply(color) {
  5675. this.r *= color.r;
  5676. this.g *= color.g;
  5677. this.b *= color.b;
  5678. return this;
  5679. }
  5680. multiplyScalar(s) {
  5681. this.r *= s;
  5682. this.g *= s;
  5683. this.b *= s;
  5684. return this;
  5685. }
  5686. lerp(color, alpha) {
  5687. this.r += (color.r - this.r) * alpha;
  5688. this.g += (color.g - this.g) * alpha;
  5689. this.b += (color.b - this.b) * alpha;
  5690. return this;
  5691. }
  5692. lerpColors(color1, color2, alpha) {
  5693. this.r = color1.r + (color2.r - color1.r) * alpha;
  5694. this.g = color1.g + (color2.g - color1.g) * alpha;
  5695. this.b = color1.b + (color2.b - color1.b) * alpha;
  5696. return this;
  5697. }
  5698. lerpHSL(color, alpha) {
  5699. this.getHSL(_hslA);
  5700. color.getHSL(_hslB);
  5701. const h = lerp(_hslA.h, _hslB.h, alpha);
  5702. const s = lerp(_hslA.s, _hslB.s, alpha);
  5703. const l = lerp(_hslA.l, _hslB.l, alpha);
  5704. this.setHSL(h, s, l);
  5705. return this;
  5706. }
  5707. equals(c) {
  5708. return c.r === this.r && c.g === this.g && c.b === this.b;
  5709. }
  5710. fromArray(array, offset = 0) {
  5711. this.r = array[offset];
  5712. this.g = array[offset + 1];
  5713. this.b = array[offset + 2];
  5714. return this;
  5715. }
  5716. toArray(array = [], offset = 0) {
  5717. array[offset] = this.r;
  5718. array[offset + 1] = this.g;
  5719. array[offset + 2] = this.b;
  5720. return array;
  5721. }
  5722. fromBufferAttribute(attribute, index) {
  5723. this.r = attribute.getX(index);
  5724. this.g = attribute.getY(index);
  5725. this.b = attribute.getZ(index);
  5726. if (attribute.normalized === true) {
  5727. // assuming Uint8Array
  5728. this.r /= 255;
  5729. this.g /= 255;
  5730. this.b /= 255;
  5731. }
  5732. return this;
  5733. }
  5734. toJSON() {
  5735. return this.getHex();
  5736. }
  5737. }
  5738. Color.NAMES = _colorKeywords;
  5739. Color.prototype.isColor = true;
  5740. Color.prototype.r = 1;
  5741. Color.prototype.g = 1;
  5742. Color.prototype.b = 1;
  5743. /**
  5744. * parameters = {
  5745. * color: <hex>,
  5746. * opacity: <float>,
  5747. * map: new THREE.Texture( <Image> ),
  5748. *
  5749. * lightMap: new THREE.Texture( <Image> ),
  5750. * lightMapIntensity: <float>
  5751. *
  5752. * aoMap: new THREE.Texture( <Image> ),
  5753. * aoMapIntensity: <float>
  5754. *
  5755. * specularMap: new THREE.Texture( <Image> ),
  5756. *
  5757. * alphaMap: new THREE.Texture( <Image> ),
  5758. *
  5759. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5760. * combine: THREE.Multiply,
  5761. * reflectivity: <float>,
  5762. * refractionRatio: <float>,
  5763. *
  5764. * depthTest: <bool>,
  5765. * depthWrite: <bool>,
  5766. *
  5767. * wireframe: <boolean>,
  5768. * wireframeLinewidth: <float>,
  5769. *
  5770. * morphTargets: <bool>
  5771. * }
  5772. */
  5773. class MeshBasicMaterial extends Material {
  5774. constructor(parameters) {
  5775. super();
  5776. this.type = 'MeshBasicMaterial';
  5777. this.color = new Color(0xffffff); // emissive
  5778. this.map = null;
  5779. this.lightMap = null;
  5780. this.lightMapIntensity = 1.0;
  5781. this.aoMap = null;
  5782. this.aoMapIntensity = 1.0;
  5783. this.specularMap = null;
  5784. this.alphaMap = null;
  5785. this.envMap = null;
  5786. this.combine = MultiplyOperation;
  5787. this.reflectivity = 1;
  5788. this.refractionRatio = 0.98;
  5789. this.wireframe = false;
  5790. this.wireframeLinewidth = 1;
  5791. this.wireframeLinecap = 'round';
  5792. this.wireframeLinejoin = 'round';
  5793. this.morphTargets = false;
  5794. this.setValues(parameters);
  5795. }
  5796. copy(source) {
  5797. super.copy(source);
  5798. this.color.copy(source.color);
  5799. this.map = source.map;
  5800. this.lightMap = source.lightMap;
  5801. this.lightMapIntensity = source.lightMapIntensity;
  5802. this.aoMap = source.aoMap;
  5803. this.aoMapIntensity = source.aoMapIntensity;
  5804. this.specularMap = source.specularMap;
  5805. this.alphaMap = source.alphaMap;
  5806. this.envMap = source.envMap;
  5807. this.combine = source.combine;
  5808. this.reflectivity = source.reflectivity;
  5809. this.refractionRatio = source.refractionRatio;
  5810. this.wireframe = source.wireframe;
  5811. this.wireframeLinewidth = source.wireframeLinewidth;
  5812. this.wireframeLinecap = source.wireframeLinecap;
  5813. this.wireframeLinejoin = source.wireframeLinejoin;
  5814. this.morphTargets = source.morphTargets;
  5815. return this;
  5816. }
  5817. }
  5818. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5819. const _vector$9 = /*@__PURE__*/new Vector3();
  5820. const _vector2 = /*@__PURE__*/new Vector2();
  5821. class BufferAttribute {
  5822. constructor(array, itemSize, normalized) {
  5823. if (Array.isArray(array)) {
  5824. throw new TypeError('THREE.BufferAttribute: array should be a Typed Array.');
  5825. }
  5826. this.name = '';
  5827. this.array = array;
  5828. this.itemSize = itemSize;
  5829. this.count = array !== undefined ? array.length / itemSize : 0;
  5830. this.normalized = normalized === true;
  5831. this.usage = StaticDrawUsage;
  5832. this.updateRange = {
  5833. offset: 0,
  5834. count: -1
  5835. };
  5836. this.version = 0;
  5837. }
  5838. onUploadCallback() {}
  5839. set needsUpdate(value) {
  5840. if (value === true) this.version++;
  5841. }
  5842. setUsage(value) {
  5843. this.usage = value;
  5844. return this;
  5845. }
  5846. copy(source) {
  5847. this.name = source.name;
  5848. this.array = new source.array.constructor(source.array);
  5849. this.itemSize = source.itemSize;
  5850. this.count = source.count;
  5851. this.normalized = source.normalized;
  5852. this.usage = source.usage;
  5853. return this;
  5854. }
  5855. copyAt(index1, attribute, index2) {
  5856. index1 *= this.itemSize;
  5857. index2 *= attribute.itemSize;
  5858. for (let i = 0, l = this.itemSize; i < l; i++) {
  5859. this.array[index1 + i] = attribute.array[index2 + i];
  5860. }
  5861. return this;
  5862. }
  5863. copyArray(array) {
  5864. this.array.set(array);
  5865. return this;
  5866. }
  5867. copyColorsArray(colors) {
  5868. const array = this.array;
  5869. let offset = 0;
  5870. for (let i = 0, l = colors.length; i < l; i++) {
  5871. let color = colors[i];
  5872. if (color === undefined) {
  5873. console.warn('THREE.BufferAttribute.copyColorsArray(): color is undefined', i);
  5874. color = new Color();
  5875. }
  5876. array[offset++] = color.r;
  5877. array[offset++] = color.g;
  5878. array[offset++] = color.b;
  5879. }
  5880. return this;
  5881. }
  5882. copyVector2sArray(vectors) {
  5883. const array = this.array;
  5884. let offset = 0;
  5885. for (let i = 0, l = vectors.length; i < l; i++) {
  5886. let vector = vectors[i];
  5887. if (vector === undefined) {
  5888. console.warn('THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i);
  5889. vector = new Vector2();
  5890. }
  5891. array[offset++] = vector.x;
  5892. array[offset++] = vector.y;
  5893. }
  5894. return this;
  5895. }
  5896. copyVector3sArray(vectors) {
  5897. const array = this.array;
  5898. let offset = 0;
  5899. for (let i = 0, l = vectors.length; i < l; i++) {
  5900. let vector = vectors[i];
  5901. if (vector === undefined) {
  5902. console.warn('THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i);
  5903. vector = new Vector3();
  5904. }
  5905. array[offset++] = vector.x;
  5906. array[offset++] = vector.y;
  5907. array[offset++] = vector.z;
  5908. }
  5909. return this;
  5910. }
  5911. copyVector4sArray(vectors) {
  5912. const array = this.array;
  5913. let offset = 0;
  5914. for (let i = 0, l = vectors.length; i < l; i++) {
  5915. let vector = vectors[i];
  5916. if (vector === undefined) {
  5917. console.warn('THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i);
  5918. vector = new Vector4();
  5919. }
  5920. array[offset++] = vector.x;
  5921. array[offset++] = vector.y;
  5922. array[offset++] = vector.z;
  5923. array[offset++] = vector.w;
  5924. }
  5925. return this;
  5926. }
  5927. applyMatrix3(m) {
  5928. if (this.itemSize === 2) {
  5929. for (let i = 0, l = this.count; i < l; i++) {
  5930. _vector2.fromBufferAttribute(this, i);
  5931. _vector2.applyMatrix3(m);
  5932. this.setXY(i, _vector2.x, _vector2.y);
  5933. }
  5934. } else if (this.itemSize === 3) {
  5935. for (let i = 0, l = this.count; i < l; i++) {
  5936. _vector$9.fromBufferAttribute(this, i);
  5937. _vector$9.applyMatrix3(m);
  5938. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5939. }
  5940. }
  5941. return this;
  5942. }
  5943. applyMatrix4(m) {
  5944. for (let i = 0, l = this.count; i < l; i++) {
  5945. _vector$9.x = this.getX(i);
  5946. _vector$9.y = this.getY(i);
  5947. _vector$9.z = this.getZ(i);
  5948. _vector$9.applyMatrix4(m);
  5949. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5950. }
  5951. return this;
  5952. }
  5953. applyNormalMatrix(m) {
  5954. for (let i = 0, l = this.count; i < l; i++) {
  5955. _vector$9.x = this.getX(i);
  5956. _vector$9.y = this.getY(i);
  5957. _vector$9.z = this.getZ(i);
  5958. _vector$9.applyNormalMatrix(m);
  5959. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5960. }
  5961. return this;
  5962. }
  5963. transformDirection(m) {
  5964. for (let i = 0, l = this.count; i < l; i++) {
  5965. _vector$9.x = this.getX(i);
  5966. _vector$9.y = this.getY(i);
  5967. _vector$9.z = this.getZ(i);
  5968. _vector$9.transformDirection(m);
  5969. this.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
  5970. }
  5971. return this;
  5972. }
  5973. set(value, offset = 0) {
  5974. this.array.set(value, offset);
  5975. return this;
  5976. }
  5977. getX(index) {
  5978. return this.array[index * this.itemSize];
  5979. }
  5980. setX(index, x) {
  5981. this.array[index * this.itemSize] = x;
  5982. return this;
  5983. }
  5984. getY(index) {
  5985. return this.array[index * this.itemSize + 1];
  5986. }
  5987. setY(index, y) {
  5988. this.array[index * this.itemSize + 1] = y;
  5989. return this;
  5990. }
  5991. getZ(index) {
  5992. return this.array[index * this.itemSize + 2];
  5993. }
  5994. setZ(index, z) {
  5995. this.array[index * this.itemSize + 2] = z;
  5996. return this;
  5997. }
  5998. getW(index) {
  5999. return this.array[index * this.itemSize + 3];
  6000. }
  6001. setW(index, w) {
  6002. this.array[index * this.itemSize + 3] = w;
  6003. return this;
  6004. }
  6005. setXY(index, x, y) {
  6006. index *= this.itemSize;
  6007. this.array[index + 0] = x;
  6008. this.array[index + 1] = y;
  6009. return this;
  6010. }
  6011. setXYZ(index, x, y, z) {
  6012. index *= this.itemSize;
  6013. this.array[index + 0] = x;
  6014. this.array[index + 1] = y;
  6015. this.array[index + 2] = z;
  6016. return this;
  6017. }
  6018. setXYZW(index, x, y, z, w) {
  6019. index *= this.itemSize;
  6020. this.array[index + 0] = x;
  6021. this.array[index + 1] = y;
  6022. this.array[index + 2] = z;
  6023. this.array[index + 3] = w;
  6024. return this;
  6025. }
  6026. onUpload(callback) {
  6027. this.onUploadCallback = callback;
  6028. return this;
  6029. }
  6030. clone() {
  6031. return new this.constructor(this.array, this.itemSize).copy(this);
  6032. }
  6033. toJSON() {
  6034. const data = {
  6035. itemSize: this.itemSize,
  6036. type: this.array.constructor.name,
  6037. array: Array.prototype.slice.call(this.array),
  6038. normalized: this.normalized
  6039. };
  6040. if (this.name !== '') data.name = this.name;
  6041. if (this.usage !== StaticDrawUsage) data.usage = this.usage;
  6042. if (this.updateRange.offset !== 0 || this.updateRange.count !== -1) data.updateRange = this.updateRange;
  6043. return data;
  6044. }
  6045. }
  6046. BufferAttribute.prototype.isBufferAttribute = true; //
  6047. class Int8BufferAttribute extends BufferAttribute {
  6048. constructor(array, itemSize, normalized) {
  6049. super(new Int8Array(array), itemSize, normalized);
  6050. }
  6051. }
  6052. class Uint8BufferAttribute extends BufferAttribute {
  6053. constructor(array, itemSize, normalized) {
  6054. super(new Uint8Array(array), itemSize, normalized);
  6055. }
  6056. }
  6057. class Uint8ClampedBufferAttribute extends BufferAttribute {
  6058. constructor(array, itemSize, normalized) {
  6059. super(new Uint8ClampedArray(array), itemSize, normalized);
  6060. }
  6061. }
  6062. class Int16BufferAttribute extends BufferAttribute {
  6063. constructor(array, itemSize, normalized) {
  6064. super(new Int16Array(array), itemSize, normalized);
  6065. }
  6066. }
  6067. class Uint16BufferAttribute extends BufferAttribute {
  6068. constructor(array, itemSize, normalized) {
  6069. super(new Uint16Array(array), itemSize, normalized);
  6070. }
  6071. }
  6072. class Int32BufferAttribute extends BufferAttribute {
  6073. constructor(array, itemSize, normalized) {
  6074. super(new Int32Array(array), itemSize, normalized);
  6075. }
  6076. }
  6077. class Uint32BufferAttribute extends BufferAttribute {
  6078. constructor(array, itemSize, normalized) {
  6079. super(new Uint32Array(array), itemSize, normalized);
  6080. }
  6081. }
  6082. class Float16BufferAttribute extends BufferAttribute {
  6083. constructor(array, itemSize, normalized) {
  6084. super(new Uint16Array(array), itemSize, normalized);
  6085. }
  6086. }
  6087. Float16BufferAttribute.prototype.isFloat16BufferAttribute = true;
  6088. class Float32BufferAttribute extends BufferAttribute {
  6089. constructor(array, itemSize, normalized) {
  6090. super(new Float32Array(array), itemSize, normalized);
  6091. }
  6092. }
  6093. class Float64BufferAttribute extends BufferAttribute {
  6094. constructor(array, itemSize, normalized) {
  6095. super(new Float64Array(array), itemSize, normalized);
  6096. }
  6097. } //
  6098. function arrayMax(array) {
  6099. if (array.length === 0) return -Infinity;
  6100. let max = array[0];
  6101. for (let i = 1, l = array.length; i < l; ++i) {
  6102. if (array[i] > max) max = array[i];
  6103. }
  6104. return max;
  6105. }
  6106. const TYPED_ARRAYS = {
  6107. Int8Array: Int8Array,
  6108. Uint8Array: Uint8Array,
  6109. Uint8ClampedArray: Uint8ClampedArray,
  6110. Int16Array: Int16Array,
  6111. Uint16Array: Uint16Array,
  6112. Int32Array: Int32Array,
  6113. Uint32Array: Uint32Array,
  6114. Float32Array: Float32Array,
  6115. Float64Array: Float64Array
  6116. };
  6117. function getTypedArray(type, buffer) {
  6118. return new TYPED_ARRAYS[type](buffer);
  6119. }
  6120. let _id = 0;
  6121. const _m1 = /*@__PURE__*/new Matrix4();
  6122. const _obj = /*@__PURE__*/new Object3D();
  6123. const _offset = /*@__PURE__*/new Vector3();
  6124. const _box$1 = /*@__PURE__*/new Box3();
  6125. const _boxMorphTargets = /*@__PURE__*/new Box3();
  6126. const _vector$8 = /*@__PURE__*/new Vector3();
  6127. class BufferGeometry extends EventDispatcher {
  6128. constructor() {
  6129. super();
  6130. Object.defineProperty(this, 'id', {
  6131. value: _id++
  6132. });
  6133. this.uuid = generateUUID();
  6134. this.name = '';
  6135. this.type = 'BufferGeometry';
  6136. this.index = null;
  6137. this.attributes = {};
  6138. this.morphAttributes = {};
  6139. this.morphTargetsRelative = false;
  6140. this.groups = [];
  6141. this.boundingBox = null;
  6142. this.boundingSphere = null;
  6143. this.drawRange = {
  6144. start: 0,
  6145. count: Infinity
  6146. };
  6147. this.userData = {};
  6148. }
  6149. getIndex() {
  6150. return this.index;
  6151. }
  6152. setIndex(index) {
  6153. if (Array.isArray(index)) {
  6154. this.index = new (arrayMax(index) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
  6155. } else {
  6156. this.index = index;
  6157. }
  6158. return this;
  6159. }
  6160. getAttribute(name) {
  6161. return this.attributes[name];
  6162. }
  6163. setAttribute(name, attribute) {
  6164. this.attributes[name] = attribute;
  6165. return this;
  6166. }
  6167. deleteAttribute(name) {
  6168. delete this.attributes[name];
  6169. return this;
  6170. }
  6171. hasAttribute(name) {
  6172. return this.attributes[name] !== undefined;
  6173. }
  6174. addGroup(start, count, materialIndex = 0) {
  6175. this.groups.push({
  6176. start: start,
  6177. count: count,
  6178. materialIndex: materialIndex
  6179. });
  6180. }
  6181. clearGroups() {
  6182. this.groups = [];
  6183. }
  6184. setDrawRange(start, count) {
  6185. this.drawRange.start = start;
  6186. this.drawRange.count = count;
  6187. }
  6188. applyMatrix4(matrix) {
  6189. const position = this.attributes.position;
  6190. if (position !== undefined) {
  6191. position.applyMatrix4(matrix);
  6192. position.needsUpdate = true;
  6193. }
  6194. const normal = this.attributes.normal;
  6195. if (normal !== undefined) {
  6196. const normalMatrix = new Matrix3().getNormalMatrix(matrix);
  6197. normal.applyNormalMatrix(normalMatrix);
  6198. normal.needsUpdate = true;
  6199. }
  6200. const tangent = this.attributes.tangent;
  6201. if (tangent !== undefined) {
  6202. tangent.transformDirection(matrix);
  6203. tangent.needsUpdate = true;
  6204. }
  6205. if (this.boundingBox !== null) {
  6206. this.computeBoundingBox();
  6207. }
  6208. if (this.boundingSphere !== null) {
  6209. this.computeBoundingSphere();
  6210. }
  6211. return this;
  6212. }
  6213. rotateX(angle) {
  6214. // rotate geometry around world x-axis
  6215. _m1.makeRotationX(angle);
  6216. this.applyMatrix4(_m1);
  6217. return this;
  6218. }
  6219. rotateY(angle) {
  6220. // rotate geometry around world y-axis
  6221. _m1.makeRotationY(angle);
  6222. this.applyMatrix4(_m1);
  6223. return this;
  6224. }
  6225. rotateZ(angle) {
  6226. // rotate geometry around world z-axis
  6227. _m1.makeRotationZ(angle);
  6228. this.applyMatrix4(_m1);
  6229. return this;
  6230. }
  6231. translate(x, y, z) {
  6232. // translate geometry
  6233. _m1.makeTranslation(x, y, z);
  6234. this.applyMatrix4(_m1);
  6235. return this;
  6236. }
  6237. scale(x, y, z) {
  6238. // scale geometry
  6239. _m1.makeScale(x, y, z);
  6240. this.applyMatrix4(_m1);
  6241. return this;
  6242. }
  6243. lookAt(vector) {
  6244. _obj.lookAt(vector);
  6245. _obj.updateMatrix();
  6246. this.applyMatrix4(_obj.matrix);
  6247. return this;
  6248. }
  6249. center() {
  6250. this.computeBoundingBox();
  6251. this.boundingBox.getCenter(_offset).negate();
  6252. this.translate(_offset.x, _offset.y, _offset.z);
  6253. return this;
  6254. }
  6255. setFromPoints(points) {
  6256. const position = [];
  6257. for (let i = 0, l = points.length; i < l; i++) {
  6258. const point = points[i];
  6259. position.push(point.x, point.y, point.z || 0);
  6260. }
  6261. this.setAttribute('position', new Float32BufferAttribute(position, 3));
  6262. return this;
  6263. }
  6264. computeBoundingBox() {
  6265. if (this.boundingBox === null) {
  6266. this.boundingBox = new Box3();
  6267. }
  6268. const position = this.attributes.position;
  6269. const morphAttributesPosition = this.morphAttributes.position;
  6270. if (position && position.isGLBufferAttribute) {
  6271. console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this);
  6272. this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(+Infinity, +Infinity, +Infinity));
  6273. return;
  6274. }
  6275. if (position !== undefined) {
  6276. this.boundingBox.setFromBufferAttribute(position); // process morph attributes if present
  6277. if (morphAttributesPosition) {
  6278. for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6279. const morphAttribute = morphAttributesPosition[i];
  6280. _box$1.setFromBufferAttribute(morphAttribute);
  6281. if (this.morphTargetsRelative) {
  6282. _vector$8.addVectors(this.boundingBox.min, _box$1.min);
  6283. this.boundingBox.expandByPoint(_vector$8);
  6284. _vector$8.addVectors(this.boundingBox.max, _box$1.max);
  6285. this.boundingBox.expandByPoint(_vector$8);
  6286. } else {
  6287. this.boundingBox.expandByPoint(_box$1.min);
  6288. this.boundingBox.expandByPoint(_box$1.max);
  6289. }
  6290. }
  6291. }
  6292. } else {
  6293. this.boundingBox.makeEmpty();
  6294. }
  6295. if (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) {
  6296. console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this);
  6297. }
  6298. }
  6299. computeBoundingSphere() {
  6300. if (this.boundingSphere === null) {
  6301. this.boundingSphere = new Sphere();
  6302. }
  6303. const position = this.attributes.position;
  6304. const morphAttributesPosition = this.morphAttributes.position;
  6305. if (position && position.isGLBufferAttribute) {
  6306. console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this);
  6307. this.boundingSphere.set(new Vector3(), Infinity);
  6308. return;
  6309. }
  6310. if (position) {
  6311. // first, find the center of the bounding sphere
  6312. const center = this.boundingSphere.center;
  6313. _box$1.setFromBufferAttribute(position); // process morph attributes if present
  6314. if (morphAttributesPosition) {
  6315. for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6316. const morphAttribute = morphAttributesPosition[i];
  6317. _boxMorphTargets.setFromBufferAttribute(morphAttribute);
  6318. if (this.morphTargetsRelative) {
  6319. _vector$8.addVectors(_box$1.min, _boxMorphTargets.min);
  6320. _box$1.expandByPoint(_vector$8);
  6321. _vector$8.addVectors(_box$1.max, _boxMorphTargets.max);
  6322. _box$1.expandByPoint(_vector$8);
  6323. } else {
  6324. _box$1.expandByPoint(_boxMorphTargets.min);
  6325. _box$1.expandByPoint(_boxMorphTargets.max);
  6326. }
  6327. }
  6328. }
  6329. _box$1.getCenter(center); // second, try to find a boundingSphere with a radius smaller than the
  6330. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6331. let maxRadiusSq = 0;
  6332. for (let i = 0, il = position.count; i < il; i++) {
  6333. _vector$8.fromBufferAttribute(position, i);
  6334. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
  6335. } // process morph attributes if present
  6336. if (morphAttributesPosition) {
  6337. for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
  6338. const morphAttribute = morphAttributesPosition[i];
  6339. const morphTargetsRelative = this.morphTargetsRelative;
  6340. for (let j = 0, jl = morphAttribute.count; j < jl; j++) {
  6341. _vector$8.fromBufferAttribute(morphAttribute, j);
  6342. if (morphTargetsRelative) {
  6343. _offset.fromBufferAttribute(position, j);
  6344. _vector$8.add(_offset);
  6345. }
  6346. maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$8));
  6347. }
  6348. }
  6349. }
  6350. this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
  6351. if (isNaN(this.boundingSphere.radius)) {
  6352. console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this);
  6353. }
  6354. }
  6355. }
  6356. computeFaceNormals() {// backwards compatibility
  6357. }
  6358. computeTangents() {
  6359. const index = this.index;
  6360. const attributes = this.attributes; // based on http://www.terathon.com/code/tangent.html
  6361. // (per vertex tangents)
  6362. if (index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined) {
  6363. console.error('THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)');
  6364. return;
  6365. }
  6366. const indices = index.array;
  6367. const positions = attributes.position.array;
  6368. const normals = attributes.normal.array;
  6369. const uvs = attributes.uv.array;
  6370. const nVertices = positions.length / 3;
  6371. if (attributes.tangent === undefined) {
  6372. this.setAttribute('tangent', new BufferAttribute(new Float32Array(4 * nVertices), 4));
  6373. }
  6374. const tangents = attributes.tangent.array;
  6375. const tan1 = [],
  6376. tan2 = [];
  6377. for (let i = 0; i < nVertices; i++) {
  6378. tan1[i] = new Vector3();
  6379. tan2[i] = new Vector3();
  6380. }
  6381. const vA = new Vector3(),
  6382. vB = new Vector3(),
  6383. vC = new Vector3(),
  6384. uvA = new Vector2(),
  6385. uvB = new Vector2(),
  6386. uvC = new Vector2(),
  6387. sdir = new Vector3(),
  6388. tdir = new Vector3();
  6389. function handleTriangle(a, b, c) {
  6390. vA.fromArray(positions, a * 3);
  6391. vB.fromArray(positions, b * 3);
  6392. vC.fromArray(positions, c * 3);
  6393. uvA.fromArray(uvs, a * 2);
  6394. uvB.fromArray(uvs, b * 2);
  6395. uvC.fromArray(uvs, c * 2);
  6396. vB.sub(vA);
  6397. vC.sub(vA);
  6398. uvB.sub(uvA);
  6399. uvC.sub(uvA);
  6400. const r = 1.0 / (uvB.x * uvC.y - uvC.x * uvB.y); // silently ignore degenerate uv triangles having coincident or colinear vertices
  6401. if (!isFinite(r)) return;
  6402. sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);
  6403. tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);
  6404. tan1[a].add(sdir);
  6405. tan1[b].add(sdir);
  6406. tan1[c].add(sdir);
  6407. tan2[a].add(tdir);
  6408. tan2[b].add(tdir);
  6409. tan2[c].add(tdir);
  6410. }
  6411. let groups = this.groups;
  6412. if (groups.length === 0) {
  6413. groups = [{
  6414. start: 0,
  6415. count: indices.length
  6416. }];
  6417. }
  6418. for (let i = 0, il = groups.length; i < il; ++i) {
  6419. const group = groups[i];
  6420. const start = group.start;
  6421. const count = group.count;
  6422. for (let j = start, jl = start + count; j < jl; j += 3) {
  6423. handleTriangle(indices[j + 0], indices[j + 1], indices[j + 2]);
  6424. }
  6425. }
  6426. const tmp = new Vector3(),
  6427. tmp2 = new Vector3();
  6428. const n = new Vector3(),
  6429. n2 = new Vector3();
  6430. function handleVertex(v) {
  6431. n.fromArray(normals, v * 3);
  6432. n2.copy(n);
  6433. const t = tan1[v]; // Gram-Schmidt orthogonalize
  6434. tmp.copy(t);
  6435. tmp.sub(n.multiplyScalar(n.dot(t))).normalize(); // Calculate handedness
  6436. tmp2.crossVectors(n2, t);
  6437. const test = tmp2.dot(tan2[v]);
  6438. const w = test < 0.0 ? -1.0 : 1.0;
  6439. tangents[v * 4] = tmp.x;
  6440. tangents[v * 4 + 1] = tmp.y;
  6441. tangents[v * 4 + 2] = tmp.z;
  6442. tangents[v * 4 + 3] = w;
  6443. }
  6444. for (let i = 0, il = groups.length; i < il; ++i) {
  6445. const group = groups[i];
  6446. const start = group.start;
  6447. const count = group.count;
  6448. for (let j = start, jl = start + count; j < jl; j += 3) {
  6449. handleVertex(indices[j + 0]);
  6450. handleVertex(indices[j + 1]);
  6451. handleVertex(indices[j + 2]);
  6452. }
  6453. }
  6454. }
  6455. computeVertexNormals() {
  6456. const index = this.index;
  6457. const positionAttribute = this.getAttribute('position');
  6458. if (positionAttribute !== undefined) {
  6459. let normalAttribute = this.getAttribute('normal');
  6460. if (normalAttribute === undefined) {
  6461. normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
  6462. this.setAttribute('normal', normalAttribute);
  6463. } else {
  6464. // reset existing normals to zero
  6465. for (let i = 0, il = normalAttribute.count; i < il; i++) {
  6466. normalAttribute.setXYZ(i, 0, 0, 0);
  6467. }
  6468. }
  6469. const pA = new Vector3(),
  6470. pB = new Vector3(),
  6471. pC = new Vector3();
  6472. const nA = new Vector3(),
  6473. nB = new Vector3(),
  6474. nC = new Vector3();
  6475. const cb = new Vector3(),
  6476. ab = new Vector3(); // indexed elements
  6477. if (index) {
  6478. for (let i = 0, il = index.count; i < il; i += 3) {
  6479. const vA = index.getX(i + 0);
  6480. const vB = index.getX(i + 1);
  6481. const vC = index.getX(i + 2);
  6482. pA.fromBufferAttribute(positionAttribute, vA);
  6483. pB.fromBufferAttribute(positionAttribute, vB);
  6484. pC.fromBufferAttribute(positionAttribute, vC);
  6485. cb.subVectors(pC, pB);
  6486. ab.subVectors(pA, pB);
  6487. cb.cross(ab);
  6488. nA.fromBufferAttribute(normalAttribute, vA);
  6489. nB.fromBufferAttribute(normalAttribute, vB);
  6490. nC.fromBufferAttribute(normalAttribute, vC);
  6491. nA.add(cb);
  6492. nB.add(cb);
  6493. nC.add(cb);
  6494. normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
  6495. normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
  6496. normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
  6497. }
  6498. } else {
  6499. // non-indexed elements (unconnected triangle soup)
  6500. for (let i = 0, il = positionAttribute.count; i < il; i += 3) {
  6501. pA.fromBufferAttribute(positionAttribute, i + 0);
  6502. pB.fromBufferAttribute(positionAttribute, i + 1);
  6503. pC.fromBufferAttribute(positionAttribute, i + 2);
  6504. cb.subVectors(pC, pB);
  6505. ab.subVectors(pA, pB);
  6506. cb.cross(ab);
  6507. normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z);
  6508. normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z);
  6509. normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z);
  6510. }
  6511. }
  6512. this.normalizeNormals();
  6513. normalAttribute.needsUpdate = true;
  6514. }
  6515. }
  6516. merge(geometry, offset) {
  6517. if (!(geometry && geometry.isBufferGeometry)) {
  6518. console.error('THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry);
  6519. return;
  6520. }
  6521. if (offset === undefined) {
  6522. offset = 0;
  6523. console.warn('THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. ' + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.');
  6524. }
  6525. const attributes = this.attributes;
  6526. for (const key in attributes) {
  6527. if (geometry.attributes[key] === undefined) continue;
  6528. const attribute1 = attributes[key];
  6529. const attributeArray1 = attribute1.array;
  6530. const attribute2 = geometry.attributes[key];
  6531. const attributeArray2 = attribute2.array;
  6532. const attributeOffset = attribute2.itemSize * offset;
  6533. const length = Math.min(attributeArray2.length, attributeArray1.length - attributeOffset);
  6534. for (let i = 0, j = attributeOffset; i < length; i++, j++) {
  6535. attributeArray1[j] = attributeArray2[i];
  6536. }
  6537. }
  6538. return this;
  6539. }
  6540. normalizeNormals() {
  6541. const normals = this.attributes.normal;
  6542. for (let i = 0, il = normals.count; i < il; i++) {
  6543. _vector$8.fromBufferAttribute(normals, i);
  6544. _vector$8.normalize();
  6545. normals.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
  6546. }
  6547. }
  6548. toNonIndexed() {
  6549. function convertBufferAttribute(attribute, indices) {
  6550. const array = attribute.array;
  6551. const itemSize = attribute.itemSize;
  6552. const normalized = attribute.normalized;
  6553. const array2 = new array.constructor(indices.length * itemSize);
  6554. let index = 0,
  6555. index2 = 0;
  6556. for (let i = 0, l = indices.length; i < l; i++) {
  6557. index = indices[i] * itemSize;
  6558. for (let j = 0; j < itemSize; j++) {
  6559. array2[index2++] = array[index++];
  6560. }
  6561. }
  6562. return new BufferAttribute(array2, itemSize, normalized);
  6563. } //
  6564. if (this.index === null) {
  6565. console.warn('THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.');
  6566. return this;
  6567. }
  6568. const geometry2 = new BufferGeometry();
  6569. const indices = this.index.array;
  6570. const attributes = this.attributes; // attributes
  6571. for (const name in attributes) {
  6572. const attribute = attributes[name];
  6573. const newAttribute = convertBufferAttribute(attribute, indices);
  6574. geometry2.setAttribute(name, newAttribute);
  6575. } // morph attributes
  6576. const morphAttributes = this.morphAttributes;
  6577. for (const name in morphAttributes) {
  6578. const morphArray = [];
  6579. const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
  6580. for (let i = 0, il = morphAttribute.length; i < il; i++) {
  6581. const attribute = morphAttribute[i];
  6582. const newAttribute = convertBufferAttribute(attribute, indices);
  6583. morphArray.push(newAttribute);
  6584. }
  6585. geometry2.morphAttributes[name] = morphArray;
  6586. }
  6587. geometry2.morphTargetsRelative = this.morphTargetsRelative; // groups
  6588. const groups = this.groups;
  6589. for (let i = 0, l = groups.length; i < l; i++) {
  6590. const group = groups[i];
  6591. geometry2.addGroup(group.start, group.count, group.materialIndex);
  6592. }
  6593. return geometry2;
  6594. }
  6595. toJSON() {
  6596. const data = {
  6597. metadata: {
  6598. version: 4.5,
  6599. type: 'BufferGeometry',
  6600. generator: 'BufferGeometry.toJSON'
  6601. }
  6602. }; // standard BufferGeometry serialization
  6603. data.uuid = this.uuid;
  6604. data.type = this.type;
  6605. if (this.name !== '') data.name = this.name;
  6606. if (Object.keys(this.userData).length > 0) data.userData = this.userData;
  6607. if (this.parameters !== undefined) {
  6608. const parameters = this.parameters;
  6609. for (const key in parameters) {
  6610. if (parameters[key] !== undefined) data[key] = parameters[key];
  6611. }
  6612. return data;
  6613. } // for simplicity the code assumes attributes are not shared across geometries, see #15811
  6614. data.data = {
  6615. attributes: {}
  6616. };
  6617. const index = this.index;
  6618. if (index !== null) {
  6619. data.data.index = {
  6620. type: index.array.constructor.name,
  6621. array: Array.prototype.slice.call(index.array)
  6622. };
  6623. }
  6624. const attributes = this.attributes;
  6625. for (const key in attributes) {
  6626. const attribute = attributes[key];
  6627. data.data.attributes[key] = attribute.toJSON(data.data);
  6628. }
  6629. const morphAttributes = {};
  6630. let hasMorphAttributes = false;
  6631. for (const key in this.morphAttributes) {
  6632. const attributeArray = this.morphAttributes[key];
  6633. const array = [];
  6634. for (let i = 0, il = attributeArray.length; i < il; i++) {
  6635. const attribute = attributeArray[i];
  6636. array.push(attribute.toJSON(data.data));
  6637. }
  6638. if (array.length > 0) {
  6639. morphAttributes[key] = array;
  6640. hasMorphAttributes = true;
  6641. }
  6642. }
  6643. if (hasMorphAttributes) {
  6644. data.data.morphAttributes = morphAttributes;
  6645. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6646. }
  6647. const groups = this.groups;
  6648. if (groups.length > 0) {
  6649. data.data.groups = JSON.parse(JSON.stringify(groups));
  6650. }
  6651. const boundingSphere = this.boundingSphere;
  6652. if (boundingSphere !== null) {
  6653. data.data.boundingSphere = {
  6654. center: boundingSphere.center.toArray(),
  6655. radius: boundingSphere.radius
  6656. };
  6657. }
  6658. return data;
  6659. }
  6660. clone() {
  6661. /*
  6662. // Handle primitives
  6663. const parameters = this.parameters;
  6664. if ( parameters !== undefined ) {
  6665. const values = [];
  6666. for ( const key in parameters ) {
  6667. values.push( parameters[ key ] );
  6668. }
  6669. const geometry = Object.create( this.constructor.prototype );
  6670. this.constructor.apply( geometry, values );
  6671. return geometry;
  6672. }
  6673. return new this.constructor().copy( this );
  6674. */
  6675. return new BufferGeometry().copy(this);
  6676. }
  6677. copy(source) {
  6678. // reset
  6679. this.index = null;
  6680. this.attributes = {};
  6681. this.morphAttributes = {};
  6682. this.groups = [];
  6683. this.boundingBox = null;
  6684. this.boundingSphere = null; // used for storing cloned, shared data
  6685. const data = {}; // name
  6686. this.name = source.name; // index
  6687. const index = source.index;
  6688. if (index !== null) {
  6689. this.setIndex(index.clone(data));
  6690. } // attributes
  6691. const attributes = source.attributes;
  6692. for (const name in attributes) {
  6693. const attribute = attributes[name];
  6694. this.setAttribute(name, attribute.clone(data));
  6695. } // morph attributes
  6696. const morphAttributes = source.morphAttributes;
  6697. for (const name in morphAttributes) {
  6698. const array = [];
  6699. const morphAttribute = morphAttributes[name]; // morphAttribute: array of Float32BufferAttributes
  6700. for (let i = 0, l = morphAttribute.length; i < l; i++) {
  6701. array.push(morphAttribute[i].clone(data));
  6702. }
  6703. this.morphAttributes[name] = array;
  6704. }
  6705. this.morphTargetsRelative = source.morphTargetsRelative; // groups
  6706. const groups = source.groups;
  6707. for (let i = 0, l = groups.length; i < l; i++) {
  6708. const group = groups[i];
  6709. this.addGroup(group.start, group.count, group.materialIndex);
  6710. } // bounding box
  6711. const boundingBox = source.boundingBox;
  6712. if (boundingBox !== null) {
  6713. this.boundingBox = boundingBox.clone();
  6714. } // bounding sphere
  6715. const boundingSphere = source.boundingSphere;
  6716. if (boundingSphere !== null) {
  6717. this.boundingSphere = boundingSphere.clone();
  6718. } // draw range
  6719. this.drawRange.start = source.drawRange.start;
  6720. this.drawRange.count = source.drawRange.count; // user data
  6721. this.userData = source.userData;
  6722. return this;
  6723. }
  6724. dispose() {
  6725. this.dispatchEvent({
  6726. type: 'dispose'
  6727. });
  6728. }
  6729. }
  6730. BufferGeometry.prototype.isBufferGeometry = true;
  6731. const _inverseMatrix$2 = /*@__PURE__*/new Matrix4();
  6732. const _ray$2 = /*@__PURE__*/new Ray();
  6733. const _sphere$3 = /*@__PURE__*/new Sphere();
  6734. const _vA$1 = /*@__PURE__*/new Vector3();
  6735. const _vB$1 = /*@__PURE__*/new Vector3();
  6736. const _vC$1 = /*@__PURE__*/new Vector3();
  6737. const _tempA = /*@__PURE__*/new Vector3();
  6738. const _tempB = /*@__PURE__*/new Vector3();
  6739. const _tempC = /*@__PURE__*/new Vector3();
  6740. const _morphA = /*@__PURE__*/new Vector3();
  6741. const _morphB = /*@__PURE__*/new Vector3();
  6742. const _morphC = /*@__PURE__*/new Vector3();
  6743. const _uvA$1 = /*@__PURE__*/new Vector2();
  6744. const _uvB$1 = /*@__PURE__*/new Vector2();
  6745. const _uvC$1 = /*@__PURE__*/new Vector2();
  6746. const _intersectionPoint = /*@__PURE__*/new Vector3();
  6747. const _intersectionPointWorld = /*@__PURE__*/new Vector3();
  6748. class Mesh extends Object3D {
  6749. constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) {
  6750. super();
  6751. this.type = 'Mesh';
  6752. this.geometry = geometry;
  6753. this.material = material;
  6754. this.updateMorphTargets();
  6755. }
  6756. copy(source) {
  6757. super.copy(source);
  6758. if (source.morphTargetInfluences !== undefined) {
  6759. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6760. }
  6761. if (source.morphTargetDictionary !== undefined) {
  6762. this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
  6763. }
  6764. this.material = source.material;
  6765. this.geometry = source.geometry;
  6766. return this;
  6767. }
  6768. updateMorphTargets() {
  6769. const geometry = this.geometry;
  6770. if (geometry.isBufferGeometry) {
  6771. const morphAttributes = geometry.morphAttributes;
  6772. const keys = Object.keys(morphAttributes);
  6773. if (keys.length > 0) {
  6774. const morphAttribute = morphAttributes[keys[0]];
  6775. if (morphAttribute !== undefined) {
  6776. this.morphTargetInfluences = [];
  6777. this.morphTargetDictionary = {};
  6778. for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
  6779. const name = morphAttribute[m].name || String(m);
  6780. this.morphTargetInfluences.push(0);
  6781. this.morphTargetDictionary[name] = m;
  6782. }
  6783. }
  6784. }
  6785. } else {
  6786. const morphTargets = geometry.morphTargets;
  6787. if (morphTargets !== undefined && morphTargets.length > 0) {
  6788. console.error('THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  6789. }
  6790. }
  6791. }
  6792. raycast(raycaster, intersects) {
  6793. const geometry = this.geometry;
  6794. const material = this.material;
  6795. const matrixWorld = this.matrixWorld;
  6796. if (material === undefined) return; // Checking boundingSphere distance to ray
  6797. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  6798. _sphere$3.copy(geometry.boundingSphere);
  6799. _sphere$3.applyMatrix4(matrixWorld);
  6800. if (raycaster.ray.intersectsSphere(_sphere$3) === false) return; //
  6801. _inverseMatrix$2.copy(matrixWorld).invert();
  6802. _ray$2.copy(raycaster.ray).applyMatrix4(_inverseMatrix$2); // Check boundingBox before continuing
  6803. if (geometry.boundingBox !== null) {
  6804. if (_ray$2.intersectsBox(geometry.boundingBox) === false) return;
  6805. }
  6806. let intersection;
  6807. if (geometry.isBufferGeometry) {
  6808. const index = geometry.index;
  6809. const position = geometry.attributes.position;
  6810. const morphPosition = geometry.morphAttributes.position;
  6811. const morphTargetsRelative = geometry.morphTargetsRelative;
  6812. const uv = geometry.attributes.uv;
  6813. const uv2 = geometry.attributes.uv2;
  6814. const groups = geometry.groups;
  6815. const drawRange = geometry.drawRange;
  6816. if (index !== null) {
  6817. // indexed buffer geometry
  6818. if (Array.isArray(material)) {
  6819. for (let i = 0, il = groups.length; i < il; i++) {
  6820. const group = groups[i];
  6821. const groupMaterial = material[group.materialIndex];
  6822. const start = Math.max(group.start, drawRange.start);
  6823. const end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
  6824. for (let j = start, jl = end; j < jl; j += 3) {
  6825. const a = index.getX(j);
  6826. const b = index.getX(j + 1);
  6827. const c = index.getX(j + 2);
  6828. intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6829. if (intersection) {
  6830. intersection.faceIndex = Math.floor(j / 3); // triangle number in indexed buffer semantics
  6831. intersection.face.materialIndex = group.materialIndex;
  6832. intersects.push(intersection);
  6833. }
  6834. }
  6835. }
  6836. } else {
  6837. const start = Math.max(0, drawRange.start);
  6838. const end = Math.min(index.count, drawRange.start + drawRange.count);
  6839. for (let i = start, il = end; i < il; i += 3) {
  6840. const a = index.getX(i);
  6841. const b = index.getX(i + 1);
  6842. const c = index.getX(i + 2);
  6843. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6844. if (intersection) {
  6845. intersection.faceIndex = Math.floor(i / 3); // triangle number in indexed buffer semantics
  6846. intersects.push(intersection);
  6847. }
  6848. }
  6849. }
  6850. } else if (position !== undefined) {
  6851. // non-indexed buffer geometry
  6852. if (Array.isArray(material)) {
  6853. for (let i = 0, il = groups.length; i < il; i++) {
  6854. const group = groups[i];
  6855. const groupMaterial = material[group.materialIndex];
  6856. const start = Math.max(group.start, drawRange.start);
  6857. const end = Math.min(group.start + group.count, drawRange.start + drawRange.count);
  6858. for (let j = start, jl = end; j < jl; j += 3) {
  6859. const a = j;
  6860. const b = j + 1;
  6861. const c = j + 2;
  6862. intersection = checkBufferGeometryIntersection(this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6863. if (intersection) {
  6864. intersection.faceIndex = Math.floor(j / 3); // triangle number in non-indexed buffer semantics
  6865. intersection.face.materialIndex = group.materialIndex;
  6866. intersects.push(intersection);
  6867. }
  6868. }
  6869. }
  6870. } else {
  6871. const start = Math.max(0, drawRange.start);
  6872. const end = Math.min(position.count, drawRange.start + drawRange.count);
  6873. for (let i = start, il = end; i < il; i += 3) {
  6874. const a = i;
  6875. const b = i + 1;
  6876. const c = i + 2;
  6877. intersection = checkBufferGeometryIntersection(this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c);
  6878. if (intersection) {
  6879. intersection.faceIndex = Math.floor(i / 3); // triangle number in non-indexed buffer semantics
  6880. intersects.push(intersection);
  6881. }
  6882. }
  6883. }
  6884. }
  6885. } else if (geometry.isGeometry) {
  6886. console.error('THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  6887. }
  6888. }
  6889. }
  6890. Mesh.prototype.isMesh = true;
  6891. function checkIntersection(object, material, raycaster, ray, pA, pB, pC, point) {
  6892. let intersect;
  6893. if (material.side === BackSide) {
  6894. intersect = ray.intersectTriangle(pC, pB, pA, true, point);
  6895. } else {
  6896. intersect = ray.intersectTriangle(pA, pB, pC, material.side !== DoubleSide, point);
  6897. }
  6898. if (intersect === null) return null;
  6899. _intersectionPointWorld.copy(point);
  6900. _intersectionPointWorld.applyMatrix4(object.matrixWorld);
  6901. const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
  6902. if (distance < raycaster.near || distance > raycaster.far) return null;
  6903. return {
  6904. distance: distance,
  6905. point: _intersectionPointWorld.clone(),
  6906. object: object
  6907. };
  6908. }
  6909. function checkBufferGeometryIntersection(object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c) {
  6910. _vA$1.fromBufferAttribute(position, a);
  6911. _vB$1.fromBufferAttribute(position, b);
  6912. _vC$1.fromBufferAttribute(position, c);
  6913. const morphInfluences = object.morphTargetInfluences;
  6914. if (material.morphTargets && morphPosition && morphInfluences) {
  6915. _morphA.set(0, 0, 0);
  6916. _morphB.set(0, 0, 0);
  6917. _morphC.set(0, 0, 0);
  6918. for (let i = 0, il = morphPosition.length; i < il; i++) {
  6919. const influence = morphInfluences[i];
  6920. const morphAttribute = morphPosition[i];
  6921. if (influence === 0) continue;
  6922. _tempA.fromBufferAttribute(morphAttribute, a);
  6923. _tempB.fromBufferAttribute(morphAttribute, b);
  6924. _tempC.fromBufferAttribute(morphAttribute, c);
  6925. if (morphTargetsRelative) {
  6926. _morphA.addScaledVector(_tempA, influence);
  6927. _morphB.addScaledVector(_tempB, influence);
  6928. _morphC.addScaledVector(_tempC, influence);
  6929. } else {
  6930. _morphA.addScaledVector(_tempA.sub(_vA$1), influence);
  6931. _morphB.addScaledVector(_tempB.sub(_vB$1), influence);
  6932. _morphC.addScaledVector(_tempC.sub(_vC$1), influence);
  6933. }
  6934. }
  6935. _vA$1.add(_morphA);
  6936. _vB$1.add(_morphB);
  6937. _vC$1.add(_morphC);
  6938. }
  6939. if (object.isSkinnedMesh) {
  6940. object.boneTransform(a, _vA$1);
  6941. object.boneTransform(b, _vB$1);
  6942. object.boneTransform(c, _vC$1);
  6943. }
  6944. const intersection = checkIntersection(object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint);
  6945. if (intersection) {
  6946. if (uv) {
  6947. _uvA$1.fromBufferAttribute(uv, a);
  6948. _uvB$1.fromBufferAttribute(uv, b);
  6949. _uvC$1.fromBufferAttribute(uv, c);
  6950. intersection.uv = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
  6951. }
  6952. if (uv2) {
  6953. _uvA$1.fromBufferAttribute(uv2, a);
  6954. _uvB$1.fromBufferAttribute(uv2, b);
  6955. _uvC$1.fromBufferAttribute(uv2, c);
  6956. intersection.uv2 = Triangle.getUV(_intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2());
  6957. }
  6958. const face = {
  6959. a: a,
  6960. b: b,
  6961. c: c,
  6962. normal: new Vector3(),
  6963. materialIndex: 0
  6964. };
  6965. Triangle.getNormal(_vA$1, _vB$1, _vC$1, face.normal);
  6966. intersection.face = face;
  6967. }
  6968. return intersection;
  6969. }
  6970. class BoxGeometry extends BufferGeometry {
  6971. constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) {
  6972. super();
  6973. this.type = 'BoxGeometry';
  6974. this.parameters = {
  6975. width: width,
  6976. height: height,
  6977. depth: depth,
  6978. widthSegments: widthSegments,
  6979. heightSegments: heightSegments,
  6980. depthSegments: depthSegments
  6981. };
  6982. const scope = this; // segments
  6983. widthSegments = Math.floor(widthSegments);
  6984. heightSegments = Math.floor(heightSegments);
  6985. depthSegments = Math.floor(depthSegments); // buffers
  6986. const indices = [];
  6987. const vertices = [];
  6988. const normals = [];
  6989. const uvs = []; // helper variables
  6990. let numberOfVertices = 0;
  6991. let groupStart = 0; // build each side of the box geometry
  6992. buildPlane('z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0); // px
  6993. buildPlane('z', 'y', 'x', 1, -1, depth, height, -width, depthSegments, heightSegments, 1); // nx
  6994. buildPlane('x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2); // py
  6995. buildPlane('x', 'z', 'y', 1, -1, width, depth, -height, widthSegments, depthSegments, 3); // ny
  6996. buildPlane('x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4); // pz
  6997. buildPlane('x', 'y', 'z', -1, -1, width, height, -depth, widthSegments, heightSegments, 5); // nz
  6998. // build geometry
  6999. this.setIndex(indices);
  7000. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  7001. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  7002. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  7003. function buildPlane(u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex) {
  7004. const segmentWidth = width / gridX;
  7005. const segmentHeight = height / gridY;
  7006. const widthHalf = width / 2;
  7007. const heightHalf = height / 2;
  7008. const depthHalf = depth / 2;
  7009. const gridX1 = gridX + 1;
  7010. const gridY1 = gridY + 1;
  7011. let vertexCounter = 0;
  7012. let groupCount = 0;
  7013. const vector = new Vector3(); // generate vertices, normals and uvs
  7014. for (let iy = 0; iy < gridY1; iy++) {
  7015. const y = iy * segmentHeight - heightHalf;
  7016. for (let ix = 0; ix < gridX1; ix++) {
  7017. const x = ix * segmentWidth - widthHalf; // set values to correct vector component
  7018. vector[u] = x * udir;
  7019. vector[v] = y * vdir;
  7020. vector[w] = depthHalf; // now apply vector to vertex buffer
  7021. vertices.push(vector.x, vector.y, vector.z); // set values to correct vector component
  7022. vector[u] = 0;
  7023. vector[v] = 0;
  7024. vector[w] = depth > 0 ? 1 : -1; // now apply vector to normal buffer
  7025. normals.push(vector.x, vector.y, vector.z); // uvs
  7026. uvs.push(ix / gridX);
  7027. uvs.push(1 - iy / gridY); // counters
  7028. vertexCounter += 1;
  7029. }
  7030. } // indices
  7031. // 1. you need three indices to draw a single face
  7032. // 2. a single segment consists of two faces
  7033. // 3. so we need to generate six (2*3) indices per segment
  7034. for (let iy = 0; iy < gridY; iy++) {
  7035. for (let ix = 0; ix < gridX; ix++) {
  7036. const a = numberOfVertices + ix + gridX1 * iy;
  7037. const b = numberOfVertices + ix + gridX1 * (iy + 1);
  7038. const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);
  7039. const d = numberOfVertices + (ix + 1) + gridX1 * iy; // faces
  7040. indices.push(a, b, d);
  7041. indices.push(b, c, d); // increase counter
  7042. groupCount += 6;
  7043. }
  7044. } // add a group to the geometry. this will ensure multi material support
  7045. scope.addGroup(groupStart, groupCount, materialIndex); // calculate new start value for groups
  7046. groupStart += groupCount; // update total number of vertices
  7047. numberOfVertices += vertexCounter;
  7048. }
  7049. }
  7050. }
  7051. /**
  7052. * Uniform Utilities
  7053. */
  7054. function cloneUniforms(src) {
  7055. const dst = {};
  7056. for (const u in src) {
  7057. dst[u] = {};
  7058. for (const p in src[u]) {
  7059. const property = src[u][p];
  7060. if (property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion)) {
  7061. dst[u][p] = property.clone();
  7062. } else if (Array.isArray(property)) {
  7063. dst[u][p] = property.slice();
  7064. } else {
  7065. dst[u][p] = property;
  7066. }
  7067. }
  7068. }
  7069. return dst;
  7070. }
  7071. function mergeUniforms(uniforms) {
  7072. const merged = {};
  7073. for (let u = 0; u < uniforms.length; u++) {
  7074. const tmp = cloneUniforms(uniforms[u]);
  7075. for (const p in tmp) {
  7076. merged[p] = tmp[p];
  7077. }
  7078. }
  7079. return merged;
  7080. } // Legacy
  7081. const UniformsUtils = {
  7082. clone: cloneUniforms,
  7083. merge: mergeUniforms
  7084. };
  7085. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7086. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7087. /**
  7088. * parameters = {
  7089. * defines: { "label" : "value" },
  7090. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7091. *
  7092. * fragmentShader: <string>,
  7093. * vertexShader: <string>,
  7094. *
  7095. * wireframe: <boolean>,
  7096. * wireframeLinewidth: <float>,
  7097. *
  7098. * lights: <bool>,
  7099. *
  7100. * morphTargets: <bool>,
  7101. * morphNormals: <bool>
  7102. * }
  7103. */
  7104. class ShaderMaterial extends Material {
  7105. constructor(parameters) {
  7106. super();
  7107. this.type = 'ShaderMaterial';
  7108. this.defines = {};
  7109. this.uniforms = {};
  7110. this.vertexShader = default_vertex;
  7111. this.fragmentShader = default_fragment;
  7112. this.linewidth = 1;
  7113. this.wireframe = false;
  7114. this.wireframeLinewidth = 1;
  7115. this.fog = false; // set to use scene fog
  7116. this.lights = false; // set to use scene lights
  7117. this.clipping = false; // set to use user-defined clipping planes
  7118. this.morphTargets = false; // set to use morph targets
  7119. this.morphNormals = false; // set to use morph normals
  7120. this.extensions = {
  7121. derivatives: false,
  7122. // set to use derivatives
  7123. fragDepth: false,
  7124. // set to use fragment depth values
  7125. drawBuffers: false,
  7126. // set to use draw buffers
  7127. shaderTextureLOD: false // set to use shader texture LOD
  7128. }; // When rendered geometry doesn't include these attributes but the material does,
  7129. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7130. this.defaultAttributeValues = {
  7131. 'color': [1, 1, 1],
  7132. 'uv': [0, 0],
  7133. 'uv2': [0, 0]
  7134. };
  7135. this.index0AttributeName = undefined;
  7136. this.uniformsNeedUpdate = false;
  7137. this.glslVersion = null;
  7138. if (parameters !== undefined) {
  7139. if (parameters.attributes !== undefined) {
  7140. console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.');
  7141. }
  7142. this.setValues(parameters);
  7143. }
  7144. }
  7145. copy(source) {
  7146. super.copy(source);
  7147. this.fragmentShader = source.fragmentShader;
  7148. this.vertexShader = source.vertexShader;
  7149. this.uniforms = cloneUniforms(source.uniforms);
  7150. this.defines = Object.assign({}, source.defines);
  7151. this.wireframe = source.wireframe;
  7152. this.wireframeLinewidth = source.wireframeLinewidth;
  7153. this.lights = source.lights;
  7154. this.clipping = source.clipping;
  7155. this.morphTargets = source.morphTargets;
  7156. this.morphNormals = source.morphNormals;
  7157. this.extensions = Object.assign({}, source.extensions);
  7158. this.glslVersion = source.glslVersion;
  7159. return this;
  7160. }
  7161. toJSON(meta) {
  7162. const data = super.toJSON(meta);
  7163. data.glslVersion = this.glslVersion;
  7164. data.uniforms = {};
  7165. for (const name in this.uniforms) {
  7166. const uniform = this.uniforms[name];
  7167. const value = uniform.value;
  7168. if (value && value.isTexture) {
  7169. data.uniforms[name] = {
  7170. type: 't',
  7171. value: value.toJSON(meta).uuid
  7172. };
  7173. } else if (value && value.isColor) {
  7174. data.uniforms[name] = {
  7175. type: 'c',
  7176. value: value.getHex()
  7177. };
  7178. } else if (value && value.isVector2) {
  7179. data.uniforms[name] = {
  7180. type: 'v2',
  7181. value: value.toArray()
  7182. };
  7183. } else if (value && value.isVector3) {
  7184. data.uniforms[name] = {
  7185. type: 'v3',
  7186. value: value.toArray()
  7187. };
  7188. } else if (value && value.isVector4) {
  7189. data.uniforms[name] = {
  7190. type: 'v4',
  7191. value: value.toArray()
  7192. };
  7193. } else if (value && value.isMatrix3) {
  7194. data.uniforms[name] = {
  7195. type: 'm3',
  7196. value: value.toArray()
  7197. };
  7198. } else if (value && value.isMatrix4) {
  7199. data.uniforms[name] = {
  7200. type: 'm4',
  7201. value: value.toArray()
  7202. };
  7203. } else {
  7204. data.uniforms[name] = {
  7205. value: value
  7206. }; // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7207. }
  7208. }
  7209. if (Object.keys(this.defines).length > 0) data.defines = this.defines;
  7210. data.vertexShader = this.vertexShader;
  7211. data.fragmentShader = this.fragmentShader;
  7212. const extensions = {};
  7213. for (const key in this.extensions) {
  7214. if (this.extensions[key] === true) extensions[key] = true;
  7215. }
  7216. if (Object.keys(extensions).length > 0) data.extensions = extensions;
  7217. return data;
  7218. }
  7219. }
  7220. ShaderMaterial.prototype.isShaderMaterial = true;
  7221. class Camera extends Object3D {
  7222. constructor() {
  7223. super();
  7224. this.type = 'Camera';
  7225. this.matrixWorldInverse = new Matrix4();
  7226. this.projectionMatrix = new Matrix4();
  7227. this.projectionMatrixInverse = new Matrix4();
  7228. }
  7229. copy(source, recursive) {
  7230. super.copy(source, recursive);
  7231. this.matrixWorldInverse.copy(source.matrixWorldInverse);
  7232. this.projectionMatrix.copy(source.projectionMatrix);
  7233. this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
  7234. return this;
  7235. }
  7236. getWorldDirection(target) {
  7237. if (target === undefined) {
  7238. console.warn('THREE.Camera: .getWorldDirection() target is now required');
  7239. target = new Vector3();
  7240. }
  7241. this.updateWorldMatrix(true, false);
  7242. const e = this.matrixWorld.elements;
  7243. return target.set(-e[8], -e[9], -e[10]).normalize();
  7244. }
  7245. updateMatrixWorld(force) {
  7246. super.updateMatrixWorld(force);
  7247. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7248. }
  7249. updateWorldMatrix(updateParents, updateChildren) {
  7250. super.updateWorldMatrix(updateParents, updateChildren);
  7251. this.matrixWorldInverse.copy(this.matrixWorld).invert();
  7252. }
  7253. clone() {
  7254. return new this.constructor().copy(this);
  7255. }
  7256. }
  7257. Camera.prototype.isCamera = true;
  7258. class PerspectiveCamera extends Camera {
  7259. constructor(fov = 50, aspect = 1, near = 0.1, far = 2000) {
  7260. super();
  7261. this.type = 'PerspectiveCamera';
  7262. this.fov = fov;
  7263. this.zoom = 1;
  7264. this.near = near;
  7265. this.far = far;
  7266. this.focus = 10;
  7267. this.aspect = aspect;
  7268. this.view = null;
  7269. this.filmGauge = 35; // width of the film (default in millimeters)
  7270. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7271. this.updateProjectionMatrix();
  7272. }
  7273. copy(source, recursive) {
  7274. super.copy(source, recursive);
  7275. this.fov = source.fov;
  7276. this.zoom = source.zoom;
  7277. this.near = source.near;
  7278. this.far = source.far;
  7279. this.focus = source.focus;
  7280. this.aspect = source.aspect;
  7281. this.view = source.view === null ? null : Object.assign({}, source.view);
  7282. this.filmGauge = source.filmGauge;
  7283. this.filmOffset = source.filmOffset;
  7284. return this;
  7285. }
  7286. /**
  7287. * Sets the FOV by focal length in respect to the current .filmGauge.
  7288. *
  7289. * The default film gauge is 35, so that the focal length can be specified for
  7290. * a 35mm (full frame) camera.
  7291. *
  7292. * Values for focal length and film gauge must have the same unit.
  7293. */
  7294. setFocalLength(focalLength) {
  7295. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  7296. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7297. this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope);
  7298. this.updateProjectionMatrix();
  7299. }
  7300. /**
  7301. * Calculates the focal length from the current .fov and .filmGauge.
  7302. */
  7303. getFocalLength() {
  7304. const vExtentSlope = Math.tan(DEG2RAD * 0.5 * this.fov);
  7305. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7306. }
  7307. getEffectiveFOV() {
  7308. return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom);
  7309. }
  7310. getFilmWidth() {
  7311. // film not completely covered in portrait format (aspect < 1)
  7312. return this.filmGauge * Math.min(this.aspect, 1);
  7313. }
  7314. getFilmHeight() {
  7315. // film not completely covered in landscape format (aspect > 1)
  7316. return this.filmGauge / Math.max(this.aspect, 1);
  7317. }
  7318. /**
  7319. * Sets an offset in a larger frustum. This is useful for multi-window or
  7320. * multi-monitor/multi-machine setups.
  7321. *
  7322. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7323. * the monitors are in grid like this
  7324. *
  7325. * +---+---+---+
  7326. * | A | B | C |
  7327. * +---+---+---+
  7328. * | D | E | F |
  7329. * +---+---+---+
  7330. *
  7331. * then for each monitor you would call it like this
  7332. *
  7333. * const w = 1920;
  7334. * const h = 1080;
  7335. * const fullWidth = w * 3;
  7336. * const fullHeight = h * 2;
  7337. *
  7338. * --A--
  7339. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7340. * --B--
  7341. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7342. * --C--
  7343. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7344. * --D--
  7345. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7346. * --E--
  7347. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7348. * --F--
  7349. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7350. *
  7351. * Note there is no reason monitors have to be the same size or in a grid.
  7352. */
  7353. setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  7354. this.aspect = fullWidth / fullHeight;
  7355. if (this.view === null) {
  7356. this.view = {
  7357. enabled: true,
  7358. fullWidth: 1,
  7359. fullHeight: 1,
  7360. offsetX: 0,
  7361. offsetY: 0,
  7362. width: 1,
  7363. height: 1
  7364. };
  7365. }
  7366. this.view.enabled = true;
  7367. this.view.fullWidth = fullWidth;
  7368. this.view.fullHeight = fullHeight;
  7369. this.view.offsetX = x;
  7370. this.view.offsetY = y;
  7371. this.view.width = width;
  7372. this.view.height = height;
  7373. this.updateProjectionMatrix();
  7374. }
  7375. clearViewOffset() {
  7376. if (this.view !== null) {
  7377. this.view.enabled = false;
  7378. }
  7379. this.updateProjectionMatrix();
  7380. }
  7381. updateProjectionMatrix() {
  7382. const near = this.near;
  7383. let top = near * Math.tan(DEG2RAD * 0.5 * this.fov) / this.zoom;
  7384. let height = 2 * top;
  7385. let width = this.aspect * height;
  7386. let left = -0.5 * width;
  7387. const view = this.view;
  7388. if (this.view !== null && this.view.enabled) {
  7389. const fullWidth = view.fullWidth,
  7390. fullHeight = view.fullHeight;
  7391. left += view.offsetX * width / fullWidth;
  7392. top -= view.offsetY * height / fullHeight;
  7393. width *= view.width / fullWidth;
  7394. height *= view.height / fullHeight;
  7395. }
  7396. const skew = this.filmOffset;
  7397. if (skew !== 0) left += near * skew / this.getFilmWidth();
  7398. this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far);
  7399. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  7400. }
  7401. toJSON(meta) {
  7402. const data = super.toJSON(meta);
  7403. data.object.fov = this.fov;
  7404. data.object.zoom = this.zoom;
  7405. data.object.near = this.near;
  7406. data.object.far = this.far;
  7407. data.object.focus = this.focus;
  7408. data.object.aspect = this.aspect;
  7409. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  7410. data.object.filmGauge = this.filmGauge;
  7411. data.object.filmOffset = this.filmOffset;
  7412. return data;
  7413. }
  7414. }
  7415. PerspectiveCamera.prototype.isPerspectiveCamera = true;
  7416. const fov = 90,
  7417. aspect = 1;
  7418. class CubeCamera extends Object3D {
  7419. constructor(near, far, renderTarget) {
  7420. super();
  7421. this.type = 'CubeCamera';
  7422. if (renderTarget.isWebGLCubeRenderTarget !== true) {
  7423. console.error('THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.');
  7424. return;
  7425. }
  7426. this.renderTarget = renderTarget;
  7427. const cameraPX = new PerspectiveCamera(fov, aspect, near, far);
  7428. cameraPX.layers = this.layers;
  7429. cameraPX.up.set(0, -1, 0);
  7430. cameraPX.lookAt(new Vector3(1, 0, 0));
  7431. this.add(cameraPX);
  7432. const cameraNX = new PerspectiveCamera(fov, aspect, near, far);
  7433. cameraNX.layers = this.layers;
  7434. cameraNX.up.set(0, -1, 0);
  7435. cameraNX.lookAt(new Vector3(-1, 0, 0));
  7436. this.add(cameraNX);
  7437. const cameraPY = new PerspectiveCamera(fov, aspect, near, far);
  7438. cameraPY.layers = this.layers;
  7439. cameraPY.up.set(0, 0, 1);
  7440. cameraPY.lookAt(new Vector3(0, 1, 0));
  7441. this.add(cameraPY);
  7442. const cameraNY = new PerspectiveCamera(fov, aspect, near, far);
  7443. cameraNY.layers = this.layers;
  7444. cameraNY.up.set(0, 0, -1);
  7445. cameraNY.lookAt(new Vector3(0, -1, 0));
  7446. this.add(cameraNY);
  7447. const cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
  7448. cameraPZ.layers = this.layers;
  7449. cameraPZ.up.set(0, -1, 0);
  7450. cameraPZ.lookAt(new Vector3(0, 0, 1));
  7451. this.add(cameraPZ);
  7452. const cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
  7453. cameraNZ.layers = this.layers;
  7454. cameraNZ.up.set(0, -1, 0);
  7455. cameraNZ.lookAt(new Vector3(0, 0, -1));
  7456. this.add(cameraNZ);
  7457. }
  7458. update(renderer, scene) {
  7459. if (this.parent === null) this.updateMatrixWorld();
  7460. const renderTarget = this.renderTarget;
  7461. const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children;
  7462. const currentXrEnabled = renderer.xr.enabled;
  7463. const currentRenderTarget = renderer.getRenderTarget();
  7464. renderer.xr.enabled = false;
  7465. const generateMipmaps = renderTarget.texture.generateMipmaps;
  7466. renderTarget.texture.generateMipmaps = false;
  7467. renderer.setRenderTarget(renderTarget, 0);
  7468. renderer.render(scene, cameraPX);
  7469. renderer.setRenderTarget(renderTarget, 1);
  7470. renderer.render(scene, cameraNX);
  7471. renderer.setRenderTarget(renderTarget, 2);
  7472. renderer.render(scene, cameraPY);
  7473. renderer.setRenderTarget(renderTarget, 3);
  7474. renderer.render(scene, cameraNY);
  7475. renderer.setRenderTarget(renderTarget, 4);
  7476. renderer.render(scene, cameraPZ);
  7477. renderTarget.texture.generateMipmaps = generateMipmaps;
  7478. renderer.setRenderTarget(renderTarget, 5);
  7479. renderer.render(scene, cameraNZ);
  7480. renderer.setRenderTarget(currentRenderTarget);
  7481. renderer.xr.enabled = currentXrEnabled;
  7482. }
  7483. }
  7484. class CubeTexture extends Texture {
  7485. constructor(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding) {
  7486. images = images !== undefined ? images : [];
  7487. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  7488. format = format !== undefined ? format : RGBFormat;
  7489. super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding); // Why CubeTexture._needsFlipEnvMap is necessary:
  7490. //
  7491. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  7492. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  7493. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  7494. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  7495. // and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)
  7496. // when using WebGLCubeRenderTarget.texture as a cube texture.
  7497. this._needsFlipEnvMap = true;
  7498. this.flipY = false;
  7499. }
  7500. get images() {
  7501. return this.image;
  7502. }
  7503. set images(value) {
  7504. this.image = value;
  7505. }
  7506. }
  7507. CubeTexture.prototype.isCubeTexture = true;
  7508. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  7509. constructor(size, options, dummy) {
  7510. if (Number.isInteger(options)) {
  7511. console.warn('THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )');
  7512. options = dummy;
  7513. }
  7514. super(size, size, options);
  7515. options = options || {};
  7516. this.texture = new CubeTexture(undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding);
  7517. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  7518. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  7519. this.texture._needsFlipEnvMap = false;
  7520. }
  7521. fromEquirectangularTexture(renderer, texture) {
  7522. this.texture.type = texture.type;
  7523. this.texture.format = RGBAFormat; // see #18859
  7524. this.texture.encoding = texture.encoding;
  7525. this.texture.generateMipmaps = texture.generateMipmaps;
  7526. this.texture.minFilter = texture.minFilter;
  7527. this.texture.magFilter = texture.magFilter;
  7528. const shader = {
  7529. uniforms: {
  7530. tEquirect: {
  7531. value: null
  7532. }
  7533. },
  7534. vertexShader:
  7535. /* glsl */
  7536. `
  7537. varying vec3 vWorldDirection;
  7538. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  7539. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  7540. }
  7541. void main() {
  7542. vWorldDirection = transformDirection( position, modelMatrix );
  7543. #include <begin_vertex>
  7544. #include <project_vertex>
  7545. }
  7546. `,
  7547. fragmentShader:
  7548. /* glsl */
  7549. `
  7550. uniform sampler2D tEquirect;
  7551. varying vec3 vWorldDirection;
  7552. #include <common>
  7553. void main() {
  7554. vec3 direction = normalize( vWorldDirection );
  7555. vec2 sampleUV = equirectUv( direction );
  7556. gl_FragColor = texture2D( tEquirect, sampleUV );
  7557. }
  7558. `
  7559. };
  7560. const geometry = new BoxGeometry(5, 5, 5);
  7561. const material = new ShaderMaterial({
  7562. name: 'CubemapFromEquirect',
  7563. uniforms: cloneUniforms(shader.uniforms),
  7564. vertexShader: shader.vertexShader,
  7565. fragmentShader: shader.fragmentShader,
  7566. side: BackSide,
  7567. blending: NoBlending
  7568. });
  7569. material.uniforms.tEquirect.value = texture;
  7570. const mesh = new Mesh(geometry, material);
  7571. const currentMinFilter = texture.minFilter; // Avoid blurred poles
  7572. if (texture.minFilter === LinearMipmapLinearFilter) texture.minFilter = LinearFilter;
  7573. const camera = new CubeCamera(1, 10, this);
  7574. camera.update(renderer, mesh);
  7575. texture.minFilter = currentMinFilter;
  7576. mesh.geometry.dispose();
  7577. mesh.material.dispose();
  7578. return this;
  7579. }
  7580. clear(renderer, color, depth, stencil) {
  7581. const currentRenderTarget = renderer.getRenderTarget();
  7582. for (let i = 0; i < 6; i++) {
  7583. renderer.setRenderTarget(this, i);
  7584. renderer.clear(color, depth, stencil);
  7585. }
  7586. renderer.setRenderTarget(currentRenderTarget);
  7587. }
  7588. }
  7589. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  7590. class DataTexture extends Texture {
  7591. constructor(data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
  7592. super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  7593. this.image = {
  7594. data: data || null,
  7595. width: width || 1,
  7596. height: height || 1
  7597. };
  7598. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  7599. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  7600. this.generateMipmaps = false;
  7601. this.flipY = false;
  7602. this.unpackAlignment = 1;
  7603. this.needsUpdate = true;
  7604. }
  7605. }
  7606. DataTexture.prototype.isDataTexture = true;
  7607. const _sphere$2 = /*@__PURE__*/new Sphere();
  7608. const _vector$7 = /*@__PURE__*/new Vector3();
  7609. class Frustum {
  7610. constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) {
  7611. this.planes = [p0, p1, p2, p3, p4, p5];
  7612. }
  7613. set(p0, p1, p2, p3, p4, p5) {
  7614. const planes = this.planes;
  7615. planes[0].copy(p0);
  7616. planes[1].copy(p1);
  7617. planes[2].copy(p2);
  7618. planes[3].copy(p3);
  7619. planes[4].copy(p4);
  7620. planes[5].copy(p5);
  7621. return this;
  7622. }
  7623. copy(frustum) {
  7624. const planes = this.planes;
  7625. for (let i = 0; i < 6; i++) {
  7626. planes[i].copy(frustum.planes[i]);
  7627. }
  7628. return this;
  7629. }
  7630. setFromProjectionMatrix(m) {
  7631. const planes = this.planes;
  7632. const me = m.elements;
  7633. const me0 = me[0],
  7634. me1 = me[1],
  7635. me2 = me[2],
  7636. me3 = me[3];
  7637. const me4 = me[4],
  7638. me5 = me[5],
  7639. me6 = me[6],
  7640. me7 = me[7];
  7641. const me8 = me[8],
  7642. me9 = me[9],
  7643. me10 = me[10],
  7644. me11 = me[11];
  7645. const me12 = me[12],
  7646. me13 = me[13],
  7647. me14 = me[14],
  7648. me15 = me[15];
  7649. planes[0].setComponents(me3 - me0, me7 - me4, me11 - me8, me15 - me12).normalize();
  7650. planes[1].setComponents(me3 + me0, me7 + me4, me11 + me8, me15 + me12).normalize();
  7651. planes[2].setComponents(me3 + me1, me7 + me5, me11 + me9, me15 + me13).normalize();
  7652. planes[3].setComponents(me3 - me1, me7 - me5, me11 - me9, me15 - me13).normalize();
  7653. planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
  7654. planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();
  7655. return this;
  7656. }
  7657. intersectsObject(object) {
  7658. const geometry = object.geometry;
  7659. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  7660. _sphere$2.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
  7661. return this.intersectsSphere(_sphere$2);
  7662. }
  7663. intersectsSprite(sprite) {
  7664. _sphere$2.center.set(0, 0, 0);
  7665. _sphere$2.radius = 0.7071067811865476;
  7666. _sphere$2.applyMatrix4(sprite.matrixWorld);
  7667. return this.intersectsSphere(_sphere$2);
  7668. }
  7669. intersectsSphere(sphere) {
  7670. const planes = this.planes;
  7671. const center = sphere.center;
  7672. const negRadius = -sphere.radius;
  7673. for (let i = 0; i < 6; i++) {
  7674. const distance = planes[i].distanceToPoint(center);
  7675. if (distance < negRadius) {
  7676. return false;
  7677. }
  7678. }
  7679. return true;
  7680. }
  7681. intersectsBox(box) {
  7682. const planes = this.planes;
  7683. for (let i = 0; i < 6; i++) {
  7684. const plane = planes[i]; // corner at max distance
  7685. _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  7686. _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  7687. _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  7688. if (plane.distanceToPoint(_vector$7) < 0) {
  7689. return false;
  7690. }
  7691. }
  7692. return true;
  7693. }
  7694. containsPoint(point) {
  7695. const planes = this.planes;
  7696. for (let i = 0; i < 6; i++) {
  7697. if (planes[i].distanceToPoint(point) < 0) {
  7698. return false;
  7699. }
  7700. }
  7701. return true;
  7702. }
  7703. clone() {
  7704. return new this.constructor().copy(this);
  7705. }
  7706. }
  7707. function WebGLAnimation() {
  7708. let context = null;
  7709. let isAnimating = false;
  7710. let animationLoop = null;
  7711. let requestId = null;
  7712. function onAnimationFrame(time, frame) {
  7713. animationLoop(time, frame);
  7714. requestId = context.requestAnimationFrame(onAnimationFrame);
  7715. }
  7716. return {
  7717. start: function () {
  7718. if (isAnimating === true) return;
  7719. if (animationLoop === null) return;
  7720. requestId = context.requestAnimationFrame(onAnimationFrame);
  7721. isAnimating = true;
  7722. },
  7723. stop: function () {
  7724. context.cancelAnimationFrame(requestId);
  7725. isAnimating = false;
  7726. },
  7727. setAnimationLoop: function (callback) {
  7728. animationLoop = callback;
  7729. },
  7730. setContext: function (value) {
  7731. context = value;
  7732. }
  7733. };
  7734. }
  7735. function WebGLAttributes(gl, capabilities) {
  7736. const isWebGL2 = capabilities.isWebGL2;
  7737. const buffers = new WeakMap();
  7738. function createBuffer(attribute, bufferType) {
  7739. const array = attribute.array;
  7740. const usage = attribute.usage;
  7741. const buffer = gl.createBuffer();
  7742. gl.bindBuffer(bufferType, buffer);
  7743. gl.bufferData(bufferType, array, usage);
  7744. attribute.onUploadCallback();
  7745. let type = gl.FLOAT;
  7746. if (array instanceof Float32Array) {
  7747. type = gl.FLOAT;
  7748. } else if (array instanceof Float64Array) {
  7749. console.warn('THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.');
  7750. } else if (array instanceof Uint16Array) {
  7751. if (attribute.isFloat16BufferAttribute) {
  7752. if (isWebGL2) {
  7753. type = gl.HALF_FLOAT;
  7754. } else {
  7755. console.warn('THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.');
  7756. }
  7757. } else {
  7758. type = gl.UNSIGNED_SHORT;
  7759. }
  7760. } else if (array instanceof Int16Array) {
  7761. type = gl.SHORT;
  7762. } else if (array instanceof Uint32Array) {
  7763. type = gl.UNSIGNED_INT;
  7764. } else if (array instanceof Int32Array) {
  7765. type = gl.INT;
  7766. } else if (array instanceof Int8Array) {
  7767. type = gl.BYTE;
  7768. } else if (array instanceof Uint8Array) {
  7769. type = gl.UNSIGNED_BYTE;
  7770. }
  7771. return {
  7772. buffer: buffer,
  7773. type: type,
  7774. bytesPerElement: array.BYTES_PER_ELEMENT,
  7775. version: attribute.version
  7776. };
  7777. }
  7778. function updateBuffer(buffer, attribute, bufferType) {
  7779. const array = attribute.array;
  7780. const updateRange = attribute.updateRange;
  7781. gl.bindBuffer(bufferType, buffer);
  7782. if (updateRange.count === -1) {
  7783. // Not using update ranges
  7784. gl.bufferSubData(bufferType, 0, array);
  7785. } else {
  7786. if (isWebGL2) {
  7787. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array, updateRange.offset, updateRange.count);
  7788. } else {
  7789. gl.bufferSubData(bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, array.subarray(updateRange.offset, updateRange.offset + updateRange.count));
  7790. }
  7791. updateRange.count = -1; // reset range
  7792. }
  7793. } //
  7794. function get(attribute) {
  7795. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  7796. return buffers.get(attribute);
  7797. }
  7798. function remove(attribute) {
  7799. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  7800. const data = buffers.get(attribute);
  7801. if (data) {
  7802. gl.deleteBuffer(data.buffer);
  7803. buffers.delete(attribute);
  7804. }
  7805. }
  7806. function update(attribute, bufferType) {
  7807. if (attribute.isGLBufferAttribute) {
  7808. const cached = buffers.get(attribute);
  7809. if (!cached || cached.version < attribute.version) {
  7810. buffers.set(attribute, {
  7811. buffer: attribute.buffer,
  7812. type: attribute.type,
  7813. bytesPerElement: attribute.elementSize,
  7814. version: attribute.version
  7815. });
  7816. }
  7817. return;
  7818. }
  7819. if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
  7820. const data = buffers.get(attribute);
  7821. if (data === undefined) {
  7822. buffers.set(attribute, createBuffer(attribute, bufferType));
  7823. } else if (data.version < attribute.version) {
  7824. updateBuffer(data.buffer, attribute, bufferType);
  7825. data.version = attribute.version;
  7826. }
  7827. }
  7828. return {
  7829. get: get,
  7830. remove: remove,
  7831. update: update
  7832. };
  7833. }
  7834. class PlaneGeometry extends BufferGeometry {
  7835. constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) {
  7836. super();
  7837. this.type = 'PlaneGeometry';
  7838. this.parameters = {
  7839. width: width,
  7840. height: height,
  7841. widthSegments: widthSegments,
  7842. heightSegments: heightSegments
  7843. };
  7844. const width_half = width / 2;
  7845. const height_half = height / 2;
  7846. const gridX = Math.floor(widthSegments);
  7847. const gridY = Math.floor(heightSegments);
  7848. const gridX1 = gridX + 1;
  7849. const gridY1 = gridY + 1;
  7850. const segment_width = width / gridX;
  7851. const segment_height = height / gridY; //
  7852. const indices = [];
  7853. const vertices = [];
  7854. const normals = [];
  7855. const uvs = [];
  7856. for (let iy = 0; iy < gridY1; iy++) {
  7857. const y = iy * segment_height - height_half;
  7858. for (let ix = 0; ix < gridX1; ix++) {
  7859. const x = ix * segment_width - width_half;
  7860. vertices.push(x, -y, 0);
  7861. normals.push(0, 0, 1);
  7862. uvs.push(ix / gridX);
  7863. uvs.push(1 - iy / gridY);
  7864. }
  7865. }
  7866. for (let iy = 0; iy < gridY; iy++) {
  7867. for (let ix = 0; ix < gridX; ix++) {
  7868. const a = ix + gridX1 * iy;
  7869. const b = ix + gridX1 * (iy + 1);
  7870. const c = ix + 1 + gridX1 * (iy + 1);
  7871. const d = ix + 1 + gridX1 * iy;
  7872. indices.push(a, b, d);
  7873. indices.push(b, c, d);
  7874. }
  7875. }
  7876. this.setIndex(indices);
  7877. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  7878. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  7879. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  7880. }
  7881. }
  7882. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  7883. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  7884. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  7885. 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";
  7886. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  7887. var begin_vertex = "vec3 transformed = vec3( position );";
  7888. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  7889. var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif";
  7890. 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";
  7891. 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";
  7892. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  7893. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  7894. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  7895. var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";
  7896. var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";
  7897. 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";
  7898. 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";
  7899. 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}";
  7900. 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";
  7901. 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";
  7902. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  7903. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  7904. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  7905. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  7906. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  7907. 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}";
  7908. 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";
  7909. 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";
  7910. 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";
  7911. 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";
  7912. 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";
  7913. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
  7914. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  7915. 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";
  7916. 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";
  7917. 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}";
  7918. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  7919. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  7920. 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";
  7921. 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";
  7922. 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";
  7923. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  7924. 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)";
  7925. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  7926. 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)";
  7927. 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";
  7928. 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}";
  7929. 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";
  7930. 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";
  7931. 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";
  7932. 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";
  7933. 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";
  7934. 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";
  7935. 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";
  7936. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  7937. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  7938. 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";
  7939. 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";
  7940. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  7941. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  7942. 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";
  7943. 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";
  7944. 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";
  7945. 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;";
  7946. 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";
  7947. 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";
  7948. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  7949. 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";
  7950. 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";
  7951. 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}";
  7952. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  7953. 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;";
  7954. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  7955. 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";
  7956. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  7957. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  7958. 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";
  7959. 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";
  7960. 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";
  7961. 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}";
  7962. 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";
  7963. 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";
  7964. 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";
  7965. 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";
  7966. 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";
  7967. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  7968. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  7969. 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; }";
  7970. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  7971. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  7972. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  7973. 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";
  7974. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  7975. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  7976. 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";
  7977. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  7978. var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
  7979. var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  7980. 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}";
  7981. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  7982. var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
  7983. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  7984. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  7985. var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
  7986. var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
  7987. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  7988. var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
  7989. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  7990. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  7991. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  7992. var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
  7993. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  7994. var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  7995. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  7996. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  7997. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  7998. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  7999. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8000. var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8001. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <transmissionmap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <transmissionmap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8002. var meshphysical_vert = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8003. var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
  8004. var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
  8005. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8006. var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
  8007. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8008. var shadow_vert = "#include <common>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8009. var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8010. var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8011. const ShaderChunk = {
  8012. alphamap_fragment: alphamap_fragment,
  8013. alphamap_pars_fragment: alphamap_pars_fragment,
  8014. alphatest_fragment: alphatest_fragment,
  8015. aomap_fragment: aomap_fragment,
  8016. aomap_pars_fragment: aomap_pars_fragment,
  8017. begin_vertex: begin_vertex,
  8018. beginnormal_vertex: beginnormal_vertex,
  8019. bsdfs: bsdfs,
  8020. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8021. clipping_planes_fragment: clipping_planes_fragment,
  8022. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8023. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8024. clipping_planes_vertex: clipping_planes_vertex,
  8025. color_fragment: color_fragment,
  8026. color_pars_fragment: color_pars_fragment,
  8027. color_pars_vertex: color_pars_vertex,
  8028. color_vertex: color_vertex,
  8029. common: common,
  8030. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8031. defaultnormal_vertex: defaultnormal_vertex,
  8032. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8033. displacementmap_vertex: displacementmap_vertex,
  8034. emissivemap_fragment: emissivemap_fragment,
  8035. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8036. encodings_fragment: encodings_fragment,
  8037. encodings_pars_fragment: encodings_pars_fragment,
  8038. envmap_fragment: envmap_fragment,
  8039. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8040. envmap_pars_fragment: envmap_pars_fragment,
  8041. envmap_pars_vertex: envmap_pars_vertex,
  8042. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8043. envmap_vertex: envmap_vertex,
  8044. fog_vertex: fog_vertex,
  8045. fog_pars_vertex: fog_pars_vertex,
  8046. fog_fragment: fog_fragment,
  8047. fog_pars_fragment: fog_pars_fragment,
  8048. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8049. lightmap_fragment: lightmap_fragment,
  8050. lightmap_pars_fragment: lightmap_pars_fragment,
  8051. lights_lambert_vertex: lights_lambert_vertex,
  8052. lights_pars_begin: lights_pars_begin,
  8053. lights_toon_fragment: lights_toon_fragment,
  8054. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8055. lights_phong_fragment: lights_phong_fragment,
  8056. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8057. lights_physical_fragment: lights_physical_fragment,
  8058. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8059. lights_fragment_begin: lights_fragment_begin,
  8060. lights_fragment_maps: lights_fragment_maps,
  8061. lights_fragment_end: lights_fragment_end,
  8062. logdepthbuf_fragment: logdepthbuf_fragment,
  8063. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8064. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8065. logdepthbuf_vertex: logdepthbuf_vertex,
  8066. map_fragment: map_fragment,
  8067. map_pars_fragment: map_pars_fragment,
  8068. map_particle_fragment: map_particle_fragment,
  8069. map_particle_pars_fragment: map_particle_pars_fragment,
  8070. metalnessmap_fragment: metalnessmap_fragment,
  8071. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8072. morphnormal_vertex: morphnormal_vertex,
  8073. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8074. morphtarget_vertex: morphtarget_vertex,
  8075. normal_fragment_begin: normal_fragment_begin,
  8076. normal_fragment_maps: normal_fragment_maps,
  8077. normalmap_pars_fragment: normalmap_pars_fragment,
  8078. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8079. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8080. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8081. packing: packing,
  8082. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8083. project_vertex: project_vertex,
  8084. dithering_fragment: dithering_fragment,
  8085. dithering_pars_fragment: dithering_pars_fragment,
  8086. roughnessmap_fragment: roughnessmap_fragment,
  8087. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8088. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8089. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8090. shadowmap_vertex: shadowmap_vertex,
  8091. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8092. skinbase_vertex: skinbase_vertex,
  8093. skinning_pars_vertex: skinning_pars_vertex,
  8094. skinning_vertex: skinning_vertex,
  8095. skinnormal_vertex: skinnormal_vertex,
  8096. specularmap_fragment: specularmap_fragment,
  8097. specularmap_pars_fragment: specularmap_pars_fragment,
  8098. tonemapping_fragment: tonemapping_fragment,
  8099. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8100. transmissionmap_fragment: transmissionmap_fragment,
  8101. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  8102. uv_pars_fragment: uv_pars_fragment,
  8103. uv_pars_vertex: uv_pars_vertex,
  8104. uv_vertex: uv_vertex,
  8105. uv2_pars_fragment: uv2_pars_fragment,
  8106. uv2_pars_vertex: uv2_pars_vertex,
  8107. uv2_vertex: uv2_vertex,
  8108. worldpos_vertex: worldpos_vertex,
  8109. background_frag: background_frag,
  8110. background_vert: background_vert,
  8111. cube_frag: cube_frag,
  8112. cube_vert: cube_vert,
  8113. depth_frag: depth_frag,
  8114. depth_vert: depth_vert,
  8115. distanceRGBA_frag: distanceRGBA_frag,
  8116. distanceRGBA_vert: distanceRGBA_vert,
  8117. equirect_frag: equirect_frag,
  8118. equirect_vert: equirect_vert,
  8119. linedashed_frag: linedashed_frag,
  8120. linedashed_vert: linedashed_vert,
  8121. meshbasic_frag: meshbasic_frag,
  8122. meshbasic_vert: meshbasic_vert,
  8123. meshlambert_frag: meshlambert_frag,
  8124. meshlambert_vert: meshlambert_vert,
  8125. meshmatcap_frag: meshmatcap_frag,
  8126. meshmatcap_vert: meshmatcap_vert,
  8127. meshtoon_frag: meshtoon_frag,
  8128. meshtoon_vert: meshtoon_vert,
  8129. meshphong_frag: meshphong_frag,
  8130. meshphong_vert: meshphong_vert,
  8131. meshphysical_frag: meshphysical_frag,
  8132. meshphysical_vert: meshphysical_vert,
  8133. normal_frag: normal_frag,
  8134. normal_vert: normal_vert,
  8135. points_frag: points_frag,
  8136. points_vert: points_vert,
  8137. shadow_frag: shadow_frag,
  8138. shadow_vert: shadow_vert,
  8139. sprite_frag: sprite_frag,
  8140. sprite_vert: sprite_vert
  8141. };
  8142. /**
  8143. * Uniforms library for shared webgl shaders
  8144. */
  8145. const UniformsLib = {
  8146. common: {
  8147. diffuse: {
  8148. value: new Color(0xffffff)
  8149. },
  8150. opacity: {
  8151. value: 1.0
  8152. },
  8153. map: {
  8154. value: null
  8155. },
  8156. uvTransform: {
  8157. value: new Matrix3()
  8158. },
  8159. uv2Transform: {
  8160. value: new Matrix3()
  8161. },
  8162. alphaMap: {
  8163. value: null
  8164. }
  8165. },
  8166. specularmap: {
  8167. specularMap: {
  8168. value: null
  8169. }
  8170. },
  8171. envmap: {
  8172. envMap: {
  8173. value: null
  8174. },
  8175. flipEnvMap: {
  8176. value: -1
  8177. },
  8178. reflectivity: {
  8179. value: 1.0
  8180. },
  8181. refractionRatio: {
  8182. value: 0.98
  8183. },
  8184. maxMipLevel: {
  8185. value: 0
  8186. }
  8187. },
  8188. aomap: {
  8189. aoMap: {
  8190. value: null
  8191. },
  8192. aoMapIntensity: {
  8193. value: 1
  8194. }
  8195. },
  8196. lightmap: {
  8197. lightMap: {
  8198. value: null
  8199. },
  8200. lightMapIntensity: {
  8201. value: 1
  8202. }
  8203. },
  8204. emissivemap: {
  8205. emissiveMap: {
  8206. value: null
  8207. }
  8208. },
  8209. bumpmap: {
  8210. bumpMap: {
  8211. value: null
  8212. },
  8213. bumpScale: {
  8214. value: 1
  8215. }
  8216. },
  8217. normalmap: {
  8218. normalMap: {
  8219. value: null
  8220. },
  8221. normalScale: {
  8222. value: new Vector2(1, 1)
  8223. }
  8224. },
  8225. displacementmap: {
  8226. displacementMap: {
  8227. value: null
  8228. },
  8229. displacementScale: {
  8230. value: 1
  8231. },
  8232. displacementBias: {
  8233. value: 0
  8234. }
  8235. },
  8236. roughnessmap: {
  8237. roughnessMap: {
  8238. value: null
  8239. }
  8240. },
  8241. metalnessmap: {
  8242. metalnessMap: {
  8243. value: null
  8244. }
  8245. },
  8246. gradientmap: {
  8247. gradientMap: {
  8248. value: null
  8249. }
  8250. },
  8251. fog: {
  8252. fogDensity: {
  8253. value: 0.00025
  8254. },
  8255. fogNear: {
  8256. value: 1
  8257. },
  8258. fogFar: {
  8259. value: 2000
  8260. },
  8261. fogColor: {
  8262. value: new Color(0xffffff)
  8263. }
  8264. },
  8265. lights: {
  8266. ambientLightColor: {
  8267. value: []
  8268. },
  8269. lightProbe: {
  8270. value: []
  8271. },
  8272. directionalLights: {
  8273. value: [],
  8274. properties: {
  8275. direction: {},
  8276. color: {}
  8277. }
  8278. },
  8279. directionalLightShadows: {
  8280. value: [],
  8281. properties: {
  8282. shadowBias: {},
  8283. shadowNormalBias: {},
  8284. shadowRadius: {},
  8285. shadowMapSize: {}
  8286. }
  8287. },
  8288. directionalShadowMap: {
  8289. value: []
  8290. },
  8291. directionalShadowMatrix: {
  8292. value: []
  8293. },
  8294. spotLights: {
  8295. value: [],
  8296. properties: {
  8297. color: {},
  8298. position: {},
  8299. direction: {},
  8300. distance: {},
  8301. coneCos: {},
  8302. penumbraCos: {},
  8303. decay: {}
  8304. }
  8305. },
  8306. spotLightShadows: {
  8307. value: [],
  8308. properties: {
  8309. shadowBias: {},
  8310. shadowNormalBias: {},
  8311. shadowRadius: {},
  8312. shadowMapSize: {}
  8313. }
  8314. },
  8315. spotShadowMap: {
  8316. value: []
  8317. },
  8318. spotShadowMatrix: {
  8319. value: []
  8320. },
  8321. pointLights: {
  8322. value: [],
  8323. properties: {
  8324. color: {},
  8325. position: {},
  8326. decay: {},
  8327. distance: {}
  8328. }
  8329. },
  8330. pointLightShadows: {
  8331. value: [],
  8332. properties: {
  8333. shadowBias: {},
  8334. shadowNormalBias: {},
  8335. shadowRadius: {},
  8336. shadowMapSize: {},
  8337. shadowCameraNear: {},
  8338. shadowCameraFar: {}
  8339. }
  8340. },
  8341. pointShadowMap: {
  8342. value: []
  8343. },
  8344. pointShadowMatrix: {
  8345. value: []
  8346. },
  8347. hemisphereLights: {
  8348. value: [],
  8349. properties: {
  8350. direction: {},
  8351. skyColor: {},
  8352. groundColor: {}
  8353. }
  8354. },
  8355. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8356. rectAreaLights: {
  8357. value: [],
  8358. properties: {
  8359. color: {},
  8360. position: {},
  8361. width: {},
  8362. height: {}
  8363. }
  8364. },
  8365. ltc_1: {
  8366. value: null
  8367. },
  8368. ltc_2: {
  8369. value: null
  8370. }
  8371. },
  8372. points: {
  8373. diffuse: {
  8374. value: new Color(0xffffff)
  8375. },
  8376. opacity: {
  8377. value: 1.0
  8378. },
  8379. size: {
  8380. value: 1.0
  8381. },
  8382. scale: {
  8383. value: 1.0
  8384. },
  8385. map: {
  8386. value: null
  8387. },
  8388. alphaMap: {
  8389. value: null
  8390. },
  8391. uvTransform: {
  8392. value: new Matrix3()
  8393. }
  8394. },
  8395. sprite: {
  8396. diffuse: {
  8397. value: new Color(0xffffff)
  8398. },
  8399. opacity: {
  8400. value: 1.0
  8401. },
  8402. center: {
  8403. value: new Vector2(0.5, 0.5)
  8404. },
  8405. rotation: {
  8406. value: 0.0
  8407. },
  8408. map: {
  8409. value: null
  8410. },
  8411. alphaMap: {
  8412. value: null
  8413. },
  8414. uvTransform: {
  8415. value: new Matrix3()
  8416. }
  8417. }
  8418. };
  8419. const ShaderLib = {
  8420. basic: {
  8421. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog]),
  8422. vertexShader: ShaderChunk.meshbasic_vert,
  8423. fragmentShader: ShaderChunk.meshbasic_frag
  8424. },
  8425. lambert: {
  8426. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, {
  8427. emissive: {
  8428. value: new Color(0x000000)
  8429. }
  8430. }]),
  8431. vertexShader: ShaderChunk.meshlambert_vert,
  8432. fragmentShader: ShaderChunk.meshlambert_frag
  8433. },
  8434. phong: {
  8435. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, UniformsLib.lights, {
  8436. emissive: {
  8437. value: new Color(0x000000)
  8438. },
  8439. specular: {
  8440. value: new Color(0x111111)
  8441. },
  8442. shininess: {
  8443. value: 30
  8444. }
  8445. }]),
  8446. vertexShader: ShaderChunk.meshphong_vert,
  8447. fragmentShader: ShaderChunk.meshphong_frag
  8448. },
  8449. standard: {
  8450. 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, {
  8451. emissive: {
  8452. value: new Color(0x000000)
  8453. },
  8454. roughness: {
  8455. value: 1.0
  8456. },
  8457. metalness: {
  8458. value: 0.0
  8459. },
  8460. envMapIntensity: {
  8461. value: 1
  8462. } // temporary
  8463. }]),
  8464. vertexShader: ShaderChunk.meshphysical_vert,
  8465. fragmentShader: ShaderChunk.meshphysical_frag
  8466. },
  8467. toon: {
  8468. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, {
  8469. emissive: {
  8470. value: new Color(0x000000)
  8471. }
  8472. }]),
  8473. vertexShader: ShaderChunk.meshtoon_vert,
  8474. fragmentShader: ShaderChunk.meshtoon_frag
  8475. },
  8476. matcap: {
  8477. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.fog, {
  8478. matcap: {
  8479. value: null
  8480. }
  8481. }]),
  8482. vertexShader: ShaderChunk.meshmatcap_vert,
  8483. fragmentShader: ShaderChunk.meshmatcap_frag
  8484. },
  8485. points: {
  8486. uniforms: mergeUniforms([UniformsLib.points, UniformsLib.fog]),
  8487. vertexShader: ShaderChunk.points_vert,
  8488. fragmentShader: ShaderChunk.points_frag
  8489. },
  8490. dashed: {
  8491. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.fog, {
  8492. scale: {
  8493. value: 1
  8494. },
  8495. dashSize: {
  8496. value: 1
  8497. },
  8498. totalSize: {
  8499. value: 2
  8500. }
  8501. }]),
  8502. vertexShader: ShaderChunk.linedashed_vert,
  8503. fragmentShader: ShaderChunk.linedashed_frag
  8504. },
  8505. depth: {
  8506. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
  8507. vertexShader: ShaderChunk.depth_vert,
  8508. fragmentShader: ShaderChunk.depth_frag
  8509. },
  8510. normal: {
  8511. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, {
  8512. opacity: {
  8513. value: 1.0
  8514. }
  8515. }]),
  8516. vertexShader: ShaderChunk.normal_vert,
  8517. fragmentShader: ShaderChunk.normal_frag
  8518. },
  8519. sprite: {
  8520. uniforms: mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
  8521. vertexShader: ShaderChunk.sprite_vert,
  8522. fragmentShader: ShaderChunk.sprite_frag
  8523. },
  8524. background: {
  8525. uniforms: {
  8526. uvTransform: {
  8527. value: new Matrix3()
  8528. },
  8529. t2D: {
  8530. value: null
  8531. }
  8532. },
  8533. vertexShader: ShaderChunk.background_vert,
  8534. fragmentShader: ShaderChunk.background_frag
  8535. },
  8536. /* -------------------------------------------------------------------------
  8537. // Cube map shader
  8538. ------------------------------------------------------------------------- */
  8539. cube: {
  8540. uniforms: mergeUniforms([UniformsLib.envmap, {
  8541. opacity: {
  8542. value: 1.0
  8543. }
  8544. }]),
  8545. vertexShader: ShaderChunk.cube_vert,
  8546. fragmentShader: ShaderChunk.cube_frag
  8547. },
  8548. equirect: {
  8549. uniforms: {
  8550. tEquirect: {
  8551. value: null
  8552. }
  8553. },
  8554. vertexShader: ShaderChunk.equirect_vert,
  8555. fragmentShader: ShaderChunk.equirect_frag
  8556. },
  8557. distanceRGBA: {
  8558. uniforms: mergeUniforms([UniformsLib.common, UniformsLib.displacementmap, {
  8559. referencePosition: {
  8560. value: new Vector3()
  8561. },
  8562. nearDistance: {
  8563. value: 1
  8564. },
  8565. farDistance: {
  8566. value: 1000
  8567. }
  8568. }]),
  8569. vertexShader: ShaderChunk.distanceRGBA_vert,
  8570. fragmentShader: ShaderChunk.distanceRGBA_frag
  8571. },
  8572. shadow: {
  8573. uniforms: mergeUniforms([UniformsLib.lights, UniformsLib.fog, {
  8574. color: {
  8575. value: new Color(0x00000)
  8576. },
  8577. opacity: {
  8578. value: 1.0
  8579. }
  8580. }]),
  8581. vertexShader: ShaderChunk.shadow_vert,
  8582. fragmentShader: ShaderChunk.shadow_frag
  8583. }
  8584. };
  8585. ShaderLib.physical = {
  8586. uniforms: mergeUniforms([ShaderLib.standard.uniforms, {
  8587. clearcoat: {
  8588. value: 0
  8589. },
  8590. clearcoatMap: {
  8591. value: null
  8592. },
  8593. clearcoatRoughness: {
  8594. value: 0
  8595. },
  8596. clearcoatRoughnessMap: {
  8597. value: null
  8598. },
  8599. clearcoatNormalScale: {
  8600. value: new Vector2(1, 1)
  8601. },
  8602. clearcoatNormalMap: {
  8603. value: null
  8604. },
  8605. sheen: {
  8606. value: new Color(0x000000)
  8607. },
  8608. transmission: {
  8609. value: 0
  8610. },
  8611. transmissionMap: {
  8612. value: null
  8613. }
  8614. }]),
  8615. vertexShader: ShaderChunk.meshphysical_vert,
  8616. fragmentShader: ShaderChunk.meshphysical_frag
  8617. };
  8618. function WebGLBackground(renderer, cubemaps, state, objects, premultipliedAlpha) {
  8619. const clearColor = new Color(0x000000);
  8620. let clearAlpha = 0;
  8621. let planeMesh;
  8622. let boxMesh;
  8623. let currentBackground = null;
  8624. let currentBackgroundVersion = 0;
  8625. let currentTonemapping = null;
  8626. function render(renderList, scene) {
  8627. let forceClear = false;
  8628. let background = scene.isScene === true ? scene.background : null;
  8629. if (background && background.isTexture) {
  8630. background = cubemaps.get(background);
  8631. } // Ignore background in AR
  8632. // TODO: Reconsider this.
  8633. const xr = renderer.xr;
  8634. const session = xr.getSession && xr.getSession();
  8635. if (session && session.environmentBlendMode === 'additive') {
  8636. background = null;
  8637. }
  8638. if (background === null) {
  8639. setClear(clearColor, clearAlpha);
  8640. } else if (background && background.isColor) {
  8641. setClear(background, 1);
  8642. forceClear = true;
  8643. }
  8644. if (renderer.autoClear || forceClear) {
  8645. renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
  8646. }
  8647. if (background && (background.isCubeTexture || background.mapping === CubeUVReflectionMapping)) {
  8648. if (boxMesh === undefined) {
  8649. boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({
  8650. name: 'BackgroundCubeMaterial',
  8651. uniforms: cloneUniforms(ShaderLib.cube.uniforms),
  8652. vertexShader: ShaderLib.cube.vertexShader,
  8653. fragmentShader: ShaderLib.cube.fragmentShader,
  8654. side: BackSide,
  8655. depthTest: false,
  8656. depthWrite: false,
  8657. fog: false
  8658. }));
  8659. boxMesh.geometry.deleteAttribute('normal');
  8660. boxMesh.geometry.deleteAttribute('uv');
  8661. boxMesh.onBeforeRender = function (renderer, scene, camera) {
  8662. this.matrixWorld.copyPosition(camera.matrixWorld);
  8663. }; // enable code injection for non-built-in material
  8664. Object.defineProperty(boxMesh.material, 'envMap', {
  8665. get: function () {
  8666. return this.uniforms.envMap.value;
  8667. }
  8668. });
  8669. objects.update(boxMesh);
  8670. }
  8671. boxMesh.material.uniforms.envMap.value = background;
  8672. boxMesh.material.uniforms.flipEnvMap.value = background.isCubeTexture && background._needsFlipEnvMap ? -1 : 1;
  8673. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  8674. boxMesh.material.needsUpdate = true;
  8675. currentBackground = background;
  8676. currentBackgroundVersion = background.version;
  8677. currentTonemapping = renderer.toneMapping;
  8678. } // push to the pre-sorted opaque render list
  8679. renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
  8680. } else if (background && background.isTexture) {
  8681. if (planeMesh === undefined) {
  8682. planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({
  8683. name: 'BackgroundMaterial',
  8684. uniforms: cloneUniforms(ShaderLib.background.uniforms),
  8685. vertexShader: ShaderLib.background.vertexShader,
  8686. fragmentShader: ShaderLib.background.fragmentShader,
  8687. side: FrontSide,
  8688. depthTest: false,
  8689. depthWrite: false,
  8690. fog: false
  8691. }));
  8692. planeMesh.geometry.deleteAttribute('normal'); // enable code injection for non-built-in material
  8693. Object.defineProperty(planeMesh.material, 'map', {
  8694. get: function () {
  8695. return this.uniforms.t2D.value;
  8696. }
  8697. });
  8698. objects.update(planeMesh);
  8699. }
  8700. planeMesh.material.uniforms.t2D.value = background;
  8701. if (background.matrixAutoUpdate === true) {
  8702. background.updateMatrix();
  8703. }
  8704. planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
  8705. if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
  8706. planeMesh.material.needsUpdate = true;
  8707. currentBackground = background;
  8708. currentBackgroundVersion = background.version;
  8709. currentTonemapping = renderer.toneMapping;
  8710. } // push to the pre-sorted opaque render list
  8711. renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
  8712. }
  8713. }
  8714. function setClear(color, alpha) {
  8715. state.buffers.color.setClear(color.r, color.g, color.b, alpha, premultipliedAlpha);
  8716. }
  8717. return {
  8718. getClearColor: function () {
  8719. return clearColor;
  8720. },
  8721. setClearColor: function (color, alpha = 1) {
  8722. clearColor.set(color);
  8723. clearAlpha = alpha;
  8724. setClear(clearColor, clearAlpha);
  8725. },
  8726. getClearAlpha: function () {
  8727. return clearAlpha;
  8728. },
  8729. setClearAlpha: function (alpha) {
  8730. clearAlpha = alpha;
  8731. setClear(clearColor, clearAlpha);
  8732. },
  8733. render: render
  8734. };
  8735. }
  8736. function WebGLBindingStates(gl, extensions, attributes, capabilities) {
  8737. const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
  8738. const extension = capabilities.isWebGL2 ? null : extensions.get('OES_vertex_array_object');
  8739. const vaoAvailable = capabilities.isWebGL2 || extension !== null;
  8740. const bindingStates = {};
  8741. const defaultState = createBindingState(null);
  8742. let currentState = defaultState;
  8743. function setup(object, material, program, geometry, index) {
  8744. let updateBuffers = false;
  8745. if (vaoAvailable) {
  8746. const state = getBindingState(geometry, program, material);
  8747. if (currentState !== state) {
  8748. currentState = state;
  8749. bindVertexArrayObject(currentState.object);
  8750. }
  8751. updateBuffers = needsUpdate(geometry, index);
  8752. if (updateBuffers) saveCache(geometry, index);
  8753. } else {
  8754. const wireframe = material.wireframe === true;
  8755. if (currentState.geometry !== geometry.id || currentState.program !== program.id || currentState.wireframe !== wireframe) {
  8756. currentState.geometry = geometry.id;
  8757. currentState.program = program.id;
  8758. currentState.wireframe = wireframe;
  8759. updateBuffers = true;
  8760. }
  8761. }
  8762. if (object.isInstancedMesh === true) {
  8763. updateBuffers = true;
  8764. }
  8765. if (index !== null) {
  8766. attributes.update(index, gl.ELEMENT_ARRAY_BUFFER);
  8767. }
  8768. if (updateBuffers) {
  8769. setupVertexAttributes(object, material, program, geometry);
  8770. if (index !== null) {
  8771. gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer);
  8772. }
  8773. }
  8774. }
  8775. function createVertexArrayObject() {
  8776. if (capabilities.isWebGL2) return gl.createVertexArray();
  8777. return extension.createVertexArrayOES();
  8778. }
  8779. function bindVertexArrayObject(vao) {
  8780. if (capabilities.isWebGL2) return gl.bindVertexArray(vao);
  8781. return extension.bindVertexArrayOES(vao);
  8782. }
  8783. function deleteVertexArrayObject(vao) {
  8784. if (capabilities.isWebGL2) return gl.deleteVertexArray(vao);
  8785. return extension.deleteVertexArrayOES(vao);
  8786. }
  8787. function getBindingState(geometry, program, material) {
  8788. const wireframe = material.wireframe === true;
  8789. let programMap = bindingStates[geometry.id];
  8790. if (programMap === undefined) {
  8791. programMap = {};
  8792. bindingStates[geometry.id] = programMap;
  8793. }
  8794. let stateMap = programMap[program.id];
  8795. if (stateMap === undefined) {
  8796. stateMap = {};
  8797. programMap[program.id] = stateMap;
  8798. }
  8799. let state = stateMap[wireframe];
  8800. if (state === undefined) {
  8801. state = createBindingState(createVertexArrayObject());
  8802. stateMap[wireframe] = state;
  8803. }
  8804. return state;
  8805. }
  8806. function createBindingState(vao) {
  8807. const newAttributes = [];
  8808. const enabledAttributes = [];
  8809. const attributeDivisors = [];
  8810. for (let i = 0; i < maxVertexAttributes; i++) {
  8811. newAttributes[i] = 0;
  8812. enabledAttributes[i] = 0;
  8813. attributeDivisors[i] = 0;
  8814. }
  8815. return {
  8816. // for backward compatibility on non-VAO support browser
  8817. geometry: null,
  8818. program: null,
  8819. wireframe: false,
  8820. newAttributes: newAttributes,
  8821. enabledAttributes: enabledAttributes,
  8822. attributeDivisors: attributeDivisors,
  8823. object: vao,
  8824. attributes: {},
  8825. index: null
  8826. };
  8827. }
  8828. function needsUpdate(geometry, index) {
  8829. const cachedAttributes = currentState.attributes;
  8830. const geometryAttributes = geometry.attributes;
  8831. let attributesNum = 0;
  8832. for (const key in geometryAttributes) {
  8833. const cachedAttribute = cachedAttributes[key];
  8834. const geometryAttribute = geometryAttributes[key];
  8835. if (cachedAttribute === undefined) return true;
  8836. if (cachedAttribute.attribute !== geometryAttribute) return true;
  8837. if (cachedAttribute.data !== geometryAttribute.data) return true;
  8838. attributesNum++;
  8839. }
  8840. if (currentState.attributesNum !== attributesNum) return true;
  8841. if (currentState.index !== index) return true;
  8842. return false;
  8843. }
  8844. function saveCache(geometry, index) {
  8845. const cache = {};
  8846. const attributes = geometry.attributes;
  8847. let attributesNum = 0;
  8848. for (const key in attributes) {
  8849. const attribute = attributes[key];
  8850. const data = {};
  8851. data.attribute = attribute;
  8852. if (attribute.data) {
  8853. data.data = attribute.data;
  8854. }
  8855. cache[key] = data;
  8856. attributesNum++;
  8857. }
  8858. currentState.attributes = cache;
  8859. currentState.attributesNum = attributesNum;
  8860. currentState.index = index;
  8861. }
  8862. function initAttributes() {
  8863. const newAttributes = currentState.newAttributes;
  8864. for (let i = 0, il = newAttributes.length; i < il; i++) {
  8865. newAttributes[i] = 0;
  8866. }
  8867. }
  8868. function enableAttribute(attribute) {
  8869. enableAttributeAndDivisor(attribute, 0);
  8870. }
  8871. function enableAttributeAndDivisor(attribute, meshPerAttribute) {
  8872. const newAttributes = currentState.newAttributes;
  8873. const enabledAttributes = currentState.enabledAttributes;
  8874. const attributeDivisors = currentState.attributeDivisors;
  8875. newAttributes[attribute] = 1;
  8876. if (enabledAttributes[attribute] === 0) {
  8877. gl.enableVertexAttribArray(attribute);
  8878. enabledAttributes[attribute] = 1;
  8879. }
  8880. if (attributeDivisors[attribute] !== meshPerAttribute) {
  8881. const extension = capabilities.isWebGL2 ? gl : extensions.get('ANGLE_instanced_arrays');
  8882. extension[capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE'](attribute, meshPerAttribute);
  8883. attributeDivisors[attribute] = meshPerAttribute;
  8884. }
  8885. }
  8886. function disableUnusedAttributes() {
  8887. const newAttributes = currentState.newAttributes;
  8888. const enabledAttributes = currentState.enabledAttributes;
  8889. for (let i = 0, il = enabledAttributes.length; i < il; i++) {
  8890. if (enabledAttributes[i] !== newAttributes[i]) {
  8891. gl.disableVertexAttribArray(i);
  8892. enabledAttributes[i] = 0;
  8893. }
  8894. }
  8895. }
  8896. function vertexAttribPointer(index, size, type, normalized, stride, offset) {
  8897. if (capabilities.isWebGL2 === true && (type === gl.INT || type === gl.UNSIGNED_INT)) {
  8898. gl.vertexAttribIPointer(index, size, type, stride, offset);
  8899. } else {
  8900. gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
  8901. }
  8902. }
  8903. function setupVertexAttributes(object, material, program, geometry) {
  8904. if (capabilities.isWebGL2 === false && (object.isInstancedMesh || geometry.isInstancedBufferGeometry)) {
  8905. if (extensions.get('ANGLE_instanced_arrays') === null) return;
  8906. }
  8907. initAttributes();
  8908. const geometryAttributes = geometry.attributes;
  8909. const programAttributes = program.getAttributes();
  8910. const materialDefaultAttributeValues = material.defaultAttributeValues;
  8911. for (const name in programAttributes) {
  8912. const programAttribute = programAttributes[name];
  8913. if (programAttribute >= 0) {
  8914. const geometryAttribute = geometryAttributes[name];
  8915. if (geometryAttribute !== undefined) {
  8916. const normalized = geometryAttribute.normalized;
  8917. const size = geometryAttribute.itemSize;
  8918. const attribute = attributes.get(geometryAttribute); // TODO Attribute may not be available on context restore
  8919. if (attribute === undefined) continue;
  8920. const buffer = attribute.buffer;
  8921. const type = attribute.type;
  8922. const bytesPerElement = attribute.bytesPerElement;
  8923. if (geometryAttribute.isInterleavedBufferAttribute) {
  8924. const data = geometryAttribute.data;
  8925. const stride = data.stride;
  8926. const offset = geometryAttribute.offset;
  8927. if (data && data.isInstancedInterleavedBuffer) {
  8928. enableAttributeAndDivisor(programAttribute, data.meshPerAttribute);
  8929. if (geometry._maxInstanceCount === undefined) {
  8930. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  8931. }
  8932. } else {
  8933. enableAttribute(programAttribute);
  8934. }
  8935. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  8936. vertexAttribPointer(programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement);
  8937. } else {
  8938. if (geometryAttribute.isInstancedBufferAttribute) {
  8939. enableAttributeAndDivisor(programAttribute, geometryAttribute.meshPerAttribute);
  8940. if (geometry._maxInstanceCount === undefined) {
  8941. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  8942. }
  8943. } else {
  8944. enableAttribute(programAttribute);
  8945. }
  8946. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  8947. vertexAttribPointer(programAttribute, size, type, normalized, 0, 0);
  8948. }
  8949. } else if (name === 'instanceMatrix') {
  8950. const attribute = attributes.get(object.instanceMatrix); // TODO Attribute may not be available on context restore
  8951. if (attribute === undefined) continue;
  8952. const buffer = attribute.buffer;
  8953. const type = attribute.type;
  8954. enableAttributeAndDivisor(programAttribute + 0, 1);
  8955. enableAttributeAndDivisor(programAttribute + 1, 1);
  8956. enableAttributeAndDivisor(programAttribute + 2, 1);
  8957. enableAttributeAndDivisor(programAttribute + 3, 1);
  8958. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  8959. gl.vertexAttribPointer(programAttribute + 0, 4, type, false, 64, 0);
  8960. gl.vertexAttribPointer(programAttribute + 1, 4, type, false, 64, 16);
  8961. gl.vertexAttribPointer(programAttribute + 2, 4, type, false, 64, 32);
  8962. gl.vertexAttribPointer(programAttribute + 3, 4, type, false, 64, 48);
  8963. } else if (name === 'instanceColor') {
  8964. const attribute = attributes.get(object.instanceColor); // TODO Attribute may not be available on context restore
  8965. if (attribute === undefined) continue;
  8966. const buffer = attribute.buffer;
  8967. const type = attribute.type;
  8968. enableAttributeAndDivisor(programAttribute, 1);
  8969. gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  8970. gl.vertexAttribPointer(programAttribute, 3, type, false, 12, 0);
  8971. } else if (materialDefaultAttributeValues !== undefined) {
  8972. const value = materialDefaultAttributeValues[name];
  8973. if (value !== undefined) {
  8974. switch (value.length) {
  8975. case 2:
  8976. gl.vertexAttrib2fv(programAttribute, value);
  8977. break;
  8978. case 3:
  8979. gl.vertexAttrib3fv(programAttribute, value);
  8980. break;
  8981. case 4:
  8982. gl.vertexAttrib4fv(programAttribute, value);
  8983. break;
  8984. default:
  8985. gl.vertexAttrib1fv(programAttribute, value);
  8986. }
  8987. }
  8988. }
  8989. }
  8990. }
  8991. disableUnusedAttributes();
  8992. }
  8993. function dispose() {
  8994. reset();
  8995. for (const geometryId in bindingStates) {
  8996. const programMap = bindingStates[geometryId];
  8997. for (const programId in programMap) {
  8998. const stateMap = programMap[programId];
  8999. for (const wireframe in stateMap) {
  9000. deleteVertexArrayObject(stateMap[wireframe].object);
  9001. delete stateMap[wireframe];
  9002. }
  9003. delete programMap[programId];
  9004. }
  9005. delete bindingStates[geometryId];
  9006. }
  9007. }
  9008. function releaseStatesOfGeometry(geometry) {
  9009. if (bindingStates[geometry.id] === undefined) return;
  9010. const programMap = bindingStates[geometry.id];
  9011. for (const programId in programMap) {
  9012. const stateMap = programMap[programId];
  9013. for (const wireframe in stateMap) {
  9014. deleteVertexArrayObject(stateMap[wireframe].object);
  9015. delete stateMap[wireframe];
  9016. }
  9017. delete programMap[programId];
  9018. }
  9019. delete bindingStates[geometry.id];
  9020. }
  9021. function releaseStatesOfProgram(program) {
  9022. for (const geometryId in bindingStates) {
  9023. const programMap = bindingStates[geometryId];
  9024. if (programMap[program.id] === undefined) continue;
  9025. const stateMap = programMap[program.id];
  9026. for (const wireframe in stateMap) {
  9027. deleteVertexArrayObject(stateMap[wireframe].object);
  9028. delete stateMap[wireframe];
  9029. }
  9030. delete programMap[program.id];
  9031. }
  9032. }
  9033. function reset() {
  9034. resetDefaultState();
  9035. if (currentState === defaultState) return;
  9036. currentState = defaultState;
  9037. bindVertexArrayObject(currentState.object);
  9038. } // for backward-compatilibity
  9039. function resetDefaultState() {
  9040. defaultState.geometry = null;
  9041. defaultState.program = null;
  9042. defaultState.wireframe = false;
  9043. }
  9044. return {
  9045. setup: setup,
  9046. reset: reset,
  9047. resetDefaultState: resetDefaultState,
  9048. dispose: dispose,
  9049. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9050. releaseStatesOfProgram: releaseStatesOfProgram,
  9051. initAttributes: initAttributes,
  9052. enableAttribute: enableAttribute,
  9053. disableUnusedAttributes: disableUnusedAttributes
  9054. };
  9055. }
  9056. function WebGLBufferRenderer(gl, extensions, info, capabilities) {
  9057. const isWebGL2 = capabilities.isWebGL2;
  9058. let mode;
  9059. function setMode(value) {
  9060. mode = value;
  9061. }
  9062. function render(start, count) {
  9063. gl.drawArrays(mode, start, count);
  9064. info.update(count, mode, 1);
  9065. }
  9066. function renderInstances(start, count, primcount) {
  9067. if (primcount === 0) return;
  9068. let extension, methodName;
  9069. if (isWebGL2) {
  9070. extension = gl;
  9071. methodName = 'drawArraysInstanced';
  9072. } else {
  9073. extension = extensions.get('ANGLE_instanced_arrays');
  9074. methodName = 'drawArraysInstancedANGLE';
  9075. if (extension === null) {
  9076. console.error('THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  9077. return;
  9078. }
  9079. }
  9080. extension[methodName](mode, start, count, primcount);
  9081. info.update(count, mode, primcount);
  9082. } //
  9083. this.setMode = setMode;
  9084. this.render = render;
  9085. this.renderInstances = renderInstances;
  9086. }
  9087. function WebGLCapabilities(gl, extensions, parameters) {
  9088. let maxAnisotropy;
  9089. function getMaxAnisotropy() {
  9090. if (maxAnisotropy !== undefined) return maxAnisotropy;
  9091. if (extensions.has('EXT_texture_filter_anisotropic') === true) {
  9092. const extension = extensions.get('EXT_texture_filter_anisotropic');
  9093. maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
  9094. } else {
  9095. maxAnisotropy = 0;
  9096. }
  9097. return maxAnisotropy;
  9098. }
  9099. function getMaxPrecision(precision) {
  9100. if (precision === 'highp') {
  9101. if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) {
  9102. return 'highp';
  9103. }
  9104. precision = 'mediump';
  9105. }
  9106. if (precision === 'mediump') {
  9107. if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) {
  9108. return 'mediump';
  9109. }
  9110. }
  9111. return 'lowp';
  9112. }
  9113. /* eslint-disable no-undef */
  9114. const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext || typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext;
  9115. /* eslint-enable no-undef */
  9116. let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9117. const maxPrecision = getMaxPrecision(precision);
  9118. if (maxPrecision !== precision) {
  9119. console.warn('THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.');
  9120. precision = maxPrecision;
  9121. }
  9122. const drawBuffers = isWebGL2 || extensions.has('WEBGL_draw_buffers');
  9123. const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9124. const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
  9125. const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  9126. const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
  9127. const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  9128. const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
  9129. const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);
  9130. const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS);
  9131. const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  9132. const vertexTextures = maxVertexTextures > 0;
  9133. const floatFragmentTextures = isWebGL2 || extensions.has('OES_texture_float');
  9134. const floatVertexTextures = vertexTextures && floatFragmentTextures;
  9135. const maxSamples = isWebGL2 ? gl.getParameter(gl.MAX_SAMPLES) : 0;
  9136. return {
  9137. isWebGL2: isWebGL2,
  9138. drawBuffers: drawBuffers,
  9139. getMaxAnisotropy: getMaxAnisotropy,
  9140. getMaxPrecision: getMaxPrecision,
  9141. precision: precision,
  9142. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9143. maxTextures: maxTextures,
  9144. maxVertexTextures: maxVertexTextures,
  9145. maxTextureSize: maxTextureSize,
  9146. maxCubemapSize: maxCubemapSize,
  9147. maxAttributes: maxAttributes,
  9148. maxVertexUniforms: maxVertexUniforms,
  9149. maxVaryings: maxVaryings,
  9150. maxFragmentUniforms: maxFragmentUniforms,
  9151. vertexTextures: vertexTextures,
  9152. floatFragmentTextures: floatFragmentTextures,
  9153. floatVertexTextures: floatVertexTextures,
  9154. maxSamples: maxSamples
  9155. };
  9156. }
  9157. function WebGLClipping(properties) {
  9158. const scope = this;
  9159. let globalState = null,
  9160. numGlobalPlanes = 0,
  9161. localClippingEnabled = false,
  9162. renderingShadows = false;
  9163. const plane = new Plane(),
  9164. viewNormalMatrix = new Matrix3(),
  9165. uniform = {
  9166. value: null,
  9167. needsUpdate: false
  9168. };
  9169. this.uniform = uniform;
  9170. this.numPlanes = 0;
  9171. this.numIntersection = 0;
  9172. this.init = function (planes, enableLocalClipping, camera) {
  9173. const enabled = planes.length !== 0 || enableLocalClipping || // enable state of previous frame - the clipping code has to
  9174. // run another frame in order to reset the state:
  9175. numGlobalPlanes !== 0 || localClippingEnabled;
  9176. localClippingEnabled = enableLocalClipping;
  9177. globalState = projectPlanes(planes, camera, 0);
  9178. numGlobalPlanes = planes.length;
  9179. return enabled;
  9180. };
  9181. this.beginShadows = function () {
  9182. renderingShadows = true;
  9183. projectPlanes(null);
  9184. };
  9185. this.endShadows = function () {
  9186. renderingShadows = false;
  9187. resetGlobalState();
  9188. };
  9189. this.setState = function (material, camera, useCache) {
  9190. const planes = material.clippingPlanes,
  9191. clipIntersection = material.clipIntersection,
  9192. clipShadows = material.clipShadows;
  9193. const materialProperties = properties.get(material);
  9194. if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) {
  9195. // there's no local clipping
  9196. if (renderingShadows) {
  9197. // there's no global clipping
  9198. projectPlanes(null);
  9199. } else {
  9200. resetGlobalState();
  9201. }
  9202. } else {
  9203. const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9204. lGlobal = nGlobal * 4;
  9205. let dstArray = materialProperties.clippingState || null;
  9206. uniform.value = dstArray; // ensure unique state
  9207. dstArray = projectPlanes(planes, camera, lGlobal, useCache);
  9208. for (let i = 0; i !== lGlobal; ++i) {
  9209. dstArray[i] = globalState[i];
  9210. }
  9211. materialProperties.clippingState = dstArray;
  9212. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9213. this.numPlanes += nGlobal;
  9214. }
  9215. };
  9216. function resetGlobalState() {
  9217. if (uniform.value !== globalState) {
  9218. uniform.value = globalState;
  9219. uniform.needsUpdate = numGlobalPlanes > 0;
  9220. }
  9221. scope.numPlanes = numGlobalPlanes;
  9222. scope.numIntersection = 0;
  9223. }
  9224. function projectPlanes(planes, camera, dstOffset, skipTransform) {
  9225. const nPlanes = planes !== null ? planes.length : 0;
  9226. let dstArray = null;
  9227. if (nPlanes !== 0) {
  9228. dstArray = uniform.value;
  9229. if (skipTransform !== true || dstArray === null) {
  9230. const flatSize = dstOffset + nPlanes * 4,
  9231. viewMatrix = camera.matrixWorldInverse;
  9232. viewNormalMatrix.getNormalMatrix(viewMatrix);
  9233. if (dstArray === null || dstArray.length < flatSize) {
  9234. dstArray = new Float32Array(flatSize);
  9235. }
  9236. for (let i = 0, i4 = dstOffset; i !== nPlanes; ++i, i4 += 4) {
  9237. plane.copy(planes[i]).applyMatrix4(viewMatrix, viewNormalMatrix);
  9238. plane.normal.toArray(dstArray, i4);
  9239. dstArray[i4 + 3] = plane.constant;
  9240. }
  9241. }
  9242. uniform.value = dstArray;
  9243. uniform.needsUpdate = true;
  9244. }
  9245. scope.numPlanes = nPlanes;
  9246. scope.numIntersection = 0;
  9247. return dstArray;
  9248. }
  9249. }
  9250. function WebGLCubeMaps(renderer) {
  9251. let cubemaps = new WeakMap();
  9252. function mapTextureMapping(texture, mapping) {
  9253. if (mapping === EquirectangularReflectionMapping) {
  9254. texture.mapping = CubeReflectionMapping;
  9255. } else if (mapping === EquirectangularRefractionMapping) {
  9256. texture.mapping = CubeRefractionMapping;
  9257. }
  9258. return texture;
  9259. }
  9260. function get(texture) {
  9261. if (texture && texture.isTexture) {
  9262. const mapping = texture.mapping;
  9263. if (mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping) {
  9264. if (cubemaps.has(texture)) {
  9265. const cubemap = cubemaps.get(texture).texture;
  9266. return mapTextureMapping(cubemap, texture.mapping);
  9267. } else {
  9268. const image = texture.image;
  9269. if (image && image.height > 0) {
  9270. const currentRenderTarget = renderer.getRenderTarget();
  9271. const renderTarget = new WebGLCubeRenderTarget(image.height / 2);
  9272. renderTarget.fromEquirectangularTexture(renderer, texture);
  9273. cubemaps.set(texture, renderTarget);
  9274. renderer.setRenderTarget(currentRenderTarget);
  9275. texture.addEventListener('dispose', onTextureDispose);
  9276. return mapTextureMapping(renderTarget.texture, texture.mapping);
  9277. } else {
  9278. // image not yet ready. try the conversion next frame
  9279. return null;
  9280. }
  9281. }
  9282. }
  9283. }
  9284. return texture;
  9285. }
  9286. function onTextureDispose(event) {
  9287. const texture = event.target;
  9288. texture.removeEventListener('dispose', onTextureDispose);
  9289. const cubemap = cubemaps.get(texture);
  9290. if (cubemap !== undefined) {
  9291. cubemaps.delete(texture);
  9292. cubemap.dispose();
  9293. }
  9294. }
  9295. function dispose() {
  9296. cubemaps = new WeakMap();
  9297. }
  9298. return {
  9299. get: get,
  9300. dispose: dispose
  9301. };
  9302. }
  9303. function WebGLExtensions(gl) {
  9304. const extensions = {};
  9305. function getExtension(name) {
  9306. if (extensions[name] !== undefined) {
  9307. return extensions[name];
  9308. }
  9309. let extension;
  9310. switch (name) {
  9311. case 'WEBGL_depth_texture':
  9312. extension = gl.getExtension('WEBGL_depth_texture') || gl.getExtension('MOZ_WEBGL_depth_texture') || gl.getExtension('WEBKIT_WEBGL_depth_texture');
  9313. break;
  9314. case 'EXT_texture_filter_anisotropic':
  9315. extension = gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic');
  9316. break;
  9317. case 'WEBGL_compressed_texture_s3tc':
  9318. extension = gl.getExtension('WEBGL_compressed_texture_s3tc') || gl.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  9319. break;
  9320. case 'WEBGL_compressed_texture_pvrtc':
  9321. extension = gl.getExtension('WEBGL_compressed_texture_pvrtc') || gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  9322. break;
  9323. default:
  9324. extension = gl.getExtension(name);
  9325. }
  9326. extensions[name] = extension;
  9327. return extension;
  9328. }
  9329. return {
  9330. has: function (name) {
  9331. return getExtension(name) !== null;
  9332. },
  9333. init: function (capabilities) {
  9334. if (capabilities.isWebGL2) {
  9335. getExtension('EXT_color_buffer_float');
  9336. } else {
  9337. getExtension('WEBGL_depth_texture');
  9338. getExtension('OES_texture_float');
  9339. getExtension('OES_texture_half_float');
  9340. getExtension('OES_texture_half_float_linear');
  9341. getExtension('OES_standard_derivatives');
  9342. getExtension('OES_element_index_uint');
  9343. getExtension('OES_vertex_array_object');
  9344. getExtension('ANGLE_instanced_arrays');
  9345. }
  9346. getExtension('OES_texture_float_linear');
  9347. getExtension('EXT_color_buffer_half_float');
  9348. },
  9349. get: function (name) {
  9350. const extension = getExtension(name);
  9351. if (extension === null) {
  9352. console.warn('THREE.WebGLRenderer: ' + name + ' extension not supported.');
  9353. }
  9354. return extension;
  9355. }
  9356. };
  9357. }
  9358. function WebGLGeometries(gl, attributes, info, bindingStates) {
  9359. const geometries = {};
  9360. const wireframeAttributes = new WeakMap();
  9361. function onGeometryDispose(event) {
  9362. const geometry = event.target;
  9363. if (geometry.index !== null) {
  9364. attributes.remove(geometry.index);
  9365. }
  9366. for (const name in geometry.attributes) {
  9367. attributes.remove(geometry.attributes[name]);
  9368. }
  9369. geometry.removeEventListener('dispose', onGeometryDispose);
  9370. delete geometries[geometry.id];
  9371. const attribute = wireframeAttributes.get(geometry);
  9372. if (attribute) {
  9373. attributes.remove(attribute);
  9374. wireframeAttributes.delete(geometry);
  9375. }
  9376. bindingStates.releaseStatesOfGeometry(geometry);
  9377. if (geometry.isInstancedBufferGeometry === true) {
  9378. delete geometry._maxInstanceCount;
  9379. } //
  9380. info.memory.geometries--;
  9381. }
  9382. function get(object, geometry) {
  9383. if (geometries[geometry.id] === true) return geometry;
  9384. geometry.addEventListener('dispose', onGeometryDispose);
  9385. geometries[geometry.id] = true;
  9386. info.memory.geometries++;
  9387. return geometry;
  9388. }
  9389. function update(geometry) {
  9390. const geometryAttributes = geometry.attributes; // Updating index buffer in VAO now. See WebGLBindingStates.
  9391. for (const name in geometryAttributes) {
  9392. attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER);
  9393. } // morph targets
  9394. const morphAttributes = geometry.morphAttributes;
  9395. for (const name in morphAttributes) {
  9396. const array = morphAttributes[name];
  9397. for (let i = 0, l = array.length; i < l; i++) {
  9398. attributes.update(array[i], gl.ARRAY_BUFFER);
  9399. }
  9400. }
  9401. }
  9402. function updateWireframeAttribute(geometry) {
  9403. const indices = [];
  9404. const geometryIndex = geometry.index;
  9405. const geometryPosition = geometry.attributes.position;
  9406. let version = 0;
  9407. if (geometryIndex !== null) {
  9408. const array = geometryIndex.array;
  9409. version = geometryIndex.version;
  9410. for (let i = 0, l = array.length; i < l; i += 3) {
  9411. const a = array[i + 0];
  9412. const b = array[i + 1];
  9413. const c = array[i + 2];
  9414. indices.push(a, b, b, c, c, a);
  9415. }
  9416. } else {
  9417. const array = geometryPosition.array;
  9418. version = geometryPosition.version;
  9419. for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) {
  9420. const a = i + 0;
  9421. const b = i + 1;
  9422. const c = i + 2;
  9423. indices.push(a, b, b, c, c, a);
  9424. }
  9425. }
  9426. const attribute = new (arrayMax(indices) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
  9427. attribute.version = version; // Updating index buffer in VAO now. See WebGLBindingStates
  9428. //
  9429. const previousAttribute = wireframeAttributes.get(geometry);
  9430. if (previousAttribute) attributes.remove(previousAttribute); //
  9431. wireframeAttributes.set(geometry, attribute);
  9432. }
  9433. function getWireframeAttribute(geometry) {
  9434. const currentAttribute = wireframeAttributes.get(geometry);
  9435. if (currentAttribute) {
  9436. const geometryIndex = geometry.index;
  9437. if (geometryIndex !== null) {
  9438. // if the attribute is obsolete, create a new one
  9439. if (currentAttribute.version < geometryIndex.version) {
  9440. updateWireframeAttribute(geometry);
  9441. }
  9442. }
  9443. } else {
  9444. updateWireframeAttribute(geometry);
  9445. }
  9446. return wireframeAttributes.get(geometry);
  9447. }
  9448. return {
  9449. get: get,
  9450. update: update,
  9451. getWireframeAttribute: getWireframeAttribute
  9452. };
  9453. }
  9454. function WebGLIndexedBufferRenderer(gl, extensions, info, capabilities) {
  9455. const isWebGL2 = capabilities.isWebGL2;
  9456. let mode;
  9457. function setMode(value) {
  9458. mode = value;
  9459. }
  9460. let type, bytesPerElement;
  9461. function setIndex(value) {
  9462. type = value.type;
  9463. bytesPerElement = value.bytesPerElement;
  9464. }
  9465. function render(start, count) {
  9466. gl.drawElements(mode, count, type, start * bytesPerElement);
  9467. info.update(count, mode, 1);
  9468. }
  9469. function renderInstances(start, count, primcount) {
  9470. if (primcount === 0) return;
  9471. let extension, methodName;
  9472. if (isWebGL2) {
  9473. extension = gl;
  9474. methodName = 'drawElementsInstanced';
  9475. } else {
  9476. extension = extensions.get('ANGLE_instanced_arrays');
  9477. methodName = 'drawElementsInstancedANGLE';
  9478. if (extension === null) {
  9479. console.error('THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.');
  9480. return;
  9481. }
  9482. }
  9483. extension[methodName](mode, count, type, start * bytesPerElement, primcount);
  9484. info.update(count, mode, primcount);
  9485. } //
  9486. this.setMode = setMode;
  9487. this.setIndex = setIndex;
  9488. this.render = render;
  9489. this.renderInstances = renderInstances;
  9490. }
  9491. function WebGLInfo(gl) {
  9492. const memory = {
  9493. geometries: 0,
  9494. textures: 0
  9495. };
  9496. const render = {
  9497. frame: 0,
  9498. calls: 0,
  9499. triangles: 0,
  9500. points: 0,
  9501. lines: 0
  9502. };
  9503. function update(count, mode, instanceCount) {
  9504. render.calls++;
  9505. switch (mode) {
  9506. case gl.TRIANGLES:
  9507. render.triangles += instanceCount * (count / 3);
  9508. break;
  9509. case gl.LINES:
  9510. render.lines += instanceCount * (count / 2);
  9511. break;
  9512. case gl.LINE_STRIP:
  9513. render.lines += instanceCount * (count - 1);
  9514. break;
  9515. case gl.LINE_LOOP:
  9516. render.lines += instanceCount * count;
  9517. break;
  9518. case gl.POINTS:
  9519. render.points += instanceCount * count;
  9520. break;
  9521. default:
  9522. console.error('THREE.WebGLInfo: Unknown draw mode:', mode);
  9523. break;
  9524. }
  9525. }
  9526. function reset() {
  9527. render.frame++;
  9528. render.calls = 0;
  9529. render.triangles = 0;
  9530. render.points = 0;
  9531. render.lines = 0;
  9532. }
  9533. return {
  9534. memory: memory,
  9535. render: render,
  9536. programs: null,
  9537. autoReset: true,
  9538. reset: reset,
  9539. update: update
  9540. };
  9541. }
  9542. function numericalSort(a, b) {
  9543. return a[0] - b[0];
  9544. }
  9545. function absNumericalSort(a, b) {
  9546. return Math.abs(b[1]) - Math.abs(a[1]);
  9547. }
  9548. function WebGLMorphtargets(gl) {
  9549. const influencesList = {};
  9550. const morphInfluences = new Float32Array(8);
  9551. const workInfluences = [];
  9552. for (let i = 0; i < 8; i++) {
  9553. workInfluences[i] = [i, 0];
  9554. }
  9555. function update(object, geometry, material, program) {
  9556. const objectInfluences = object.morphTargetInfluences; // When object doesn't have morph target influences defined, we treat it as a 0-length array
  9557. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  9558. const length = objectInfluences === undefined ? 0 : objectInfluences.length;
  9559. let influences = influencesList[geometry.id];
  9560. if (influences === undefined) {
  9561. // initialise list
  9562. influences = [];
  9563. for (let i = 0; i < length; i++) {
  9564. influences[i] = [i, 0];
  9565. }
  9566. influencesList[geometry.id] = influences;
  9567. } // Collect influences
  9568. for (let i = 0; i < length; i++) {
  9569. const influence = influences[i];
  9570. influence[0] = i;
  9571. influence[1] = objectInfluences[i];
  9572. }
  9573. influences.sort(absNumericalSort);
  9574. for (let i = 0; i < 8; i++) {
  9575. if (i < length && influences[i][1]) {
  9576. workInfluences[i][0] = influences[i][0];
  9577. workInfluences[i][1] = influences[i][1];
  9578. } else {
  9579. workInfluences[i][0] = Number.MAX_SAFE_INTEGER;
  9580. workInfluences[i][1] = 0;
  9581. }
  9582. }
  9583. workInfluences.sort(numericalSort);
  9584. const morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9585. const morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9586. let morphInfluencesSum = 0;
  9587. for (let i = 0; i < 8; i++) {
  9588. const influence = workInfluences[i];
  9589. const index = influence[0];
  9590. const value = influence[1];
  9591. if (index !== Number.MAX_SAFE_INTEGER && value) {
  9592. if (morphTargets && geometry.getAttribute('morphTarget' + i) !== morphTargets[index]) {
  9593. geometry.setAttribute('morphTarget' + i, morphTargets[index]);
  9594. }
  9595. if (morphNormals && geometry.getAttribute('morphNormal' + i) !== morphNormals[index]) {
  9596. geometry.setAttribute('morphNormal' + i, morphNormals[index]);
  9597. }
  9598. morphInfluences[i] = value;
  9599. morphInfluencesSum += value;
  9600. } else {
  9601. if (morphTargets && geometry.hasAttribute('morphTarget' + i) === true) {
  9602. geometry.deleteAttribute('morphTarget' + i);
  9603. }
  9604. if (morphNormals && geometry.hasAttribute('morphNormal' + i) === true) {
  9605. geometry.deleteAttribute('morphNormal' + i);
  9606. }
  9607. morphInfluences[i] = 0;
  9608. }
  9609. } // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  9610. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  9611. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  9612. const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  9613. program.getUniforms().setValue(gl, 'morphTargetBaseInfluence', morphBaseInfluence);
  9614. program.getUniforms().setValue(gl, 'morphTargetInfluences', morphInfluences);
  9615. }
  9616. return {
  9617. update: update
  9618. };
  9619. }
  9620. function WebGLObjects(gl, geometries, attributes, info) {
  9621. let updateMap = new WeakMap();
  9622. function update(object) {
  9623. const frame = info.render.frame;
  9624. const geometry = object.geometry;
  9625. const buffergeometry = geometries.get(object, geometry); // Update once per frame
  9626. if (updateMap.get(buffergeometry) !== frame) {
  9627. geometries.update(buffergeometry);
  9628. updateMap.set(buffergeometry, frame);
  9629. }
  9630. if (object.isInstancedMesh) {
  9631. if (object.hasEventListener('dispose', onInstancedMeshDispose) === false) {
  9632. object.addEventListener('dispose', onInstancedMeshDispose);
  9633. }
  9634. attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER);
  9635. if (object.instanceColor !== null) {
  9636. attributes.update(object.instanceColor, gl.ARRAY_BUFFER);
  9637. }
  9638. }
  9639. return buffergeometry;
  9640. }
  9641. function dispose() {
  9642. updateMap = new WeakMap();
  9643. }
  9644. function onInstancedMeshDispose(event) {
  9645. const instancedMesh = event.target;
  9646. instancedMesh.removeEventListener('dispose', onInstancedMeshDispose);
  9647. attributes.remove(instancedMesh.instanceMatrix);
  9648. if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor);
  9649. }
  9650. return {
  9651. update: update,
  9652. dispose: dispose
  9653. };
  9654. }
  9655. class DataTexture2DArray extends Texture {
  9656. constructor(data = null, width = 1, height = 1, depth = 1) {
  9657. super(null);
  9658. this.image = {
  9659. data,
  9660. width,
  9661. height,
  9662. depth
  9663. };
  9664. this.magFilter = NearestFilter;
  9665. this.minFilter = NearestFilter;
  9666. this.wrapR = ClampToEdgeWrapping;
  9667. this.generateMipmaps = false;
  9668. this.flipY = false;
  9669. this.unpackAlignment = 1;
  9670. this.needsUpdate = true;
  9671. }
  9672. }
  9673. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9674. class DataTexture3D extends Texture {
  9675. constructor(data = null, width = 1, height = 1, depth = 1) {
  9676. // We're going to add .setXXX() methods for setting properties later.
  9677. // Users can still set in DataTexture3D directly.
  9678. //
  9679. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  9680. // texture.anisotropy = 16;
  9681. //
  9682. // See #14839
  9683. super(null);
  9684. this.image = {
  9685. data,
  9686. width,
  9687. height,
  9688. depth
  9689. };
  9690. this.magFilter = NearestFilter;
  9691. this.minFilter = NearestFilter;
  9692. this.wrapR = ClampToEdgeWrapping;
  9693. this.generateMipmaps = false;
  9694. this.flipY = false;
  9695. this.unpackAlignment = 1;
  9696. this.needsUpdate = true;
  9697. }
  9698. }
  9699. DataTexture3D.prototype.isDataTexture3D = true;
  9700. /**
  9701. * Uniforms of a program.
  9702. * Those form a tree structure with a special top-level container for the root,
  9703. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9704. *
  9705. *
  9706. * Properties of inner nodes including the top-level container:
  9707. *
  9708. * .seq - array of nested uniforms
  9709. * .map - nested uniforms by name
  9710. *
  9711. *
  9712. * Methods of all nodes except the top-level container:
  9713. *
  9714. * .setValue( gl, value, [textures] )
  9715. *
  9716. * uploads a uniform value(s)
  9717. * the 'textures' parameter is needed for sampler uniforms
  9718. *
  9719. *
  9720. * Static methods of the top-level container (textures factorizations):
  9721. *
  9722. * .upload( gl, seq, values, textures )
  9723. *
  9724. * sets uniforms in 'seq' to 'values[id].value'
  9725. *
  9726. * .seqWithValue( seq, values ) : filteredSeq
  9727. *
  9728. * filters 'seq' entries with corresponding entry in values
  9729. *
  9730. *
  9731. * Methods of the top-level container (textures factorizations):
  9732. *
  9733. * .setValue( gl, name, value, textures )
  9734. *
  9735. * sets uniform with name 'name' to 'value'
  9736. *
  9737. * .setOptional( gl, obj, prop )
  9738. *
  9739. * like .set for an optional property of the object
  9740. *
  9741. */
  9742. const emptyTexture = new Texture();
  9743. const emptyTexture2dArray = new DataTexture2DArray();
  9744. const emptyTexture3d = new DataTexture3D();
  9745. const emptyCubeTexture = new CubeTexture(); // --- Utilities ---
  9746. // Array Caches (provide typed arrays for temporary by size)
  9747. const arrayCacheF32 = [];
  9748. const arrayCacheI32 = []; // Float32Array caches used for uploading Matrix uniforms
  9749. const mat4array = new Float32Array(16);
  9750. const mat3array = new Float32Array(9);
  9751. const mat2array = new Float32Array(4); // Flattening for arrays of vectors and matrices
  9752. function flatten(array, nBlocks, blockSize) {
  9753. const firstElem = array[0];
  9754. if (firstElem <= 0 || firstElem > 0) return array; // unoptimized: ! isNaN( firstElem )
  9755. // see http://jacksondunstan.com/articles/983
  9756. const n = nBlocks * blockSize;
  9757. let r = arrayCacheF32[n];
  9758. if (r === undefined) {
  9759. r = new Float32Array(n);
  9760. arrayCacheF32[n] = r;
  9761. }
  9762. if (nBlocks !== 0) {
  9763. firstElem.toArray(r, 0);
  9764. for (let i = 1, offset = 0; i !== nBlocks; ++i) {
  9765. offset += blockSize;
  9766. array[i].toArray(r, offset);
  9767. }
  9768. }
  9769. return r;
  9770. }
  9771. function arraysEqual(a, b) {
  9772. if (a.length !== b.length) return false;
  9773. for (let i = 0, l = a.length; i < l; i++) {
  9774. if (a[i] !== b[i]) return false;
  9775. }
  9776. return true;
  9777. }
  9778. function copyArray(a, b) {
  9779. for (let i = 0, l = b.length; i < l; i++) {
  9780. a[i] = b[i];
  9781. }
  9782. } // Texture unit allocation
  9783. function allocTexUnits(textures, n) {
  9784. let r = arrayCacheI32[n];
  9785. if (r === undefined) {
  9786. r = new Int32Array(n);
  9787. arrayCacheI32[n] = r;
  9788. }
  9789. for (let i = 0; i !== n; ++i) {
  9790. r[i] = textures.allocateTextureUnit();
  9791. }
  9792. return r;
  9793. } // --- Setters ---
  9794. // Note: Defining these methods externally, because they come in a bunch
  9795. // and this way their names minify.
  9796. // Single scalar
  9797. function setValueV1f(gl, v) {
  9798. const cache = this.cache;
  9799. if (cache[0] === v) return;
  9800. gl.uniform1f(this.addr, v);
  9801. cache[0] = v;
  9802. } // Single float vector (from flat array or THREE.VectorN)
  9803. function setValueV2f(gl, v) {
  9804. const cache = this.cache;
  9805. if (v.x !== undefined) {
  9806. if (cache[0] !== v.x || cache[1] !== v.y) {
  9807. gl.uniform2f(this.addr, v.x, v.y);
  9808. cache[0] = v.x;
  9809. cache[1] = v.y;
  9810. }
  9811. } else {
  9812. if (arraysEqual(cache, v)) return;
  9813. gl.uniform2fv(this.addr, v);
  9814. copyArray(cache, v);
  9815. }
  9816. }
  9817. function setValueV3f(gl, v) {
  9818. const cache = this.cache;
  9819. if (v.x !== undefined) {
  9820. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
  9821. gl.uniform3f(this.addr, v.x, v.y, v.z);
  9822. cache[0] = v.x;
  9823. cache[1] = v.y;
  9824. cache[2] = v.z;
  9825. }
  9826. } else if (v.r !== undefined) {
  9827. if (cache[0] !== v.r || cache[1] !== v.g || cache[2] !== v.b) {
  9828. gl.uniform3f(this.addr, v.r, v.g, v.b);
  9829. cache[0] = v.r;
  9830. cache[1] = v.g;
  9831. cache[2] = v.b;
  9832. }
  9833. } else {
  9834. if (arraysEqual(cache, v)) return;
  9835. gl.uniform3fv(this.addr, v);
  9836. copyArray(cache, v);
  9837. }
  9838. }
  9839. function setValueV4f(gl, v) {
  9840. const cache = this.cache;
  9841. if (v.x !== undefined) {
  9842. if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
  9843. gl.uniform4f(this.addr, v.x, v.y, v.z, v.w);
  9844. cache[0] = v.x;
  9845. cache[1] = v.y;
  9846. cache[2] = v.z;
  9847. cache[3] = v.w;
  9848. }
  9849. } else {
  9850. if (arraysEqual(cache, v)) return;
  9851. gl.uniform4fv(this.addr, v);
  9852. copyArray(cache, v);
  9853. }
  9854. } // Single matrix (from flat array or THREE.MatrixN)
  9855. function setValueM2(gl, v) {
  9856. const cache = this.cache;
  9857. const elements = v.elements;
  9858. if (elements === undefined) {
  9859. if (arraysEqual(cache, v)) return;
  9860. gl.uniformMatrix2fv(this.addr, false, v);
  9861. copyArray(cache, v);
  9862. } else {
  9863. if (arraysEqual(cache, elements)) return;
  9864. mat2array.set(elements);
  9865. gl.uniformMatrix2fv(this.addr, false, mat2array);
  9866. copyArray(cache, elements);
  9867. }
  9868. }
  9869. function setValueM3(gl, v) {
  9870. const cache = this.cache;
  9871. const elements = v.elements;
  9872. if (elements === undefined) {
  9873. if (arraysEqual(cache, v)) return;
  9874. gl.uniformMatrix3fv(this.addr, false, v);
  9875. copyArray(cache, v);
  9876. } else {
  9877. if (arraysEqual(cache, elements)) return;
  9878. mat3array.set(elements);
  9879. gl.uniformMatrix3fv(this.addr, false, mat3array);
  9880. copyArray(cache, elements);
  9881. }
  9882. }
  9883. function setValueM4(gl, v) {
  9884. const cache = this.cache;
  9885. const elements = v.elements;
  9886. if (elements === undefined) {
  9887. if (arraysEqual(cache, v)) return;
  9888. gl.uniformMatrix4fv(this.addr, false, v);
  9889. copyArray(cache, v);
  9890. } else {
  9891. if (arraysEqual(cache, elements)) return;
  9892. mat4array.set(elements);
  9893. gl.uniformMatrix4fv(this.addr, false, mat4array);
  9894. copyArray(cache, elements);
  9895. }
  9896. } // Single integer / boolean
  9897. function setValueV1i(gl, v) {
  9898. const cache = this.cache;
  9899. if (cache[0] === v) return;
  9900. gl.uniform1i(this.addr, v);
  9901. cache[0] = v;
  9902. } // Single integer / boolean vector (from flat array)
  9903. function setValueV2i(gl, v) {
  9904. const cache = this.cache;
  9905. if (arraysEqual(cache, v)) return;
  9906. gl.uniform2iv(this.addr, v);
  9907. copyArray(cache, v);
  9908. }
  9909. function setValueV3i(gl, v) {
  9910. const cache = this.cache;
  9911. if (arraysEqual(cache, v)) return;
  9912. gl.uniform3iv(this.addr, v);
  9913. copyArray(cache, v);
  9914. }
  9915. function setValueV4i(gl, v) {
  9916. const cache = this.cache;
  9917. if (arraysEqual(cache, v)) return;
  9918. gl.uniform4iv(this.addr, v);
  9919. copyArray(cache, v);
  9920. } // Single unsigned integer
  9921. function setValueV1ui(gl, v) {
  9922. const cache = this.cache;
  9923. if (cache[0] === v) return;
  9924. gl.uniform1ui(this.addr, v);
  9925. cache[0] = v;
  9926. } // Single unsigned integer vector (from flat array)
  9927. function setValueV2ui(gl, v) {
  9928. const cache = this.cache;
  9929. if (arraysEqual(cache, v)) return;
  9930. gl.uniform2uiv(this.addr, v);
  9931. copyArray(cache, v);
  9932. }
  9933. function setValueV3ui(gl, v) {
  9934. const cache = this.cache;
  9935. if (arraysEqual(cache, v)) return;
  9936. gl.uniform3uiv(this.addr, v);
  9937. copyArray(cache, v);
  9938. }
  9939. function setValueV4ui(gl, v) {
  9940. const cache = this.cache;
  9941. if (arraysEqual(cache, v)) return;
  9942. gl.uniform4uiv(this.addr, v);
  9943. copyArray(cache, v);
  9944. } // Single texture (2D / Cube)
  9945. function setValueT1(gl, v, textures) {
  9946. const cache = this.cache;
  9947. const unit = textures.allocateTextureUnit();
  9948. if (cache[0] !== unit) {
  9949. gl.uniform1i(this.addr, unit);
  9950. cache[0] = unit;
  9951. }
  9952. textures.safeSetTexture2D(v || emptyTexture, unit);
  9953. }
  9954. function setValueT3D1(gl, v, textures) {
  9955. const cache = this.cache;
  9956. const unit = textures.allocateTextureUnit();
  9957. if (cache[0] !== unit) {
  9958. gl.uniform1i(this.addr, unit);
  9959. cache[0] = unit;
  9960. }
  9961. textures.setTexture3D(v || emptyTexture3d, unit);
  9962. }
  9963. function setValueT6(gl, v, textures) {
  9964. const cache = this.cache;
  9965. const unit = textures.allocateTextureUnit();
  9966. if (cache[0] !== unit) {
  9967. gl.uniform1i(this.addr, unit);
  9968. cache[0] = unit;
  9969. }
  9970. textures.safeSetTextureCube(v || emptyCubeTexture, unit);
  9971. }
  9972. function setValueT2DArray1(gl, v, textures) {
  9973. const cache = this.cache;
  9974. const unit = textures.allocateTextureUnit();
  9975. if (cache[0] !== unit) {
  9976. gl.uniform1i(this.addr, unit);
  9977. cache[0] = unit;
  9978. }
  9979. textures.setTexture2DArray(v || emptyTexture2dArray, unit);
  9980. } // Helper to pick the right setter for the singular case
  9981. function getSingularSetter(type) {
  9982. switch (type) {
  9983. case 0x1406:
  9984. return setValueV1f;
  9985. // FLOAT
  9986. case 0x8b50:
  9987. return setValueV2f;
  9988. // _VEC2
  9989. case 0x8b51:
  9990. return setValueV3f;
  9991. // _VEC3
  9992. case 0x8b52:
  9993. return setValueV4f;
  9994. // _VEC4
  9995. case 0x8b5a:
  9996. return setValueM2;
  9997. // _MAT2
  9998. case 0x8b5b:
  9999. return setValueM3;
  10000. // _MAT3
  10001. case 0x8b5c:
  10002. return setValueM4;
  10003. // _MAT4
  10004. case 0x1404:
  10005. case 0x8b56:
  10006. return setValueV1i;
  10007. // INT, BOOL
  10008. case 0x8b53:
  10009. case 0x8b57:
  10010. return setValueV2i;
  10011. // _VEC2
  10012. case 0x8b54:
  10013. case 0x8b58:
  10014. return setValueV3i;
  10015. // _VEC3
  10016. case 0x8b55:
  10017. case 0x8b59:
  10018. return setValueV4i;
  10019. // _VEC4
  10020. case 0x1405:
  10021. return setValueV1ui;
  10022. // UINT
  10023. case 0x8dc6:
  10024. return setValueV2ui;
  10025. // _VEC2
  10026. case 0x8dc7:
  10027. return setValueV3ui;
  10028. // _VEC3
  10029. case 0x8dc8:
  10030. return setValueV4ui;
  10031. // _VEC4
  10032. case 0x8b5e: // SAMPLER_2D
  10033. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10034. case 0x8dca: // INT_SAMPLER_2D
  10035. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10036. case 0x8b62:
  10037. // SAMPLER_2D_SHADOW
  10038. return setValueT1;
  10039. case 0x8b5f: // SAMPLER_3D
  10040. case 0x8dcb: // INT_SAMPLER_3D
  10041. case 0x8dd3:
  10042. // UNSIGNED_INT_SAMPLER_3D
  10043. return setValueT3D1;
  10044. case 0x8b60: // SAMPLER_CUBE
  10045. case 0x8dcc: // INT_SAMPLER_CUBE
  10046. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10047. case 0x8dc5:
  10048. // SAMPLER_CUBE_SHADOW
  10049. return setValueT6;
  10050. case 0x8dc1: // SAMPLER_2D_ARRAY
  10051. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10052. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10053. case 0x8dc4:
  10054. // SAMPLER_2D_ARRAY_SHADOW
  10055. return setValueT2DArray1;
  10056. }
  10057. } // Array of scalars
  10058. function setValueV1fArray(gl, v) {
  10059. gl.uniform1fv(this.addr, v);
  10060. } // Array of vectors (from flat array or array of THREE.VectorN)
  10061. function setValueV2fArray(gl, v) {
  10062. const data = flatten(v, this.size, 2);
  10063. gl.uniform2fv(this.addr, data);
  10064. }
  10065. function setValueV3fArray(gl, v) {
  10066. const data = flatten(v, this.size, 3);
  10067. gl.uniform3fv(this.addr, data);
  10068. }
  10069. function setValueV4fArray(gl, v) {
  10070. const data = flatten(v, this.size, 4);
  10071. gl.uniform4fv(this.addr, data);
  10072. } // Array of matrices (from flat array or array of THREE.MatrixN)
  10073. function setValueM2Array(gl, v) {
  10074. const data = flatten(v, this.size, 4);
  10075. gl.uniformMatrix2fv(this.addr, false, data);
  10076. }
  10077. function setValueM3Array(gl, v) {
  10078. const data = flatten(v, this.size, 9);
  10079. gl.uniformMatrix3fv(this.addr, false, data);
  10080. }
  10081. function setValueM4Array(gl, v) {
  10082. const data = flatten(v, this.size, 16);
  10083. gl.uniformMatrix4fv(this.addr, false, data);
  10084. } // Array of integer / boolean
  10085. function setValueV1iArray(gl, v) {
  10086. gl.uniform1iv(this.addr, v);
  10087. } // Array of integer / boolean vectors (from flat array)
  10088. function setValueV2iArray(gl, v) {
  10089. gl.uniform2iv(this.addr, v);
  10090. }
  10091. function setValueV3iArray(gl, v) {
  10092. gl.uniform3iv(this.addr, v);
  10093. }
  10094. function setValueV4iArray(gl, v) {
  10095. gl.uniform4iv(this.addr, v);
  10096. } // Array of unsigned integer
  10097. function setValueV1uiArray(gl, v) {
  10098. gl.uniform1uiv(this.addr, v);
  10099. } // Array of unsigned integer vectors (from flat array)
  10100. function setValueV2uiArray(gl, v) {
  10101. gl.uniform2uiv(this.addr, v);
  10102. }
  10103. function setValueV3uiArray(gl, v) {
  10104. gl.uniform3uiv(this.addr, v);
  10105. }
  10106. function setValueV4uiArray(gl, v) {
  10107. gl.uniform4uiv(this.addr, v);
  10108. } // Array of textures (2D / Cube)
  10109. function setValueT1Array(gl, v, textures) {
  10110. const n = v.length;
  10111. const units = allocTexUnits(textures, n);
  10112. gl.uniform1iv(this.addr, units);
  10113. for (let i = 0; i !== n; ++i) {
  10114. textures.safeSetTexture2D(v[i] || emptyTexture, units[i]);
  10115. }
  10116. }
  10117. function setValueT6Array(gl, v, textures) {
  10118. const n = v.length;
  10119. const units = allocTexUnits(textures, n);
  10120. gl.uniform1iv(this.addr, units);
  10121. for (let i = 0; i !== n; ++i) {
  10122. textures.safeSetTextureCube(v[i] || emptyCubeTexture, units[i]);
  10123. }
  10124. } // Helper to pick the right setter for a pure (bottom-level) array
  10125. function getPureArraySetter(type) {
  10126. switch (type) {
  10127. case 0x1406:
  10128. return setValueV1fArray;
  10129. // FLOAT
  10130. case 0x8b50:
  10131. return setValueV2fArray;
  10132. // _VEC2
  10133. case 0x8b51:
  10134. return setValueV3fArray;
  10135. // _VEC3
  10136. case 0x8b52:
  10137. return setValueV4fArray;
  10138. // _VEC4
  10139. case 0x8b5a:
  10140. return setValueM2Array;
  10141. // _MAT2
  10142. case 0x8b5b:
  10143. return setValueM3Array;
  10144. // _MAT3
  10145. case 0x8b5c:
  10146. return setValueM4Array;
  10147. // _MAT4
  10148. case 0x1404:
  10149. case 0x8b56:
  10150. return setValueV1iArray;
  10151. // INT, BOOL
  10152. case 0x8b53:
  10153. case 0x8b57:
  10154. return setValueV2iArray;
  10155. // _VEC2
  10156. case 0x8b54:
  10157. case 0x8b58:
  10158. return setValueV3iArray;
  10159. // _VEC3
  10160. case 0x8b55:
  10161. case 0x8b59:
  10162. return setValueV4iArray;
  10163. // _VEC4
  10164. case 0x1405:
  10165. return setValueV1uiArray;
  10166. // UINT
  10167. case 0x8dc6:
  10168. return setValueV2uiArray;
  10169. // _VEC2
  10170. case 0x8dc7:
  10171. return setValueV3uiArray;
  10172. // _VEC3
  10173. case 0x8dc8:
  10174. return setValueV4uiArray;
  10175. // _VEC4
  10176. case 0x8b5e: // SAMPLER_2D
  10177. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10178. case 0x8dca: // INT_SAMPLER_2D
  10179. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10180. case 0x8b62:
  10181. // SAMPLER_2D_SHADOW
  10182. return setValueT1Array;
  10183. case 0x8b60: // SAMPLER_CUBE
  10184. case 0x8dcc: // INT_SAMPLER_CUBE
  10185. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10186. case 0x8dc5:
  10187. // SAMPLER_CUBE_SHADOW
  10188. return setValueT6Array;
  10189. }
  10190. } // --- Uniform Classes ---
  10191. function SingleUniform(id, activeInfo, addr) {
  10192. this.id = id;
  10193. this.addr = addr;
  10194. this.cache = [];
  10195. this.setValue = getSingularSetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  10196. }
  10197. function PureArrayUniform(id, activeInfo, addr) {
  10198. this.id = id;
  10199. this.addr = addr;
  10200. this.cache = [];
  10201. this.size = activeInfo.size;
  10202. this.setValue = getPureArraySetter(activeInfo.type); // this.path = activeInfo.name; // DEBUG
  10203. }
  10204. PureArrayUniform.prototype.updateCache = function (data) {
  10205. const cache = this.cache;
  10206. if (data instanceof Float32Array && cache.length !== data.length) {
  10207. this.cache = new Float32Array(data.length);
  10208. }
  10209. copyArray(cache, data);
  10210. };
  10211. function StructuredUniform(id) {
  10212. this.id = id;
  10213. this.seq = [];
  10214. this.map = {};
  10215. }
  10216. StructuredUniform.prototype.setValue = function (gl, value, textures) {
  10217. const seq = this.seq;
  10218. for (let i = 0, n = seq.length; i !== n; ++i) {
  10219. const u = seq[i];
  10220. u.setValue(gl, value[u.id], textures);
  10221. }
  10222. }; // --- Top-level ---
  10223. // Parser - builds up the property tree from the path strings
  10224. const RePathPart = /(\w+)(\])?(\[|\.)?/g; // extracts
  10225. // - the identifier (member name or array index)
  10226. // - followed by an optional right bracket (found when array index)
  10227. // - followed by an optional left bracket or dot (type of subscript)
  10228. //
  10229. // Note: These portions can be read in a non-overlapping fashion and
  10230. // allow straightforward parsing of the hierarchy that WebGL encodes
  10231. // in the uniform names.
  10232. function addUniform(container, uniformObject) {
  10233. container.seq.push(uniformObject);
  10234. container.map[uniformObject.id] = uniformObject;
  10235. }
  10236. function parseUniform(activeInfo, addr, container) {
  10237. const path = activeInfo.name,
  10238. pathLength = path.length; // reset RegExp object, because of the early exit of a previous run
  10239. RePathPart.lastIndex = 0;
  10240. while (true) {
  10241. const match = RePathPart.exec(path),
  10242. matchEnd = RePathPart.lastIndex;
  10243. let id = match[1];
  10244. const idIsIndex = match[2] === ']',
  10245. subscript = match[3];
  10246. if (idIsIndex) id = id | 0; // convert to integer
  10247. if (subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength) {
  10248. // bare name or "pure" bottom-level array "[0]" suffix
  10249. addUniform(container, subscript === undefined ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));
  10250. break;
  10251. } else {
  10252. // step into inner node / create it in case it doesn't exist
  10253. const map = container.map;
  10254. let next = map[id];
  10255. if (next === undefined) {
  10256. next = new StructuredUniform(id);
  10257. addUniform(container, next);
  10258. }
  10259. container = next;
  10260. }
  10261. }
  10262. } // Root Container
  10263. function WebGLUniforms(gl, program) {
  10264. this.seq = [];
  10265. this.map = {};
  10266. const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  10267. for (let i = 0; i < n; ++i) {
  10268. const info = gl.getActiveUniform(program, i),
  10269. addr = gl.getUniformLocation(program, info.name);
  10270. parseUniform(info, addr, this);
  10271. }
  10272. }
  10273. WebGLUniforms.prototype.setValue = function (gl, name, value, textures) {
  10274. const u = this.map[name];
  10275. if (u !== undefined) u.setValue(gl, value, textures);
  10276. };
  10277. WebGLUniforms.prototype.setOptional = function (gl, object, name) {
  10278. const v = object[name];
  10279. if (v !== undefined) this.setValue(gl, name, v);
  10280. }; // Static interface
  10281. WebGLUniforms.upload = function (gl, seq, values, textures) {
  10282. for (let i = 0, n = seq.length; i !== n; ++i) {
  10283. const u = seq[i],
  10284. v = values[u.id];
  10285. if (v.needsUpdate !== false) {
  10286. // note: always updating when .needsUpdate is undefined
  10287. u.setValue(gl, v.value, textures);
  10288. }
  10289. }
  10290. };
  10291. WebGLUniforms.seqWithValue = function (seq, values) {
  10292. const r = [];
  10293. for (let i = 0, n = seq.length; i !== n; ++i) {
  10294. const u = seq[i];
  10295. if (u.id in values) r.push(u);
  10296. }
  10297. return r;
  10298. };
  10299. function WebGLShader(gl, type, string) {
  10300. const shader = gl.createShader(type);
  10301. gl.shaderSource(shader, string);
  10302. gl.compileShader(shader);
  10303. return shader;
  10304. }
  10305. let programIdCount = 0;
  10306. function addLineNumbers(string) {
  10307. const lines = string.split('\n');
  10308. for (let i = 0; i < lines.length; i++) {
  10309. lines[i] = i + 1 + ': ' + lines[i];
  10310. }
  10311. return lines.join('\n');
  10312. }
  10313. function getEncodingComponents(encoding) {
  10314. switch (encoding) {
  10315. case LinearEncoding:
  10316. return ['Linear', '( value )'];
  10317. case sRGBEncoding:
  10318. return ['sRGB', '( value )'];
  10319. case RGBEEncoding:
  10320. return ['RGBE', '( value )'];
  10321. case RGBM7Encoding:
  10322. return ['RGBM', '( value, 7.0 )'];
  10323. case RGBM16Encoding:
  10324. return ['RGBM', '( value, 16.0 )'];
  10325. case RGBDEncoding:
  10326. return ['RGBD', '( value, 256.0 )'];
  10327. case GammaEncoding:
  10328. return ['Gamma', '( value, float( GAMMA_FACTOR ) )'];
  10329. case LogLuvEncoding:
  10330. return ['LogLuv', '( value )'];
  10331. default:
  10332. console.warn('THREE.WebGLProgram: Unsupported encoding:', encoding);
  10333. return ['Linear', '( value )'];
  10334. }
  10335. }
  10336. function getShaderErrors(gl, shader, type) {
  10337. const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  10338. const log = gl.getShaderInfoLog(shader).trim();
  10339. if (status && log === '') return ''; // --enable-privileged-webgl-extension
  10340. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10341. const source = gl.getShaderSource(shader);
  10342. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers(source);
  10343. }
  10344. function getTexelDecodingFunction(functionName, encoding) {
  10345. const components = getEncodingComponents(encoding);
  10346. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[0] + 'ToLinear' + components[1] + '; }';
  10347. }
  10348. function getTexelEncodingFunction(functionName, encoding) {
  10349. const components = getEncodingComponents(encoding);
  10350. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[0] + components[1] + '; }';
  10351. }
  10352. function getToneMappingFunction(functionName, toneMapping) {
  10353. let toneMappingName;
  10354. switch (toneMapping) {
  10355. case LinearToneMapping:
  10356. toneMappingName = 'Linear';
  10357. break;
  10358. case ReinhardToneMapping:
  10359. toneMappingName = 'Reinhard';
  10360. break;
  10361. case CineonToneMapping:
  10362. toneMappingName = 'OptimizedCineon';
  10363. break;
  10364. case ACESFilmicToneMapping:
  10365. toneMappingName = 'ACESFilmic';
  10366. break;
  10367. case CustomToneMapping:
  10368. toneMappingName = 'Custom';
  10369. break;
  10370. default:
  10371. console.warn('THREE.WebGLProgram: Unsupported toneMapping:', toneMapping);
  10372. toneMappingName = 'Linear';
  10373. }
  10374. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10375. }
  10376. function generateExtensions(parameters) {
  10377. 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.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''];
  10378. return chunks.filter(filterEmptyLine).join('\n');
  10379. }
  10380. function generateDefines(defines) {
  10381. const chunks = [];
  10382. for (const name in defines) {
  10383. const value = defines[name];
  10384. if (value === false) continue;
  10385. chunks.push('#define ' + name + ' ' + value);
  10386. }
  10387. return chunks.join('\n');
  10388. }
  10389. function fetchAttributeLocations(gl, program) {
  10390. const attributes = {};
  10391. const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
  10392. for (let i = 0; i < n; i++) {
  10393. const info = gl.getActiveAttrib(program, i);
  10394. const name = info.name; // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10395. attributes[name] = gl.getAttribLocation(program, name);
  10396. }
  10397. return attributes;
  10398. }
  10399. function filterEmptyLine(string) {
  10400. return string !== '';
  10401. }
  10402. function replaceLightNums(string, parameters) {
  10403. 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);
  10404. }
  10405. function replaceClippingPlaneNums(string, parameters) {
  10406. return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
  10407. } // Resolve Includes
  10408. const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10409. function resolveIncludes(string) {
  10410. return string.replace(includePattern, includeReplacer);
  10411. }
  10412. function includeReplacer(match, include) {
  10413. const string = ShaderChunk[include];
  10414. if (string === undefined) {
  10415. throw new Error('Can not resolve #include <' + include + '>');
  10416. }
  10417. return resolveIncludes(string);
  10418. } // Unroll Loops
  10419. const deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10420. 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;
  10421. function unrollLoops(string) {
  10422. return string.replace(unrollLoopPattern, loopReplacer).replace(deprecatedUnrollLoopPattern, deprecatedLoopReplacer);
  10423. }
  10424. function deprecatedLoopReplacer(match, start, end, snippet) {
  10425. console.warn('WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.');
  10426. return loopReplacer(match, start, end, snippet);
  10427. }
  10428. function loopReplacer(match, start, end, snippet) {
  10429. let string = '';
  10430. for (let i = parseInt(start); i < parseInt(end); i++) {
  10431. string += snippet.replace(/\[\s*i\s*\]/g, '[ ' + i + ' ]').replace(/UNROLLED_LOOP_INDEX/g, i);
  10432. }
  10433. return string;
  10434. } //
  10435. function generatePrecision(parameters) {
  10436. let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;';
  10437. if (parameters.precision === 'highp') {
  10438. precisionstring += '\n#define HIGH_PRECISION';
  10439. } else if (parameters.precision === 'mediump') {
  10440. precisionstring += '\n#define MEDIUM_PRECISION';
  10441. } else if (parameters.precision === 'lowp') {
  10442. precisionstring += '\n#define LOW_PRECISION';
  10443. }
  10444. return precisionstring;
  10445. }
  10446. function generateShadowMapTypeDefine(parameters) {
  10447. let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10448. if (parameters.shadowMapType === PCFShadowMap) {
  10449. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10450. } else if (parameters.shadowMapType === PCFSoftShadowMap) {
  10451. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10452. } else if (parameters.shadowMapType === VSMShadowMap) {
  10453. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10454. }
  10455. return shadowMapTypeDefine;
  10456. }
  10457. function generateEnvMapTypeDefine(parameters) {
  10458. let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10459. if (parameters.envMap) {
  10460. switch (parameters.envMapMode) {
  10461. case CubeReflectionMapping:
  10462. case CubeRefractionMapping:
  10463. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10464. break;
  10465. case CubeUVReflectionMapping:
  10466. case CubeUVRefractionMapping:
  10467. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10468. break;
  10469. }
  10470. }
  10471. return envMapTypeDefine;
  10472. }
  10473. function generateEnvMapModeDefine(parameters) {
  10474. let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10475. if (parameters.envMap) {
  10476. switch (parameters.envMapMode) {
  10477. case CubeRefractionMapping:
  10478. case CubeUVRefractionMapping:
  10479. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10480. break;
  10481. }
  10482. }
  10483. return envMapModeDefine;
  10484. }
  10485. function generateEnvMapBlendingDefine(parameters) {
  10486. let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10487. if (parameters.envMap) {
  10488. switch (parameters.combine) {
  10489. case MultiplyOperation:
  10490. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10491. break;
  10492. case MixOperation:
  10493. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10494. break;
  10495. case AddOperation:
  10496. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10497. break;
  10498. }
  10499. }
  10500. return envMapBlendingDefine;
  10501. }
  10502. function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
  10503. const gl = renderer.getContext();
  10504. const defines = parameters.defines;
  10505. let vertexShader = parameters.vertexShader;
  10506. let fragmentShader = parameters.fragmentShader;
  10507. const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
  10508. const envMapTypeDefine = generateEnvMapTypeDefine(parameters);
  10509. const envMapModeDefine = generateEnvMapModeDefine(parameters);
  10510. const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
  10511. const gammaFactorDefine = renderer.gammaFactor > 0 ? renderer.gammaFactor : 1.0;
  10512. const customExtensions = parameters.isWebGL2 ? '' : generateExtensions(parameters);
  10513. const customDefines = generateDefines(defines);
  10514. const program = gl.createProgram();
  10515. let prefixVertex, prefixFragment;
  10516. let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
  10517. if (parameters.isRawShaderMaterial) {
  10518. prefixVertex = [customDefines].filter(filterEmptyLine).join('\n');
  10519. if (prefixVertex.length > 0) {
  10520. prefixVertex += '\n';
  10521. }
  10522. prefixFragment = [customExtensions, customDefines].filter(filterEmptyLine).join('\n');
  10523. if (prefixFragment.length > 0) {
  10524. prefixFragment += '\n';
  10525. }
  10526. } else {
  10527. 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.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', 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');
  10528. prefixFragment = [customExtensions, generatePrecision(parameters), '#define SHADER_NAME ' + parameters.shaderName, customDefines, parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + (parameters.alphaTest % 1 ? '' : '.0') : '', // add '.0' if integer
  10529. '#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.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', 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
  10530. 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
  10531. 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');
  10532. }
  10533. vertexShader = resolveIncludes(vertexShader);
  10534. vertexShader = replaceLightNums(vertexShader, parameters);
  10535. vertexShader = replaceClippingPlaneNums(vertexShader, parameters);
  10536. fragmentShader = resolveIncludes(fragmentShader);
  10537. fragmentShader = replaceLightNums(fragmentShader, parameters);
  10538. fragmentShader = replaceClippingPlaneNums(fragmentShader, parameters);
  10539. vertexShader = unrollLoops(vertexShader);
  10540. fragmentShader = unrollLoops(fragmentShader);
  10541. if (parameters.isWebGL2 && parameters.isRawShaderMaterial !== true) {
  10542. // GLSL 3.0 conversion for built-in materials and ShaderMaterial
  10543. versionString = '#version 300 es\n';
  10544. prefixVertex = ['#define attribute in', '#define varying out', '#define texture2D texture'].join('\n') + '\n' + prefixVertex;
  10545. 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;
  10546. }
  10547. const vertexGlsl = versionString + prefixVertex + vertexShader;
  10548. const fragmentGlsl = versionString + prefixFragment + fragmentShader; // console.log( '*VERTEX*', vertexGlsl );
  10549. // console.log( '*FRAGMENT*', fragmentGlsl );
  10550. const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl);
  10551. const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl);
  10552. gl.attachShader(program, glVertexShader);
  10553. gl.attachShader(program, glFragmentShader); // Force a particular attribute to index 0.
  10554. if (parameters.index0AttributeName !== undefined) {
  10555. gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
  10556. } else if (parameters.morphTargets === true) {
  10557. // programs with morphTargets displace position out of attribute 0
  10558. gl.bindAttribLocation(program, 0, 'position');
  10559. }
  10560. gl.linkProgram(program); // check for link errors
  10561. if (renderer.debug.checkShaderErrors) {
  10562. const programLog = gl.getProgramInfoLog(program).trim();
  10563. const vertexLog = gl.getShaderInfoLog(glVertexShader).trim();
  10564. const fragmentLog = gl.getShaderInfoLog(glFragmentShader).trim();
  10565. let runnable = true;
  10566. let haveDiagnostics = true;
  10567. if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
  10568. runnable = false;
  10569. const vertexErrors = getShaderErrors(gl, glVertexShader, 'vertex');
  10570. const fragmentErrors = getShaderErrors(gl, glFragmentShader, 'fragment');
  10571. console.error('THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors);
  10572. } else if (programLog !== '') {
  10573. console.warn('THREE.WebGLProgram: gl.getProgramInfoLog()', programLog);
  10574. } else if (vertexLog === '' || fragmentLog === '') {
  10575. haveDiagnostics = false;
  10576. }
  10577. if (haveDiagnostics) {
  10578. this.diagnostics = {
  10579. runnable: runnable,
  10580. programLog: programLog,
  10581. vertexShader: {
  10582. log: vertexLog,
  10583. prefix: prefixVertex
  10584. },
  10585. fragmentShader: {
  10586. log: fragmentLog,
  10587. prefix: prefixFragment
  10588. }
  10589. };
  10590. }
  10591. } // Clean up
  10592. // Crashes in iOS9 and iOS10. #18402
  10593. // gl.detachShader( program, glVertexShader );
  10594. // gl.detachShader( program, glFragmentShader );
  10595. gl.deleteShader(glVertexShader);
  10596. gl.deleteShader(glFragmentShader); // set up caching for uniform locations
  10597. let cachedUniforms;
  10598. this.getUniforms = function () {
  10599. if (cachedUniforms === undefined) {
  10600. cachedUniforms = new WebGLUniforms(gl, program);
  10601. }
  10602. return cachedUniforms;
  10603. }; // set up caching for attribute locations
  10604. let cachedAttributes;
  10605. this.getAttributes = function () {
  10606. if (cachedAttributes === undefined) {
  10607. cachedAttributes = fetchAttributeLocations(gl, program);
  10608. }
  10609. return cachedAttributes;
  10610. }; // free resource
  10611. this.destroy = function () {
  10612. bindingStates.releaseStatesOfProgram(this);
  10613. gl.deleteProgram(program);
  10614. this.program = undefined;
  10615. }; //
  10616. this.name = parameters.shaderName;
  10617. this.id = programIdCount++;
  10618. this.cacheKey = cacheKey;
  10619. this.usedTimes = 1;
  10620. this.program = program;
  10621. this.vertexShader = glVertexShader;
  10622. this.fragmentShader = glFragmentShader;
  10623. return this;
  10624. }
  10625. function WebGLPrograms(renderer, cubemaps, extensions, capabilities, bindingStates, clipping) {
  10626. const programs = [];
  10627. const isWebGL2 = capabilities.isWebGL2;
  10628. const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  10629. const floatVertexTextures = capabilities.floatVertexTextures;
  10630. const maxVertexUniforms = capabilities.maxVertexUniforms;
  10631. const vertexTextures = capabilities.vertexTextures;
  10632. let precision = capabilities.precision;
  10633. const shaderIDs = {
  10634. MeshDepthMaterial: 'depth',
  10635. MeshDistanceMaterial: 'distanceRGBA',
  10636. MeshNormalMaterial: 'normal',
  10637. MeshBasicMaterial: 'basic',
  10638. MeshLambertMaterial: 'lambert',
  10639. MeshPhongMaterial: 'phong',
  10640. MeshToonMaterial: 'toon',
  10641. MeshStandardMaterial: 'physical',
  10642. MeshPhysicalMaterial: 'physical',
  10643. MeshMatcapMaterial: 'matcap',
  10644. LineBasicMaterial: 'basic',
  10645. LineDashedMaterial: 'dashed',
  10646. PointsMaterial: 'points',
  10647. ShadowMaterial: 'shadow',
  10648. SpriteMaterial: 'sprite'
  10649. };
  10650. 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', 'transmissionMap'];
  10651. function getMaxBones(object) {
  10652. const skeleton = object.skeleton;
  10653. const bones = skeleton.bones;
  10654. if (floatVertexTextures) {
  10655. return 1024;
  10656. } else {
  10657. // default for when object is not specified
  10658. // ( for example when prebuilding shader to be used with multiple objects )
  10659. //
  10660. // - leave some extra space for other uniforms
  10661. // - limit here is ANGLE's 254 max uniform vectors
  10662. // (up to 54 should be safe)
  10663. const nVertexUniforms = maxVertexUniforms;
  10664. const nVertexMatrices = Math.floor((nVertexUniforms - 20) / 4);
  10665. const maxBones = Math.min(nVertexMatrices, bones.length);
  10666. if (maxBones < bones.length) {
  10667. console.warn('THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.');
  10668. return 0;
  10669. }
  10670. return maxBones;
  10671. }
  10672. }
  10673. function getTextureEncodingFromMap(map) {
  10674. let encoding;
  10675. if (map && map.isTexture) {
  10676. encoding = map.encoding;
  10677. } else if (map && map.isWebGLRenderTarget) {
  10678. console.warn('THREE.WebGLPrograms.getTextureEncodingFromMap: don\'t use render targets as textures. Use their .texture property instead.');
  10679. encoding = map.texture.encoding;
  10680. } else {
  10681. encoding = LinearEncoding;
  10682. }
  10683. return encoding;
  10684. }
  10685. function getParameters(material, lights, shadows, scene, object) {
  10686. const fog = scene.fog;
  10687. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  10688. const envMap = cubemaps.get(material.envMap || environment);
  10689. const shaderID = shaderIDs[material.type]; // heuristics to create shader parameters according to lights in the scene
  10690. // (not to blow over maxLights budget)
  10691. const maxBones = object.isSkinnedMesh ? getMaxBones(object) : 0;
  10692. if (material.precision !== null) {
  10693. precision = capabilities.getMaxPrecision(material.precision);
  10694. if (precision !== material.precision) {
  10695. console.warn('THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.');
  10696. }
  10697. }
  10698. let vertexShader, fragmentShader;
  10699. if (shaderID) {
  10700. const shader = ShaderLib[shaderID];
  10701. vertexShader = shader.vertexShader;
  10702. fragmentShader = shader.fragmentShader;
  10703. } else {
  10704. vertexShader = material.vertexShader;
  10705. fragmentShader = material.fragmentShader;
  10706. }
  10707. const currentRenderTarget = renderer.getRenderTarget();
  10708. const parameters = {
  10709. isWebGL2: isWebGL2,
  10710. shaderID: shaderID,
  10711. shaderName: material.type,
  10712. vertexShader: vertexShader,
  10713. fragmentShader: fragmentShader,
  10714. defines: material.defines,
  10715. isRawShaderMaterial: material.isRawShaderMaterial === true,
  10716. glslVersion: material.glslVersion,
  10717. precision: precision,
  10718. instancing: object.isInstancedMesh === true,
  10719. instancingColor: object.isInstancedMesh === true && object.instanceColor !== null,
  10720. supportsVertexTextures: vertexTextures,
  10721. outputEncoding: currentRenderTarget !== null ? getTextureEncodingFromMap(currentRenderTarget.texture) : renderer.outputEncoding,
  10722. map: !!material.map,
  10723. mapEncoding: getTextureEncodingFromMap(material.map),
  10724. matcap: !!material.matcap,
  10725. matcapEncoding: getTextureEncodingFromMap(material.matcap),
  10726. envMap: !!envMap,
  10727. envMapMode: envMap && envMap.mapping,
  10728. envMapEncoding: getTextureEncodingFromMap(envMap),
  10729. envMapCubeUV: !!envMap && (envMap.mapping === CubeUVReflectionMapping || envMap.mapping === CubeUVRefractionMapping),
  10730. lightMap: !!material.lightMap,
  10731. lightMapEncoding: getTextureEncodingFromMap(material.lightMap),
  10732. aoMap: !!material.aoMap,
  10733. emissiveMap: !!material.emissiveMap,
  10734. emissiveMapEncoding: getTextureEncodingFromMap(material.emissiveMap),
  10735. bumpMap: !!material.bumpMap,
  10736. normalMap: !!material.normalMap,
  10737. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  10738. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  10739. clearcoatMap: !!material.clearcoatMap,
  10740. clearcoatRoughnessMap: !!material.clearcoatRoughnessMap,
  10741. clearcoatNormalMap: !!material.clearcoatNormalMap,
  10742. displacementMap: !!material.displacementMap,
  10743. roughnessMap: !!material.roughnessMap,
  10744. metalnessMap: !!material.metalnessMap,
  10745. specularMap: !!material.specularMap,
  10746. alphaMap: !!material.alphaMap,
  10747. gradientMap: !!material.gradientMap,
  10748. sheen: !!material.sheen,
  10749. transmissionMap: !!material.transmissionMap,
  10750. combine: material.combine,
  10751. vertexTangents: material.normalMap && material.vertexTangents,
  10752. vertexColors: material.vertexColors,
  10753. vertexAlphas: material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,
  10754. 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,
  10755. uvsVertexOnly: !(!!material.map || !!material.bumpMap || !!material.normalMap || !!material.specularMap || !!material.alphaMap || !!material.emissiveMap || !!material.roughnessMap || !!material.metalnessMap || !!material.clearcoatNormalMap || !!material.transmissionMap) && !!material.displacementMap,
  10756. fog: !!fog,
  10757. useFog: material.fog,
  10758. fogExp2: fog && fog.isFogExp2,
  10759. flatShading: !!material.flatShading,
  10760. sizeAttenuation: material.sizeAttenuation,
  10761. logarithmicDepthBuffer: logarithmicDepthBuffer,
  10762. skinning: object.isSkinnedMesh === true && maxBones > 0,
  10763. maxBones: maxBones,
  10764. useVertexTexture: floatVertexTextures,
  10765. morphTargets: material.morphTargets,
  10766. morphNormals: material.morphNormals,
  10767. numDirLights: lights.directional.length,
  10768. numPointLights: lights.point.length,
  10769. numSpotLights: lights.spot.length,
  10770. numRectAreaLights: lights.rectArea.length,
  10771. numHemiLights: lights.hemi.length,
  10772. numDirLightShadows: lights.directionalShadowMap.length,
  10773. numPointLightShadows: lights.pointShadowMap.length,
  10774. numSpotLightShadows: lights.spotShadowMap.length,
  10775. numClippingPlanes: clipping.numPlanes,
  10776. numClipIntersection: clipping.numIntersection,
  10777. dithering: material.dithering,
  10778. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  10779. shadowMapType: renderer.shadowMap.type,
  10780. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  10781. physicallyCorrectLights: renderer.physicallyCorrectLights,
  10782. premultipliedAlpha: material.premultipliedAlpha,
  10783. alphaTest: material.alphaTest,
  10784. doubleSided: material.side === DoubleSide,
  10785. flipSided: material.side === BackSide,
  10786. depthPacking: material.depthPacking !== undefined ? material.depthPacking : false,
  10787. index0AttributeName: material.index0AttributeName,
  10788. extensionDerivatives: material.extensions && material.extensions.derivatives,
  10789. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  10790. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  10791. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  10792. rendererExtensionFragDepth: isWebGL2 || extensions.has('EXT_frag_depth'),
  10793. rendererExtensionDrawBuffers: isWebGL2 || extensions.has('WEBGL_draw_buffers'),
  10794. rendererExtensionShaderTextureLod: isWebGL2 || extensions.has('EXT_shader_texture_lod'),
  10795. customProgramCacheKey: material.customProgramCacheKey()
  10796. };
  10797. return parameters;
  10798. }
  10799. function getProgramCacheKey(parameters) {
  10800. const array = [];
  10801. if (parameters.shaderID) {
  10802. array.push(parameters.shaderID);
  10803. } else {
  10804. array.push(parameters.fragmentShader);
  10805. array.push(parameters.vertexShader);
  10806. }
  10807. if (parameters.defines !== undefined) {
  10808. for (const name in parameters.defines) {
  10809. array.push(name);
  10810. array.push(parameters.defines[name]);
  10811. }
  10812. }
  10813. if (parameters.isRawShaderMaterial === false) {
  10814. for (let i = 0; i < parameterNames.length; i++) {
  10815. array.push(parameters[parameterNames[i]]);
  10816. }
  10817. array.push(renderer.outputEncoding);
  10818. array.push(renderer.gammaFactor);
  10819. }
  10820. array.push(parameters.customProgramCacheKey);
  10821. return array.join();
  10822. }
  10823. function getUniforms(material) {
  10824. const shaderID = shaderIDs[material.type];
  10825. let uniforms;
  10826. if (shaderID) {
  10827. const shader = ShaderLib[shaderID];
  10828. uniforms = UniformsUtils.clone(shader.uniforms);
  10829. } else {
  10830. uniforms = material.uniforms;
  10831. }
  10832. return uniforms;
  10833. }
  10834. function acquireProgram(parameters, cacheKey) {
  10835. let program; // Check if code has been already compiled
  10836. for (let p = 0, pl = programs.length; p < pl; p++) {
  10837. const preexistingProgram = programs[p];
  10838. if (preexistingProgram.cacheKey === cacheKey) {
  10839. program = preexistingProgram;
  10840. ++program.usedTimes;
  10841. break;
  10842. }
  10843. }
  10844. if (program === undefined) {
  10845. program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
  10846. programs.push(program);
  10847. }
  10848. return program;
  10849. }
  10850. function releaseProgram(program) {
  10851. if (--program.usedTimes === 0) {
  10852. // Remove from unordered set
  10853. const i = programs.indexOf(program);
  10854. programs[i] = programs[programs.length - 1];
  10855. programs.pop(); // Free WebGL resources
  10856. program.destroy();
  10857. }
  10858. }
  10859. return {
  10860. getParameters: getParameters,
  10861. getProgramCacheKey: getProgramCacheKey,
  10862. getUniforms: getUniforms,
  10863. acquireProgram: acquireProgram,
  10864. releaseProgram: releaseProgram,
  10865. // Exposed for resource monitoring & error feedback via renderer.info:
  10866. programs: programs
  10867. };
  10868. }
  10869. function WebGLProperties() {
  10870. let properties = new WeakMap();
  10871. function get(object) {
  10872. let map = properties.get(object);
  10873. if (map === undefined) {
  10874. map = {};
  10875. properties.set(object, map);
  10876. }
  10877. return map;
  10878. }
  10879. function remove(object) {
  10880. properties.delete(object);
  10881. }
  10882. function update(object, key, value) {
  10883. properties.get(object)[key] = value;
  10884. }
  10885. function dispose() {
  10886. properties = new WeakMap();
  10887. }
  10888. return {
  10889. get: get,
  10890. remove: remove,
  10891. update: update,
  10892. dispose: dispose
  10893. };
  10894. }
  10895. function painterSortStable(a, b) {
  10896. if (a.groupOrder !== b.groupOrder) {
  10897. return a.groupOrder - b.groupOrder;
  10898. } else if (a.renderOrder !== b.renderOrder) {
  10899. return a.renderOrder - b.renderOrder;
  10900. } else if (a.program !== b.program) {
  10901. return a.program.id - b.program.id;
  10902. } else if (a.material.id !== b.material.id) {
  10903. return a.material.id - b.material.id;
  10904. } else if (a.z !== b.z) {
  10905. return a.z - b.z;
  10906. } else {
  10907. return a.id - b.id;
  10908. }
  10909. }
  10910. function reversePainterSortStable(a, b) {
  10911. if (a.groupOrder !== b.groupOrder) {
  10912. return a.groupOrder - b.groupOrder;
  10913. } else if (a.renderOrder !== b.renderOrder) {
  10914. return a.renderOrder - b.renderOrder;
  10915. } else if (a.z !== b.z) {
  10916. return b.z - a.z;
  10917. } else {
  10918. return a.id - b.id;
  10919. }
  10920. }
  10921. function WebGLRenderList(properties) {
  10922. const renderItems = [];
  10923. let renderItemsIndex = 0;
  10924. const opaque = [];
  10925. const transparent = [];
  10926. const defaultProgram = {
  10927. id: -1
  10928. };
  10929. function init() {
  10930. renderItemsIndex = 0;
  10931. opaque.length = 0;
  10932. transparent.length = 0;
  10933. }
  10934. function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
  10935. let renderItem = renderItems[renderItemsIndex];
  10936. const materialProperties = properties.get(material);
  10937. if (renderItem === undefined) {
  10938. renderItem = {
  10939. id: object.id,
  10940. object: object,
  10941. geometry: geometry,
  10942. material: material,
  10943. program: materialProperties.program || defaultProgram,
  10944. groupOrder: groupOrder,
  10945. renderOrder: object.renderOrder,
  10946. z: z,
  10947. group: group
  10948. };
  10949. renderItems[renderItemsIndex] = renderItem;
  10950. } else {
  10951. renderItem.id = object.id;
  10952. renderItem.object = object;
  10953. renderItem.geometry = geometry;
  10954. renderItem.material = material;
  10955. renderItem.program = materialProperties.program || defaultProgram;
  10956. renderItem.groupOrder = groupOrder;
  10957. renderItem.renderOrder = object.renderOrder;
  10958. renderItem.z = z;
  10959. renderItem.group = group;
  10960. }
  10961. renderItemsIndex++;
  10962. return renderItem;
  10963. }
  10964. function push(object, geometry, material, groupOrder, z, group) {
  10965. const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  10966. (material.transparent === true ? transparent : opaque).push(renderItem);
  10967. }
  10968. function unshift(object, geometry, material, groupOrder, z, group) {
  10969. const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
  10970. (material.transparent === true ? transparent : opaque).unshift(renderItem);
  10971. }
  10972. function sort(customOpaqueSort, customTransparentSort) {
  10973. if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
  10974. if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
  10975. }
  10976. function finish() {
  10977. // Clear references from inactive renderItems in the list
  10978. for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) {
  10979. const renderItem = renderItems[i];
  10980. if (renderItem.id === null) break;
  10981. renderItem.id = null;
  10982. renderItem.object = null;
  10983. renderItem.geometry = null;
  10984. renderItem.material = null;
  10985. renderItem.program = null;
  10986. renderItem.group = null;
  10987. }
  10988. }
  10989. return {
  10990. opaque: opaque,
  10991. transparent: transparent,
  10992. init: init,
  10993. push: push,
  10994. unshift: unshift,
  10995. finish: finish,
  10996. sort: sort
  10997. };
  10998. }
  10999. function WebGLRenderLists(properties) {
  11000. let lists = new WeakMap();
  11001. function get(scene, renderCallDepth) {
  11002. let list;
  11003. if (lists.has(scene) === false) {
  11004. list = new WebGLRenderList(properties);
  11005. lists.set(scene, [list]);
  11006. } else {
  11007. if (renderCallDepth >= lists.get(scene).length) {
  11008. list = new WebGLRenderList(properties);
  11009. lists.get(scene).push(list);
  11010. } else {
  11011. list = lists.get(scene)[renderCallDepth];
  11012. }
  11013. }
  11014. return list;
  11015. }
  11016. function dispose() {
  11017. lists = new WeakMap();
  11018. }
  11019. return {
  11020. get: get,
  11021. dispose: dispose
  11022. };
  11023. }
  11024. function UniformsCache() {
  11025. const lights = {};
  11026. return {
  11027. get: function (light) {
  11028. if (lights[light.id] !== undefined) {
  11029. return lights[light.id];
  11030. }
  11031. let uniforms;
  11032. switch (light.type) {
  11033. case 'DirectionalLight':
  11034. uniforms = {
  11035. direction: new Vector3(),
  11036. color: new Color()
  11037. };
  11038. break;
  11039. case 'SpotLight':
  11040. uniforms = {
  11041. position: new Vector3(),
  11042. direction: new Vector3(),
  11043. color: new Color(),
  11044. distance: 0,
  11045. coneCos: 0,
  11046. penumbraCos: 0,
  11047. decay: 0
  11048. };
  11049. break;
  11050. case 'PointLight':
  11051. uniforms = {
  11052. position: new Vector3(),
  11053. color: new Color(),
  11054. distance: 0,
  11055. decay: 0
  11056. };
  11057. break;
  11058. case 'HemisphereLight':
  11059. uniforms = {
  11060. direction: new Vector3(),
  11061. skyColor: new Color(),
  11062. groundColor: new Color()
  11063. };
  11064. break;
  11065. case 'RectAreaLight':
  11066. uniforms = {
  11067. color: new Color(),
  11068. position: new Vector3(),
  11069. halfWidth: new Vector3(),
  11070. halfHeight: new Vector3()
  11071. };
  11072. break;
  11073. }
  11074. lights[light.id] = uniforms;
  11075. return uniforms;
  11076. }
  11077. };
  11078. }
  11079. function ShadowUniformsCache() {
  11080. const lights = {};
  11081. return {
  11082. get: function (light) {
  11083. if (lights[light.id] !== undefined) {
  11084. return lights[light.id];
  11085. }
  11086. let uniforms;
  11087. switch (light.type) {
  11088. case 'DirectionalLight':
  11089. uniforms = {
  11090. shadowBias: 0,
  11091. shadowNormalBias: 0,
  11092. shadowRadius: 1,
  11093. shadowMapSize: new Vector2()
  11094. };
  11095. break;
  11096. case 'SpotLight':
  11097. uniforms = {
  11098. shadowBias: 0,
  11099. shadowNormalBias: 0,
  11100. shadowRadius: 1,
  11101. shadowMapSize: new Vector2()
  11102. };
  11103. break;
  11104. case 'PointLight':
  11105. uniforms = {
  11106. shadowBias: 0,
  11107. shadowNormalBias: 0,
  11108. shadowRadius: 1,
  11109. shadowMapSize: new Vector2(),
  11110. shadowCameraNear: 1,
  11111. shadowCameraFar: 1000
  11112. };
  11113. break;
  11114. // TODO (abelnation): set RectAreaLight shadow uniforms
  11115. }
  11116. lights[light.id] = uniforms;
  11117. return uniforms;
  11118. }
  11119. };
  11120. }
  11121. let nextVersion = 0;
  11122. function shadowCastingLightsFirst(lightA, lightB) {
  11123. return (lightB.castShadow ? 1 : 0) - (lightA.castShadow ? 1 : 0);
  11124. }
  11125. function WebGLLights(extensions, capabilities) {
  11126. const cache = new UniformsCache();
  11127. const shadowCache = ShadowUniformsCache();
  11128. const state = {
  11129. version: 0,
  11130. hash: {
  11131. directionalLength: -1,
  11132. pointLength: -1,
  11133. spotLength: -1,
  11134. rectAreaLength: -1,
  11135. hemiLength: -1,
  11136. numDirectionalShadows: -1,
  11137. numPointShadows: -1,
  11138. numSpotShadows: -1
  11139. },
  11140. ambient: [0, 0, 0],
  11141. probe: [],
  11142. directional: [],
  11143. directionalShadow: [],
  11144. directionalShadowMap: [],
  11145. directionalShadowMatrix: [],
  11146. spot: [],
  11147. spotShadow: [],
  11148. spotShadowMap: [],
  11149. spotShadowMatrix: [],
  11150. rectArea: [],
  11151. rectAreaLTC1: null,
  11152. rectAreaLTC2: null,
  11153. point: [],
  11154. pointShadow: [],
  11155. pointShadowMap: [],
  11156. pointShadowMatrix: [],
  11157. hemi: []
  11158. };
  11159. for (let i = 0; i < 9; i++) state.probe.push(new Vector3());
  11160. const vector3 = new Vector3();
  11161. const matrix4 = new Matrix4();
  11162. const matrix42 = new Matrix4();
  11163. function setup(lights) {
  11164. let r = 0,
  11165. g = 0,
  11166. b = 0;
  11167. for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0);
  11168. let directionalLength = 0;
  11169. let pointLength = 0;
  11170. let spotLength = 0;
  11171. let rectAreaLength = 0;
  11172. let hemiLength = 0;
  11173. let numDirectionalShadows = 0;
  11174. let numPointShadows = 0;
  11175. let numSpotShadows = 0;
  11176. lights.sort(shadowCastingLightsFirst);
  11177. for (let i = 0, l = lights.length; i < l; i++) {
  11178. const light = lights[i];
  11179. const color = light.color;
  11180. const intensity = light.intensity;
  11181. const distance = light.distance;
  11182. const shadowMap = light.shadow && light.shadow.map ? light.shadow.map.texture : null;
  11183. if (light.isAmbientLight) {
  11184. r += color.r * intensity;
  11185. g += color.g * intensity;
  11186. b += color.b * intensity;
  11187. } else if (light.isLightProbe) {
  11188. for (let j = 0; j < 9; j++) {
  11189. state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
  11190. }
  11191. } else if (light.isDirectionalLight) {
  11192. const uniforms = cache.get(light);
  11193. uniforms.color.copy(light.color).multiplyScalar(light.intensity);
  11194. if (light.castShadow) {
  11195. const shadow = light.shadow;
  11196. const shadowUniforms = shadowCache.get(light);
  11197. shadowUniforms.shadowBias = shadow.bias;
  11198. shadowUniforms.shadowNormalBias = shadow.normalBias;
  11199. shadowUniforms.shadowRadius = shadow.radius;
  11200. shadowUniforms.shadowMapSize = shadow.mapSize;
  11201. state.directionalShadow[directionalLength] = shadowUniforms;
  11202. state.directionalShadowMap[directionalLength] = shadowMap;
  11203. state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
  11204. numDirectionalShadows++;
  11205. }
  11206. state.directional[directionalLength] = uniforms;
  11207. directionalLength++;
  11208. } else if (light.isSpotLight) {
  11209. const uniforms = cache.get(light);
  11210. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  11211. uniforms.color.copy(color).multiplyScalar(intensity);
  11212. uniforms.distance = distance;
  11213. uniforms.coneCos = Math.cos(light.angle);
  11214. uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
  11215. uniforms.decay = light.decay;
  11216. if (light.castShadow) {
  11217. const shadow = light.shadow;
  11218. const shadowUniforms = shadowCache.get(light);
  11219. shadowUniforms.shadowBias = shadow.bias;
  11220. shadowUniforms.shadowNormalBias = shadow.normalBias;
  11221. shadowUniforms.shadowRadius = shadow.radius;
  11222. shadowUniforms.shadowMapSize = shadow.mapSize;
  11223. state.spotShadow[spotLength] = shadowUniforms;
  11224. state.spotShadowMap[spotLength] = shadowMap;
  11225. state.spotShadowMatrix[spotLength] = light.shadow.matrix;
  11226. numSpotShadows++;
  11227. }
  11228. state.spot[spotLength] = uniforms;
  11229. spotLength++;
  11230. } else if (light.isRectAreaLight) {
  11231. const uniforms = cache.get(light); // (a) intensity is the total visible light emitted
  11232. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11233. // (b) intensity is the brightness of the light
  11234. uniforms.color.copy(color).multiplyScalar(intensity);
  11235. uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0);
  11236. uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
  11237. state.rectArea[rectAreaLength] = uniforms;
  11238. rectAreaLength++;
  11239. } else if (light.isPointLight) {
  11240. const uniforms = cache.get(light);
  11241. uniforms.color.copy(light.color).multiplyScalar(light.intensity);
  11242. uniforms.distance = light.distance;
  11243. uniforms.decay = light.decay;
  11244. if (light.castShadow) {
  11245. const shadow = light.shadow;
  11246. const shadowUniforms = shadowCache.get(light);
  11247. shadowUniforms.shadowBias = shadow.bias;
  11248. shadowUniforms.shadowNormalBias = shadow.normalBias;
  11249. shadowUniforms.shadowRadius = shadow.radius;
  11250. shadowUniforms.shadowMapSize = shadow.mapSize;
  11251. shadowUniforms.shadowCameraNear = shadow.camera.near;
  11252. shadowUniforms.shadowCameraFar = shadow.camera.far;
  11253. state.pointShadow[pointLength] = shadowUniforms;
  11254. state.pointShadowMap[pointLength] = shadowMap;
  11255. state.pointShadowMatrix[pointLength] = light.shadow.matrix;
  11256. numPointShadows++;
  11257. }
  11258. state.point[pointLength] = uniforms;
  11259. pointLength++;
  11260. } else if (light.isHemisphereLight) {
  11261. const uniforms = cache.get(light);
  11262. uniforms.skyColor.copy(light.color).multiplyScalar(intensity);
  11263. uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity);
  11264. state.hemi[hemiLength] = uniforms;
  11265. hemiLength++;
  11266. }
  11267. }
  11268. if (rectAreaLength > 0) {
  11269. if (capabilities.isWebGL2) {
  11270. // WebGL 2
  11271. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  11272. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  11273. } else {
  11274. // WebGL 1
  11275. if (extensions.has('OES_texture_float_linear') === true) {
  11276. state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  11277. state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
  11278. } else if (extensions.has('OES_texture_half_float_linear') === true) {
  11279. state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
  11280. state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
  11281. } else {
  11282. console.error('THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.');
  11283. }
  11284. }
  11285. }
  11286. state.ambient[0] = r;
  11287. state.ambient[1] = g;
  11288. state.ambient[2] = b;
  11289. const hash = state.hash;
  11290. 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) {
  11291. state.directional.length = directionalLength;
  11292. state.spot.length = spotLength;
  11293. state.rectArea.length = rectAreaLength;
  11294. state.point.length = pointLength;
  11295. state.hemi.length = hemiLength;
  11296. state.directionalShadow.length = numDirectionalShadows;
  11297. state.directionalShadowMap.length = numDirectionalShadows;
  11298. state.pointShadow.length = numPointShadows;
  11299. state.pointShadowMap.length = numPointShadows;
  11300. state.spotShadow.length = numSpotShadows;
  11301. state.spotShadowMap.length = numSpotShadows;
  11302. state.directionalShadowMatrix.length = numDirectionalShadows;
  11303. state.pointShadowMatrix.length = numPointShadows;
  11304. state.spotShadowMatrix.length = numSpotShadows;
  11305. hash.directionalLength = directionalLength;
  11306. hash.pointLength = pointLength;
  11307. hash.spotLength = spotLength;
  11308. hash.rectAreaLength = rectAreaLength;
  11309. hash.hemiLength = hemiLength;
  11310. hash.numDirectionalShadows = numDirectionalShadows;
  11311. hash.numPointShadows = numPointShadows;
  11312. hash.numSpotShadows = numSpotShadows;
  11313. state.version = nextVersion++;
  11314. }
  11315. }
  11316. function setupView(lights, camera) {
  11317. let directionalLength = 0;
  11318. let pointLength = 0;
  11319. let spotLength = 0;
  11320. let rectAreaLength = 0;
  11321. let hemiLength = 0;
  11322. const viewMatrix = camera.matrixWorldInverse;
  11323. for (let i = 0, l = lights.length; i < l; i++) {
  11324. const light = lights[i];
  11325. if (light.isDirectionalLight) {
  11326. const uniforms = state.directional[directionalLength];
  11327. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  11328. vector3.setFromMatrixPosition(light.target.matrixWorld);
  11329. uniforms.direction.sub(vector3);
  11330. uniforms.direction.transformDirection(viewMatrix);
  11331. directionalLength++;
  11332. } else if (light.isSpotLight) {
  11333. const uniforms = state.spot[spotLength];
  11334. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  11335. uniforms.position.applyMatrix4(viewMatrix);
  11336. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  11337. vector3.setFromMatrixPosition(light.target.matrixWorld);
  11338. uniforms.direction.sub(vector3);
  11339. uniforms.direction.transformDirection(viewMatrix);
  11340. spotLength++;
  11341. } else if (light.isRectAreaLight) {
  11342. const uniforms = state.rectArea[rectAreaLength];
  11343. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  11344. uniforms.position.applyMatrix4(viewMatrix); // extract local rotation of light to derive width/height half vectors
  11345. matrix42.identity();
  11346. matrix4.copy(light.matrixWorld);
  11347. matrix4.premultiply(viewMatrix);
  11348. matrix42.extractRotation(matrix4);
  11349. uniforms.halfWidth.set(light.width * 0.5, 0.0, 0.0);
  11350. uniforms.halfHeight.set(0.0, light.height * 0.5, 0.0);
  11351. uniforms.halfWidth.applyMatrix4(matrix42);
  11352. uniforms.halfHeight.applyMatrix4(matrix42);
  11353. rectAreaLength++;
  11354. } else if (light.isPointLight) {
  11355. const uniforms = state.point[pointLength];
  11356. uniforms.position.setFromMatrixPosition(light.matrixWorld);
  11357. uniforms.position.applyMatrix4(viewMatrix);
  11358. pointLength++;
  11359. } else if (light.isHemisphereLight) {
  11360. const uniforms = state.hemi[hemiLength];
  11361. uniforms.direction.setFromMatrixPosition(light.matrixWorld);
  11362. uniforms.direction.transformDirection(viewMatrix);
  11363. uniforms.direction.normalize();
  11364. hemiLength++;
  11365. }
  11366. }
  11367. }
  11368. return {
  11369. setup: setup,
  11370. setupView: setupView,
  11371. state: state
  11372. };
  11373. }
  11374. function WebGLRenderState(extensions, capabilities) {
  11375. const lights = new WebGLLights(extensions, capabilities);
  11376. const lightsArray = [];
  11377. const shadowsArray = [];
  11378. function init() {
  11379. lightsArray.length = 0;
  11380. shadowsArray.length = 0;
  11381. }
  11382. function pushLight(light) {
  11383. lightsArray.push(light);
  11384. }
  11385. function pushShadow(shadowLight) {
  11386. shadowsArray.push(shadowLight);
  11387. }
  11388. function setupLights() {
  11389. lights.setup(lightsArray);
  11390. }
  11391. function setupLightsView(camera) {
  11392. lights.setupView(lightsArray, camera);
  11393. }
  11394. const state = {
  11395. lightsArray: lightsArray,
  11396. shadowsArray: shadowsArray,
  11397. lights: lights
  11398. };
  11399. return {
  11400. init: init,
  11401. state: state,
  11402. setupLights: setupLights,
  11403. setupLightsView: setupLightsView,
  11404. pushLight: pushLight,
  11405. pushShadow: pushShadow
  11406. };
  11407. }
  11408. function WebGLRenderStates(extensions, capabilities) {
  11409. let renderStates = new WeakMap();
  11410. function get(scene, renderCallDepth = 0) {
  11411. let renderState;
  11412. if (renderStates.has(scene) === false) {
  11413. renderState = new WebGLRenderState(extensions, capabilities);
  11414. renderStates.set(scene, [renderState]);
  11415. } else {
  11416. if (renderCallDepth >= renderStates.get(scene).length) {
  11417. renderState = new WebGLRenderState(extensions, capabilities);
  11418. renderStates.get(scene).push(renderState);
  11419. } else {
  11420. renderState = renderStates.get(scene)[renderCallDepth];
  11421. }
  11422. }
  11423. return renderState;
  11424. }
  11425. function dispose() {
  11426. renderStates = new WeakMap();
  11427. }
  11428. return {
  11429. get: get,
  11430. dispose: dispose
  11431. };
  11432. }
  11433. /**
  11434. * parameters = {
  11435. *
  11436. * opacity: <float>,
  11437. *
  11438. * map: new THREE.Texture( <Image> ),
  11439. *
  11440. * alphaMap: new THREE.Texture( <Image> ),
  11441. *
  11442. * displacementMap: new THREE.Texture( <Image> ),
  11443. * displacementScale: <float>,
  11444. * displacementBias: <float>,
  11445. *
  11446. * wireframe: <boolean>,
  11447. * wireframeLinewidth: <float>
  11448. * }
  11449. */
  11450. class MeshDepthMaterial extends Material {
  11451. constructor(parameters) {
  11452. super();
  11453. this.type = 'MeshDepthMaterial';
  11454. this.depthPacking = BasicDepthPacking;
  11455. this.morphTargets = false;
  11456. this.map = null;
  11457. this.alphaMap = null;
  11458. this.displacementMap = null;
  11459. this.displacementScale = 1;
  11460. this.displacementBias = 0;
  11461. this.wireframe = false;
  11462. this.wireframeLinewidth = 1;
  11463. this.fog = false;
  11464. this.setValues(parameters);
  11465. }
  11466. copy(source) {
  11467. super.copy(source);
  11468. this.depthPacking = source.depthPacking;
  11469. this.morphTargets = source.morphTargets;
  11470. this.map = source.map;
  11471. this.alphaMap = source.alphaMap;
  11472. this.displacementMap = source.displacementMap;
  11473. this.displacementScale = source.displacementScale;
  11474. this.displacementBias = source.displacementBias;
  11475. this.wireframe = source.wireframe;
  11476. this.wireframeLinewidth = source.wireframeLinewidth;
  11477. return this;
  11478. }
  11479. }
  11480. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11481. /**
  11482. * parameters = {
  11483. *
  11484. * referencePosition: <float>,
  11485. * nearDistance: <float>,
  11486. * farDistance: <float>,
  11487. *
  11488. * morphTargets: <bool>,
  11489. *
  11490. * map: new THREE.Texture( <Image> ),
  11491. *
  11492. * alphaMap: new THREE.Texture( <Image> ),
  11493. *
  11494. * displacementMap: new THREE.Texture( <Image> ),
  11495. * displacementScale: <float>,
  11496. * displacementBias: <float>
  11497. *
  11498. * }
  11499. */
  11500. class MeshDistanceMaterial extends Material {
  11501. constructor(parameters) {
  11502. super();
  11503. this.type = 'MeshDistanceMaterial';
  11504. this.referencePosition = new Vector3();
  11505. this.nearDistance = 1;
  11506. this.farDistance = 1000;
  11507. this.morphTargets = false;
  11508. this.map = null;
  11509. this.alphaMap = null;
  11510. this.displacementMap = null;
  11511. this.displacementScale = 1;
  11512. this.displacementBias = 0;
  11513. this.fog = false;
  11514. this.setValues(parameters);
  11515. }
  11516. copy(source) {
  11517. super.copy(source);
  11518. this.referencePosition.copy(source.referencePosition);
  11519. this.nearDistance = source.nearDistance;
  11520. this.farDistance = source.farDistance;
  11521. this.morphTargets = source.morphTargets;
  11522. this.map = source.map;
  11523. this.alphaMap = source.alphaMap;
  11524. this.displacementMap = source.displacementMap;
  11525. this.displacementScale = source.displacementScale;
  11526. this.displacementBias = source.displacementBias;
  11527. return this;
  11528. }
  11529. }
  11530. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11531. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\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}";
  11532. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11533. function WebGLShadowMap(_renderer, _objects, _capabilities) {
  11534. let _frustum = new Frustum();
  11535. const _shadowMapSize = new Vector2(),
  11536. _viewportSize = new Vector2(),
  11537. _viewport = new Vector4(),
  11538. _depthMaterials = [],
  11539. _distanceMaterials = [],
  11540. _materialCache = {},
  11541. _maxTextureSize = _capabilities.maxTextureSize;
  11542. const shadowSide = {
  11543. 0: BackSide,
  11544. 1: FrontSide,
  11545. 2: DoubleSide
  11546. };
  11547. const shadowMaterialVertical = new ShaderMaterial({
  11548. defines: {
  11549. SAMPLE_RATE: 2.0 / 8.0,
  11550. HALF_SAMPLE_RATE: 1.0 / 8.0
  11551. },
  11552. uniforms: {
  11553. shadow_pass: {
  11554. value: null
  11555. },
  11556. resolution: {
  11557. value: new Vector2()
  11558. },
  11559. radius: {
  11560. value: 4.0
  11561. }
  11562. },
  11563. vertexShader: vsm_vert,
  11564. fragmentShader: vsm_frag
  11565. });
  11566. const shadowMaterialHorizontal = shadowMaterialVertical.clone();
  11567. shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
  11568. const fullScreenTri = new BufferGeometry();
  11569. fullScreenTri.setAttribute('position', new BufferAttribute(new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]), 3));
  11570. const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
  11571. const scope = this;
  11572. this.enabled = false;
  11573. this.autoUpdate = true;
  11574. this.needsUpdate = false;
  11575. this.type = PCFShadowMap;
  11576. this.render = function (lights, scene, camera) {
  11577. if (scope.enabled === false) return;
  11578. if (scope.autoUpdate === false && scope.needsUpdate === false) return;
  11579. if (lights.length === 0) return;
  11580. const currentRenderTarget = _renderer.getRenderTarget();
  11581. const activeCubeFace = _renderer.getActiveCubeFace();
  11582. const activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11583. const _state = _renderer.state; // Set GL state for depth map.
  11584. _state.setBlending(NoBlending);
  11585. _state.buffers.color.setClear(1, 1, 1, 1);
  11586. _state.buffers.depth.setTest(true);
  11587. _state.setScissorTest(false); // render depth map
  11588. for (let i = 0, il = lights.length; i < il; i++) {
  11589. const light = lights[i];
  11590. const shadow = light.shadow;
  11591. if (shadow === undefined) {
  11592. console.warn('THREE.WebGLShadowMap:', light, 'has no shadow.');
  11593. continue;
  11594. }
  11595. if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;
  11596. _shadowMapSize.copy(shadow.mapSize);
  11597. const shadowFrameExtents = shadow.getFrameExtents();
  11598. _shadowMapSize.multiply(shadowFrameExtents);
  11599. _viewportSize.copy(shadow.mapSize);
  11600. if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) {
  11601. if (_shadowMapSize.x > _maxTextureSize) {
  11602. _viewportSize.x = Math.floor(_maxTextureSize / shadowFrameExtents.x);
  11603. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11604. shadow.mapSize.x = _viewportSize.x;
  11605. }
  11606. if (_shadowMapSize.y > _maxTextureSize) {
  11607. _viewportSize.y = Math.floor(_maxTextureSize / shadowFrameExtents.y);
  11608. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11609. shadow.mapSize.y = _viewportSize.y;
  11610. }
  11611. }
  11612. if (shadow.map === null && !shadow.isPointLightShadow && this.type === VSMShadowMap) {
  11613. const pars = {
  11614. minFilter: LinearFilter,
  11615. magFilter: LinearFilter,
  11616. format: RGBAFormat
  11617. };
  11618. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  11619. shadow.map.texture.name = light.name + '.shadowMap';
  11620. shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  11621. shadow.camera.updateProjectionMatrix();
  11622. }
  11623. if (shadow.map === null) {
  11624. const pars = {
  11625. minFilter: NearestFilter,
  11626. magFilter: NearestFilter,
  11627. format: RGBAFormat
  11628. };
  11629. shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, pars);
  11630. shadow.map.texture.name = light.name + '.shadowMap';
  11631. shadow.camera.updateProjectionMatrix();
  11632. }
  11633. _renderer.setRenderTarget(shadow.map);
  11634. _renderer.clear();
  11635. const viewportCount = shadow.getViewportCount();
  11636. for (let vp = 0; vp < viewportCount; vp++) {
  11637. const viewport = shadow.getViewport(vp);
  11638. _viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);
  11639. _state.viewport(_viewport);
  11640. shadow.updateMatrices(light, vp);
  11641. _frustum = shadow.getFrustum();
  11642. renderObject(scene, camera, shadow.camera, light, this.type);
  11643. } // do blur pass for VSM
  11644. if (!shadow.isPointLightShadow && this.type === VSMShadowMap) {
  11645. VSMPass(shadow, camera);
  11646. }
  11647. shadow.needsUpdate = false;
  11648. }
  11649. scope.needsUpdate = false;
  11650. _renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
  11651. };
  11652. function VSMPass(shadow, camera) {
  11653. const geometry = _objects.update(fullScreenMesh); // vertical pass
  11654. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11655. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11656. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11657. _renderer.setRenderTarget(shadow.mapPass);
  11658. _renderer.clear();
  11659. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null); // horizontal pass
  11660. shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11661. shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
  11662. shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
  11663. _renderer.setRenderTarget(shadow.map);
  11664. _renderer.clear();
  11665. _renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
  11666. }
  11667. function getDepthMaterialVariant(useMorphing) {
  11668. const index = useMorphing << 0;
  11669. let material = _depthMaterials[index];
  11670. if (material === undefined) {
  11671. material = new MeshDepthMaterial({
  11672. depthPacking: RGBADepthPacking,
  11673. morphTargets: useMorphing
  11674. });
  11675. _depthMaterials[index] = material;
  11676. }
  11677. return material;
  11678. }
  11679. function getDistanceMaterialVariant(useMorphing) {
  11680. const index = useMorphing << 0;
  11681. let material = _distanceMaterials[index];
  11682. if (material === undefined) {
  11683. material = new MeshDistanceMaterial({
  11684. morphTargets: useMorphing
  11685. });
  11686. _distanceMaterials[index] = material;
  11687. }
  11688. return material;
  11689. }
  11690. function getDepthMaterial(object, geometry, material, light, shadowCameraNear, shadowCameraFar, type) {
  11691. let result = null;
  11692. let getMaterialVariant = getDepthMaterialVariant;
  11693. let customMaterial = object.customDepthMaterial;
  11694. if (light.isPointLight === true) {
  11695. getMaterialVariant = getDistanceMaterialVariant;
  11696. customMaterial = object.customDistanceMaterial;
  11697. }
  11698. if (customMaterial === undefined) {
  11699. let useMorphing = false;
  11700. if (material.morphTargets === true) {
  11701. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11702. }
  11703. result = getMaterialVariant(useMorphing);
  11704. } else {
  11705. result = customMaterial;
  11706. }
  11707. if (_renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0) {
  11708. // in this case we need a unique material instance reflecting the
  11709. // appropriate state
  11710. const keyA = result.uuid,
  11711. keyB = material.uuid;
  11712. let materialsForVariant = _materialCache[keyA];
  11713. if (materialsForVariant === undefined) {
  11714. materialsForVariant = {};
  11715. _materialCache[keyA] = materialsForVariant;
  11716. }
  11717. let cachedMaterial = materialsForVariant[keyB];
  11718. if (cachedMaterial === undefined) {
  11719. cachedMaterial = result.clone();
  11720. materialsForVariant[keyB] = cachedMaterial;
  11721. }
  11722. result = cachedMaterial;
  11723. }
  11724. result.visible = material.visible;
  11725. result.wireframe = material.wireframe;
  11726. if (type === VSMShadowMap) {
  11727. result.side = material.shadowSide !== null ? material.shadowSide : material.side;
  11728. } else {
  11729. result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
  11730. }
  11731. result.clipShadows = material.clipShadows;
  11732. result.clippingPlanes = material.clippingPlanes;
  11733. result.clipIntersection = material.clipIntersection;
  11734. result.wireframeLinewidth = material.wireframeLinewidth;
  11735. result.linewidth = material.linewidth;
  11736. if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
  11737. result.referencePosition.setFromMatrixPosition(light.matrixWorld);
  11738. result.nearDistance = shadowCameraNear;
  11739. result.farDistance = shadowCameraFar;
  11740. }
  11741. return result;
  11742. }
  11743. function renderObject(object, camera, shadowCamera, light, type) {
  11744. if (object.visible === false) return;
  11745. const visible = object.layers.test(camera.layers);
  11746. if (visible && (object.isMesh || object.isLine || object.isPoints)) {
  11747. if ((object.castShadow || object.receiveShadow && type === VSMShadowMap) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
  11748. object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
  11749. const geometry = _objects.update(object);
  11750. const material = object.material;
  11751. if (Array.isArray(material)) {
  11752. const groups = geometry.groups;
  11753. for (let k = 0, kl = groups.length; k < kl; k++) {
  11754. const group = groups[k];
  11755. const groupMaterial = material[group.materialIndex];
  11756. if (groupMaterial && groupMaterial.visible) {
  11757. const depthMaterial = getDepthMaterial(object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type);
  11758. _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
  11759. }
  11760. }
  11761. } else if (material.visible) {
  11762. const depthMaterial = getDepthMaterial(object, geometry, material, light, shadowCamera.near, shadowCamera.far, type);
  11763. _renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);
  11764. }
  11765. }
  11766. }
  11767. const children = object.children;
  11768. for (let i = 0, l = children.length; i < l; i++) {
  11769. renderObject(children[i], camera, shadowCamera, light, type);
  11770. }
  11771. }
  11772. }
  11773. function WebGLState(gl, extensions, capabilities) {
  11774. const isWebGL2 = capabilities.isWebGL2;
  11775. function ColorBuffer() {
  11776. let locked = false;
  11777. const color = new Vector4();
  11778. let currentColorMask = null;
  11779. const currentColorClear = new Vector4(0, 0, 0, 0);
  11780. return {
  11781. setMask: function (colorMask) {
  11782. if (currentColorMask !== colorMask && !locked) {
  11783. gl.colorMask(colorMask, colorMask, colorMask, colorMask);
  11784. currentColorMask = colorMask;
  11785. }
  11786. },
  11787. setLocked: function (lock) {
  11788. locked = lock;
  11789. },
  11790. setClear: function (r, g, b, a, premultipliedAlpha) {
  11791. if (premultipliedAlpha === true) {
  11792. r *= a;
  11793. g *= a;
  11794. b *= a;
  11795. }
  11796. color.set(r, g, b, a);
  11797. if (currentColorClear.equals(color) === false) {
  11798. gl.clearColor(r, g, b, a);
  11799. currentColorClear.copy(color);
  11800. }
  11801. },
  11802. reset: function () {
  11803. locked = false;
  11804. currentColorMask = null;
  11805. currentColorClear.set(-1, 0, 0, 0); // set to invalid state
  11806. }
  11807. };
  11808. }
  11809. function DepthBuffer() {
  11810. let locked = false;
  11811. let currentDepthMask = null;
  11812. let currentDepthFunc = null;
  11813. let currentDepthClear = null;
  11814. return {
  11815. setTest: function (depthTest) {
  11816. if (depthTest) {
  11817. enable(gl.DEPTH_TEST);
  11818. } else {
  11819. disable(gl.DEPTH_TEST);
  11820. }
  11821. },
  11822. setMask: function (depthMask) {
  11823. if (currentDepthMask !== depthMask && !locked) {
  11824. gl.depthMask(depthMask);
  11825. currentDepthMask = depthMask;
  11826. }
  11827. },
  11828. setFunc: function (depthFunc) {
  11829. if (currentDepthFunc !== depthFunc) {
  11830. if (depthFunc) {
  11831. switch (depthFunc) {
  11832. case NeverDepth:
  11833. gl.depthFunc(gl.NEVER);
  11834. break;
  11835. case AlwaysDepth:
  11836. gl.depthFunc(gl.ALWAYS);
  11837. break;
  11838. case LessDepth:
  11839. gl.depthFunc(gl.LESS);
  11840. break;
  11841. case LessEqualDepth:
  11842. gl.depthFunc(gl.LEQUAL);
  11843. break;
  11844. case EqualDepth:
  11845. gl.depthFunc(gl.EQUAL);
  11846. break;
  11847. case GreaterEqualDepth:
  11848. gl.depthFunc(gl.GEQUAL);
  11849. break;
  11850. case GreaterDepth:
  11851. gl.depthFunc(gl.GREATER);
  11852. break;
  11853. case NotEqualDepth:
  11854. gl.depthFunc(gl.NOTEQUAL);
  11855. break;
  11856. default:
  11857. gl.depthFunc(gl.LEQUAL);
  11858. }
  11859. } else {
  11860. gl.depthFunc(gl.LEQUAL);
  11861. }
  11862. currentDepthFunc = depthFunc;
  11863. }
  11864. },
  11865. setLocked: function (lock) {
  11866. locked = lock;
  11867. },
  11868. setClear: function (depth) {
  11869. if (currentDepthClear !== depth) {
  11870. gl.clearDepth(depth);
  11871. currentDepthClear = depth;
  11872. }
  11873. },
  11874. reset: function () {
  11875. locked = false;
  11876. currentDepthMask = null;
  11877. currentDepthFunc = null;
  11878. currentDepthClear = null;
  11879. }
  11880. };
  11881. }
  11882. function StencilBuffer() {
  11883. let locked = false;
  11884. let currentStencilMask = null;
  11885. let currentStencilFunc = null;
  11886. let currentStencilRef = null;
  11887. let currentStencilFuncMask = null;
  11888. let currentStencilFail = null;
  11889. let currentStencilZFail = null;
  11890. let currentStencilZPass = null;
  11891. let currentStencilClear = null;
  11892. return {
  11893. setTest: function (stencilTest) {
  11894. if (!locked) {
  11895. if (stencilTest) {
  11896. enable(gl.STENCIL_TEST);
  11897. } else {
  11898. disable(gl.STENCIL_TEST);
  11899. }
  11900. }
  11901. },
  11902. setMask: function (stencilMask) {
  11903. if (currentStencilMask !== stencilMask && !locked) {
  11904. gl.stencilMask(stencilMask);
  11905. currentStencilMask = stencilMask;
  11906. }
  11907. },
  11908. setFunc: function (stencilFunc, stencilRef, stencilMask) {
  11909. if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {
  11910. gl.stencilFunc(stencilFunc, stencilRef, stencilMask);
  11911. currentStencilFunc = stencilFunc;
  11912. currentStencilRef = stencilRef;
  11913. currentStencilFuncMask = stencilMask;
  11914. }
  11915. },
  11916. setOp: function (stencilFail, stencilZFail, stencilZPass) {
  11917. if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {
  11918. gl.stencilOp(stencilFail, stencilZFail, stencilZPass);
  11919. currentStencilFail = stencilFail;
  11920. currentStencilZFail = stencilZFail;
  11921. currentStencilZPass = stencilZPass;
  11922. }
  11923. },
  11924. setLocked: function (lock) {
  11925. locked = lock;
  11926. },
  11927. setClear: function (stencil) {
  11928. if (currentStencilClear !== stencil) {
  11929. gl.clearStencil(stencil);
  11930. currentStencilClear = stencil;
  11931. }
  11932. },
  11933. reset: function () {
  11934. locked = false;
  11935. currentStencilMask = null;
  11936. currentStencilFunc = null;
  11937. currentStencilRef = null;
  11938. currentStencilFuncMask = null;
  11939. currentStencilFail = null;
  11940. currentStencilZFail = null;
  11941. currentStencilZPass = null;
  11942. currentStencilClear = null;
  11943. }
  11944. };
  11945. } //
  11946. const colorBuffer = new ColorBuffer();
  11947. const depthBuffer = new DepthBuffer();
  11948. const stencilBuffer = new StencilBuffer();
  11949. let enabledCapabilities = {};
  11950. let xrFramebuffer = null;
  11951. let currentBoundFramebuffers = {};
  11952. let currentProgram = null;
  11953. let currentBlendingEnabled = false;
  11954. let currentBlending = null;
  11955. let currentBlendEquation = null;
  11956. let currentBlendSrc = null;
  11957. let currentBlendDst = null;
  11958. let currentBlendEquationAlpha = null;
  11959. let currentBlendSrcAlpha = null;
  11960. let currentBlendDstAlpha = null;
  11961. let currentPremultipledAlpha = false;
  11962. let currentFlipSided = null;
  11963. let currentCullFace = null;
  11964. let currentLineWidth = null;
  11965. let currentPolygonOffsetFactor = null;
  11966. let currentPolygonOffsetUnits = null;
  11967. const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  11968. let lineWidthAvailable = false;
  11969. let version = 0;
  11970. const glVersion = gl.getParameter(gl.VERSION);
  11971. if (glVersion.indexOf('WebGL') !== -1) {
  11972. version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]);
  11973. lineWidthAvailable = version >= 1.0;
  11974. } else if (glVersion.indexOf('OpenGL ES') !== -1) {
  11975. version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]);
  11976. lineWidthAvailable = version >= 2.0;
  11977. }
  11978. let currentTextureSlot = null;
  11979. let currentBoundTextures = {};
  11980. const scissorParam = gl.getParameter(gl.SCISSOR_BOX);
  11981. const viewportParam = gl.getParameter(gl.VIEWPORT);
  11982. const currentScissor = new Vector4().fromArray(scissorParam);
  11983. const currentViewport = new Vector4().fromArray(viewportParam);
  11984. function createTexture(type, target, count) {
  11985. const data = new Uint8Array(4); // 4 is required to match default unpack alignment of 4.
  11986. const texture = gl.createTexture();
  11987. gl.bindTexture(type, texture);
  11988. gl.texParameteri(type, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  11989. gl.texParameteri(type, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  11990. for (let i = 0; i < count; i++) {
  11991. gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
  11992. }
  11993. return texture;
  11994. }
  11995. const emptyTextures = {};
  11996. emptyTextures[gl.TEXTURE_2D] = createTexture(gl.TEXTURE_2D, gl.TEXTURE_2D, 1);
  11997. emptyTextures[gl.TEXTURE_CUBE_MAP] = createTexture(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6); // init
  11998. colorBuffer.setClear(0, 0, 0, 1);
  11999. depthBuffer.setClear(1);
  12000. stencilBuffer.setClear(0);
  12001. enable(gl.DEPTH_TEST);
  12002. depthBuffer.setFunc(LessEqualDepth);
  12003. setFlipSided(false);
  12004. setCullFace(CullFaceBack);
  12005. enable(gl.CULL_FACE);
  12006. setBlending(NoBlending); //
  12007. function enable(id) {
  12008. if (enabledCapabilities[id] !== true) {
  12009. gl.enable(id);
  12010. enabledCapabilities[id] = true;
  12011. }
  12012. }
  12013. function disable(id) {
  12014. if (enabledCapabilities[id] !== false) {
  12015. gl.disable(id);
  12016. enabledCapabilities[id] = false;
  12017. }
  12018. }
  12019. function bindXRFramebuffer(framebuffer) {
  12020. if (framebuffer !== xrFramebuffer) {
  12021. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  12022. xrFramebuffer = framebuffer;
  12023. }
  12024. }
  12025. function bindFramebuffer(target, framebuffer) {
  12026. if (framebuffer === null && xrFramebuffer !== null) framebuffer = xrFramebuffer; // use active XR framebuffer if available
  12027. if (currentBoundFramebuffers[target] !== framebuffer) {
  12028. gl.bindFramebuffer(target, framebuffer);
  12029. currentBoundFramebuffers[target] = framebuffer;
  12030. if (isWebGL2) {
  12031. // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
  12032. if (target === gl.DRAW_FRAMEBUFFER) {
  12033. currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer;
  12034. }
  12035. if (target === gl.FRAMEBUFFER) {
  12036. currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer;
  12037. }
  12038. }
  12039. return true;
  12040. }
  12041. return false;
  12042. }
  12043. function useProgram(program) {
  12044. if (currentProgram !== program) {
  12045. gl.useProgram(program);
  12046. currentProgram = program;
  12047. return true;
  12048. }
  12049. return false;
  12050. }
  12051. const equationToGL = {
  12052. [AddEquation]: gl.FUNC_ADD,
  12053. [SubtractEquation]: gl.FUNC_SUBTRACT,
  12054. [ReverseSubtractEquation]: gl.FUNC_REVERSE_SUBTRACT
  12055. };
  12056. if (isWebGL2) {
  12057. equationToGL[MinEquation] = gl.MIN;
  12058. equationToGL[MaxEquation] = gl.MAX;
  12059. } else {
  12060. const extension = extensions.get('EXT_blend_minmax');
  12061. if (extension !== null) {
  12062. equationToGL[MinEquation] = extension.MIN_EXT;
  12063. equationToGL[MaxEquation] = extension.MAX_EXT;
  12064. }
  12065. }
  12066. const factorToGL = {
  12067. [ZeroFactor]: gl.ZERO,
  12068. [OneFactor]: gl.ONE,
  12069. [SrcColorFactor]: gl.SRC_COLOR,
  12070. [SrcAlphaFactor]: gl.SRC_ALPHA,
  12071. [SrcAlphaSaturateFactor]: gl.SRC_ALPHA_SATURATE,
  12072. [DstColorFactor]: gl.DST_COLOR,
  12073. [DstAlphaFactor]: gl.DST_ALPHA,
  12074. [OneMinusSrcColorFactor]: gl.ONE_MINUS_SRC_COLOR,
  12075. [OneMinusSrcAlphaFactor]: gl.ONE_MINUS_SRC_ALPHA,
  12076. [OneMinusDstColorFactor]: gl.ONE_MINUS_DST_COLOR,
  12077. [OneMinusDstAlphaFactor]: gl.ONE_MINUS_DST_ALPHA
  12078. };
  12079. function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha) {
  12080. if (blending === NoBlending) {
  12081. if (currentBlendingEnabled === true) {
  12082. disable(gl.BLEND);
  12083. currentBlendingEnabled = false;
  12084. }
  12085. return;
  12086. }
  12087. if (currentBlendingEnabled === false) {
  12088. enable(gl.BLEND);
  12089. currentBlendingEnabled = true;
  12090. }
  12091. if (blending !== CustomBlending) {
  12092. if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
  12093. if (currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation) {
  12094. gl.blendEquation(gl.FUNC_ADD);
  12095. currentBlendEquation = AddEquation;
  12096. currentBlendEquationAlpha = AddEquation;
  12097. }
  12098. if (premultipliedAlpha) {
  12099. switch (blending) {
  12100. case NormalBlending:
  12101. gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  12102. break;
  12103. case AdditiveBlending:
  12104. gl.blendFunc(gl.ONE, gl.ONE);
  12105. break;
  12106. case SubtractiveBlending:
  12107. gl.blendFuncSeparate(gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA);
  12108. break;
  12109. case MultiplyBlending:
  12110. gl.blendFuncSeparate(gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA);
  12111. break;
  12112. default:
  12113. console.error('THREE.WebGLState: Invalid blending: ', blending);
  12114. break;
  12115. }
  12116. } else {
  12117. switch (blending) {
  12118. case NormalBlending:
  12119. gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
  12120. break;
  12121. case AdditiveBlending:
  12122. gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
  12123. break;
  12124. case SubtractiveBlending:
  12125. gl.blendFunc(gl.ZERO, gl.ONE_MINUS_SRC_COLOR);
  12126. break;
  12127. case MultiplyBlending:
  12128. gl.blendFunc(gl.ZERO, gl.SRC_COLOR);
  12129. break;
  12130. default:
  12131. console.error('THREE.WebGLState: Invalid blending: ', blending);
  12132. break;
  12133. }
  12134. }
  12135. currentBlendSrc = null;
  12136. currentBlendDst = null;
  12137. currentBlendSrcAlpha = null;
  12138. currentBlendDstAlpha = null;
  12139. currentBlending = blending;
  12140. currentPremultipledAlpha = premultipliedAlpha;
  12141. }
  12142. return;
  12143. } // custom blending
  12144. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12145. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12146. blendDstAlpha = blendDstAlpha || blendDst;
  12147. if (blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha) {
  12148. gl.blendEquationSeparate(equationToGL[blendEquation], equationToGL[blendEquationAlpha]);
  12149. currentBlendEquation = blendEquation;
  12150. currentBlendEquationAlpha = blendEquationAlpha;
  12151. }
  12152. if (blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha) {
  12153. gl.blendFuncSeparate(factorToGL[blendSrc], factorToGL[blendDst], factorToGL[blendSrcAlpha], factorToGL[blendDstAlpha]);
  12154. currentBlendSrc = blendSrc;
  12155. currentBlendDst = blendDst;
  12156. currentBlendSrcAlpha = blendSrcAlpha;
  12157. currentBlendDstAlpha = blendDstAlpha;
  12158. }
  12159. currentBlending = blending;
  12160. currentPremultipledAlpha = null;
  12161. }
  12162. function setMaterial(material, frontFaceCW) {
  12163. material.side === DoubleSide ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE);
  12164. let flipSided = material.side === BackSide;
  12165. if (frontFaceCW) flipSided = !flipSided;
  12166. setFlipSided(flipSided);
  12167. 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);
  12168. depthBuffer.setFunc(material.depthFunc);
  12169. depthBuffer.setTest(material.depthTest);
  12170. depthBuffer.setMask(material.depthWrite);
  12171. colorBuffer.setMask(material.colorWrite);
  12172. const stencilWrite = material.stencilWrite;
  12173. stencilBuffer.setTest(stencilWrite);
  12174. if (stencilWrite) {
  12175. stencilBuffer.setMask(material.stencilWriteMask);
  12176. stencilBuffer.setFunc(material.stencilFunc, material.stencilRef, material.stencilFuncMask);
  12177. stencilBuffer.setOp(material.stencilFail, material.stencilZFail, material.stencilZPass);
  12178. }
  12179. setPolygonOffset(material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits);
  12180. material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
  12181. } //
  12182. function setFlipSided(flipSided) {
  12183. if (currentFlipSided !== flipSided) {
  12184. if (flipSided) {
  12185. gl.frontFace(gl.CW);
  12186. } else {
  12187. gl.frontFace(gl.CCW);
  12188. }
  12189. currentFlipSided = flipSided;
  12190. }
  12191. }
  12192. function setCullFace(cullFace) {
  12193. if (cullFace !== CullFaceNone) {
  12194. enable(gl.CULL_FACE);
  12195. if (cullFace !== currentCullFace) {
  12196. if (cullFace === CullFaceBack) {
  12197. gl.cullFace(gl.BACK);
  12198. } else if (cullFace === CullFaceFront) {
  12199. gl.cullFace(gl.FRONT);
  12200. } else {
  12201. gl.cullFace(gl.FRONT_AND_BACK);
  12202. }
  12203. }
  12204. } else {
  12205. disable(gl.CULL_FACE);
  12206. }
  12207. currentCullFace = cullFace;
  12208. }
  12209. function setLineWidth(width) {
  12210. if (width !== currentLineWidth) {
  12211. if (lineWidthAvailable) gl.lineWidth(width);
  12212. currentLineWidth = width;
  12213. }
  12214. }
  12215. function setPolygonOffset(polygonOffset, factor, units) {
  12216. if (polygonOffset) {
  12217. enable(gl.POLYGON_OFFSET_FILL);
  12218. if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
  12219. gl.polygonOffset(factor, units);
  12220. currentPolygonOffsetFactor = factor;
  12221. currentPolygonOffsetUnits = units;
  12222. }
  12223. } else {
  12224. disable(gl.POLYGON_OFFSET_FILL);
  12225. }
  12226. }
  12227. function setScissorTest(scissorTest) {
  12228. if (scissorTest) {
  12229. enable(gl.SCISSOR_TEST);
  12230. } else {
  12231. disable(gl.SCISSOR_TEST);
  12232. }
  12233. } // texture
  12234. function activeTexture(webglSlot) {
  12235. if (webglSlot === undefined) webglSlot = gl.TEXTURE0 + maxTextures - 1;
  12236. if (currentTextureSlot !== webglSlot) {
  12237. gl.activeTexture(webglSlot);
  12238. currentTextureSlot = webglSlot;
  12239. }
  12240. }
  12241. function bindTexture(webglType, webglTexture) {
  12242. if (currentTextureSlot === null) {
  12243. activeTexture();
  12244. }
  12245. let boundTexture = currentBoundTextures[currentTextureSlot];
  12246. if (boundTexture === undefined) {
  12247. boundTexture = {
  12248. type: undefined,
  12249. texture: undefined
  12250. };
  12251. currentBoundTextures[currentTextureSlot] = boundTexture;
  12252. }
  12253. if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
  12254. gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
  12255. boundTexture.type = webglType;
  12256. boundTexture.texture = webglTexture;
  12257. }
  12258. }
  12259. function unbindTexture() {
  12260. const boundTexture = currentBoundTextures[currentTextureSlot];
  12261. if (boundTexture !== undefined && boundTexture.type !== undefined) {
  12262. gl.bindTexture(boundTexture.type, null);
  12263. boundTexture.type = undefined;
  12264. boundTexture.texture = undefined;
  12265. }
  12266. }
  12267. function compressedTexImage2D() {
  12268. try {
  12269. gl.compressedTexImage2D.apply(gl, arguments);
  12270. } catch (error) {
  12271. console.error('THREE.WebGLState:', error);
  12272. }
  12273. }
  12274. function texImage2D() {
  12275. try {
  12276. gl.texImage2D.apply(gl, arguments);
  12277. } catch (error) {
  12278. console.error('THREE.WebGLState:', error);
  12279. }
  12280. }
  12281. function texImage3D() {
  12282. try {
  12283. gl.texImage3D.apply(gl, arguments);
  12284. } catch (error) {
  12285. console.error('THREE.WebGLState:', error);
  12286. }
  12287. } //
  12288. function scissor(scissor) {
  12289. if (currentScissor.equals(scissor) === false) {
  12290. gl.scissor(scissor.x, scissor.y, scissor.z, scissor.w);
  12291. currentScissor.copy(scissor);
  12292. }
  12293. }
  12294. function viewport(viewport) {
  12295. if (currentViewport.equals(viewport) === false) {
  12296. gl.viewport(viewport.x, viewport.y, viewport.z, viewport.w);
  12297. currentViewport.copy(viewport);
  12298. }
  12299. } //
  12300. function reset() {
  12301. // reset state
  12302. gl.disable(gl.BLEND);
  12303. gl.disable(gl.CULL_FACE);
  12304. gl.disable(gl.DEPTH_TEST);
  12305. gl.disable(gl.POLYGON_OFFSET_FILL);
  12306. gl.disable(gl.SCISSOR_TEST);
  12307. gl.disable(gl.STENCIL_TEST);
  12308. gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
  12309. gl.blendEquation(gl.FUNC_ADD);
  12310. gl.blendFunc(gl.ONE, gl.ZERO);
  12311. gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO);
  12312. gl.colorMask(true, true, true, true);
  12313. gl.clearColor(0, 0, 0, 0);
  12314. gl.depthMask(true);
  12315. gl.depthFunc(gl.LESS);
  12316. gl.clearDepth(1);
  12317. gl.stencilMask(0xffffffff);
  12318. gl.stencilFunc(gl.ALWAYS, 0, 0xffffffff);
  12319. gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
  12320. gl.clearStencil(0);
  12321. gl.cullFace(gl.BACK);
  12322. gl.frontFace(gl.CCW);
  12323. gl.polygonOffset(0, 0);
  12324. gl.activeTexture(gl.TEXTURE0);
  12325. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  12326. if (isWebGL2 === true) {
  12327. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
  12328. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
  12329. }
  12330. gl.useProgram(null);
  12331. gl.lineWidth(1);
  12332. gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
  12333. gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); // reset internals
  12334. enabledCapabilities = {};
  12335. currentTextureSlot = null;
  12336. currentBoundTextures = {};
  12337. xrFramebuffer = null;
  12338. currentBoundFramebuffers = {};
  12339. currentProgram = null;
  12340. currentBlendingEnabled = false;
  12341. currentBlending = null;
  12342. currentBlendEquation = null;
  12343. currentBlendSrc = null;
  12344. currentBlendDst = null;
  12345. currentBlendEquationAlpha = null;
  12346. currentBlendSrcAlpha = null;
  12347. currentBlendDstAlpha = null;
  12348. currentPremultipledAlpha = false;
  12349. currentFlipSided = null;
  12350. currentCullFace = null;
  12351. currentLineWidth = null;
  12352. currentPolygonOffsetFactor = null;
  12353. currentPolygonOffsetUnits = null;
  12354. currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height);
  12355. currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height);
  12356. colorBuffer.reset();
  12357. depthBuffer.reset();
  12358. stencilBuffer.reset();
  12359. }
  12360. return {
  12361. buffers: {
  12362. color: colorBuffer,
  12363. depth: depthBuffer,
  12364. stencil: stencilBuffer
  12365. },
  12366. enable: enable,
  12367. disable: disable,
  12368. bindFramebuffer: bindFramebuffer,
  12369. bindXRFramebuffer: bindXRFramebuffer,
  12370. useProgram: useProgram,
  12371. setBlending: setBlending,
  12372. setMaterial: setMaterial,
  12373. setFlipSided: setFlipSided,
  12374. setCullFace: setCullFace,
  12375. setLineWidth: setLineWidth,
  12376. setPolygonOffset: setPolygonOffset,
  12377. setScissorTest: setScissorTest,
  12378. activeTexture: activeTexture,
  12379. bindTexture: bindTexture,
  12380. unbindTexture: unbindTexture,
  12381. compressedTexImage2D: compressedTexImage2D,
  12382. texImage2D: texImage2D,
  12383. texImage3D: texImage3D,
  12384. scissor: scissor,
  12385. viewport: viewport,
  12386. reset: reset
  12387. };
  12388. }
  12389. function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
  12390. const isWebGL2 = capabilities.isWebGL2;
  12391. const maxTextures = capabilities.maxTextures;
  12392. const maxCubemapSize = capabilities.maxCubemapSize;
  12393. const maxTextureSize = capabilities.maxTextureSize;
  12394. const maxSamples = capabilities.maxSamples;
  12395. const _videoTextures = new WeakMap();
  12396. let _canvas; // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12397. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12398. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12399. let useOffscreenCanvas = false;
  12400. try {
  12401. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' && new OffscreenCanvas(1, 1).getContext('2d') !== null;
  12402. } catch (err) {// Ignore any errors
  12403. }
  12404. function createCanvas(width, height) {
  12405. // Use OffscreenCanvas when available. Specially needed in web workers
  12406. return useOffscreenCanvas ? new OffscreenCanvas(width, height) : document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
  12407. }
  12408. function resizeImage(image, needsPowerOfTwo, needsNewCanvas, maxSize) {
  12409. let scale = 1; // handle case if texture exceeds max size
  12410. if (image.width > maxSize || image.height > maxSize) {
  12411. scale = maxSize / Math.max(image.width, image.height);
  12412. } // only perform resize if necessary
  12413. if (scale < 1 || needsPowerOfTwo === true) {
  12414. // only perform resize for certain image types
  12415. if (typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement || typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap) {
  12416. const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;
  12417. const width = floor(scale * image.width);
  12418. const height = floor(scale * image.height);
  12419. if (_canvas === undefined) _canvas = createCanvas(width, height); // cube textures can't reuse the same canvas
  12420. const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
  12421. canvas.width = width;
  12422. canvas.height = height;
  12423. const context = canvas.getContext('2d');
  12424. context.drawImage(image, 0, 0, width, height);
  12425. console.warn('THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').');
  12426. return canvas;
  12427. } else {
  12428. if ('data' in image) {
  12429. console.warn('THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').');
  12430. }
  12431. return image;
  12432. }
  12433. }
  12434. return image;
  12435. }
  12436. function isPowerOfTwo$1(image) {
  12437. return isPowerOfTwo(image.width) && isPowerOfTwo(image.height);
  12438. }
  12439. function textureNeedsPowerOfTwo(texture) {
  12440. if (isWebGL2) return false;
  12441. return texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping || texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12442. }
  12443. function textureNeedsGenerateMipmaps(texture, supportsMips) {
  12444. return texture.generateMipmaps && supportsMips && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12445. }
  12446. function generateMipmap(target, texture, width, height) {
  12447. _gl.generateMipmap(target);
  12448. const textureProperties = properties.get(texture);
  12449. textureProperties.__maxMipLevel = Math.log2(Math.max(width, height));
  12450. }
  12451. function getInternalFormat(internalFormatName, glFormat, glType) {
  12452. if (isWebGL2 === false) return glFormat;
  12453. if (internalFormatName !== null) {
  12454. if (_gl[internalFormatName] !== undefined) return _gl[internalFormatName];
  12455. console.warn('THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'');
  12456. }
  12457. let internalFormat = glFormat;
  12458. if (glFormat === _gl.RED) {
  12459. if (glType === _gl.FLOAT) internalFormat = _gl.R32F;
  12460. if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F;
  12461. if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8;
  12462. }
  12463. if (glFormat === _gl.RGB) {
  12464. if (glType === _gl.FLOAT) internalFormat = _gl.RGB32F;
  12465. if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGB16F;
  12466. if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGB8;
  12467. }
  12468. if (glFormat === _gl.RGBA) {
  12469. if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F;
  12470. if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F;
  12471. if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGBA8;
  12472. }
  12473. if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) {
  12474. extensions.get('EXT_color_buffer_float');
  12475. }
  12476. return internalFormat;
  12477. } // Fallback filters for non-power-of-2 textures
  12478. function filterFallback(f) {
  12479. if (f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter) {
  12480. return _gl.NEAREST;
  12481. }
  12482. return _gl.LINEAR;
  12483. } //
  12484. function onTextureDispose(event) {
  12485. const texture = event.target;
  12486. texture.removeEventListener('dispose', onTextureDispose);
  12487. deallocateTexture(texture);
  12488. if (texture.isVideoTexture) {
  12489. _videoTextures.delete(texture);
  12490. }
  12491. info.memory.textures--;
  12492. }
  12493. function onRenderTargetDispose(event) {
  12494. const renderTarget = event.target;
  12495. renderTarget.removeEventListener('dispose', onRenderTargetDispose);
  12496. deallocateRenderTarget(renderTarget);
  12497. } //
  12498. function deallocateTexture(texture) {
  12499. const textureProperties = properties.get(texture);
  12500. if (textureProperties.__webglInit === undefined) return;
  12501. _gl.deleteTexture(textureProperties.__webglTexture);
  12502. properties.remove(texture);
  12503. }
  12504. function deallocateRenderTarget(renderTarget) {
  12505. const texture = renderTarget.texture;
  12506. const renderTargetProperties = properties.get(renderTarget);
  12507. const textureProperties = properties.get(texture);
  12508. if (!renderTarget) return;
  12509. if (textureProperties.__webglTexture !== undefined) {
  12510. _gl.deleteTexture(textureProperties.__webglTexture);
  12511. info.memory.textures--;
  12512. }
  12513. if (renderTarget.depthTexture) {
  12514. renderTarget.depthTexture.dispose();
  12515. }
  12516. if (renderTarget.isWebGLCubeRenderTarget) {
  12517. for (let i = 0; i < 6; i++) {
  12518. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);
  12519. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
  12520. }
  12521. } else {
  12522. _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);
  12523. if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
  12524. if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
  12525. if (renderTargetProperties.__webglColorRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer);
  12526. if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
  12527. }
  12528. if (renderTarget.isWebGLMultipleRenderTargets) {
  12529. for (let i = 0, il = texture.length; i < il; i++) {
  12530. const attachmentProperties = properties.get(texture[i]);
  12531. if (attachmentProperties.__webglTexture) {
  12532. _gl.deleteTexture(attachmentProperties.__webglTexture);
  12533. info.memory.textures--;
  12534. }
  12535. properties.remove(texture[i]);
  12536. }
  12537. }
  12538. properties.remove(texture);
  12539. properties.remove(renderTarget);
  12540. } //
  12541. let textureUnits = 0;
  12542. function resetTextureUnits() {
  12543. textureUnits = 0;
  12544. }
  12545. function allocateTextureUnit() {
  12546. const textureUnit = textureUnits;
  12547. if (textureUnit >= maxTextures) {
  12548. console.warn('THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures);
  12549. }
  12550. textureUnits += 1;
  12551. return textureUnit;
  12552. } //
  12553. function setTexture2D(texture, slot) {
  12554. const textureProperties = properties.get(texture);
  12555. if (texture.isVideoTexture) updateVideoTexture(texture);
  12556. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12557. const image = texture.image;
  12558. if (image === undefined) {
  12559. console.warn('THREE.WebGLRenderer: Texture marked for update but image is undefined');
  12560. } else if (image.complete === false) {
  12561. console.warn('THREE.WebGLRenderer: Texture marked for update but image is incomplete');
  12562. } else {
  12563. uploadTexture(textureProperties, texture, slot);
  12564. return;
  12565. }
  12566. }
  12567. state.activeTexture(_gl.TEXTURE0 + slot);
  12568. state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture);
  12569. }
  12570. function setTexture2DArray(texture, slot) {
  12571. const textureProperties = properties.get(texture);
  12572. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12573. uploadTexture(textureProperties, texture, slot);
  12574. return;
  12575. }
  12576. state.activeTexture(_gl.TEXTURE0 + slot);
  12577. state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture);
  12578. }
  12579. function setTexture3D(texture, slot) {
  12580. const textureProperties = properties.get(texture);
  12581. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12582. uploadTexture(textureProperties, texture, slot);
  12583. return;
  12584. }
  12585. state.activeTexture(_gl.TEXTURE0 + slot);
  12586. state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture);
  12587. }
  12588. function setTextureCube(texture, slot) {
  12589. const textureProperties = properties.get(texture);
  12590. if (texture.version > 0 && textureProperties.__version !== texture.version) {
  12591. uploadCubeTexture(textureProperties, texture, slot);
  12592. return;
  12593. }
  12594. state.activeTexture(_gl.TEXTURE0 + slot);
  12595. state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
  12596. }
  12597. const wrappingToGL = {
  12598. [RepeatWrapping]: _gl.REPEAT,
  12599. [ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE,
  12600. [MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT
  12601. };
  12602. const filterToGL = {
  12603. [NearestFilter]: _gl.NEAREST,
  12604. [NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST,
  12605. [NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR,
  12606. [LinearFilter]: _gl.LINEAR,
  12607. [LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST,
  12608. [LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR
  12609. };
  12610. function setTextureParameters(textureType, texture, supportsMips) {
  12611. if (supportsMips) {
  12612. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]);
  12613. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]);
  12614. if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
  12615. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]);
  12616. }
  12617. _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]);
  12618. _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]);
  12619. } else {
  12620. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE);
  12621. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE);
  12622. if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) {
  12623. _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE);
  12624. }
  12625. if (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping) {
  12626. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.');
  12627. }
  12628. _gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterFallback(texture.magFilter));
  12629. _gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterFallback(texture.minFilter));
  12630. if (texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter) {
  12631. console.warn('THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.');
  12632. }
  12633. }
  12634. if (extensions.has('EXT_texture_filter_anisotropic') === true) {
  12635. const extension = extensions.get('EXT_texture_filter_anisotropic');
  12636. if (texture.type === FloatType && extensions.has('OES_texture_float_linear') === false) return; // verify extension for WebGL 1 and WebGL 2
  12637. if (isWebGL2 === false && texture.type === HalfFloatType && extensions.has('OES_texture_half_float_linear') === false) return; // verify extension for WebGL 1 only
  12638. if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
  12639. _gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
  12640. properties.get(texture).__currentAnisotropy = texture.anisotropy;
  12641. }
  12642. }
  12643. }
  12644. function initTexture(textureProperties, texture) {
  12645. if (textureProperties.__webglInit === undefined) {
  12646. textureProperties.__webglInit = true;
  12647. texture.addEventListener('dispose', onTextureDispose);
  12648. textureProperties.__webglTexture = _gl.createTexture();
  12649. info.memory.textures++;
  12650. }
  12651. }
  12652. function uploadTexture(textureProperties, texture, slot) {
  12653. let textureType = _gl.TEXTURE_2D;
  12654. if (texture.isDataTexture2DArray) textureType = _gl.TEXTURE_2D_ARRAY;
  12655. if (texture.isDataTexture3D) textureType = _gl.TEXTURE_3D;
  12656. initTexture(textureProperties, texture);
  12657. state.activeTexture(_gl.TEXTURE0 + slot);
  12658. state.bindTexture(textureType, textureProperties.__webglTexture);
  12659. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  12660. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  12661. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  12662. _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
  12663. const needsPowerOfTwo = textureNeedsPowerOfTwo(texture) && isPowerOfTwo$1(texture.image) === false;
  12664. const image = resizeImage(texture.image, needsPowerOfTwo, false, maxTextureSize);
  12665. const supportsMips = isPowerOfTwo$1(image) || isWebGL2,
  12666. glFormat = utils.convert(texture.format);
  12667. let glType = utils.convert(texture.type),
  12668. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
  12669. setTextureParameters(textureType, texture, supportsMips);
  12670. let mipmap;
  12671. const mipmaps = texture.mipmaps;
  12672. if (texture.isDepthTexture) {
  12673. // populate depth texture with dummy data
  12674. glInternalFormat = _gl.DEPTH_COMPONENT;
  12675. if (isWebGL2) {
  12676. if (texture.type === FloatType) {
  12677. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  12678. } else if (texture.type === UnsignedIntType) {
  12679. glInternalFormat = _gl.DEPTH_COMPONENT24;
  12680. } else if (texture.type === UnsignedInt248Type) {
  12681. glInternalFormat = _gl.DEPTH24_STENCIL8;
  12682. } else {
  12683. glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D
  12684. }
  12685. } else {
  12686. if (texture.type === FloatType) {
  12687. console.error('WebGLRenderer: Floating point depth texture requires WebGL2.');
  12688. }
  12689. } // validation checks for WebGL 1
  12690. if (texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
  12691. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12692. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12693. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12694. if (texture.type !== UnsignedShortType && texture.type !== UnsignedIntType) {
  12695. console.warn('THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.');
  12696. texture.type = UnsignedShortType;
  12697. glType = utils.convert(texture.type);
  12698. }
  12699. }
  12700. if (texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT) {
  12701. // Depth stencil textures need the DEPTH_STENCIL internal format
  12702. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12703. glInternalFormat = _gl.DEPTH_STENCIL; // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12704. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12705. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12706. if (texture.type !== UnsignedInt248Type) {
  12707. console.warn('THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.');
  12708. texture.type = UnsignedInt248Type;
  12709. glType = utils.convert(texture.type);
  12710. }
  12711. } //
  12712. state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
  12713. } else if (texture.isDataTexture) {
  12714. // use manually created mipmaps if available
  12715. // if there are no manual mipmaps
  12716. // set 0 level mipmap and then use GL to generate other mipmap levels
  12717. if (mipmaps.length > 0 && supportsMips) {
  12718. for (let i = 0, il = mipmaps.length; i < il; i++) {
  12719. mipmap = mipmaps[i];
  12720. state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  12721. }
  12722. texture.generateMipmaps = false;
  12723. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12724. } else {
  12725. state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
  12726. textureProperties.__maxMipLevel = 0;
  12727. }
  12728. } else if (texture.isCompressedTexture) {
  12729. for (let i = 0, il = mipmaps.length; i < il; i++) {
  12730. mipmap = mipmaps[i];
  12731. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  12732. if (glFormat !== null) {
  12733. state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  12734. } else {
  12735. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()');
  12736. }
  12737. } else {
  12738. state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  12739. }
  12740. }
  12741. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12742. } else if (texture.isDataTexture2DArray) {
  12743. state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  12744. textureProperties.__maxMipLevel = 0;
  12745. } else if (texture.isDataTexture3D) {
  12746. state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
  12747. textureProperties.__maxMipLevel = 0;
  12748. } else {
  12749. // regular Texture (image, video, canvas)
  12750. // use manually created mipmaps if available
  12751. // if there are no manual mipmaps
  12752. // set 0 level mipmap and then use GL to generate other mipmap levels
  12753. if (mipmaps.length > 0 && supportsMips) {
  12754. for (let i = 0, il = mipmaps.length; i < il; i++) {
  12755. mipmap = mipmaps[i];
  12756. state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap);
  12757. }
  12758. texture.generateMipmaps = false;
  12759. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12760. } else {
  12761. state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image);
  12762. textureProperties.__maxMipLevel = 0;
  12763. }
  12764. }
  12765. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  12766. generateMipmap(textureType, texture, image.width, image.height);
  12767. }
  12768. textureProperties.__version = texture.version;
  12769. if (texture.onUpdate) texture.onUpdate(texture);
  12770. }
  12771. function uploadCubeTexture(textureProperties, texture, slot) {
  12772. if (texture.image.length !== 6) return;
  12773. initTexture(textureProperties, texture);
  12774. state.activeTexture(_gl.TEXTURE0 + slot);
  12775. state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
  12776. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
  12777. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
  12778. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
  12779. _gl.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE);
  12780. const isCompressed = texture && (texture.isCompressedTexture || texture.image[0].isCompressedTexture);
  12781. const isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
  12782. const cubeImage = [];
  12783. for (let i = 0; i < 6; i++) {
  12784. if (!isCompressed && !isDataTexture) {
  12785. cubeImage[i] = resizeImage(texture.image[i], false, true, maxCubemapSize);
  12786. } else {
  12787. cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
  12788. }
  12789. }
  12790. const image = cubeImage[0],
  12791. supportsMips = isPowerOfTwo$1(image) || isWebGL2,
  12792. glFormat = utils.convert(texture.format),
  12793. glType = utils.convert(texture.type),
  12794. glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
  12795. setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
  12796. let mipmaps;
  12797. if (isCompressed) {
  12798. for (let i = 0; i < 6; i++) {
  12799. mipmaps = cubeImage[i].mipmaps;
  12800. for (let j = 0; j < mipmaps.length; j++) {
  12801. const mipmap = mipmaps[j];
  12802. if (texture.format !== RGBAFormat && texture.format !== RGBFormat) {
  12803. if (glFormat !== null) {
  12804. state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
  12805. } else {
  12806. console.warn('THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()');
  12807. }
  12808. } else {
  12809. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
  12810. }
  12811. }
  12812. }
  12813. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12814. } else {
  12815. mipmaps = texture.mipmaps;
  12816. for (let i = 0; i < 6; i++) {
  12817. if (isDataTexture) {
  12818. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
  12819. for (let j = 0; j < mipmaps.length; j++) {
  12820. const mipmap = mipmaps[j];
  12821. const mipmapImage = mipmap.image[i].image;
  12822. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
  12823. }
  12824. } else {
  12825. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
  12826. for (let j = 0; j < mipmaps.length; j++) {
  12827. const mipmap = mipmaps[j];
  12828. state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
  12829. }
  12830. }
  12831. }
  12832. textureProperties.__maxMipLevel = mipmaps.length;
  12833. }
  12834. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  12835. // We assume images for cube map have the same size.
  12836. generateMipmap(_gl.TEXTURE_CUBE_MAP, texture, image.width, image.height);
  12837. }
  12838. textureProperties.__version = texture.version;
  12839. if (texture.onUpdate) texture.onUpdate(texture);
  12840. } // Render targets
  12841. // Setup storage for target texture and bind it to correct framebuffer
  12842. function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget) {
  12843. const glFormat = utils.convert(texture.format);
  12844. const glType = utils.convert(texture.type);
  12845. const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
  12846. if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) {
  12847. state.texImage3D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null);
  12848. } else {
  12849. state.texImage2D(textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
  12850. }
  12851. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  12852. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, properties.get(texture).__webglTexture, 0);
  12853. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  12854. } // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12855. function setupRenderBufferStorage(renderbuffer, renderTarget, isMultisample) {
  12856. _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
  12857. if (renderTarget.depthBuffer && !renderTarget.stencilBuffer) {
  12858. let glInternalFormat = _gl.DEPTH_COMPONENT16;
  12859. if (isMultisample) {
  12860. const depthTexture = renderTarget.depthTexture;
  12861. if (depthTexture && depthTexture.isDepthTexture) {
  12862. if (depthTexture.type === FloatType) {
  12863. glInternalFormat = _gl.DEPTH_COMPONENT32F;
  12864. } else if (depthTexture.type === UnsignedIntType) {
  12865. glInternalFormat = _gl.DEPTH_COMPONENT24;
  12866. }
  12867. }
  12868. const samples = getRenderTargetSamples(renderTarget);
  12869. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  12870. } else {
  12871. _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
  12872. }
  12873. _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
  12874. } else if (renderTarget.depthBuffer && renderTarget.stencilBuffer) {
  12875. if (isMultisample) {
  12876. const samples = getRenderTargetSamples(renderTarget);
  12877. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height);
  12878. } else {
  12879. _gl.renderbufferStorage(_gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height);
  12880. }
  12881. _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer);
  12882. } else {
  12883. // Use the first texture for MRT so far
  12884. const texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[0] : renderTarget.texture;
  12885. const glFormat = utils.convert(texture.format);
  12886. const glType = utils.convert(texture.type);
  12887. const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
  12888. if (isMultisample) {
  12889. const samples = getRenderTargetSamples(renderTarget);
  12890. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  12891. } else {
  12892. _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
  12893. }
  12894. }
  12895. _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
  12896. } // Setup resources for a Depth Texture for a FBO (needs an extension)
  12897. function setupDepthTexture(framebuffer, renderTarget) {
  12898. const isCube = renderTarget && renderTarget.isWebGLCubeRenderTarget;
  12899. if (isCube) throw new Error('Depth Texture with cube render targets is not supported');
  12900. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  12901. if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) {
  12902. throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');
  12903. } // upload an empty depth texture with framebuffer size
  12904. if (!properties.get(renderTarget.depthTexture).__webglTexture || renderTarget.depthTexture.image.width !== renderTarget.width || renderTarget.depthTexture.image.height !== renderTarget.height) {
  12905. renderTarget.depthTexture.image.width = renderTarget.width;
  12906. renderTarget.depthTexture.image.height = renderTarget.height;
  12907. renderTarget.depthTexture.needsUpdate = true;
  12908. }
  12909. setTexture2D(renderTarget.depthTexture, 0);
  12910. const webglDepthTexture = properties.get(renderTarget.depthTexture).__webglTexture;
  12911. if (renderTarget.depthTexture.format === DepthFormat) {
  12912. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0);
  12913. } else if (renderTarget.depthTexture.format === DepthStencilFormat) {
  12914. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0);
  12915. } else {
  12916. throw new Error('Unknown depthTexture format');
  12917. }
  12918. } // Setup GL resources for a non-texture depth buffer
  12919. function setupDepthRenderbuffer(renderTarget) {
  12920. const renderTargetProperties = properties.get(renderTarget);
  12921. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  12922. if (renderTarget.depthTexture) {
  12923. if (isCube) throw new Error('target.depthTexture not supported in Cube render targets');
  12924. setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget);
  12925. } else {
  12926. if (isCube) {
  12927. renderTargetProperties.__webglDepthbuffer = [];
  12928. for (let i = 0; i < 6; i++) {
  12929. state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]);
  12930. renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
  12931. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
  12932. }
  12933. } else {
  12934. state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
  12935. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  12936. setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
  12937. }
  12938. }
  12939. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  12940. } // Set up GL resources for the render target
  12941. function setupRenderTarget(renderTarget) {
  12942. const texture = renderTarget.texture;
  12943. const renderTargetProperties = properties.get(renderTarget);
  12944. const textureProperties = properties.get(texture);
  12945. renderTarget.addEventListener('dispose', onRenderTargetDispose);
  12946. if (renderTarget.isWebGLMultipleRenderTargets !== true) {
  12947. textureProperties.__webglTexture = _gl.createTexture();
  12948. textureProperties.__version = texture.version;
  12949. info.memory.textures++;
  12950. }
  12951. const isCube = renderTarget.isWebGLCubeRenderTarget === true;
  12952. const isMultipleRenderTargets = renderTarget.isWebGLMultipleRenderTargets === true;
  12953. const isMultisample = renderTarget.isWebGLMultisampleRenderTarget === true;
  12954. const isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;
  12955. const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2; // Handles WebGL2 RGBFormat fallback - #18858
  12956. if (isWebGL2 && texture.format === RGBFormat && (texture.type === FloatType || texture.type === HalfFloatType)) {
  12957. texture.format = RGBAFormat;
  12958. console.warn('THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.');
  12959. } // Setup framebuffer
  12960. if (isCube) {
  12961. renderTargetProperties.__webglFramebuffer = [];
  12962. for (let i = 0; i < 6; i++) {
  12963. renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
  12964. }
  12965. } else {
  12966. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  12967. if (isMultipleRenderTargets) {
  12968. if (capabilities.drawBuffers) {
  12969. const textures = renderTarget.texture;
  12970. for (let i = 0, il = textures.length; i < il; i++) {
  12971. const attachmentProperties = properties.get(textures[i]);
  12972. if (attachmentProperties.__webglTexture === undefined) {
  12973. attachmentProperties.__webglTexture = _gl.createTexture();
  12974. info.memory.textures++;
  12975. }
  12976. }
  12977. } else {
  12978. console.warn('THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.');
  12979. }
  12980. } else if (isMultisample) {
  12981. if (isWebGL2) {
  12982. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  12983. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  12984. _gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
  12985. const glFormat = utils.convert(texture.format);
  12986. const glType = utils.convert(texture.type);
  12987. const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType);
  12988. const samples = getRenderTargetSamples(renderTarget);
  12989. _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
  12990. state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
  12991. _gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer);
  12992. _gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
  12993. if (renderTarget.depthBuffer) {
  12994. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  12995. setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
  12996. }
  12997. state.bindFramebuffer(_gl.FRAMEBUFFER, null);
  12998. } else {
  12999. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  13000. }
  13001. }
  13002. } // Setup color buffer
  13003. if (isCube) {
  13004. state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
  13005. setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture, supportsMips);
  13006. for (let i = 0; i < 6; i++) {
  13007. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i);
  13008. }
  13009. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13010. generateMipmap(_gl.TEXTURE_CUBE_MAP, texture, renderTarget.width, renderTarget.height);
  13011. }
  13012. state.bindTexture(_gl.TEXTURE_CUBE_MAP, null);
  13013. } else if (isMultipleRenderTargets) {
  13014. const textures = renderTarget.texture;
  13015. for (let i = 0, il = textures.length; i < il; i++) {
  13016. const attachment = textures[i];
  13017. const attachmentProperties = properties.get(attachment);
  13018. state.bindTexture(_gl.TEXTURE_2D, attachmentProperties.__webglTexture);
  13019. setTextureParameters(_gl.TEXTURE_2D, attachment, supportsMips);
  13020. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D);
  13021. if (textureNeedsGenerateMipmaps(attachment, supportsMips)) {
  13022. generateMipmap(_gl.TEXTURE_2D, attachment, renderTarget.width, renderTarget.height);
  13023. }
  13024. }
  13025. state.bindTexture(_gl.TEXTURE_2D, null);
  13026. } else {
  13027. let glTextureType = _gl.TEXTURE_2D;
  13028. if (isRenderTarget3D) {
  13029. // Render targets containing layers, i.e: Texture 3D and 2d arrays
  13030. if (isWebGL2) {
  13031. const isTexture3D = texture.isDataTexture3D;
  13032. glTextureType = isTexture3D ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
  13033. } else {
  13034. console.warn('THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.');
  13035. }
  13036. }
  13037. state.bindTexture(glTextureType, textureProperties.__webglTexture);
  13038. setTextureParameters(glTextureType, texture, supportsMips);
  13039. setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType);
  13040. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13041. generateMipmap(_gl.TEXTURE_2D, texture, renderTarget.width, renderTarget.height);
  13042. }
  13043. state.bindTexture(_gl.TEXTURE_2D, null);
  13044. } // Setup depth and stencil buffers
  13045. if (renderTarget.depthBuffer) {
  13046. setupDepthRenderbuffer(renderTarget);
  13047. }
  13048. }
  13049. function updateRenderTargetMipmap(renderTarget) {
  13050. const supportsMips = isPowerOfTwo$1(renderTarget) || isWebGL2;
  13051. const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [renderTarget.texture];
  13052. for (let i = 0, il = textures.length; i < il; i++) {
  13053. const texture = textures[i];
  13054. if (textureNeedsGenerateMipmaps(texture, supportsMips)) {
  13055. const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  13056. const webglTexture = properties.get(texture).__webglTexture;
  13057. state.bindTexture(target, webglTexture);
  13058. generateMipmap(target, texture, renderTarget.width, renderTarget.height);
  13059. state.bindTexture(target, null);
  13060. }
  13061. }
  13062. }
  13063. function updateMultisampleRenderTarget(renderTarget) {
  13064. if (renderTarget.isWebGLMultisampleRenderTarget) {
  13065. if (isWebGL2) {
  13066. const width = renderTarget.width;
  13067. const height = renderTarget.height;
  13068. let mask = _gl.COLOR_BUFFER_BIT;
  13069. if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT;
  13070. if (renderTarget.stencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT;
  13071. const renderTargetProperties = properties.get(renderTarget);
  13072. state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
  13073. state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
  13074. _gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST);
  13075. state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
  13076. state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
  13077. } else {
  13078. console.warn('THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.');
  13079. }
  13080. }
  13081. }
  13082. function getRenderTargetSamples(renderTarget) {
  13083. return isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ? Math.min(maxSamples, renderTarget.samples) : 0;
  13084. }
  13085. function updateVideoTexture(texture) {
  13086. const frame = info.render.frame; // Check the last frame we updated the VideoTexture
  13087. if (_videoTextures.get(texture) !== frame) {
  13088. _videoTextures.set(texture, frame);
  13089. texture.update();
  13090. }
  13091. } // backwards compatibility
  13092. let warnedTexture2D = false;
  13093. let warnedTextureCube = false;
  13094. function safeSetTexture2D(texture, slot) {
  13095. if (texture && texture.isWebGLRenderTarget) {
  13096. if (warnedTexture2D === false) {
  13097. console.warn('THREE.WebGLTextures.safeSetTexture2D: don\'t use render targets as textures. Use their .texture property instead.');
  13098. warnedTexture2D = true;
  13099. }
  13100. texture = texture.texture;
  13101. }
  13102. setTexture2D(texture, slot);
  13103. }
  13104. function safeSetTextureCube(texture, slot) {
  13105. if (texture && texture.isWebGLCubeRenderTarget) {
  13106. if (warnedTextureCube === false) {
  13107. console.warn('THREE.WebGLTextures.safeSetTextureCube: don\'t use cube render targets as textures. Use their .texture property instead.');
  13108. warnedTextureCube = true;
  13109. }
  13110. texture = texture.texture;
  13111. }
  13112. setTextureCube(texture, slot);
  13113. } //
  13114. this.allocateTextureUnit = allocateTextureUnit;
  13115. this.resetTextureUnits = resetTextureUnits;
  13116. this.setTexture2D = setTexture2D;
  13117. this.setTexture2DArray = setTexture2DArray;
  13118. this.setTexture3D = setTexture3D;
  13119. this.setTextureCube = setTextureCube;
  13120. this.setupRenderTarget = setupRenderTarget;
  13121. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13122. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13123. this.safeSetTexture2D = safeSetTexture2D;
  13124. this.safeSetTextureCube = safeSetTextureCube;
  13125. }
  13126. function WebGLUtils(gl, extensions, capabilities) {
  13127. const isWebGL2 = capabilities.isWebGL2;
  13128. function convert(p) {
  13129. let extension;
  13130. if (p === UnsignedByteType) return gl.UNSIGNED_BYTE;
  13131. if (p === UnsignedShort4444Type) return gl.UNSIGNED_SHORT_4_4_4_4;
  13132. if (p === UnsignedShort5551Type) return gl.UNSIGNED_SHORT_5_5_5_1;
  13133. if (p === UnsignedShort565Type) return gl.UNSIGNED_SHORT_5_6_5;
  13134. if (p === ByteType) return gl.BYTE;
  13135. if (p === ShortType) return gl.SHORT;
  13136. if (p === UnsignedShortType) return gl.UNSIGNED_SHORT;
  13137. if (p === IntType) return gl.INT;
  13138. if (p === UnsignedIntType) return gl.UNSIGNED_INT;
  13139. if (p === FloatType) return gl.FLOAT;
  13140. if (p === HalfFloatType) {
  13141. if (isWebGL2) return gl.HALF_FLOAT;
  13142. extension = extensions.get('OES_texture_half_float');
  13143. if (extension !== null) {
  13144. return extension.HALF_FLOAT_OES;
  13145. } else {
  13146. return null;
  13147. }
  13148. }
  13149. if (p === AlphaFormat) return gl.ALPHA;
  13150. if (p === RGBFormat) return gl.RGB;
  13151. if (p === RGBAFormat) return gl.RGBA;
  13152. if (p === LuminanceFormat) return gl.LUMINANCE;
  13153. if (p === LuminanceAlphaFormat) return gl.LUMINANCE_ALPHA;
  13154. if (p === DepthFormat) return gl.DEPTH_COMPONENT;
  13155. if (p === DepthStencilFormat) return gl.DEPTH_STENCIL;
  13156. if (p === RedFormat) return gl.RED; // WebGL2 formats.
  13157. if (p === RedIntegerFormat) return gl.RED_INTEGER;
  13158. if (p === RGFormat) return gl.RG;
  13159. if (p === RGIntegerFormat) return gl.RG_INTEGER;
  13160. if (p === RGBIntegerFormat) return gl.RGB_INTEGER;
  13161. if (p === RGBAIntegerFormat) return gl.RGBA_INTEGER;
  13162. if (p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {
  13163. extension = extensions.get('WEBGL_compressed_texture_s3tc');
  13164. if (extension !== null) {
  13165. if (p === RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  13166. if (p === RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  13167. if (p === RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  13168. if (p === RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  13169. } else {
  13170. return null;
  13171. }
  13172. }
  13173. if (p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format) {
  13174. extension = extensions.get('WEBGL_compressed_texture_pvrtc');
  13175. if (extension !== null) {
  13176. if (p === RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  13177. if (p === RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  13178. if (p === RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  13179. if (p === RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  13180. } else {
  13181. return null;
  13182. }
  13183. }
  13184. if (p === RGB_ETC1_Format) {
  13185. extension = extensions.get('WEBGL_compressed_texture_etc1');
  13186. if (extension !== null) {
  13187. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13188. } else {
  13189. return null;
  13190. }
  13191. }
  13192. if (p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format) {
  13193. extension = extensions.get('WEBGL_compressed_texture_etc');
  13194. if (extension !== null) {
  13195. if (p === RGB_ETC2_Format) return extension.COMPRESSED_RGB8_ETC2;
  13196. if (p === RGBA_ETC2_EAC_Format) return extension.COMPRESSED_RGBA8_ETC2_EAC;
  13197. }
  13198. }
  13199. 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) {
  13200. extension = extensions.get('WEBGL_compressed_texture_astc');
  13201. if (extension !== null) {
  13202. // TODO Complete?
  13203. return p;
  13204. } else {
  13205. return null;
  13206. }
  13207. }
  13208. if (p === RGBA_BPTC_Format) {
  13209. extension = extensions.get('EXT_texture_compression_bptc');
  13210. if (extension !== null) {
  13211. // TODO Complete?
  13212. return p;
  13213. } else {
  13214. return null;
  13215. }
  13216. }
  13217. if (p === UnsignedInt248Type) {
  13218. if (isWebGL2) return gl.UNSIGNED_INT_24_8;
  13219. extension = extensions.get('WEBGL_depth_texture');
  13220. if (extension !== null) {
  13221. return extension.UNSIGNED_INT_24_8_WEBGL;
  13222. } else {
  13223. return null;
  13224. }
  13225. }
  13226. }
  13227. return {
  13228. convert: convert
  13229. };
  13230. }
  13231. class ArrayCamera extends PerspectiveCamera {
  13232. constructor(array = []) {
  13233. super();
  13234. this.cameras = array;
  13235. }
  13236. }
  13237. ArrayCamera.prototype.isArrayCamera = true;
  13238. class Group extends Object3D {
  13239. constructor() {
  13240. super();
  13241. this.type = 'Group';
  13242. }
  13243. }
  13244. Group.prototype.isGroup = true;
  13245. const _moveEvent = {
  13246. type: 'move'
  13247. };
  13248. class WebXRController {
  13249. constructor() {
  13250. this._targetRay = null;
  13251. this._grip = null;
  13252. this._hand = null;
  13253. }
  13254. getHandSpace() {
  13255. if (this._hand === null) {
  13256. this._hand = new Group();
  13257. this._hand.matrixAutoUpdate = false;
  13258. this._hand.visible = false;
  13259. this._hand.joints = {};
  13260. this._hand.inputState = {
  13261. pinching: false
  13262. };
  13263. }
  13264. return this._hand;
  13265. }
  13266. getTargetRaySpace() {
  13267. if (this._targetRay === null) {
  13268. this._targetRay = new Group();
  13269. this._targetRay.matrixAutoUpdate = false;
  13270. this._targetRay.visible = false;
  13271. this._targetRay.hasLinearVelocity = false;
  13272. this._targetRay.linearVelocity = new Vector3();
  13273. this._targetRay.hasAngularVelocity = false;
  13274. this._targetRay.angularVelocity = new Vector3();
  13275. }
  13276. return this._targetRay;
  13277. }
  13278. getGripSpace() {
  13279. if (this._grip === null) {
  13280. this._grip = new Group();
  13281. this._grip.matrixAutoUpdate = false;
  13282. this._grip.visible = false;
  13283. this._grip.hasLinearVelocity = false;
  13284. this._grip.linearVelocity = new Vector3();
  13285. this._grip.hasAngularVelocity = false;
  13286. this._grip.angularVelocity = new Vector3();
  13287. }
  13288. return this._grip;
  13289. }
  13290. dispatchEvent(event) {
  13291. if (this._targetRay !== null) {
  13292. this._targetRay.dispatchEvent(event);
  13293. }
  13294. if (this._grip !== null) {
  13295. this._grip.dispatchEvent(event);
  13296. }
  13297. if (this._hand !== null) {
  13298. this._hand.dispatchEvent(event);
  13299. }
  13300. return this;
  13301. }
  13302. disconnect(inputSource) {
  13303. this.dispatchEvent({
  13304. type: 'disconnected',
  13305. data: inputSource
  13306. });
  13307. if (this._targetRay !== null) {
  13308. this._targetRay.visible = false;
  13309. }
  13310. if (this._grip !== null) {
  13311. this._grip.visible = false;
  13312. }
  13313. if (this._hand !== null) {
  13314. this._hand.visible = false;
  13315. }
  13316. return this;
  13317. }
  13318. update(inputSource, frame, referenceSpace) {
  13319. let inputPose = null;
  13320. let gripPose = null;
  13321. let handPose = null;
  13322. const targetRay = this._targetRay;
  13323. const grip = this._grip;
  13324. const hand = this._hand;
  13325. if (inputSource && frame.session.visibilityState !== 'visible-blurred') {
  13326. if (targetRay !== null) {
  13327. inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
  13328. if (inputPose !== null) {
  13329. targetRay.matrix.fromArray(inputPose.transform.matrix);
  13330. targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);
  13331. if (inputPose.linearVelocity) {
  13332. targetRay.hasLinearVelocity = true;
  13333. targetRay.linearVelocity.copy(inputPose.linearVelocity);
  13334. } else {
  13335. targetRay.hasLinearVelocity = false;
  13336. }
  13337. if (inputPose.angularVelocity) {
  13338. targetRay.hasAngularVelocity = true;
  13339. targetRay.angularVelocity.copy(inputPose.angularVelocity);
  13340. } else {
  13341. targetRay.hasAngularVelocity = false;
  13342. }
  13343. this.dispatchEvent(_moveEvent);
  13344. }
  13345. }
  13346. if (hand && inputSource.hand) {
  13347. handPose = true;
  13348. for (const inputjoint of inputSource.hand.values()) {
  13349. // Update the joints groups with the XRJoint poses
  13350. const jointPose = frame.getJointPose(inputjoint, referenceSpace);
  13351. if (hand.joints[inputjoint.jointName] === undefined) {
  13352. // The transform of this joint will be updated with the joint pose on each frame
  13353. const joint = new Group();
  13354. joint.matrixAutoUpdate = false;
  13355. joint.visible = false;
  13356. hand.joints[inputjoint.jointName] = joint; // ??
  13357. hand.add(joint);
  13358. }
  13359. const joint = hand.joints[inputjoint.jointName];
  13360. if (jointPose !== null) {
  13361. joint.matrix.fromArray(jointPose.transform.matrix);
  13362. joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
  13363. joint.jointRadius = jointPose.radius;
  13364. }
  13365. joint.visible = jointPose !== null;
  13366. } // Custom events
  13367. // Check pinchz
  13368. const indexTip = hand.joints['index-finger-tip'];
  13369. const thumbTip = hand.joints['thumb-tip'];
  13370. const distance = indexTip.position.distanceTo(thumbTip.position);
  13371. const distanceToPinch = 0.02;
  13372. const threshold = 0.005;
  13373. if (hand.inputState.pinching && distance > distanceToPinch + threshold) {
  13374. hand.inputState.pinching = false;
  13375. this.dispatchEvent({
  13376. type: 'pinchend',
  13377. handedness: inputSource.handedness,
  13378. target: this
  13379. });
  13380. } else if (!hand.inputState.pinching && distance <= distanceToPinch - threshold) {
  13381. hand.inputState.pinching = true;
  13382. this.dispatchEvent({
  13383. type: 'pinchstart',
  13384. handedness: inputSource.handedness,
  13385. target: this
  13386. });
  13387. }
  13388. } else {
  13389. if (grip !== null && inputSource.gripSpace) {
  13390. gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);
  13391. if (gripPose !== null) {
  13392. grip.matrix.fromArray(gripPose.transform.matrix);
  13393. grip.matrix.decompose(grip.position, grip.rotation, grip.scale);
  13394. if (gripPose.linearVelocity) {
  13395. grip.hasLinearVelocity = true;
  13396. grip.linearVelocity.copy(gripPose.linearVelocity);
  13397. } else {
  13398. grip.hasLinearVelocity = false;
  13399. }
  13400. if (gripPose.angularVelocity) {
  13401. grip.hasAngularVelocity = true;
  13402. grip.angularVelocity.copy(gripPose.angularVelocity);
  13403. } else {
  13404. grip.hasAngularVelocity = false;
  13405. }
  13406. }
  13407. }
  13408. }
  13409. }
  13410. if (targetRay !== null) {
  13411. targetRay.visible = inputPose !== null;
  13412. }
  13413. if (grip !== null) {
  13414. grip.visible = gripPose !== null;
  13415. }
  13416. if (hand !== null) {
  13417. hand.visible = handPose !== null;
  13418. }
  13419. return this;
  13420. }
  13421. }
  13422. class WebXRManager extends EventDispatcher {
  13423. constructor(renderer, gl) {
  13424. super();
  13425. const scope = this;
  13426. const state = renderer.state;
  13427. let session = null;
  13428. let framebufferScaleFactor = 1.0;
  13429. let referenceSpace = null;
  13430. let referenceSpaceType = 'local-floor';
  13431. let pose = null;
  13432. const controllers = [];
  13433. const inputSourcesMap = new Map(); //
  13434. const cameraL = new PerspectiveCamera();
  13435. cameraL.layers.enable(1);
  13436. cameraL.viewport = new Vector4();
  13437. const cameraR = new PerspectiveCamera();
  13438. cameraR.layers.enable(2);
  13439. cameraR.viewport = new Vector4();
  13440. const cameras = [cameraL, cameraR];
  13441. const cameraVR = new ArrayCamera();
  13442. cameraVR.layers.enable(1);
  13443. cameraVR.layers.enable(2);
  13444. let _currentDepthNear = null;
  13445. let _currentDepthFar = null; //
  13446. this.enabled = false;
  13447. this.isPresenting = false;
  13448. this.getController = function (index) {
  13449. let controller = controllers[index];
  13450. if (controller === undefined) {
  13451. controller = new WebXRController();
  13452. controllers[index] = controller;
  13453. }
  13454. return controller.getTargetRaySpace();
  13455. };
  13456. this.getControllerGrip = function (index) {
  13457. let controller = controllers[index];
  13458. if (controller === undefined) {
  13459. controller = new WebXRController();
  13460. controllers[index] = controller;
  13461. }
  13462. return controller.getGripSpace();
  13463. };
  13464. this.getHand = function (index) {
  13465. let controller = controllers[index];
  13466. if (controller === undefined) {
  13467. controller = new WebXRController();
  13468. controllers[index] = controller;
  13469. }
  13470. return controller.getHandSpace();
  13471. }; //
  13472. function onSessionEvent(event) {
  13473. const controller = inputSourcesMap.get(event.inputSource);
  13474. if (controller) {
  13475. controller.dispatchEvent({
  13476. type: event.type,
  13477. data: event.inputSource
  13478. });
  13479. }
  13480. }
  13481. function onSessionEnd() {
  13482. inputSourcesMap.forEach(function (controller, inputSource) {
  13483. controller.disconnect(inputSource);
  13484. });
  13485. inputSourcesMap.clear();
  13486. _currentDepthNear = null;
  13487. _currentDepthFar = null; // restore framebuffer/rendering state
  13488. state.bindXRFramebuffer(null);
  13489. renderer.setRenderTarget(renderer.getRenderTarget()); //
  13490. animation.stop();
  13491. scope.isPresenting = false;
  13492. scope.dispatchEvent({
  13493. type: 'sessionend'
  13494. });
  13495. }
  13496. this.setFramebufferScaleFactor = function (value) {
  13497. framebufferScaleFactor = value;
  13498. if (scope.isPresenting === true) {
  13499. console.warn('THREE.WebXRManager: Cannot change framebuffer scale while presenting.');
  13500. }
  13501. };
  13502. this.setReferenceSpaceType = function (value) {
  13503. referenceSpaceType = value;
  13504. if (scope.isPresenting === true) {
  13505. console.warn('THREE.WebXRManager: Cannot change reference space type while presenting.');
  13506. }
  13507. };
  13508. this.getReferenceSpace = function () {
  13509. return referenceSpace;
  13510. };
  13511. this.getSession = function () {
  13512. return session;
  13513. };
  13514. this.setSession = async function (value) {
  13515. session = value;
  13516. if (session !== null) {
  13517. session.addEventListener('select', onSessionEvent);
  13518. session.addEventListener('selectstart', onSessionEvent);
  13519. session.addEventListener('selectend', onSessionEvent);
  13520. session.addEventListener('squeeze', onSessionEvent);
  13521. session.addEventListener('squeezestart', onSessionEvent);
  13522. session.addEventListener('squeezeend', onSessionEvent);
  13523. session.addEventListener('end', onSessionEnd);
  13524. session.addEventListener('inputsourceschange', onInputSourcesChange);
  13525. const attributes = gl.getContextAttributes();
  13526. if (attributes.xrCompatible !== true) {
  13527. await gl.makeXRCompatible();
  13528. }
  13529. const layerInit = {
  13530. antialias: attributes.antialias,
  13531. alpha: attributes.alpha,
  13532. depth: attributes.depth,
  13533. stencil: attributes.stencil,
  13534. framebufferScaleFactor: framebufferScaleFactor
  13535. }; // eslint-disable-next-line no-undef
  13536. const baseLayer = new XRWebGLLayer(session, gl, layerInit);
  13537. session.updateRenderState({
  13538. baseLayer: baseLayer
  13539. });
  13540. referenceSpace = await session.requestReferenceSpace(referenceSpaceType);
  13541. animation.setContext(session);
  13542. animation.start();
  13543. scope.isPresenting = true;
  13544. scope.dispatchEvent({
  13545. type: 'sessionstart'
  13546. });
  13547. }
  13548. };
  13549. function onInputSourcesChange(event) {
  13550. const inputSources = session.inputSources; // Assign inputSources to available controllers
  13551. for (let i = 0; i < controllers.length; i++) {
  13552. inputSourcesMap.set(inputSources[i], controllers[i]);
  13553. } // Notify disconnected
  13554. for (let i = 0; i < event.removed.length; i++) {
  13555. const inputSource = event.removed[i];
  13556. const controller = inputSourcesMap.get(inputSource);
  13557. if (controller) {
  13558. controller.dispatchEvent({
  13559. type: 'disconnected',
  13560. data: inputSource
  13561. });
  13562. inputSourcesMap.delete(inputSource);
  13563. }
  13564. } // Notify connected
  13565. for (let i = 0; i < event.added.length; i++) {
  13566. const inputSource = event.added[i];
  13567. const controller = inputSourcesMap.get(inputSource);
  13568. if (controller) {
  13569. controller.dispatchEvent({
  13570. type: 'connected',
  13571. data: inputSource
  13572. });
  13573. }
  13574. }
  13575. } //
  13576. const cameraLPos = new Vector3();
  13577. const cameraRPos = new Vector3();
  13578. /**
  13579. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13580. * the cameras' projection and world matrices have already been set.
  13581. * And that near and far planes are identical for both cameras.
  13582. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13583. */
  13584. function setProjectionFromUnion(camera, cameraL, cameraR) {
  13585. cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
  13586. cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
  13587. const ipd = cameraLPos.distanceTo(cameraRPos);
  13588. const projL = cameraL.projectionMatrix.elements;
  13589. const projR = cameraR.projectionMatrix.elements; // VR systems will have identical far and near planes, and
  13590. // most likely identical top and bottom frustum extents.
  13591. // Use the left camera for these values.
  13592. const near = projL[14] / (projL[10] - 1);
  13593. const far = projL[14] / (projL[10] + 1);
  13594. const topFov = (projL[9] + 1) / projL[5];
  13595. const bottomFov = (projL[9] - 1) / projL[5];
  13596. const leftFov = (projL[8] - 1) / projL[0];
  13597. const rightFov = (projR[8] + 1) / projR[0];
  13598. const left = near * leftFov;
  13599. const right = near * rightFov; // Calculate the new camera's position offset from the
  13600. // left camera. xOffset should be roughly half `ipd`.
  13601. const zOffset = ipd / (-leftFov + rightFov);
  13602. const xOffset = zOffset * -leftFov; // TODO: Better way to apply this offset?
  13603. cameraL.matrixWorld.decompose(camera.position, camera.quaternion, camera.scale);
  13604. camera.translateX(xOffset);
  13605. camera.translateZ(zOffset);
  13606. camera.matrixWorld.compose(camera.position, camera.quaternion, camera.scale);
  13607. camera.matrixWorldInverse.copy(camera.matrixWorld).invert(); // Find the union of the frustum values of the cameras and scale
  13608. // the values so that the near plane's position does not change in world space,
  13609. // although must now be relative to the new union camera.
  13610. const near2 = near + zOffset;
  13611. const far2 = far + zOffset;
  13612. const left2 = left - xOffset;
  13613. const right2 = right + (ipd - xOffset);
  13614. const top2 = topFov * far / far2 * near2;
  13615. const bottom2 = bottomFov * far / far2 * near2;
  13616. camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
  13617. }
  13618. function updateCamera(camera, parent) {
  13619. if (parent === null) {
  13620. camera.matrixWorld.copy(camera.matrix);
  13621. } else {
  13622. camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
  13623. }
  13624. camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
  13625. }
  13626. this.getCamera = function (camera) {
  13627. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  13628. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  13629. if (_currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far) {
  13630. // Note that the new renderState won't apply until the next frame. See #18320
  13631. session.updateRenderState({
  13632. depthNear: cameraVR.near,
  13633. depthFar: cameraVR.far
  13634. });
  13635. _currentDepthNear = cameraVR.near;
  13636. _currentDepthFar = cameraVR.far;
  13637. }
  13638. const parent = camera.parent;
  13639. const cameras = cameraVR.cameras;
  13640. updateCamera(cameraVR, parent);
  13641. for (let i = 0; i < cameras.length; i++) {
  13642. updateCamera(cameras[i], parent);
  13643. } // update camera and its children
  13644. camera.matrixWorld.copy(cameraVR.matrixWorld);
  13645. camera.matrix.copy(cameraVR.matrix);
  13646. camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
  13647. const children = camera.children;
  13648. for (let i = 0, l = children.length; i < l; i++) {
  13649. children[i].updateMatrixWorld(true);
  13650. } // update projection matrix for proper view frustum culling
  13651. if (cameras.length === 2) {
  13652. setProjectionFromUnion(cameraVR, cameraL, cameraR);
  13653. } else {
  13654. // assume single camera setup (AR)
  13655. cameraVR.projectionMatrix.copy(cameraL.projectionMatrix);
  13656. }
  13657. return cameraVR;
  13658. }; // Animation Loop
  13659. let onAnimationFrameCallback = null;
  13660. function onAnimationFrame(time, frame) {
  13661. pose = frame.getViewerPose(referenceSpace);
  13662. if (pose !== null) {
  13663. const views = pose.views;
  13664. const baseLayer = session.renderState.baseLayer;
  13665. state.bindXRFramebuffer(baseLayer.framebuffer);
  13666. let cameraVRNeedsUpdate = false; // check if it's necessary to rebuild cameraVR's camera list
  13667. if (views.length !== cameraVR.cameras.length) {
  13668. cameraVR.cameras.length = 0;
  13669. cameraVRNeedsUpdate = true;
  13670. }
  13671. for (let i = 0; i < views.length; i++) {
  13672. const view = views[i];
  13673. const viewport = baseLayer.getViewport(view);
  13674. const camera = cameras[i];
  13675. camera.matrix.fromArray(view.transform.matrix);
  13676. camera.projectionMatrix.fromArray(view.projectionMatrix);
  13677. camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
  13678. if (i === 0) {
  13679. cameraVR.matrix.copy(camera.matrix);
  13680. }
  13681. if (cameraVRNeedsUpdate === true) {
  13682. cameraVR.cameras.push(camera);
  13683. }
  13684. }
  13685. } //
  13686. const inputSources = session.inputSources;
  13687. for (let i = 0; i < controllers.length; i++) {
  13688. const controller = controllers[i];
  13689. const inputSource = inputSources[i];
  13690. controller.update(inputSource, frame, referenceSpace);
  13691. }
  13692. if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
  13693. }
  13694. const animation = new WebGLAnimation();
  13695. animation.setAnimationLoop(onAnimationFrame);
  13696. this.setAnimationLoop = function (callback) {
  13697. onAnimationFrameCallback = callback;
  13698. };
  13699. this.dispose = function () {};
  13700. }
  13701. }
  13702. function WebGLMaterials(properties) {
  13703. function refreshFogUniforms(uniforms, fog) {
  13704. uniforms.fogColor.value.copy(fog.color);
  13705. if (fog.isFog) {
  13706. uniforms.fogNear.value = fog.near;
  13707. uniforms.fogFar.value = fog.far;
  13708. } else if (fog.isFogExp2) {
  13709. uniforms.fogDensity.value = fog.density;
  13710. }
  13711. }
  13712. function refreshMaterialUniforms(uniforms, material, pixelRatio, height) {
  13713. if (material.isMeshBasicMaterial) {
  13714. refreshUniformsCommon(uniforms, material);
  13715. } else if (material.isMeshLambertMaterial) {
  13716. refreshUniformsCommon(uniforms, material);
  13717. refreshUniformsLambert(uniforms, material);
  13718. } else if (material.isMeshToonMaterial) {
  13719. refreshUniformsCommon(uniforms, material);
  13720. refreshUniformsToon(uniforms, material);
  13721. } else if (material.isMeshPhongMaterial) {
  13722. refreshUniformsCommon(uniforms, material);
  13723. refreshUniformsPhong(uniforms, material);
  13724. } else if (material.isMeshStandardMaterial) {
  13725. refreshUniformsCommon(uniforms, material);
  13726. if (material.isMeshPhysicalMaterial) {
  13727. refreshUniformsPhysical(uniforms, material);
  13728. } else {
  13729. refreshUniformsStandard(uniforms, material);
  13730. }
  13731. } else if (material.isMeshMatcapMaterial) {
  13732. refreshUniformsCommon(uniforms, material);
  13733. refreshUniformsMatcap(uniforms, material);
  13734. } else if (material.isMeshDepthMaterial) {
  13735. refreshUniformsCommon(uniforms, material);
  13736. refreshUniformsDepth(uniforms, material);
  13737. } else if (material.isMeshDistanceMaterial) {
  13738. refreshUniformsCommon(uniforms, material);
  13739. refreshUniformsDistance(uniforms, material);
  13740. } else if (material.isMeshNormalMaterial) {
  13741. refreshUniformsCommon(uniforms, material);
  13742. refreshUniformsNormal(uniforms, material);
  13743. } else if (material.isLineBasicMaterial) {
  13744. refreshUniformsLine(uniforms, material);
  13745. if (material.isLineDashedMaterial) {
  13746. refreshUniformsDash(uniforms, material);
  13747. }
  13748. } else if (material.isPointsMaterial) {
  13749. refreshUniformsPoints(uniforms, material, pixelRatio, height);
  13750. } else if (material.isSpriteMaterial) {
  13751. refreshUniformsSprites(uniforms, material);
  13752. } else if (material.isShadowMaterial) {
  13753. uniforms.color.value.copy(material.color);
  13754. uniforms.opacity.value = material.opacity;
  13755. } else if (material.isShaderMaterial) {
  13756. material.uniformsNeedUpdate = false; // #15581
  13757. }
  13758. }
  13759. function refreshUniformsCommon(uniforms, material) {
  13760. uniforms.opacity.value = material.opacity;
  13761. if (material.color) {
  13762. uniforms.diffuse.value.copy(material.color);
  13763. }
  13764. if (material.emissive) {
  13765. uniforms.emissive.value.copy(material.emissive).multiplyScalar(material.emissiveIntensity);
  13766. }
  13767. if (material.map) {
  13768. uniforms.map.value = material.map;
  13769. }
  13770. if (material.alphaMap) {
  13771. uniforms.alphaMap.value = material.alphaMap;
  13772. }
  13773. if (material.specularMap) {
  13774. uniforms.specularMap.value = material.specularMap;
  13775. }
  13776. const envMap = properties.get(material).envMap;
  13777. if (envMap) {
  13778. uniforms.envMap.value = envMap;
  13779. uniforms.flipEnvMap.value = envMap.isCubeTexture && envMap._needsFlipEnvMap ? -1 : 1;
  13780. uniforms.reflectivity.value = material.reflectivity;
  13781. uniforms.refractionRatio.value = material.refractionRatio;
  13782. const maxMipLevel = properties.get(envMap).__maxMipLevel;
  13783. if (maxMipLevel !== undefined) {
  13784. uniforms.maxMipLevel.value = maxMipLevel;
  13785. }
  13786. }
  13787. if (material.lightMap) {
  13788. uniforms.lightMap.value = material.lightMap;
  13789. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  13790. }
  13791. if (material.aoMap) {
  13792. uniforms.aoMap.value = material.aoMap;
  13793. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  13794. } // uv repeat and offset setting priorities
  13795. // 1. color map
  13796. // 2. specular map
  13797. // 3. displacementMap map
  13798. // 4. normal map
  13799. // 5. bump map
  13800. // 6. roughnessMap map
  13801. // 7. metalnessMap map
  13802. // 8. alphaMap map
  13803. // 9. emissiveMap map
  13804. // 10. clearcoat map
  13805. // 11. clearcoat normal map
  13806. // 12. clearcoat roughnessMap map
  13807. let uvScaleMap;
  13808. if (material.map) {
  13809. uvScaleMap = material.map;
  13810. } else if (material.specularMap) {
  13811. uvScaleMap = material.specularMap;
  13812. } else if (material.displacementMap) {
  13813. uvScaleMap = material.displacementMap;
  13814. } else if (material.normalMap) {
  13815. uvScaleMap = material.normalMap;
  13816. } else if (material.bumpMap) {
  13817. uvScaleMap = material.bumpMap;
  13818. } else if (material.roughnessMap) {
  13819. uvScaleMap = material.roughnessMap;
  13820. } else if (material.metalnessMap) {
  13821. uvScaleMap = material.metalnessMap;
  13822. } else if (material.alphaMap) {
  13823. uvScaleMap = material.alphaMap;
  13824. } else if (material.emissiveMap) {
  13825. uvScaleMap = material.emissiveMap;
  13826. } else if (material.clearcoatMap) {
  13827. uvScaleMap = material.clearcoatMap;
  13828. } else if (material.clearcoatNormalMap) {
  13829. uvScaleMap = material.clearcoatNormalMap;
  13830. } else if (material.clearcoatRoughnessMap) {
  13831. uvScaleMap = material.clearcoatRoughnessMap;
  13832. }
  13833. if (uvScaleMap !== undefined) {
  13834. // backwards compatibility
  13835. if (uvScaleMap.isWebGLRenderTarget) {
  13836. uvScaleMap = uvScaleMap.texture;
  13837. }
  13838. if (uvScaleMap.matrixAutoUpdate === true) {
  13839. uvScaleMap.updateMatrix();
  13840. }
  13841. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  13842. } // uv repeat and offset setting priorities for uv2
  13843. // 1. ao map
  13844. // 2. light map
  13845. let uv2ScaleMap;
  13846. if (material.aoMap) {
  13847. uv2ScaleMap = material.aoMap;
  13848. } else if (material.lightMap) {
  13849. uv2ScaleMap = material.lightMap;
  13850. }
  13851. if (uv2ScaleMap !== undefined) {
  13852. // backwards compatibility
  13853. if (uv2ScaleMap.isWebGLRenderTarget) {
  13854. uv2ScaleMap = uv2ScaleMap.texture;
  13855. }
  13856. if (uv2ScaleMap.matrixAutoUpdate === true) {
  13857. uv2ScaleMap.updateMatrix();
  13858. }
  13859. uniforms.uv2Transform.value.copy(uv2ScaleMap.matrix);
  13860. }
  13861. }
  13862. function refreshUniformsLine(uniforms, material) {
  13863. uniforms.diffuse.value.copy(material.color);
  13864. uniforms.opacity.value = material.opacity;
  13865. }
  13866. function refreshUniformsDash(uniforms, material) {
  13867. uniforms.dashSize.value = material.dashSize;
  13868. uniforms.totalSize.value = material.dashSize + material.gapSize;
  13869. uniforms.scale.value = material.scale;
  13870. }
  13871. function refreshUniformsPoints(uniforms, material, pixelRatio, height) {
  13872. uniforms.diffuse.value.copy(material.color);
  13873. uniforms.opacity.value = material.opacity;
  13874. uniforms.size.value = material.size * pixelRatio;
  13875. uniforms.scale.value = height * 0.5;
  13876. if (material.map) {
  13877. uniforms.map.value = material.map;
  13878. }
  13879. if (material.alphaMap) {
  13880. uniforms.alphaMap.value = material.alphaMap;
  13881. } // uv repeat and offset setting priorities
  13882. // 1. color map
  13883. // 2. alpha map
  13884. let uvScaleMap;
  13885. if (material.map) {
  13886. uvScaleMap = material.map;
  13887. } else if (material.alphaMap) {
  13888. uvScaleMap = material.alphaMap;
  13889. }
  13890. if (uvScaleMap !== undefined) {
  13891. if (uvScaleMap.matrixAutoUpdate === true) {
  13892. uvScaleMap.updateMatrix();
  13893. }
  13894. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  13895. }
  13896. }
  13897. function refreshUniformsSprites(uniforms, material) {
  13898. uniforms.diffuse.value.copy(material.color);
  13899. uniforms.opacity.value = material.opacity;
  13900. uniforms.rotation.value = material.rotation;
  13901. if (material.map) {
  13902. uniforms.map.value = material.map;
  13903. }
  13904. if (material.alphaMap) {
  13905. uniforms.alphaMap.value = material.alphaMap;
  13906. } // uv repeat and offset setting priorities
  13907. // 1. color map
  13908. // 2. alpha map
  13909. let uvScaleMap;
  13910. if (material.map) {
  13911. uvScaleMap = material.map;
  13912. } else if (material.alphaMap) {
  13913. uvScaleMap = material.alphaMap;
  13914. }
  13915. if (uvScaleMap !== undefined) {
  13916. if (uvScaleMap.matrixAutoUpdate === true) {
  13917. uvScaleMap.updateMatrix();
  13918. }
  13919. uniforms.uvTransform.value.copy(uvScaleMap.matrix);
  13920. }
  13921. }
  13922. function refreshUniformsLambert(uniforms, material) {
  13923. if (material.emissiveMap) {
  13924. uniforms.emissiveMap.value = material.emissiveMap;
  13925. }
  13926. }
  13927. function refreshUniformsPhong(uniforms, material) {
  13928. uniforms.specular.value.copy(material.specular);
  13929. uniforms.shininess.value = Math.max(material.shininess, 1e-4); // to prevent pow( 0.0, 0.0 )
  13930. if (material.emissiveMap) {
  13931. uniforms.emissiveMap.value = material.emissiveMap;
  13932. }
  13933. if (material.bumpMap) {
  13934. uniforms.bumpMap.value = material.bumpMap;
  13935. uniforms.bumpScale.value = material.bumpScale;
  13936. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  13937. }
  13938. if (material.normalMap) {
  13939. uniforms.normalMap.value = material.normalMap;
  13940. uniforms.normalScale.value.copy(material.normalScale);
  13941. if (material.side === BackSide) uniforms.normalScale.value.negate();
  13942. }
  13943. if (material.displacementMap) {
  13944. uniforms.displacementMap.value = material.displacementMap;
  13945. uniforms.displacementScale.value = material.displacementScale;
  13946. uniforms.displacementBias.value = material.displacementBias;
  13947. }
  13948. }
  13949. function refreshUniformsToon(uniforms, material) {
  13950. if (material.gradientMap) {
  13951. uniforms.gradientMap.value = material.gradientMap;
  13952. }
  13953. if (material.emissiveMap) {
  13954. uniforms.emissiveMap.value = material.emissiveMap;
  13955. }
  13956. if (material.bumpMap) {
  13957. uniforms.bumpMap.value = material.bumpMap;
  13958. uniforms.bumpScale.value = material.bumpScale;
  13959. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  13960. }
  13961. if (material.normalMap) {
  13962. uniforms.normalMap.value = material.normalMap;
  13963. uniforms.normalScale.value.copy(material.normalScale);
  13964. if (material.side === BackSide) uniforms.normalScale.value.negate();
  13965. }
  13966. if (material.displacementMap) {
  13967. uniforms.displacementMap.value = material.displacementMap;
  13968. uniforms.displacementScale.value = material.displacementScale;
  13969. uniforms.displacementBias.value = material.displacementBias;
  13970. }
  13971. }
  13972. function refreshUniformsStandard(uniforms, material) {
  13973. uniforms.roughness.value = material.roughness;
  13974. uniforms.metalness.value = material.metalness;
  13975. if (material.roughnessMap) {
  13976. uniforms.roughnessMap.value = material.roughnessMap;
  13977. }
  13978. if (material.metalnessMap) {
  13979. uniforms.metalnessMap.value = material.metalnessMap;
  13980. }
  13981. if (material.emissiveMap) {
  13982. uniforms.emissiveMap.value = material.emissiveMap;
  13983. }
  13984. if (material.bumpMap) {
  13985. uniforms.bumpMap.value = material.bumpMap;
  13986. uniforms.bumpScale.value = material.bumpScale;
  13987. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  13988. }
  13989. if (material.normalMap) {
  13990. uniforms.normalMap.value = material.normalMap;
  13991. uniforms.normalScale.value.copy(material.normalScale);
  13992. if (material.side === BackSide) uniforms.normalScale.value.negate();
  13993. }
  13994. if (material.displacementMap) {
  13995. uniforms.displacementMap.value = material.displacementMap;
  13996. uniforms.displacementScale.value = material.displacementScale;
  13997. uniforms.displacementBias.value = material.displacementBias;
  13998. }
  13999. const envMap = properties.get(material).envMap;
  14000. if (envMap) {
  14001. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14002. uniforms.envMapIntensity.value = material.envMapIntensity;
  14003. }
  14004. }
  14005. function refreshUniformsPhysical(uniforms, material) {
  14006. refreshUniformsStandard(uniforms, material);
  14007. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14008. uniforms.clearcoat.value = material.clearcoat;
  14009. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14010. if (material.sheen) uniforms.sheen.value.copy(material.sheen);
  14011. if (material.clearcoatMap) {
  14012. uniforms.clearcoatMap.value = material.clearcoatMap;
  14013. }
  14014. if (material.clearcoatRoughnessMap) {
  14015. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14016. }
  14017. if (material.clearcoatNormalMap) {
  14018. uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
  14019. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14020. if (material.side === BackSide) {
  14021. uniforms.clearcoatNormalScale.value.negate();
  14022. }
  14023. }
  14024. uniforms.transmission.value = material.transmission;
  14025. if (material.transmissionMap) {
  14026. uniforms.transmissionMap.value = material.transmissionMap;
  14027. }
  14028. }
  14029. function refreshUniformsMatcap(uniforms, material) {
  14030. if (material.matcap) {
  14031. uniforms.matcap.value = material.matcap;
  14032. }
  14033. if (material.bumpMap) {
  14034. uniforms.bumpMap.value = material.bumpMap;
  14035. uniforms.bumpScale.value = material.bumpScale;
  14036. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14037. }
  14038. if (material.normalMap) {
  14039. uniforms.normalMap.value = material.normalMap;
  14040. uniforms.normalScale.value.copy(material.normalScale);
  14041. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14042. }
  14043. if (material.displacementMap) {
  14044. uniforms.displacementMap.value = material.displacementMap;
  14045. uniforms.displacementScale.value = material.displacementScale;
  14046. uniforms.displacementBias.value = material.displacementBias;
  14047. }
  14048. }
  14049. function refreshUniformsDepth(uniforms, material) {
  14050. if (material.displacementMap) {
  14051. uniforms.displacementMap.value = material.displacementMap;
  14052. uniforms.displacementScale.value = material.displacementScale;
  14053. uniforms.displacementBias.value = material.displacementBias;
  14054. }
  14055. }
  14056. function refreshUniformsDistance(uniforms, material) {
  14057. if (material.displacementMap) {
  14058. uniforms.displacementMap.value = material.displacementMap;
  14059. uniforms.displacementScale.value = material.displacementScale;
  14060. uniforms.displacementBias.value = material.displacementBias;
  14061. }
  14062. uniforms.referencePosition.value.copy(material.referencePosition);
  14063. uniforms.nearDistance.value = material.nearDistance;
  14064. uniforms.farDistance.value = material.farDistance;
  14065. }
  14066. function refreshUniformsNormal(uniforms, material) {
  14067. if (material.bumpMap) {
  14068. uniforms.bumpMap.value = material.bumpMap;
  14069. uniforms.bumpScale.value = material.bumpScale;
  14070. if (material.side === BackSide) uniforms.bumpScale.value *= -1;
  14071. }
  14072. if (material.normalMap) {
  14073. uniforms.normalMap.value = material.normalMap;
  14074. uniforms.normalScale.value.copy(material.normalScale);
  14075. if (material.side === BackSide) uniforms.normalScale.value.negate();
  14076. }
  14077. if (material.displacementMap) {
  14078. uniforms.displacementMap.value = material.displacementMap;
  14079. uniforms.displacementScale.value = material.displacementScale;
  14080. uniforms.displacementBias.value = material.displacementBias;
  14081. }
  14082. }
  14083. return {
  14084. refreshFogUniforms: refreshFogUniforms,
  14085. refreshMaterialUniforms: refreshMaterialUniforms
  14086. };
  14087. }
  14088. function createCanvasElement() {
  14089. const canvas = document.createElementNS('http://www.w3.org/1999/xhtml', 'canvas');
  14090. canvas.style.display = 'block';
  14091. return canvas;
  14092. }
  14093. function WebGLRenderer(parameters) {
  14094. parameters = parameters || {};
  14095. const _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),
  14096. _context = parameters.context !== undefined ? parameters.context : null,
  14097. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14098. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14099. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14100. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14101. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14102. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14103. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14104. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14105. let currentRenderList = null;
  14106. let currentRenderState = null; // render() can be called from within a callback triggered by another render.
  14107. // We track this so that the nested render call gets its list and state isolated from the parent render call.
  14108. const renderListStack = [];
  14109. const renderStateStack = []; // public properties
  14110. this.domElement = _canvas; // Debug configuration container
  14111. this.debug = {
  14112. /**
  14113. * Enables error checking and reporting when shader programs are being compiled
  14114. * @type {boolean}
  14115. */
  14116. checkShaderErrors: true
  14117. }; // clearing
  14118. this.autoClear = true;
  14119. this.autoClearColor = true;
  14120. this.autoClearDepth = true;
  14121. this.autoClearStencil = true; // scene graph
  14122. this.sortObjects = true; // user-defined clipping
  14123. this.clippingPlanes = [];
  14124. this.localClippingEnabled = false; // physically based shading
  14125. this.gammaFactor = 2.0; // for backwards compatibility
  14126. this.outputEncoding = LinearEncoding; // physical lights
  14127. this.physicallyCorrectLights = false; // tone mapping
  14128. this.toneMapping = NoToneMapping;
  14129. this.toneMappingExposure = 1.0; // internal properties
  14130. const _this = this;
  14131. let _isContextLost = false; // internal state cache
  14132. let _currentActiveCubeFace = 0;
  14133. let _currentActiveMipmapLevel = 0;
  14134. let _currentRenderTarget = null;
  14135. let _currentMaterialId = -1;
  14136. let _currentCamera = null;
  14137. const _currentViewport = new Vector4();
  14138. const _currentScissor = new Vector4();
  14139. let _currentScissorTest = null; //
  14140. let _width = _canvas.width;
  14141. let _height = _canvas.height;
  14142. let _pixelRatio = 1;
  14143. let _opaqueSort = null;
  14144. let _transparentSort = null;
  14145. const _viewport = new Vector4(0, 0, _width, _height);
  14146. const _scissor = new Vector4(0, 0, _width, _height);
  14147. let _scissorTest = false; //
  14148. const _currentDrawBuffers = []; // frustum
  14149. const _frustum = new Frustum(); // clipping
  14150. let _clippingEnabled = false;
  14151. let _localClippingEnabled = false; // camera matrices cache
  14152. const _projScreenMatrix = new Matrix4();
  14153. const _vector3 = new Vector3();
  14154. const _emptyScene = {
  14155. background: null,
  14156. fog: null,
  14157. environment: null,
  14158. overrideMaterial: null,
  14159. isScene: true
  14160. };
  14161. function getTargetPixelRatio() {
  14162. return _currentRenderTarget === null ? _pixelRatio : 1;
  14163. } // initialize
  14164. let _gl = _context;
  14165. function getContext(contextNames, contextAttributes) {
  14166. for (let i = 0; i < contextNames.length; i++) {
  14167. const contextName = contextNames[i];
  14168. const context = _canvas.getContext(contextName, contextAttributes);
  14169. if (context !== null) return context;
  14170. }
  14171. return null;
  14172. }
  14173. try {
  14174. const contextAttributes = {
  14175. alpha: _alpha,
  14176. depth: _depth,
  14177. stencil: _stencil,
  14178. antialias: _antialias,
  14179. premultipliedAlpha: _premultipliedAlpha,
  14180. preserveDrawingBuffer: _preserveDrawingBuffer,
  14181. powerPreference: _powerPreference,
  14182. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14183. }; // event listeners must be registered before WebGL context is created, see #12753
  14184. _canvas.addEventListener('webglcontextlost', onContextLost, false);
  14185. _canvas.addEventListener('webglcontextrestored', onContextRestore, false);
  14186. if (_gl === null) {
  14187. const contextNames = ['webgl2', 'webgl', 'experimental-webgl'];
  14188. if (_this.isWebGL1Renderer === true) {
  14189. contextNames.shift();
  14190. }
  14191. _gl = getContext(contextNames, contextAttributes);
  14192. if (_gl === null) {
  14193. if (getContext(contextNames)) {
  14194. throw new Error('Error creating WebGL context with your selected attributes.');
  14195. } else {
  14196. throw new Error('Error creating WebGL context.');
  14197. }
  14198. }
  14199. } // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14200. if (_gl.getShaderPrecisionFormat === undefined) {
  14201. _gl.getShaderPrecisionFormat = function () {
  14202. return {
  14203. 'rangeMin': 1,
  14204. 'rangeMax': 1,
  14205. 'precision': 1
  14206. };
  14207. };
  14208. }
  14209. } catch (error) {
  14210. console.error('THREE.WebGLRenderer: ' + error.message);
  14211. throw error;
  14212. }
  14213. let extensions, capabilities, state, info;
  14214. let properties, textures, cubemaps, attributes, geometries, objects;
  14215. let programCache, materials, renderLists, renderStates, clipping, shadowMap;
  14216. let background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14217. let utils, bindingStates;
  14218. function initGLContext() {
  14219. extensions = new WebGLExtensions(_gl);
  14220. capabilities = new WebGLCapabilities(_gl, extensions, parameters);
  14221. extensions.init(capabilities);
  14222. utils = new WebGLUtils(_gl, extensions, capabilities);
  14223. state = new WebGLState(_gl, extensions, capabilities);
  14224. _currentDrawBuffers[0] = _gl.BACK;
  14225. info = new WebGLInfo(_gl);
  14226. properties = new WebGLProperties();
  14227. textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
  14228. cubemaps = new WebGLCubeMaps(_this);
  14229. attributes = new WebGLAttributes(_gl, capabilities);
  14230. bindingStates = new WebGLBindingStates(_gl, extensions, attributes, capabilities);
  14231. geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
  14232. objects = new WebGLObjects(_gl, geometries, attributes, info);
  14233. morphtargets = new WebGLMorphtargets(_gl);
  14234. clipping = new WebGLClipping(properties);
  14235. programCache = new WebGLPrograms(_this, cubemaps, extensions, capabilities, bindingStates, clipping);
  14236. materials = new WebGLMaterials(properties);
  14237. renderLists = new WebGLRenderLists(properties);
  14238. renderStates = new WebGLRenderStates(extensions, capabilities);
  14239. background = new WebGLBackground(_this, cubemaps, state, objects, _premultipliedAlpha);
  14240. shadowMap = new WebGLShadowMap(_this, objects, capabilities);
  14241. bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info, capabilities);
  14242. indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info, capabilities);
  14243. info.programs = programCache.programs;
  14244. _this.capabilities = capabilities;
  14245. _this.extensions = extensions;
  14246. _this.properties = properties;
  14247. _this.renderLists = renderLists;
  14248. _this.shadowMap = shadowMap;
  14249. _this.state = state;
  14250. _this.info = info;
  14251. }
  14252. initGLContext(); // xr
  14253. const xr = new WebXRManager(_this, _gl);
  14254. this.xr = xr; // API
  14255. this.getContext = function () {
  14256. return _gl;
  14257. };
  14258. this.getContextAttributes = function () {
  14259. return _gl.getContextAttributes();
  14260. };
  14261. this.forceContextLoss = function () {
  14262. const extension = extensions.get('WEBGL_lose_context');
  14263. if (extension) extension.loseContext();
  14264. };
  14265. this.forceContextRestore = function () {
  14266. const extension = extensions.get('WEBGL_lose_context');
  14267. if (extension) extension.restoreContext();
  14268. };
  14269. this.getPixelRatio = function () {
  14270. return _pixelRatio;
  14271. };
  14272. this.setPixelRatio = function (value) {
  14273. if (value === undefined) return;
  14274. _pixelRatio = value;
  14275. this.setSize(_width, _height, false);
  14276. };
  14277. this.getSize = function (target) {
  14278. if (target === undefined) {
  14279. console.warn('WebGLRenderer: .getsize() now requires a Vector2 as an argument');
  14280. target = new Vector2();
  14281. }
  14282. return target.set(_width, _height);
  14283. };
  14284. this.setSize = function (width, height, updateStyle) {
  14285. if (xr.isPresenting) {
  14286. console.warn('THREE.WebGLRenderer: Can\'t change size while VR device is presenting.');
  14287. return;
  14288. }
  14289. _width = width;
  14290. _height = height;
  14291. _canvas.width = Math.floor(width * _pixelRatio);
  14292. _canvas.height = Math.floor(height * _pixelRatio);
  14293. if (updateStyle !== false) {
  14294. _canvas.style.width = width + 'px';
  14295. _canvas.style.height = height + 'px';
  14296. }
  14297. this.setViewport(0, 0, width, height);
  14298. };
  14299. this.getDrawingBufferSize = function (target) {
  14300. if (target === undefined) {
  14301. console.warn('WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument');
  14302. target = new Vector2();
  14303. }
  14304. return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
  14305. };
  14306. this.setDrawingBufferSize = function (width, height, pixelRatio) {
  14307. _width = width;
  14308. _height = height;
  14309. _pixelRatio = pixelRatio;
  14310. _canvas.width = Math.floor(width * pixelRatio);
  14311. _canvas.height = Math.floor(height * pixelRatio);
  14312. this.setViewport(0, 0, width, height);
  14313. };
  14314. this.getCurrentViewport = function (target) {
  14315. if (target === undefined) {
  14316. console.warn('WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument');
  14317. target = new Vector4();
  14318. }
  14319. return target.copy(_currentViewport);
  14320. };
  14321. this.getViewport = function (target) {
  14322. return target.copy(_viewport);
  14323. };
  14324. this.setViewport = function (x, y, width, height) {
  14325. if (x.isVector4) {
  14326. _viewport.set(x.x, x.y, x.z, x.w);
  14327. } else {
  14328. _viewport.set(x, y, width, height);
  14329. }
  14330. state.viewport(_currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor());
  14331. };
  14332. this.getScissor = function (target) {
  14333. return target.copy(_scissor);
  14334. };
  14335. this.setScissor = function (x, y, width, height) {
  14336. if (x.isVector4) {
  14337. _scissor.set(x.x, x.y, x.z, x.w);
  14338. } else {
  14339. _scissor.set(x, y, width, height);
  14340. }
  14341. state.scissor(_currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor());
  14342. };
  14343. this.getScissorTest = function () {
  14344. return _scissorTest;
  14345. };
  14346. this.setScissorTest = function (boolean) {
  14347. state.setScissorTest(_scissorTest = boolean);
  14348. };
  14349. this.setOpaqueSort = function (method) {
  14350. _opaqueSort = method;
  14351. };
  14352. this.setTransparentSort = function (method) {
  14353. _transparentSort = method;
  14354. }; // Clearing
  14355. this.getClearColor = function (target) {
  14356. if (target === undefined) {
  14357. console.warn('WebGLRenderer: .getClearColor() now requires a Color as an argument');
  14358. target = new Color();
  14359. }
  14360. return target.copy(background.getClearColor());
  14361. };
  14362. this.setClearColor = function () {
  14363. background.setClearColor.apply(background, arguments);
  14364. };
  14365. this.getClearAlpha = function () {
  14366. return background.getClearAlpha();
  14367. };
  14368. this.setClearAlpha = function () {
  14369. background.setClearAlpha.apply(background, arguments);
  14370. };
  14371. this.clear = function (color, depth, stencil) {
  14372. let bits = 0;
  14373. if (color === undefined || color) bits |= _gl.COLOR_BUFFER_BIT;
  14374. if (depth === undefined || depth) bits |= _gl.DEPTH_BUFFER_BIT;
  14375. if (stencil === undefined || stencil) bits |= _gl.STENCIL_BUFFER_BIT;
  14376. _gl.clear(bits);
  14377. };
  14378. this.clearColor = function () {
  14379. this.clear(true, false, false);
  14380. };
  14381. this.clearDepth = function () {
  14382. this.clear(false, true, false);
  14383. };
  14384. this.clearStencil = function () {
  14385. this.clear(false, false, true);
  14386. }; //
  14387. this.dispose = function () {
  14388. _canvas.removeEventListener('webglcontextlost', onContextLost, false);
  14389. _canvas.removeEventListener('webglcontextrestored', onContextRestore, false);
  14390. renderLists.dispose();
  14391. renderStates.dispose();
  14392. properties.dispose();
  14393. cubemaps.dispose();
  14394. objects.dispose();
  14395. bindingStates.dispose();
  14396. xr.dispose();
  14397. xr.removeEventListener('sessionstart', onXRSessionStart);
  14398. xr.removeEventListener('sessionend', onXRSessionEnd);
  14399. animation.stop();
  14400. }; // Events
  14401. function onContextLost(event) {
  14402. event.preventDefault();
  14403. console.log('THREE.WebGLRenderer: Context Lost.');
  14404. _isContextLost = true;
  14405. }
  14406. function onContextRestore()
  14407. /* event */
  14408. {
  14409. console.log('THREE.WebGLRenderer: Context Restored.');
  14410. _isContextLost = false;
  14411. const infoAutoReset = info.autoReset;
  14412. const shadowMapEnabled = shadowMap.enabled;
  14413. const shadowMapAutoUpdate = shadowMap.autoUpdate;
  14414. const shadowMapNeedsUpdate = shadowMap.needsUpdate;
  14415. const shadowMapType = shadowMap.type;
  14416. initGLContext();
  14417. info.autoReset = infoAutoReset;
  14418. shadowMap.enabled = shadowMapEnabled;
  14419. shadowMap.autoUpdate = shadowMapAutoUpdate;
  14420. shadowMap.needsUpdate = shadowMapNeedsUpdate;
  14421. shadowMap.type = shadowMapType;
  14422. }
  14423. function onMaterialDispose(event) {
  14424. const material = event.target;
  14425. material.removeEventListener('dispose', onMaterialDispose);
  14426. deallocateMaterial(material);
  14427. } // Buffer deallocation
  14428. function deallocateMaterial(material) {
  14429. releaseMaterialProgramReferences(material);
  14430. properties.remove(material);
  14431. }
  14432. function releaseMaterialProgramReferences(material) {
  14433. const programs = properties.get(material).programs;
  14434. if (programs !== undefined) {
  14435. programs.forEach(function (program) {
  14436. programCache.releaseProgram(program);
  14437. });
  14438. }
  14439. } // Buffer rendering
  14440. function renderObjectImmediate(object, program) {
  14441. object.render(function (object) {
  14442. _this.renderBufferImmediate(object, program);
  14443. });
  14444. }
  14445. this.renderBufferImmediate = function (object, program) {
  14446. bindingStates.initAttributes();
  14447. const buffers = properties.get(object);
  14448. if (object.hasPositions && !buffers.position) buffers.position = _gl.createBuffer();
  14449. if (object.hasNormals && !buffers.normal) buffers.normal = _gl.createBuffer();
  14450. if (object.hasUvs && !buffers.uv) buffers.uv = _gl.createBuffer();
  14451. if (object.hasColors && !buffers.color) buffers.color = _gl.createBuffer();
  14452. const programAttributes = program.getAttributes();
  14453. if (object.hasPositions) {
  14454. _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.position);
  14455. _gl.bufferData(_gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW);
  14456. bindingStates.enableAttribute(programAttributes.position);
  14457. _gl.vertexAttribPointer(programAttributes.position, 3, _gl.FLOAT, false, 0, 0);
  14458. }
  14459. if (object.hasNormals) {
  14460. _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.normal);
  14461. _gl.bufferData(_gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW);
  14462. bindingStates.enableAttribute(programAttributes.normal);
  14463. _gl.vertexAttribPointer(programAttributes.normal, 3, _gl.FLOAT, false, 0, 0);
  14464. }
  14465. if (object.hasUvs) {
  14466. _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.uv);
  14467. _gl.bufferData(_gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW);
  14468. bindingStates.enableAttribute(programAttributes.uv);
  14469. _gl.vertexAttribPointer(programAttributes.uv, 2, _gl.FLOAT, false, 0, 0);
  14470. }
  14471. if (object.hasColors) {
  14472. _gl.bindBuffer(_gl.ARRAY_BUFFER, buffers.color);
  14473. _gl.bufferData(_gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW);
  14474. bindingStates.enableAttribute(programAttributes.color);
  14475. _gl.vertexAttribPointer(programAttributes.color, 3, _gl.FLOAT, false, 0, 0);
  14476. }
  14477. bindingStates.disableUnusedAttributes();
  14478. _gl.drawArrays(_gl.TRIANGLES, 0, object.count);
  14479. object.count = 0;
  14480. };
  14481. this.renderBufferDirect = function (camera, scene, geometry, material, object, group) {
  14482. if (scene === null) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
  14483. const frontFaceCW = object.isMesh && object.matrixWorld.determinant() < 0;
  14484. const program = setProgram(camera, scene, material, object);
  14485. state.setMaterial(material, frontFaceCW); //
  14486. let index = geometry.index;
  14487. const position = geometry.attributes.position; //
  14488. if (index === null) {
  14489. if (position === undefined || position.count === 0) return;
  14490. } else if (index.count === 0) {
  14491. return;
  14492. } //
  14493. let rangeFactor = 1;
  14494. if (material.wireframe === true) {
  14495. index = geometries.getWireframeAttribute(geometry);
  14496. rangeFactor = 2;
  14497. }
  14498. if (material.morphTargets || material.morphNormals) {
  14499. morphtargets.update(object, geometry, material, program);
  14500. }
  14501. bindingStates.setup(object, material, program, geometry, index);
  14502. let attribute;
  14503. let renderer = bufferRenderer;
  14504. if (index !== null) {
  14505. attribute = attributes.get(index);
  14506. renderer = indexedBufferRenderer;
  14507. renderer.setIndex(attribute);
  14508. } //
  14509. const dataCount = index !== null ? index.count : position.count;
  14510. const rangeStart = geometry.drawRange.start * rangeFactor;
  14511. const rangeCount = geometry.drawRange.count * rangeFactor;
  14512. const groupStart = group !== null ? group.start * rangeFactor : 0;
  14513. const groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14514. const drawStart = Math.max(rangeStart, groupStart);
  14515. const drawEnd = Math.min(dataCount, rangeStart + rangeCount, groupStart + groupCount) - 1;
  14516. const drawCount = Math.max(0, drawEnd - drawStart + 1);
  14517. if (drawCount === 0) return; //
  14518. if (object.isMesh) {
  14519. if (material.wireframe === true) {
  14520. state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());
  14521. renderer.setMode(_gl.LINES);
  14522. } else {
  14523. renderer.setMode(_gl.TRIANGLES);
  14524. }
  14525. } else if (object.isLine) {
  14526. let lineWidth = material.linewidth;
  14527. if (lineWidth === undefined) lineWidth = 1; // Not using Line*Material
  14528. state.setLineWidth(lineWidth * getTargetPixelRatio());
  14529. if (object.isLineSegments) {
  14530. renderer.setMode(_gl.LINES);
  14531. } else if (object.isLineLoop) {
  14532. renderer.setMode(_gl.LINE_LOOP);
  14533. } else {
  14534. renderer.setMode(_gl.LINE_STRIP);
  14535. }
  14536. } else if (object.isPoints) {
  14537. renderer.setMode(_gl.POINTS);
  14538. } else if (object.isSprite) {
  14539. renderer.setMode(_gl.TRIANGLES);
  14540. }
  14541. if (object.isInstancedMesh) {
  14542. renderer.renderInstances(drawStart, drawCount, object.count);
  14543. } else if (geometry.isInstancedBufferGeometry) {
  14544. const instanceCount = Math.min(geometry.instanceCount, geometry._maxInstanceCount);
  14545. renderer.renderInstances(drawStart, drawCount, instanceCount);
  14546. } else {
  14547. renderer.render(drawStart, drawCount);
  14548. }
  14549. }; // Compile
  14550. this.compile = function (scene, camera) {
  14551. currentRenderState = renderStates.get(scene);
  14552. currentRenderState.init();
  14553. scene.traverseVisible(function (object) {
  14554. if (object.isLight && object.layers.test(camera.layers)) {
  14555. currentRenderState.pushLight(object);
  14556. if (object.castShadow) {
  14557. currentRenderState.pushShadow(object);
  14558. }
  14559. }
  14560. });
  14561. currentRenderState.setupLights();
  14562. scene.traverse(function (object) {
  14563. const material = object.material;
  14564. if (material) {
  14565. if (Array.isArray(material)) {
  14566. for (let i = 0; i < material.length; i++) {
  14567. const material2 = material[i];
  14568. getProgram(material2, scene, object);
  14569. }
  14570. } else {
  14571. getProgram(material, scene, object);
  14572. }
  14573. }
  14574. });
  14575. }; // Animation Loop
  14576. let onAnimationFrameCallback = null;
  14577. function onAnimationFrame(time) {
  14578. if (onAnimationFrameCallback) onAnimationFrameCallback(time);
  14579. }
  14580. function onXRSessionStart() {
  14581. animation.stop();
  14582. }
  14583. function onXRSessionEnd() {
  14584. animation.start();
  14585. }
  14586. const animation = new WebGLAnimation();
  14587. animation.setAnimationLoop(onAnimationFrame);
  14588. if (typeof window !== 'undefined') animation.setContext(window);
  14589. this.setAnimationLoop = function (callback) {
  14590. onAnimationFrameCallback = callback;
  14591. xr.setAnimationLoop(callback);
  14592. callback === null ? animation.stop() : animation.start();
  14593. };
  14594. xr.addEventListener('sessionstart', onXRSessionStart);
  14595. xr.addEventListener('sessionend', onXRSessionEnd); // Rendering
  14596. this.render = function (scene, camera) {
  14597. if (camera !== undefined && camera.isCamera !== true) {
  14598. console.error('THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.');
  14599. return;
  14600. }
  14601. if (_isContextLost === true) return; // update scene graph
  14602. if (scene.autoUpdate === true) scene.updateMatrixWorld(); // update camera matrices and frustum
  14603. if (camera.parent === null) camera.updateMatrixWorld();
  14604. if (xr.enabled === true && xr.isPresenting === true) {
  14605. camera = xr.getCamera(camera);
  14606. } //
  14607. if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget);
  14608. currentRenderState = renderStates.get(scene, renderStateStack.length);
  14609. currentRenderState.init();
  14610. renderStateStack.push(currentRenderState);
  14611. _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  14612. _frustum.setFromProjectionMatrix(_projScreenMatrix);
  14613. _localClippingEnabled = this.localClippingEnabled;
  14614. _clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled, camera);
  14615. currentRenderList = renderLists.get(scene, renderListStack.length);
  14616. currentRenderList.init();
  14617. renderListStack.push(currentRenderList);
  14618. projectObject(scene, camera, 0, _this.sortObjects);
  14619. currentRenderList.finish();
  14620. if (_this.sortObjects === true) {
  14621. currentRenderList.sort(_opaqueSort, _transparentSort);
  14622. } //
  14623. if (_clippingEnabled === true) clipping.beginShadows();
  14624. const shadowsArray = currentRenderState.state.shadowsArray;
  14625. shadowMap.render(shadowsArray, scene, camera);
  14626. currentRenderState.setupLights();
  14627. currentRenderState.setupLightsView(camera);
  14628. if (_clippingEnabled === true) clipping.endShadows(); //
  14629. if (this.info.autoReset === true) this.info.reset(); //
  14630. background.render(currentRenderList, scene); // render scene
  14631. const opaqueObjects = currentRenderList.opaque;
  14632. const transparentObjects = currentRenderList.transparent;
  14633. if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
  14634. if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera); //
  14635. if (_currentRenderTarget !== null) {
  14636. // Generate mipmap if we're using any kind of mipmap filtering
  14637. textures.updateRenderTargetMipmap(_currentRenderTarget); // resolve multisample renderbuffers to a single-sample texture if necessary
  14638. textures.updateMultisampleRenderTarget(_currentRenderTarget);
  14639. } //
  14640. if (scene.isScene === true) scene.onAfterRender(_this, scene, camera); // Ensure depth buffer writing is enabled so it can be cleared on next render
  14641. state.buffers.depth.setTest(true);
  14642. state.buffers.depth.setMask(true);
  14643. state.buffers.color.setMask(true);
  14644. state.setPolygonOffset(false); // _gl.finish();
  14645. bindingStates.resetDefaultState();
  14646. _currentMaterialId = -1;
  14647. _currentCamera = null;
  14648. renderStateStack.pop();
  14649. if (renderStateStack.length > 0) {
  14650. currentRenderState = renderStateStack[renderStateStack.length - 1];
  14651. } else {
  14652. currentRenderState = null;
  14653. }
  14654. renderListStack.pop();
  14655. if (renderListStack.length > 0) {
  14656. currentRenderList = renderListStack[renderListStack.length - 1];
  14657. } else {
  14658. currentRenderList = null;
  14659. }
  14660. };
  14661. function projectObject(object, camera, groupOrder, sortObjects) {
  14662. if (object.visible === false) return;
  14663. const visible = object.layers.test(camera.layers);
  14664. if (visible) {
  14665. if (object.isGroup) {
  14666. groupOrder = object.renderOrder;
  14667. } else if (object.isLOD) {
  14668. if (object.autoUpdate === true) object.update(camera);
  14669. } else if (object.isLight) {
  14670. currentRenderState.pushLight(object);
  14671. if (object.castShadow) {
  14672. currentRenderState.pushShadow(object);
  14673. }
  14674. } else if (object.isSprite) {
  14675. if (!object.frustumCulled || _frustum.intersectsSprite(object)) {
  14676. if (sortObjects) {
  14677. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  14678. }
  14679. const geometry = objects.update(object);
  14680. const material = object.material;
  14681. if (material.visible) {
  14682. currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
  14683. }
  14684. }
  14685. } else if (object.isImmediateRenderObject) {
  14686. if (sortObjects) {
  14687. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  14688. }
  14689. currentRenderList.push(object, null, object.material, groupOrder, _vector3.z, null);
  14690. } else if (object.isMesh || object.isLine || object.isPoints) {
  14691. if (object.isSkinnedMesh) {
  14692. // update skeleton only once in a frame
  14693. if (object.skeleton.frame !== info.render.frame) {
  14694. object.skeleton.update();
  14695. object.skeleton.frame = info.render.frame;
  14696. }
  14697. }
  14698. if (!object.frustumCulled || _frustum.intersectsObject(object)) {
  14699. if (sortObjects) {
  14700. _vector3.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
  14701. }
  14702. const geometry = objects.update(object);
  14703. const material = object.material;
  14704. if (Array.isArray(material)) {
  14705. const groups = geometry.groups;
  14706. for (let i = 0, l = groups.length; i < l; i++) {
  14707. const group = groups[i];
  14708. const groupMaterial = material[group.materialIndex];
  14709. if (groupMaterial && groupMaterial.visible) {
  14710. currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector3.z, group);
  14711. }
  14712. }
  14713. } else if (material.visible) {
  14714. currentRenderList.push(object, geometry, material, groupOrder, _vector3.z, null);
  14715. }
  14716. }
  14717. }
  14718. }
  14719. const children = object.children;
  14720. for (let i = 0, l = children.length; i < l; i++) {
  14721. projectObject(children[i], camera, groupOrder, sortObjects);
  14722. }
  14723. }
  14724. function renderObjects(renderList, scene, camera) {
  14725. const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  14726. for (let i = 0, l = renderList.length; i < l; i++) {
  14727. const renderItem = renderList[i];
  14728. const object = renderItem.object;
  14729. const geometry = renderItem.geometry;
  14730. const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  14731. const group = renderItem.group;
  14732. if (camera.isArrayCamera) {
  14733. const cameras = camera.cameras;
  14734. for (let j = 0, jl = cameras.length; j < jl; j++) {
  14735. const camera2 = cameras[j];
  14736. if (object.layers.test(camera2.layers)) {
  14737. state.viewport(_currentViewport.copy(camera2.viewport));
  14738. currentRenderState.setupLightsView(camera2);
  14739. renderObject(object, scene, camera2, geometry, material, group);
  14740. }
  14741. }
  14742. } else {
  14743. renderObject(object, scene, camera, geometry, material, group);
  14744. }
  14745. }
  14746. }
  14747. function renderObject(object, scene, camera, geometry, material, group) {
  14748. object.onBeforeRender(_this, scene, camera, geometry, material, group);
  14749. object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
  14750. object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
  14751. if (object.isImmediateRenderObject) {
  14752. const program = setProgram(camera, scene, material, object);
  14753. state.setMaterial(material);
  14754. bindingStates.reset();
  14755. renderObjectImmediate(object, program);
  14756. } else {
  14757. _this.renderBufferDirect(camera, scene, geometry, material, object, group);
  14758. }
  14759. object.onAfterRender(_this, scene, camera, geometry, material, group);
  14760. }
  14761. function getProgram(material, scene, object) {
  14762. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  14763. const materialProperties = properties.get(material);
  14764. const lights = currentRenderState.state.lights;
  14765. const shadowsArray = currentRenderState.state.shadowsArray;
  14766. const lightsStateVersion = lights.state.version;
  14767. const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object);
  14768. const programCacheKey = programCache.getProgramCacheKey(parameters);
  14769. 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
  14770. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  14771. materialProperties.fog = scene.fog;
  14772. materialProperties.envMap = cubemaps.get(material.envMap || materialProperties.environment);
  14773. if (programs === undefined) {
  14774. // new material
  14775. material.addEventListener('dispose', onMaterialDispose);
  14776. programs = new Map();
  14777. materialProperties.programs = programs;
  14778. }
  14779. let program = programs.get(programCacheKey);
  14780. if (program !== undefined) {
  14781. // early out if program and light state is identical
  14782. if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) {
  14783. updateCommonMaterialProperties(material, parameters);
  14784. return program;
  14785. }
  14786. } else {
  14787. parameters.uniforms = programCache.getUniforms(material);
  14788. material.onBuild(parameters, _this);
  14789. material.onBeforeCompile(parameters, _this);
  14790. program = programCache.acquireProgram(parameters, programCacheKey);
  14791. programs.set(programCacheKey, program);
  14792. materialProperties.uniforms = parameters.uniforms;
  14793. }
  14794. const uniforms = materialProperties.uniforms;
  14795. if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) {
  14796. uniforms.clippingPlanes = clipping.uniform;
  14797. }
  14798. updateCommonMaterialProperties(material, parameters); // store the light setup it was created for
  14799. materialProperties.needsLights = materialNeedsLights(material);
  14800. materialProperties.lightsStateVersion = lightsStateVersion;
  14801. if (materialProperties.needsLights) {
  14802. // wire up the material to this renderer's lighting state
  14803. uniforms.ambientLightColor.value = lights.state.ambient;
  14804. uniforms.lightProbe.value = lights.state.probe;
  14805. uniforms.directionalLights.value = lights.state.directional;
  14806. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  14807. uniforms.spotLights.value = lights.state.spot;
  14808. uniforms.spotLightShadows.value = lights.state.spotShadow;
  14809. uniforms.rectAreaLights.value = lights.state.rectArea;
  14810. uniforms.ltc_1.value = lights.state.rectAreaLTC1;
  14811. uniforms.ltc_2.value = lights.state.rectAreaLTC2;
  14812. uniforms.pointLights.value = lights.state.point;
  14813. uniforms.pointLightShadows.value = lights.state.pointShadow;
  14814. uniforms.hemisphereLights.value = lights.state.hemi;
  14815. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14816. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14817. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14818. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14819. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14820. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; // TODO (abelnation): add area lights shadow info to uniforms
  14821. }
  14822. const progUniforms = program.getUniforms();
  14823. const uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, uniforms);
  14824. materialProperties.currentProgram = program;
  14825. materialProperties.uniformsList = uniformsList;
  14826. return program;
  14827. }
  14828. function updateCommonMaterialProperties(material, parameters) {
  14829. const materialProperties = properties.get(material);
  14830. materialProperties.outputEncoding = parameters.outputEncoding;
  14831. materialProperties.instancing = parameters.instancing;
  14832. materialProperties.skinning = parameters.skinning;
  14833. materialProperties.numClippingPlanes = parameters.numClippingPlanes;
  14834. materialProperties.numIntersection = parameters.numClipIntersection;
  14835. materialProperties.vertexAlphas = parameters.vertexAlphas;
  14836. }
  14837. function setProgram(camera, scene, material, object) {
  14838. if (scene.isScene !== true) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
  14839. textures.resetTextureUnits();
  14840. const fog = scene.fog;
  14841. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  14842. const encoding = _currentRenderTarget === null ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  14843. const envMap = cubemaps.get(material.envMap || environment);
  14844. const vertexAlphas = material.vertexColors === true && object.geometry && object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;
  14845. const materialProperties = properties.get(material);
  14846. const lights = currentRenderState.state.lights;
  14847. if (_clippingEnabled === true) {
  14848. if (_localClippingEnabled === true || camera !== _currentCamera) {
  14849. const useCache = camera === _currentCamera && material.id === _currentMaterialId; // we might want to call this function with some ClippingGroup
  14850. // object instead of the material, once it becomes feasible
  14851. // (#8465, #8379)
  14852. clipping.setState(material, camera, useCache);
  14853. }
  14854. } //
  14855. let needsProgramChange = false;
  14856. if (material.version === materialProperties.__version) {
  14857. if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) {
  14858. needsProgramChange = true;
  14859. } else if (materialProperties.outputEncoding !== encoding) {
  14860. needsProgramChange = true;
  14861. } else if (object.isInstancedMesh && materialProperties.instancing === false) {
  14862. needsProgramChange = true;
  14863. } else if (!object.isInstancedMesh && materialProperties.instancing === true) {
  14864. needsProgramChange = true;
  14865. } else if (object.isSkinnedMesh && materialProperties.skinning === false) {
  14866. needsProgramChange = true;
  14867. } else if (!object.isSkinnedMesh && materialProperties.skinning === true) {
  14868. needsProgramChange = true;
  14869. } else if (materialProperties.envMap !== envMap) {
  14870. needsProgramChange = true;
  14871. } else if (material.fog && materialProperties.fog !== fog) {
  14872. needsProgramChange = true;
  14873. } else if (materialProperties.numClippingPlanes !== undefined && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) {
  14874. needsProgramChange = true;
  14875. } else if (materialProperties.vertexAlphas !== vertexAlphas) {
  14876. needsProgramChange = true;
  14877. }
  14878. } else {
  14879. needsProgramChange = true;
  14880. materialProperties.__version = material.version;
  14881. } //
  14882. let program = materialProperties.currentProgram;
  14883. if (needsProgramChange === true) {
  14884. program = getProgram(material, scene, object);
  14885. }
  14886. let refreshProgram = false;
  14887. let refreshMaterial = false;
  14888. let refreshLights = false;
  14889. const p_uniforms = program.getUniforms(),
  14890. m_uniforms = materialProperties.uniforms;
  14891. if (state.useProgram(program.program)) {
  14892. refreshProgram = true;
  14893. refreshMaterial = true;
  14894. refreshLights = true;
  14895. }
  14896. if (material.id !== _currentMaterialId) {
  14897. _currentMaterialId = material.id;
  14898. refreshMaterial = true;
  14899. }
  14900. if (refreshProgram || _currentCamera !== camera) {
  14901. p_uniforms.setValue(_gl, 'projectionMatrix', camera.projectionMatrix);
  14902. if (capabilities.logarithmicDepthBuffer) {
  14903. p_uniforms.setValue(_gl, 'logDepthBufFC', 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
  14904. }
  14905. if (_currentCamera !== camera) {
  14906. _currentCamera = camera; // lighting uniforms depend on the camera so enforce an update
  14907. // now, in case this material supports lights - or later, when
  14908. // the next material that does gets activated:
  14909. refreshMaterial = true; // set to true on material change
  14910. refreshLights = true; // remains set until update done
  14911. } // load material specific uniforms
  14912. // (shader material also gets them for the sake of genericity)
  14913. if (material.isShaderMaterial || material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshStandardMaterial || material.envMap) {
  14914. const uCamPos = p_uniforms.map.cameraPosition;
  14915. if (uCamPos !== undefined) {
  14916. uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));
  14917. }
  14918. }
  14919. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) {
  14920. p_uniforms.setValue(_gl, 'isOrthographic', camera.isOrthographicCamera === true);
  14921. }
  14922. if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial || material.isShadowMaterial || object.isSkinnedMesh) {
  14923. p_uniforms.setValue(_gl, 'viewMatrix', camera.matrixWorldInverse);
  14924. }
  14925. } // skinning uniforms must be set even if material didn't change
  14926. // auto-setting of texture unit for bone texture must go before other textures
  14927. // otherwise textures used for skinning can take over texture units reserved for other material textures
  14928. if (object.isSkinnedMesh) {
  14929. p_uniforms.setOptional(_gl, object, 'bindMatrix');
  14930. p_uniforms.setOptional(_gl, object, 'bindMatrixInverse');
  14931. const skeleton = object.skeleton;
  14932. if (skeleton) {
  14933. const bones = skeleton.bones;
  14934. if (capabilities.floatVertexTextures) {
  14935. if (skeleton.boneTexture === null) {
  14936. // layout (1 matrix = 4 pixels)
  14937. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  14938. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  14939. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  14940. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  14941. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  14942. let size = Math.sqrt(bones.length * 4); // 4 pixels needed for 1 matrix
  14943. size = ceilPowerOfTwo(size);
  14944. size = Math.max(size, 4);
  14945. const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel
  14946. boneMatrices.set(skeleton.boneMatrices); // copy current values
  14947. const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType);
  14948. skeleton.boneMatrices = boneMatrices;
  14949. skeleton.boneTexture = boneTexture;
  14950. skeleton.boneTextureSize = size;
  14951. }
  14952. p_uniforms.setValue(_gl, 'boneTexture', skeleton.boneTexture, textures);
  14953. p_uniforms.setValue(_gl, 'boneTextureSize', skeleton.boneTextureSize);
  14954. } else {
  14955. p_uniforms.setOptional(_gl, skeleton, 'boneMatrices');
  14956. }
  14957. }
  14958. }
  14959. if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
  14960. materialProperties.receiveShadow = object.receiveShadow;
  14961. p_uniforms.setValue(_gl, 'receiveShadow', object.receiveShadow);
  14962. }
  14963. if (refreshMaterial) {
  14964. p_uniforms.setValue(_gl, 'toneMappingExposure', _this.toneMappingExposure);
  14965. if (materialProperties.needsLights) {
  14966. // the current material requires lighting info
  14967. // note: all lighting uniforms are always set correctly
  14968. // they simply reference the renderer's state for their
  14969. // values
  14970. //
  14971. // use the current material's .needsUpdate flags to set
  14972. // the GL state when required
  14973. markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
  14974. } // refresh uniforms common to several materials
  14975. if (fog && material.fog) {
  14976. materials.refreshFogUniforms(m_uniforms, fog);
  14977. }
  14978. materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height);
  14979. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  14980. }
  14981. if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
  14982. WebGLUniforms.upload(_gl, materialProperties.uniformsList, m_uniforms, textures);
  14983. material.uniformsNeedUpdate = false;
  14984. }
  14985. if (material.isSpriteMaterial) {
  14986. p_uniforms.setValue(_gl, 'center', object.center);
  14987. } // common matrices
  14988. p_uniforms.setValue(_gl, 'modelViewMatrix', object.modelViewMatrix);
  14989. p_uniforms.setValue(_gl, 'normalMatrix', object.normalMatrix);
  14990. p_uniforms.setValue(_gl, 'modelMatrix', object.matrixWorld);
  14991. return program;
  14992. } // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  14993. function markUniformsLightsNeedsUpdate(uniforms, value) {
  14994. uniforms.ambientLightColor.needsUpdate = value;
  14995. uniforms.lightProbe.needsUpdate = value;
  14996. uniforms.directionalLights.needsUpdate = value;
  14997. uniforms.directionalLightShadows.needsUpdate = value;
  14998. uniforms.pointLights.needsUpdate = value;
  14999. uniforms.pointLightShadows.needsUpdate = value;
  15000. uniforms.spotLights.needsUpdate = value;
  15001. uniforms.spotLightShadows.needsUpdate = value;
  15002. uniforms.rectAreaLights.needsUpdate = value;
  15003. uniforms.hemisphereLights.needsUpdate = value;
  15004. }
  15005. function materialNeedsLights(material) {
  15006. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
  15007. }
  15008. this.getActiveCubeFace = function () {
  15009. return _currentActiveCubeFace;
  15010. };
  15011. this.getActiveMipmapLevel = function () {
  15012. return _currentActiveMipmapLevel;
  15013. };
  15014. this.getRenderTarget = function () {
  15015. return _currentRenderTarget;
  15016. };
  15017. this.setRenderTarget = function (renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) {
  15018. _currentRenderTarget = renderTarget;
  15019. _currentActiveCubeFace = activeCubeFace;
  15020. _currentActiveMipmapLevel = activeMipmapLevel;
  15021. if (renderTarget && properties.get(renderTarget).__webglFramebuffer === undefined) {
  15022. textures.setupRenderTarget(renderTarget);
  15023. }
  15024. let framebuffer = null;
  15025. let isCube = false;
  15026. let isRenderTarget3D = false;
  15027. if (renderTarget) {
  15028. const texture = renderTarget.texture;
  15029. if (texture.isDataTexture3D || texture.isDataTexture2DArray) {
  15030. isRenderTarget3D = true;
  15031. }
  15032. const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
  15033. if (renderTarget.isWebGLCubeRenderTarget) {
  15034. framebuffer = __webglFramebuffer[activeCubeFace];
  15035. isCube = true;
  15036. } else if (renderTarget.isWebGLMultisampleRenderTarget) {
  15037. framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
  15038. } else {
  15039. framebuffer = __webglFramebuffer;
  15040. }
  15041. _currentViewport.copy(renderTarget.viewport);
  15042. _currentScissor.copy(renderTarget.scissor);
  15043. _currentScissorTest = renderTarget.scissorTest;
  15044. } else {
  15045. _currentViewport.copy(_viewport).multiplyScalar(_pixelRatio).floor();
  15046. _currentScissor.copy(_scissor).multiplyScalar(_pixelRatio).floor();
  15047. _currentScissorTest = _scissorTest;
  15048. }
  15049. const framebufferBound = state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  15050. if (framebufferBound && capabilities.drawBuffers) {
  15051. let needsUpdate = false;
  15052. if (renderTarget) {
  15053. if (renderTarget.isWebGLMultipleRenderTargets) {
  15054. const textures = renderTarget.texture;
  15055. if (_currentDrawBuffers.length !== textures.length || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
  15056. for (let i = 0, il = textures.length; i < il; i++) {
  15057. _currentDrawBuffers[i] = _gl.COLOR_ATTACHMENT0 + i;
  15058. }
  15059. _currentDrawBuffers.length = textures.length;
  15060. needsUpdate = true;
  15061. }
  15062. } else {
  15063. if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.COLOR_ATTACHMENT0) {
  15064. _currentDrawBuffers[0] = _gl.COLOR_ATTACHMENT0;
  15065. _currentDrawBuffers.length = 1;
  15066. needsUpdate = true;
  15067. }
  15068. }
  15069. } else {
  15070. if (_currentDrawBuffers.length !== 1 || _currentDrawBuffers[0] !== _gl.BACK) {
  15071. _currentDrawBuffers[0] = _gl.BACK;
  15072. _currentDrawBuffers.length = 1;
  15073. needsUpdate = true;
  15074. }
  15075. }
  15076. if (needsUpdate) {
  15077. if (capabilities.isWebGL2) {
  15078. _gl.drawBuffers(_currentDrawBuffers);
  15079. } else {
  15080. extensions.get('WEBGL_draw_buffers').drawBuffersWEBGL(_currentDrawBuffers);
  15081. }
  15082. }
  15083. }
  15084. state.viewport(_currentViewport);
  15085. state.scissor(_currentScissor);
  15086. state.setScissorTest(_currentScissorTest);
  15087. if (isCube) {
  15088. const textureProperties = properties.get(renderTarget.texture);
  15089. _gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
  15090. } else if (isRenderTarget3D) {
  15091. const textureProperties = properties.get(renderTarget.texture);
  15092. const layer = activeCubeFace || 0;
  15093. _gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer);
  15094. }
  15095. };
  15096. this.readRenderTargetPixels = function (renderTarget, x, y, width, height, buffer, activeCubeFaceIndex) {
  15097. if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
  15098. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.');
  15099. return;
  15100. }
  15101. let framebuffer = properties.get(renderTarget).__webglFramebuffer;
  15102. if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined) {
  15103. framebuffer = framebuffer[activeCubeFaceIndex];
  15104. }
  15105. if (framebuffer) {
  15106. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  15107. try {
  15108. const texture = renderTarget.texture;
  15109. const textureFormat = texture.format;
  15110. const textureType = texture.type;
  15111. if (textureFormat !== RGBAFormat && utils.convert(textureFormat) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_FORMAT)) {
  15112. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.');
  15113. return;
  15114. }
  15115. const halfFloatSupportedByExt = textureType === HalfFloatType && (extensions.has('EXT_color_buffer_half_float') || capabilities.isWebGL2 && extensions.has('EXT_color_buffer_float'));
  15116. if (textureType !== UnsignedByteType && utils.convert(textureType) !== _gl.getParameter(_gl.IMPLEMENTATION_COLOR_READ_TYPE) && // Edge and Chrome Mac < 52 (#9513)
  15117. !(textureType === FloatType && (capabilities.isWebGL2 || extensions.has('OES_texture_float') || extensions.has('WEBGL_color_buffer_float'))) && // Chrome Mac >= 52 and Firefox
  15118. !halfFloatSupportedByExt) {
  15119. console.error('THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.');
  15120. return;
  15121. }
  15122. if (_gl.checkFramebufferStatus(_gl.FRAMEBUFFER) === _gl.FRAMEBUFFER_COMPLETE) {
  15123. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15124. if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) {
  15125. _gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), buffer);
  15126. }
  15127. } else {
  15128. console.error('THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.');
  15129. }
  15130. } finally {
  15131. // restore framebuffer of current render target if necessary
  15132. const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
  15133. state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
  15134. }
  15135. }
  15136. };
  15137. this.copyFramebufferToTexture = function (position, texture, level = 0) {
  15138. const levelScale = Math.pow(2, -level);
  15139. const width = Math.floor(texture.image.width * levelScale);
  15140. const height = Math.floor(texture.image.height * levelScale);
  15141. const glFormat = utils.convert(texture.format);
  15142. textures.setTexture2D(texture, 0);
  15143. _gl.copyTexImage2D(_gl.TEXTURE_2D, level, glFormat, position.x, position.y, width, height, 0);
  15144. state.unbindTexture();
  15145. };
  15146. this.copyTextureToTexture = function (position, srcTexture, dstTexture, level = 0) {
  15147. const width = srcTexture.image.width;
  15148. const height = srcTexture.image.height;
  15149. const glFormat = utils.convert(dstTexture.format);
  15150. const glType = utils.convert(dstTexture.type);
  15151. textures.setTexture2D(dstTexture, 0); // As another texture upload may have changed pixelStorei
  15152. // parameters, make sure they are correct for the dstTexture
  15153. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
  15154. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
  15155. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
  15156. if (srcTexture.isDataTexture) {
  15157. _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data);
  15158. } else {
  15159. if (srcTexture.isCompressedTexture) {
  15160. _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[0].width, srcTexture.mipmaps[0].height, glFormat, srcTexture.mipmaps[0].data);
  15161. } else {
  15162. _gl.texSubImage2D(_gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image);
  15163. }
  15164. } // Generate mipmaps only when copying level 0
  15165. if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(_gl.TEXTURE_2D);
  15166. state.unbindTexture();
  15167. };
  15168. this.copyTextureToTexture3D = function (sourceBox, position, srcTexture, dstTexture, level = 0) {
  15169. if (_this.isWebGL1Renderer) {
  15170. console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.');
  15171. return;
  15172. }
  15173. const {
  15174. width,
  15175. height,
  15176. data
  15177. } = srcTexture.image;
  15178. const glFormat = utils.convert(dstTexture.format);
  15179. const glType = utils.convert(dstTexture.type);
  15180. let glTarget;
  15181. if (dstTexture.isDataTexture3D) {
  15182. textures.setTexture3D(dstTexture, 0);
  15183. glTarget = _gl.TEXTURE_3D;
  15184. } else if (dstTexture.isDataTexture2DArray) {
  15185. textures.setTexture2DArray(dstTexture, 0);
  15186. glTarget = _gl.TEXTURE_2D_ARRAY;
  15187. } else {
  15188. console.warn('THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.');
  15189. return;
  15190. }
  15191. _gl.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
  15192. _gl.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
  15193. _gl.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
  15194. const unpackRowLen = _gl.getParameter(_gl.UNPACK_ROW_LENGTH);
  15195. const unpackImageHeight = _gl.getParameter(_gl.UNPACK_IMAGE_HEIGHT);
  15196. const unpackSkipPixels = _gl.getParameter(_gl.UNPACK_SKIP_PIXELS);
  15197. const unpackSkipRows = _gl.getParameter(_gl.UNPACK_SKIP_ROWS);
  15198. const unpackSkipImages = _gl.getParameter(_gl.UNPACK_SKIP_IMAGES);
  15199. _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, width);
  15200. _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, height);
  15201. _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, sourceBox.min.x);
  15202. _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, sourceBox.min.y);
  15203. _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, sourceBox.min.z);
  15204. _gl.texSubImage3D(glTarget, level, position.x, position.y, position.z, sourceBox.max.x - sourceBox.min.x + 1, sourceBox.max.y - sourceBox.min.y + 1, sourceBox.max.z - sourceBox.min.z + 1, glFormat, glType, data);
  15205. _gl.pixelStorei(_gl.UNPACK_ROW_LENGTH, unpackRowLen);
  15206. _gl.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight);
  15207. _gl.pixelStorei(_gl.UNPACK_SKIP_PIXELS, unpackSkipPixels);
  15208. _gl.pixelStorei(_gl.UNPACK_SKIP_ROWS, unpackSkipRows);
  15209. _gl.pixelStorei(_gl.UNPACK_SKIP_IMAGES, unpackSkipImages); // Generate mipmaps only when copying level 0
  15210. if (level === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget);
  15211. state.unbindTexture();
  15212. };
  15213. this.initTexture = function (texture) {
  15214. textures.setTexture2D(texture, 0);
  15215. state.unbindTexture();
  15216. };
  15217. this.resetState = function () {
  15218. _currentActiveCubeFace = 0;
  15219. _currentActiveMipmapLevel = 0;
  15220. _currentRenderTarget = null;
  15221. state.reset();
  15222. bindingStates.reset();
  15223. };
  15224. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  15225. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  15226. detail: this
  15227. })); // eslint-disable-line no-undef
  15228. }
  15229. }
  15230. class WebGL1Renderer extends WebGLRenderer {}
  15231. WebGL1Renderer.prototype.isWebGL1Renderer = true;
  15232. class FogExp2 {
  15233. constructor(color, density = 0.00025) {
  15234. this.name = '';
  15235. this.color = new Color(color);
  15236. this.density = density;
  15237. }
  15238. clone() {
  15239. return new FogExp2(this.color, this.density);
  15240. }
  15241. toJSON()
  15242. /* meta */
  15243. {
  15244. return {
  15245. type: 'FogExp2',
  15246. color: this.color.getHex(),
  15247. density: this.density
  15248. };
  15249. }
  15250. }
  15251. FogExp2.prototype.isFogExp2 = true;
  15252. class Fog {
  15253. constructor(color, near = 1, far = 1000) {
  15254. this.name = '';
  15255. this.color = new Color(color);
  15256. this.near = near;
  15257. this.far = far;
  15258. }
  15259. clone() {
  15260. return new Fog(this.color, this.near, this.far);
  15261. }
  15262. toJSON()
  15263. /* meta */
  15264. {
  15265. return {
  15266. type: 'Fog',
  15267. color: this.color.getHex(),
  15268. near: this.near,
  15269. far: this.far
  15270. };
  15271. }
  15272. }
  15273. Fog.prototype.isFog = true;
  15274. class Scene extends Object3D {
  15275. constructor() {
  15276. super();
  15277. this.type = 'Scene';
  15278. this.background = null;
  15279. this.environment = null;
  15280. this.fog = null;
  15281. this.overrideMaterial = null;
  15282. this.autoUpdate = true; // checked by the renderer
  15283. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  15284. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('observe', {
  15285. detail: this
  15286. })); // eslint-disable-line no-undef
  15287. }
  15288. }
  15289. copy(source, recursive) {
  15290. super.copy(source, recursive);
  15291. if (source.background !== null) this.background = source.background.clone();
  15292. if (source.environment !== null) this.environment = source.environment.clone();
  15293. if (source.fog !== null) this.fog = source.fog.clone();
  15294. if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();
  15295. this.autoUpdate = source.autoUpdate;
  15296. this.matrixAutoUpdate = source.matrixAutoUpdate;
  15297. return this;
  15298. }
  15299. toJSON(meta) {
  15300. const data = super.toJSON(meta);
  15301. if (this.background !== null) data.object.background = this.background.toJSON(meta);
  15302. if (this.environment !== null) data.object.environment = this.environment.toJSON(meta);
  15303. if (this.fog !== null) data.object.fog = this.fog.toJSON();
  15304. return data;
  15305. }
  15306. }
  15307. Scene.prototype.isScene = true;
  15308. class InterleavedBuffer {
  15309. constructor(array, stride) {
  15310. this.array = array;
  15311. this.stride = stride;
  15312. this.count = array !== undefined ? array.length / stride : 0;
  15313. this.usage = StaticDrawUsage;
  15314. this.updateRange = {
  15315. offset: 0,
  15316. count: -1
  15317. };
  15318. this.version = 0;
  15319. this.uuid = generateUUID();
  15320. }
  15321. onUploadCallback() {}
  15322. set needsUpdate(value) {
  15323. if (value === true) this.version++;
  15324. }
  15325. setUsage(value) {
  15326. this.usage = value;
  15327. return this;
  15328. }
  15329. copy(source) {
  15330. this.array = new source.array.constructor(source.array);
  15331. this.count = source.count;
  15332. this.stride = source.stride;
  15333. this.usage = source.usage;
  15334. return this;
  15335. }
  15336. copyAt(index1, attribute, index2) {
  15337. index1 *= this.stride;
  15338. index2 *= attribute.stride;
  15339. for (let i = 0, l = this.stride; i < l; i++) {
  15340. this.array[index1 + i] = attribute.array[index2 + i];
  15341. }
  15342. return this;
  15343. }
  15344. set(value, offset = 0) {
  15345. this.array.set(value, offset);
  15346. return this;
  15347. }
  15348. clone(data) {
  15349. if (data.arrayBuffers === undefined) {
  15350. data.arrayBuffers = {};
  15351. }
  15352. if (this.array.buffer._uuid === undefined) {
  15353. this.array.buffer._uuid = generateUUID();
  15354. }
  15355. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  15356. data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
  15357. }
  15358. const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
  15359. const ib = new this.constructor(array, this.stride);
  15360. ib.setUsage(this.usage);
  15361. return ib;
  15362. }
  15363. onUpload(callback) {
  15364. this.onUploadCallback = callback;
  15365. return this;
  15366. }
  15367. toJSON(data) {
  15368. if (data.arrayBuffers === undefined) {
  15369. data.arrayBuffers = {};
  15370. } // generate UUID for array buffer if necessary
  15371. if (this.array.buffer._uuid === undefined) {
  15372. this.array.buffer._uuid = generateUUID();
  15373. }
  15374. if (data.arrayBuffers[this.array.buffer._uuid] === undefined) {
  15375. data.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer));
  15376. } //
  15377. return {
  15378. uuid: this.uuid,
  15379. buffer: this.array.buffer._uuid,
  15380. type: this.array.constructor.name,
  15381. stride: this.stride
  15382. };
  15383. }
  15384. }
  15385. InterleavedBuffer.prototype.isInterleavedBuffer = true;
  15386. const _vector$6 = /*@__PURE__*/new Vector3();
  15387. class InterleavedBufferAttribute {
  15388. constructor(interleavedBuffer, itemSize, offset, normalized) {
  15389. this.name = '';
  15390. this.data = interleavedBuffer;
  15391. this.itemSize = itemSize;
  15392. this.offset = offset;
  15393. this.normalized = normalized === true;
  15394. }
  15395. get count() {
  15396. return this.data.count;
  15397. }
  15398. get array() {
  15399. return this.data.array;
  15400. }
  15401. set needsUpdate(value) {
  15402. this.data.needsUpdate = value;
  15403. }
  15404. applyMatrix4(m) {
  15405. for (let i = 0, l = this.data.count; i < l; i++) {
  15406. _vector$6.x = this.getX(i);
  15407. _vector$6.y = this.getY(i);
  15408. _vector$6.z = this.getZ(i);
  15409. _vector$6.applyMatrix4(m);
  15410. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  15411. }
  15412. return this;
  15413. }
  15414. applyNormalMatrix(m) {
  15415. for (let i = 0, l = this.count; i < l; i++) {
  15416. _vector$6.x = this.getX(i);
  15417. _vector$6.y = this.getY(i);
  15418. _vector$6.z = this.getZ(i);
  15419. _vector$6.applyNormalMatrix(m);
  15420. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  15421. }
  15422. return this;
  15423. }
  15424. transformDirection(m) {
  15425. for (let i = 0, l = this.count; i < l; i++) {
  15426. _vector$6.x = this.getX(i);
  15427. _vector$6.y = this.getY(i);
  15428. _vector$6.z = this.getZ(i);
  15429. _vector$6.transformDirection(m);
  15430. this.setXYZ(i, _vector$6.x, _vector$6.y, _vector$6.z);
  15431. }
  15432. return this;
  15433. }
  15434. setX(index, x) {
  15435. this.data.array[index * this.data.stride + this.offset] = x;
  15436. return this;
  15437. }
  15438. setY(index, y) {
  15439. this.data.array[index * this.data.stride + this.offset + 1] = y;
  15440. return this;
  15441. }
  15442. setZ(index, z) {
  15443. this.data.array[index * this.data.stride + this.offset + 2] = z;
  15444. return this;
  15445. }
  15446. setW(index, w) {
  15447. this.data.array[index * this.data.stride + this.offset + 3] = w;
  15448. return this;
  15449. }
  15450. getX(index) {
  15451. return this.data.array[index * this.data.stride + this.offset];
  15452. }
  15453. getY(index) {
  15454. return this.data.array[index * this.data.stride + this.offset + 1];
  15455. }
  15456. getZ(index) {
  15457. return this.data.array[index * this.data.stride + this.offset + 2];
  15458. }
  15459. getW(index) {
  15460. return this.data.array[index * this.data.stride + this.offset + 3];
  15461. }
  15462. setXY(index, x, y) {
  15463. index = index * this.data.stride + this.offset;
  15464. this.data.array[index + 0] = x;
  15465. this.data.array[index + 1] = y;
  15466. return this;
  15467. }
  15468. setXYZ(index, x, y, z) {
  15469. index = index * this.data.stride + this.offset;
  15470. this.data.array[index + 0] = x;
  15471. this.data.array[index + 1] = y;
  15472. this.data.array[index + 2] = z;
  15473. return this;
  15474. }
  15475. setXYZW(index, x, y, z, w) {
  15476. index = index * this.data.stride + this.offset;
  15477. this.data.array[index + 0] = x;
  15478. this.data.array[index + 1] = y;
  15479. this.data.array[index + 2] = z;
  15480. this.data.array[index + 3] = w;
  15481. return this;
  15482. }
  15483. clone(data) {
  15484. if (data === undefined) {
  15485. console.log('THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.');
  15486. const array = [];
  15487. for (let i = 0; i < this.count; i++) {
  15488. const index = i * this.data.stride + this.offset;
  15489. for (let j = 0; j < this.itemSize; j++) {
  15490. array.push(this.data.array[index + j]);
  15491. }
  15492. }
  15493. return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
  15494. } else {
  15495. if (data.interleavedBuffers === undefined) {
  15496. data.interleavedBuffers = {};
  15497. }
  15498. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  15499. data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
  15500. }
  15501. return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
  15502. }
  15503. }
  15504. toJSON(data) {
  15505. if (data === undefined) {
  15506. console.log('THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.');
  15507. const array = [];
  15508. for (let i = 0; i < this.count; i++) {
  15509. const index = i * this.data.stride + this.offset;
  15510. for (let j = 0; j < this.itemSize; j++) {
  15511. array.push(this.data.array[index + j]);
  15512. }
  15513. } // deinterleave data and save it as an ordinary buffer attribute for now
  15514. return {
  15515. itemSize: this.itemSize,
  15516. type: this.array.constructor.name,
  15517. array: array,
  15518. normalized: this.normalized
  15519. };
  15520. } else {
  15521. // save as true interlaved attribtue
  15522. if (data.interleavedBuffers === undefined) {
  15523. data.interleavedBuffers = {};
  15524. }
  15525. if (data.interleavedBuffers[this.data.uuid] === undefined) {
  15526. data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
  15527. }
  15528. return {
  15529. isInterleavedBufferAttribute: true,
  15530. itemSize: this.itemSize,
  15531. data: this.data.uuid,
  15532. offset: this.offset,
  15533. normalized: this.normalized
  15534. };
  15535. }
  15536. }
  15537. }
  15538. InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;
  15539. /**
  15540. * parameters = {
  15541. * color: <hex>,
  15542. * map: new THREE.Texture( <Image> ),
  15543. * alphaMap: new THREE.Texture( <Image> ),
  15544. * rotation: <float>,
  15545. * sizeAttenuation: <bool>
  15546. * }
  15547. */
  15548. class SpriteMaterial extends Material {
  15549. constructor(parameters) {
  15550. super();
  15551. this.type = 'SpriteMaterial';
  15552. this.color = new Color(0xffffff);
  15553. this.map = null;
  15554. this.alphaMap = null;
  15555. this.rotation = 0;
  15556. this.sizeAttenuation = true;
  15557. this.transparent = true;
  15558. this.setValues(parameters);
  15559. }
  15560. copy(source) {
  15561. super.copy(source);
  15562. this.color.copy(source.color);
  15563. this.map = source.map;
  15564. this.alphaMap = source.alphaMap;
  15565. this.rotation = source.rotation;
  15566. this.sizeAttenuation = source.sizeAttenuation;
  15567. return this;
  15568. }
  15569. }
  15570. SpriteMaterial.prototype.isSpriteMaterial = true;
  15571. let _geometry;
  15572. const _intersectPoint = /*@__PURE__*/new Vector3();
  15573. const _worldScale = /*@__PURE__*/new Vector3();
  15574. const _mvPosition = /*@__PURE__*/new Vector3();
  15575. const _alignedPosition = /*@__PURE__*/new Vector2();
  15576. const _rotatedPosition = /*@__PURE__*/new Vector2();
  15577. const _viewWorldMatrix = /*@__PURE__*/new Matrix4();
  15578. const _vA = /*@__PURE__*/new Vector3();
  15579. const _vB = /*@__PURE__*/new Vector3();
  15580. const _vC = /*@__PURE__*/new Vector3();
  15581. const _uvA = /*@__PURE__*/new Vector2();
  15582. const _uvB = /*@__PURE__*/new Vector2();
  15583. const _uvC = /*@__PURE__*/new Vector2();
  15584. class Sprite extends Object3D {
  15585. constructor(material) {
  15586. super();
  15587. this.type = 'Sprite';
  15588. if (_geometry === undefined) {
  15589. _geometry = new BufferGeometry();
  15590. 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]);
  15591. const interleavedBuffer = new InterleavedBuffer(float32Array, 5);
  15592. _geometry.setIndex([0, 1, 2, 0, 2, 3]);
  15593. _geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
  15594. _geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
  15595. }
  15596. this.geometry = _geometry;
  15597. this.material = material !== undefined ? material : new SpriteMaterial();
  15598. this.center = new Vector2(0.5, 0.5);
  15599. }
  15600. raycast(raycaster, intersects) {
  15601. if (raycaster.camera === null) {
  15602. console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
  15603. }
  15604. _worldScale.setFromMatrixScale(this.matrixWorld);
  15605. _viewWorldMatrix.copy(raycaster.camera.matrixWorld);
  15606. this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);
  15607. _mvPosition.setFromMatrixPosition(this.modelViewMatrix);
  15608. if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
  15609. _worldScale.multiplyScalar(-_mvPosition.z);
  15610. }
  15611. const rotation = this.material.rotation;
  15612. let sin, cos;
  15613. if (rotation !== 0) {
  15614. cos = Math.cos(rotation);
  15615. sin = Math.sin(rotation);
  15616. }
  15617. const center = this.center;
  15618. transformVertex(_vA.set(-0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15619. transformVertex(_vB.set(0.5, -0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15620. transformVertex(_vC.set(0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15621. _uvA.set(0, 0);
  15622. _uvB.set(1, 0);
  15623. _uvC.set(1, 1); // check first triangle
  15624. let intersect = raycaster.ray.intersectTriangle(_vA, _vB, _vC, false, _intersectPoint);
  15625. if (intersect === null) {
  15626. // check second triangle
  15627. transformVertex(_vB.set(-0.5, 0.5, 0), _mvPosition, center, _worldScale, sin, cos);
  15628. _uvB.set(0, 1);
  15629. intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint);
  15630. if (intersect === null) {
  15631. return;
  15632. }
  15633. }
  15634. const distance = raycaster.ray.origin.distanceTo(_intersectPoint);
  15635. if (distance < raycaster.near || distance > raycaster.far) return;
  15636. intersects.push({
  15637. distance: distance,
  15638. point: _intersectPoint.clone(),
  15639. uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()),
  15640. face: null,
  15641. object: this
  15642. });
  15643. }
  15644. copy(source) {
  15645. super.copy(source);
  15646. if (source.center !== undefined) this.center.copy(source.center);
  15647. this.material = source.material;
  15648. return this;
  15649. }
  15650. }
  15651. Sprite.prototype.isSprite = true;
  15652. function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
  15653. // compute position in camera space
  15654. _alignedPosition.subVectors(vertexPosition, center).addScalar(0.5).multiply(scale); // to check if rotation is not zero
  15655. if (sin !== undefined) {
  15656. _rotatedPosition.x = cos * _alignedPosition.x - sin * _alignedPosition.y;
  15657. _rotatedPosition.y = sin * _alignedPosition.x + cos * _alignedPosition.y;
  15658. } else {
  15659. _rotatedPosition.copy(_alignedPosition);
  15660. }
  15661. vertexPosition.copy(mvPosition);
  15662. vertexPosition.x += _rotatedPosition.x;
  15663. vertexPosition.y += _rotatedPosition.y; // transform to world space
  15664. vertexPosition.applyMatrix4(_viewWorldMatrix);
  15665. }
  15666. const _v1$2 = /*@__PURE__*/new Vector3();
  15667. const _v2$1 = /*@__PURE__*/new Vector3();
  15668. class LOD extends Object3D {
  15669. constructor() {
  15670. super();
  15671. this._currentLevel = 0;
  15672. this.type = 'LOD';
  15673. Object.defineProperties(this, {
  15674. levels: {
  15675. enumerable: true,
  15676. value: []
  15677. },
  15678. isLOD: {
  15679. value: true
  15680. }
  15681. });
  15682. this.autoUpdate = true;
  15683. }
  15684. copy(source) {
  15685. super.copy(source, false);
  15686. const levels = source.levels;
  15687. for (let i = 0, l = levels.length; i < l; i++) {
  15688. const level = levels[i];
  15689. this.addLevel(level.object.clone(), level.distance);
  15690. }
  15691. this.autoUpdate = source.autoUpdate;
  15692. return this;
  15693. }
  15694. addLevel(object, distance = 0) {
  15695. distance = Math.abs(distance);
  15696. const levels = this.levels;
  15697. let l;
  15698. for (l = 0; l < levels.length; l++) {
  15699. if (distance < levels[l].distance) {
  15700. break;
  15701. }
  15702. }
  15703. levels.splice(l, 0, {
  15704. distance: distance,
  15705. object: object
  15706. });
  15707. this.add(object);
  15708. return this;
  15709. }
  15710. getCurrentLevel() {
  15711. return this._currentLevel;
  15712. }
  15713. getObjectForDistance(distance) {
  15714. const levels = this.levels;
  15715. if (levels.length > 0) {
  15716. let i, l;
  15717. for (i = 1, l = levels.length; i < l; i++) {
  15718. if (distance < levels[i].distance) {
  15719. break;
  15720. }
  15721. }
  15722. return levels[i - 1].object;
  15723. }
  15724. return null;
  15725. }
  15726. raycast(raycaster, intersects) {
  15727. const levels = this.levels;
  15728. if (levels.length > 0) {
  15729. _v1$2.setFromMatrixPosition(this.matrixWorld);
  15730. const distance = raycaster.ray.origin.distanceTo(_v1$2);
  15731. this.getObjectForDistance(distance).raycast(raycaster, intersects);
  15732. }
  15733. }
  15734. update(camera) {
  15735. const levels = this.levels;
  15736. if (levels.length > 1) {
  15737. _v1$2.setFromMatrixPosition(camera.matrixWorld);
  15738. _v2$1.setFromMatrixPosition(this.matrixWorld);
  15739. const distance = _v1$2.distanceTo(_v2$1) / camera.zoom;
  15740. levels[0].object.visible = true;
  15741. let i, l;
  15742. for (i = 1, l = levels.length; i < l; i++) {
  15743. if (distance >= levels[i].distance) {
  15744. levels[i - 1].object.visible = false;
  15745. levels[i].object.visible = true;
  15746. } else {
  15747. break;
  15748. }
  15749. }
  15750. this._currentLevel = i - 1;
  15751. for (; i < l; i++) {
  15752. levels[i].object.visible = false;
  15753. }
  15754. }
  15755. }
  15756. toJSON(meta) {
  15757. const data = super.toJSON(meta);
  15758. if (this.autoUpdate === false) data.object.autoUpdate = false;
  15759. data.object.levels = [];
  15760. const levels = this.levels;
  15761. for (let i = 0, l = levels.length; i < l; i++) {
  15762. const level = levels[i];
  15763. data.object.levels.push({
  15764. object: level.object.uuid,
  15765. distance: level.distance
  15766. });
  15767. }
  15768. return data;
  15769. }
  15770. }
  15771. const _basePosition = /*@__PURE__*/new Vector3();
  15772. const _skinIndex = /*@__PURE__*/new Vector4();
  15773. const _skinWeight = /*@__PURE__*/new Vector4();
  15774. const _vector$5 = /*@__PURE__*/new Vector3();
  15775. const _matrix = /*@__PURE__*/new Matrix4();
  15776. class SkinnedMesh extends Mesh {
  15777. constructor(geometry, material) {
  15778. super(geometry, material);
  15779. this.type = 'SkinnedMesh';
  15780. this.bindMode = 'attached';
  15781. this.bindMatrix = new Matrix4();
  15782. this.bindMatrixInverse = new Matrix4();
  15783. }
  15784. copy(source) {
  15785. super.copy(source);
  15786. this.bindMode = source.bindMode;
  15787. this.bindMatrix.copy(source.bindMatrix);
  15788. this.bindMatrixInverse.copy(source.bindMatrixInverse);
  15789. this.skeleton = source.skeleton;
  15790. return this;
  15791. }
  15792. bind(skeleton, bindMatrix) {
  15793. this.skeleton = skeleton;
  15794. if (bindMatrix === undefined) {
  15795. this.updateMatrixWorld(true);
  15796. this.skeleton.calculateInverses();
  15797. bindMatrix = this.matrixWorld;
  15798. }
  15799. this.bindMatrix.copy(bindMatrix);
  15800. this.bindMatrixInverse.copy(bindMatrix).invert();
  15801. }
  15802. pose() {
  15803. this.skeleton.pose();
  15804. }
  15805. normalizeSkinWeights() {
  15806. const vector = new Vector4();
  15807. const skinWeight = this.geometry.attributes.skinWeight;
  15808. for (let i = 0, l = skinWeight.count; i < l; i++) {
  15809. vector.x = skinWeight.getX(i);
  15810. vector.y = skinWeight.getY(i);
  15811. vector.z = skinWeight.getZ(i);
  15812. vector.w = skinWeight.getW(i);
  15813. const scale = 1.0 / vector.manhattanLength();
  15814. if (scale !== Infinity) {
  15815. vector.multiplyScalar(scale);
  15816. } else {
  15817. vector.set(1, 0, 0, 0); // do something reasonable
  15818. }
  15819. skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w);
  15820. }
  15821. }
  15822. updateMatrixWorld(force) {
  15823. super.updateMatrixWorld(force);
  15824. if (this.bindMode === 'attached') {
  15825. this.bindMatrixInverse.copy(this.matrixWorld).invert();
  15826. } else if (this.bindMode === 'detached') {
  15827. this.bindMatrixInverse.copy(this.bindMatrix).invert();
  15828. } else {
  15829. console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode);
  15830. }
  15831. }
  15832. boneTransform(index, target) {
  15833. const skeleton = this.skeleton;
  15834. const geometry = this.geometry;
  15835. _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);
  15836. _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);
  15837. _basePosition.fromBufferAttribute(geometry.attributes.position, index).applyMatrix4(this.bindMatrix);
  15838. target.set(0, 0, 0);
  15839. for (let i = 0; i < 4; i++) {
  15840. const weight = _skinWeight.getComponent(i);
  15841. if (weight !== 0) {
  15842. const boneIndex = _skinIndex.getComponent(i);
  15843. _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]);
  15844. target.addScaledVector(_vector$5.copy(_basePosition).applyMatrix4(_matrix), weight);
  15845. }
  15846. }
  15847. return target.applyMatrix4(this.bindMatrixInverse);
  15848. }
  15849. }
  15850. SkinnedMesh.prototype.isSkinnedMesh = true;
  15851. class Bone extends Object3D {
  15852. constructor() {
  15853. super();
  15854. this.type = 'Bone';
  15855. }
  15856. }
  15857. Bone.prototype.isBone = true;
  15858. const _offsetMatrix = /*@__PURE__*/new Matrix4();
  15859. const _identityMatrix = /*@__PURE__*/new Matrix4();
  15860. class Skeleton {
  15861. constructor(bones = [], boneInverses = []) {
  15862. this.uuid = generateUUID();
  15863. this.bones = bones.slice(0);
  15864. this.boneInverses = boneInverses;
  15865. this.boneMatrices = null;
  15866. this.boneTexture = null;
  15867. this.boneTextureSize = 0;
  15868. this.frame = -1;
  15869. this.init();
  15870. }
  15871. init() {
  15872. const bones = this.bones;
  15873. const boneInverses = this.boneInverses;
  15874. this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary
  15875. if (boneInverses.length === 0) {
  15876. this.calculateInverses();
  15877. } else {
  15878. // handle special case
  15879. if (bones.length !== boneInverses.length) {
  15880. console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.');
  15881. this.boneInverses = [];
  15882. for (let i = 0, il = this.bones.length; i < il; i++) {
  15883. this.boneInverses.push(new Matrix4());
  15884. }
  15885. }
  15886. }
  15887. }
  15888. calculateInverses() {
  15889. this.boneInverses.length = 0;
  15890. for (let i = 0, il = this.bones.length; i < il; i++) {
  15891. const inverse = new Matrix4();
  15892. if (this.bones[i]) {
  15893. inverse.copy(this.bones[i].matrixWorld).invert();
  15894. }
  15895. this.boneInverses.push(inverse);
  15896. }
  15897. }
  15898. pose() {
  15899. // recover the bind-time world matrices
  15900. for (let i = 0, il = this.bones.length; i < il; i++) {
  15901. const bone = this.bones[i];
  15902. if (bone) {
  15903. bone.matrixWorld.copy(this.boneInverses[i]).invert();
  15904. }
  15905. } // compute the local matrices, positions, rotations and scales
  15906. for (let i = 0, il = this.bones.length; i < il; i++) {
  15907. const bone = this.bones[i];
  15908. if (bone) {
  15909. if (bone.parent && bone.parent.isBone) {
  15910. bone.matrix.copy(bone.parent.matrixWorld).invert();
  15911. bone.matrix.multiply(bone.matrixWorld);
  15912. } else {
  15913. bone.matrix.copy(bone.matrixWorld);
  15914. }
  15915. bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
  15916. }
  15917. }
  15918. }
  15919. update() {
  15920. const bones = this.bones;
  15921. const boneInverses = this.boneInverses;
  15922. const boneMatrices = this.boneMatrices;
  15923. const boneTexture = this.boneTexture; // flatten bone matrices to array
  15924. for (let i = 0, il = bones.length; i < il; i++) {
  15925. // compute the offset between the current and the original transform
  15926. const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix;
  15927. _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]);
  15928. _offsetMatrix.toArray(boneMatrices, i * 16);
  15929. }
  15930. if (boneTexture !== null) {
  15931. boneTexture.needsUpdate = true;
  15932. }
  15933. }
  15934. clone() {
  15935. return new Skeleton(this.bones, this.boneInverses);
  15936. }
  15937. getBoneByName(name) {
  15938. for (let i = 0, il = this.bones.length; i < il; i++) {
  15939. const bone = this.bones[i];
  15940. if (bone.name === name) {
  15941. return bone;
  15942. }
  15943. }
  15944. return undefined;
  15945. }
  15946. dispose() {
  15947. if (this.boneTexture !== null) {
  15948. this.boneTexture.dispose();
  15949. this.boneTexture = null;
  15950. }
  15951. }
  15952. fromJSON(json, bones) {
  15953. this.uuid = json.uuid;
  15954. for (let i = 0, l = json.bones.length; i < l; i++) {
  15955. const uuid = json.bones[i];
  15956. let bone = bones[uuid];
  15957. if (bone === undefined) {
  15958. console.warn('THREE.Skeleton: No bone found with UUID:', uuid);
  15959. bone = new Bone();
  15960. }
  15961. this.bones.push(bone);
  15962. this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i]));
  15963. }
  15964. this.init();
  15965. return this;
  15966. }
  15967. toJSON() {
  15968. const data = {
  15969. metadata: {
  15970. version: 4.5,
  15971. type: 'Skeleton',
  15972. generator: 'Skeleton.toJSON'
  15973. },
  15974. bones: [],
  15975. boneInverses: []
  15976. };
  15977. data.uuid = this.uuid;
  15978. const bones = this.bones;
  15979. const boneInverses = this.boneInverses;
  15980. for (let i = 0, l = bones.length; i < l; i++) {
  15981. const bone = bones[i];
  15982. data.bones.push(bone.uuid);
  15983. const boneInverse = boneInverses[i];
  15984. data.boneInverses.push(boneInverse.toArray());
  15985. }
  15986. return data;
  15987. }
  15988. }
  15989. const _instanceLocalMatrix = /*@__PURE__*/new Matrix4();
  15990. const _instanceWorldMatrix = /*@__PURE__*/new Matrix4();
  15991. const _instanceIntersects = [];
  15992. const _mesh = /*@__PURE__*/new Mesh();
  15993. class InstancedMesh extends Mesh {
  15994. constructor(geometry, material, count) {
  15995. super(geometry, material);
  15996. this.instanceMatrix = new BufferAttribute(new Float32Array(count * 16), 16);
  15997. this.instanceColor = null;
  15998. this.count = count;
  15999. this.frustumCulled = false;
  16000. }
  16001. copy(source) {
  16002. super.copy(source);
  16003. this.instanceMatrix.copy(source.instanceMatrix);
  16004. if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone();
  16005. this.count = source.count;
  16006. return this;
  16007. }
  16008. getColorAt(index, color) {
  16009. color.fromArray(this.instanceColor.array, index * 3);
  16010. }
  16011. getMatrixAt(index, matrix) {
  16012. matrix.fromArray(this.instanceMatrix.array, index * 16);
  16013. }
  16014. raycast(raycaster, intersects) {
  16015. const matrixWorld = this.matrixWorld;
  16016. const raycastTimes = this.count;
  16017. _mesh.geometry = this.geometry;
  16018. _mesh.material = this.material;
  16019. if (_mesh.material === undefined) return;
  16020. for (let instanceId = 0; instanceId < raycastTimes; instanceId++) {
  16021. // calculate the world matrix for each instance
  16022. this.getMatrixAt(instanceId, _instanceLocalMatrix);
  16023. _instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix); // the mesh represents this single instance
  16024. _mesh.matrixWorld = _instanceWorldMatrix;
  16025. _mesh.raycast(raycaster, _instanceIntersects); // process the result of raycast
  16026. for (let i = 0, l = _instanceIntersects.length; i < l; i++) {
  16027. const intersect = _instanceIntersects[i];
  16028. intersect.instanceId = instanceId;
  16029. intersect.object = this;
  16030. intersects.push(intersect);
  16031. }
  16032. _instanceIntersects.length = 0;
  16033. }
  16034. }
  16035. setColorAt(index, color) {
  16036. if (this.instanceColor === null) {
  16037. this.instanceColor = new BufferAttribute(new Float32Array(this.count * 3), 3);
  16038. }
  16039. color.toArray(this.instanceColor.array, index * 3);
  16040. }
  16041. setMatrixAt(index, matrix) {
  16042. matrix.toArray(this.instanceMatrix.array, index * 16);
  16043. }
  16044. updateMorphTargets() {}
  16045. dispose() {
  16046. this.dispatchEvent({
  16047. type: 'dispose'
  16048. });
  16049. }
  16050. }
  16051. InstancedMesh.prototype.isInstancedMesh = true;
  16052. /**
  16053. * parameters = {
  16054. * color: <hex>,
  16055. * opacity: <float>,
  16056. *
  16057. * linewidth: <float>,
  16058. * linecap: "round",
  16059. * linejoin: "round"
  16060. * }
  16061. */
  16062. class LineBasicMaterial extends Material {
  16063. constructor(parameters) {
  16064. super();
  16065. this.type = 'LineBasicMaterial';
  16066. this.color = new Color(0xffffff);
  16067. this.linewidth = 1;
  16068. this.linecap = 'round';
  16069. this.linejoin = 'round';
  16070. this.morphTargets = false;
  16071. this.setValues(parameters);
  16072. }
  16073. copy(source) {
  16074. super.copy(source);
  16075. this.color.copy(source.color);
  16076. this.linewidth = source.linewidth;
  16077. this.linecap = source.linecap;
  16078. this.linejoin = source.linejoin;
  16079. this.morphTargets = source.morphTargets;
  16080. return this;
  16081. }
  16082. }
  16083. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16084. const _start$1 = /*@__PURE__*/new Vector3();
  16085. const _end$1 = /*@__PURE__*/new Vector3();
  16086. const _inverseMatrix$1 = /*@__PURE__*/new Matrix4();
  16087. const _ray$1 = /*@__PURE__*/new Ray();
  16088. const _sphere$1 = /*@__PURE__*/new Sphere();
  16089. class Line extends Object3D {
  16090. constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {
  16091. super();
  16092. this.type = 'Line';
  16093. this.geometry = geometry;
  16094. this.material = material;
  16095. this.updateMorphTargets();
  16096. }
  16097. copy(source) {
  16098. super.copy(source);
  16099. this.material = source.material;
  16100. this.geometry = source.geometry;
  16101. return this;
  16102. }
  16103. computeLineDistances() {
  16104. const geometry = this.geometry;
  16105. if (geometry.isBufferGeometry) {
  16106. // we assume non-indexed geometry
  16107. if (geometry.index === null) {
  16108. const positionAttribute = geometry.attributes.position;
  16109. const lineDistances = [0];
  16110. for (let i = 1, l = positionAttribute.count; i < l; i++) {
  16111. _start$1.fromBufferAttribute(positionAttribute, i - 1);
  16112. _end$1.fromBufferAttribute(positionAttribute, i);
  16113. lineDistances[i] = lineDistances[i - 1];
  16114. lineDistances[i] += _start$1.distanceTo(_end$1);
  16115. }
  16116. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  16117. } else {
  16118. console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  16119. }
  16120. } else if (geometry.isGeometry) {
  16121. console.error('THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16122. }
  16123. return this;
  16124. }
  16125. raycast(raycaster, intersects) {
  16126. const geometry = this.geometry;
  16127. const matrixWorld = this.matrixWorld;
  16128. const threshold = raycaster.params.Line.threshold;
  16129. const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
  16130. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  16131. _sphere$1.copy(geometry.boundingSphere);
  16132. _sphere$1.applyMatrix4(matrixWorld);
  16133. _sphere$1.radius += threshold;
  16134. if (raycaster.ray.intersectsSphere(_sphere$1) === false) return; //
  16135. _inverseMatrix$1.copy(matrixWorld).invert();
  16136. _ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
  16137. const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  16138. const localThresholdSq = localThreshold * localThreshold;
  16139. const vStart = new Vector3();
  16140. const vEnd = new Vector3();
  16141. const interSegment = new Vector3();
  16142. const interRay = new Vector3();
  16143. const step = this.isLineSegments ? 2 : 1;
  16144. if (geometry.isBufferGeometry) {
  16145. const index = geometry.index;
  16146. const attributes = geometry.attributes;
  16147. const positionAttribute = attributes.position;
  16148. if (index !== null) {
  16149. const start = Math.max(0, drawRange.start);
  16150. const end = Math.min(index.count, drawRange.start + drawRange.count);
  16151. for (let i = start, l = end - 1; i < l; i += step) {
  16152. const a = index.getX(i);
  16153. const b = index.getX(i + 1);
  16154. vStart.fromBufferAttribute(positionAttribute, a);
  16155. vEnd.fromBufferAttribute(positionAttribute, b);
  16156. const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  16157. if (distSq > localThresholdSq) continue;
  16158. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  16159. const distance = raycaster.ray.origin.distanceTo(interRay);
  16160. if (distance < raycaster.near || distance > raycaster.far) continue;
  16161. intersects.push({
  16162. distance: distance,
  16163. // What do we want? intersection point on the ray or on the segment??
  16164. // point: raycaster.ray.at( distance ),
  16165. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  16166. index: i,
  16167. face: null,
  16168. faceIndex: null,
  16169. object: this
  16170. });
  16171. }
  16172. } else {
  16173. const start = Math.max(0, drawRange.start);
  16174. const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
  16175. for (let i = start, l = end - 1; i < l; i += step) {
  16176. vStart.fromBufferAttribute(positionAttribute, i);
  16177. vEnd.fromBufferAttribute(positionAttribute, i + 1);
  16178. const distSq = _ray$1.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
  16179. if (distSq > localThresholdSq) continue;
  16180. interRay.applyMatrix4(this.matrixWorld); //Move back to world space for distance calculation
  16181. const distance = raycaster.ray.origin.distanceTo(interRay);
  16182. if (distance < raycaster.near || distance > raycaster.far) continue;
  16183. intersects.push({
  16184. distance: distance,
  16185. // What do we want? intersection point on the ray or on the segment??
  16186. // point: raycaster.ray.at( distance ),
  16187. point: interSegment.clone().applyMatrix4(this.matrixWorld),
  16188. index: i,
  16189. face: null,
  16190. faceIndex: null,
  16191. object: this
  16192. });
  16193. }
  16194. }
  16195. } else if (geometry.isGeometry) {
  16196. console.error('THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16197. }
  16198. }
  16199. updateMorphTargets() {
  16200. const geometry = this.geometry;
  16201. if (geometry.isBufferGeometry) {
  16202. const morphAttributes = geometry.morphAttributes;
  16203. const keys = Object.keys(morphAttributes);
  16204. if (keys.length > 0) {
  16205. const morphAttribute = morphAttributes[keys[0]];
  16206. if (morphAttribute !== undefined) {
  16207. this.morphTargetInfluences = [];
  16208. this.morphTargetDictionary = {};
  16209. for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
  16210. const name = morphAttribute[m].name || String(m);
  16211. this.morphTargetInfluences.push(0);
  16212. this.morphTargetDictionary[name] = m;
  16213. }
  16214. }
  16215. }
  16216. } else {
  16217. const morphTargets = geometry.morphTargets;
  16218. if (morphTargets !== undefined && morphTargets.length > 0) {
  16219. console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  16220. }
  16221. }
  16222. }
  16223. }
  16224. Line.prototype.isLine = true;
  16225. const _start = /*@__PURE__*/new Vector3();
  16226. const _end = /*@__PURE__*/new Vector3();
  16227. class LineSegments extends Line {
  16228. constructor(geometry, material) {
  16229. super(geometry, material);
  16230. this.type = 'LineSegments';
  16231. }
  16232. computeLineDistances() {
  16233. const geometry = this.geometry;
  16234. if (geometry.isBufferGeometry) {
  16235. // we assume non-indexed geometry
  16236. if (geometry.index === null) {
  16237. const positionAttribute = geometry.attributes.position;
  16238. const lineDistances = [];
  16239. for (let i = 0, l = positionAttribute.count; i < l; i += 2) {
  16240. _start.fromBufferAttribute(positionAttribute, i);
  16241. _end.fromBufferAttribute(positionAttribute, i + 1);
  16242. lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
  16243. lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end);
  16244. }
  16245. geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
  16246. } else {
  16247. console.warn('THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
  16248. }
  16249. } else if (geometry.isGeometry) {
  16250. console.error('THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16251. }
  16252. return this;
  16253. }
  16254. }
  16255. LineSegments.prototype.isLineSegments = true;
  16256. class LineLoop extends Line {
  16257. constructor(geometry, material) {
  16258. super(geometry, material);
  16259. this.type = 'LineLoop';
  16260. }
  16261. }
  16262. LineLoop.prototype.isLineLoop = true;
  16263. /**
  16264. * parameters = {
  16265. * color: <hex>,
  16266. * opacity: <float>,
  16267. * map: new THREE.Texture( <Image> ),
  16268. * alphaMap: new THREE.Texture( <Image> ),
  16269. *
  16270. * size: <float>,
  16271. * sizeAttenuation: <bool>
  16272. *
  16273. * morphTargets: <bool>
  16274. * }
  16275. */
  16276. class PointsMaterial extends Material {
  16277. constructor(parameters) {
  16278. super();
  16279. this.type = 'PointsMaterial';
  16280. this.color = new Color(0xffffff);
  16281. this.map = null;
  16282. this.alphaMap = null;
  16283. this.size = 1;
  16284. this.sizeAttenuation = true;
  16285. this.morphTargets = false;
  16286. this.setValues(parameters);
  16287. }
  16288. copy(source) {
  16289. super.copy(source);
  16290. this.color.copy(source.color);
  16291. this.map = source.map;
  16292. this.alphaMap = source.alphaMap;
  16293. this.size = source.size;
  16294. this.sizeAttenuation = source.sizeAttenuation;
  16295. this.morphTargets = source.morphTargets;
  16296. return this;
  16297. }
  16298. }
  16299. PointsMaterial.prototype.isPointsMaterial = true;
  16300. const _inverseMatrix = /*@__PURE__*/new Matrix4();
  16301. const _ray = /*@__PURE__*/new Ray();
  16302. const _sphere = /*@__PURE__*/new Sphere();
  16303. const _position$2 = /*@__PURE__*/new Vector3();
  16304. class Points extends Object3D {
  16305. constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {
  16306. super();
  16307. this.type = 'Points';
  16308. this.geometry = geometry;
  16309. this.material = material;
  16310. this.updateMorphTargets();
  16311. }
  16312. copy(source) {
  16313. super.copy(source);
  16314. this.material = source.material;
  16315. this.geometry = source.geometry;
  16316. return this;
  16317. }
  16318. raycast(raycaster, intersects) {
  16319. const geometry = this.geometry;
  16320. const matrixWorld = this.matrixWorld;
  16321. const threshold = raycaster.params.Points.threshold;
  16322. const drawRange = geometry.drawRange; // Checking boundingSphere distance to ray
  16323. if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
  16324. _sphere.copy(geometry.boundingSphere);
  16325. _sphere.applyMatrix4(matrixWorld);
  16326. _sphere.radius += threshold;
  16327. if (raycaster.ray.intersectsSphere(_sphere) === false) return; //
  16328. _inverseMatrix.copy(matrixWorld).invert();
  16329. _ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);
  16330. const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
  16331. const localThresholdSq = localThreshold * localThreshold;
  16332. if (geometry.isBufferGeometry) {
  16333. const index = geometry.index;
  16334. const attributes = geometry.attributes;
  16335. const positionAttribute = attributes.position;
  16336. if (index !== null) {
  16337. const start = Math.max(0, drawRange.start);
  16338. const end = Math.min(index.count, drawRange.start + drawRange.count);
  16339. for (let i = start, il = end; i < il; i++) {
  16340. const a = index.getX(i);
  16341. _position$2.fromBufferAttribute(positionAttribute, a);
  16342. testPoint(_position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
  16343. }
  16344. } else {
  16345. const start = Math.max(0, drawRange.start);
  16346. const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
  16347. for (let i = start, l = end; i < l; i++) {
  16348. _position$2.fromBufferAttribute(positionAttribute, i);
  16349. testPoint(_position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
  16350. }
  16351. }
  16352. } else {
  16353. console.error('THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16354. }
  16355. }
  16356. updateMorphTargets() {
  16357. const geometry = this.geometry;
  16358. if (geometry.isBufferGeometry) {
  16359. const morphAttributes = geometry.morphAttributes;
  16360. const keys = Object.keys(morphAttributes);
  16361. if (keys.length > 0) {
  16362. const morphAttribute = morphAttributes[keys[0]];
  16363. if (morphAttribute !== undefined) {
  16364. this.morphTargetInfluences = [];
  16365. this.morphTargetDictionary = {};
  16366. for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
  16367. const name = morphAttribute[m].name || String(m);
  16368. this.morphTargetInfluences.push(0);
  16369. this.morphTargetDictionary[name] = m;
  16370. }
  16371. }
  16372. }
  16373. } else {
  16374. const morphTargets = geometry.morphTargets;
  16375. if (morphTargets !== undefined && morphTargets.length > 0) {
  16376. console.error('THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
  16377. }
  16378. }
  16379. }
  16380. }
  16381. Points.prototype.isPoints = true;
  16382. function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
  16383. const rayPointDistanceSq = _ray.distanceSqToPoint(point);
  16384. if (rayPointDistanceSq < localThresholdSq) {
  16385. const intersectPoint = new Vector3();
  16386. _ray.closestPointToPoint(point, intersectPoint);
  16387. intersectPoint.applyMatrix4(matrixWorld);
  16388. const distance = raycaster.ray.origin.distanceTo(intersectPoint);
  16389. if (distance < raycaster.near || distance > raycaster.far) return;
  16390. intersects.push({
  16391. distance: distance,
  16392. distanceToRay: Math.sqrt(rayPointDistanceSq),
  16393. point: intersectPoint,
  16394. index: index,
  16395. face: null,
  16396. object: object
  16397. });
  16398. }
  16399. }
  16400. class VideoTexture extends Texture {
  16401. constructor(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  16402. super(video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  16403. this.format = format !== undefined ? format : RGBFormat;
  16404. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16405. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16406. this.generateMipmaps = false;
  16407. const scope = this;
  16408. function updateVideo() {
  16409. scope.needsUpdate = true;
  16410. video.requestVideoFrameCallback(updateVideo);
  16411. }
  16412. if ('requestVideoFrameCallback' in video) {
  16413. video.requestVideoFrameCallback(updateVideo);
  16414. }
  16415. }
  16416. clone() {
  16417. return new this.constructor(this.image).copy(this);
  16418. }
  16419. update() {
  16420. const video = this.image;
  16421. const hasVideoFrameCallback = ('requestVideoFrameCallback' in video);
  16422. if (hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA) {
  16423. this.needsUpdate = true;
  16424. }
  16425. }
  16426. }
  16427. VideoTexture.prototype.isVideoTexture = true;
  16428. class CompressedTexture extends Texture {
  16429. constructor(mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding) {
  16430. super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding);
  16431. this.image = {
  16432. width: width,
  16433. height: height
  16434. };
  16435. this.mipmaps = mipmaps; // no flipping for cube textures
  16436. // (also flipping doesn't work for compressed textures )
  16437. this.flipY = false; // can't generate mipmaps for compressed textures
  16438. // mips must be embedded in DDS files
  16439. this.generateMipmaps = false;
  16440. }
  16441. }
  16442. CompressedTexture.prototype.isCompressedTexture = true;
  16443. class CanvasTexture extends Texture {
  16444. constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
  16445. super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  16446. this.needsUpdate = true;
  16447. }
  16448. }
  16449. CanvasTexture.prototype.isCanvasTexture = true;
  16450. class DepthTexture extends Texture {
  16451. constructor(width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format) {
  16452. format = format !== undefined ? format : DepthFormat;
  16453. if (format !== DepthFormat && format !== DepthStencilFormat) {
  16454. throw new Error('DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat');
  16455. }
  16456. if (type === undefined && format === DepthFormat) type = UnsignedShortType;
  16457. if (type === undefined && format === DepthStencilFormat) type = UnsignedInt248Type;
  16458. super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
  16459. this.image = {
  16460. width: width,
  16461. height: height
  16462. };
  16463. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16464. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16465. this.flipY = false;
  16466. this.generateMipmaps = false;
  16467. }
  16468. }
  16469. DepthTexture.prototype.isDepthTexture = true;
  16470. class CircleGeometry extends BufferGeometry {
  16471. constructor(radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2) {
  16472. super();
  16473. this.type = 'CircleGeometry';
  16474. this.parameters = {
  16475. radius: radius,
  16476. segments: segments,
  16477. thetaStart: thetaStart,
  16478. thetaLength: thetaLength
  16479. };
  16480. segments = Math.max(3, segments); // buffers
  16481. const indices = [];
  16482. const vertices = [];
  16483. const normals = [];
  16484. const uvs = []; // helper variables
  16485. const vertex = new Vector3();
  16486. const uv = new Vector2(); // center point
  16487. vertices.push(0, 0, 0);
  16488. normals.push(0, 0, 1);
  16489. uvs.push(0.5, 0.5);
  16490. for (let s = 0, i = 3; s <= segments; s++, i += 3) {
  16491. const segment = thetaStart + s / segments * thetaLength; // vertex
  16492. vertex.x = radius * Math.cos(segment);
  16493. vertex.y = radius * Math.sin(segment);
  16494. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  16495. normals.push(0, 0, 1); // uvs
  16496. uv.x = (vertices[i] / radius + 1) / 2;
  16497. uv.y = (vertices[i + 1] / radius + 1) / 2;
  16498. uvs.push(uv.x, uv.y);
  16499. } // indices
  16500. for (let i = 1; i <= segments; i++) {
  16501. indices.push(i, i + 1, 0);
  16502. } // build geometry
  16503. this.setIndex(indices);
  16504. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  16505. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  16506. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  16507. }
  16508. }
  16509. class CylinderGeometry extends BufferGeometry {
  16510. constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
  16511. super();
  16512. this.type = 'CylinderGeometry';
  16513. this.parameters = {
  16514. radiusTop: radiusTop,
  16515. radiusBottom: radiusBottom,
  16516. height: height,
  16517. radialSegments: radialSegments,
  16518. heightSegments: heightSegments,
  16519. openEnded: openEnded,
  16520. thetaStart: thetaStart,
  16521. thetaLength: thetaLength
  16522. };
  16523. const scope = this;
  16524. radialSegments = Math.floor(radialSegments);
  16525. heightSegments = Math.floor(heightSegments); // buffers
  16526. const indices = [];
  16527. const vertices = [];
  16528. const normals = [];
  16529. const uvs = []; // helper variables
  16530. let index = 0;
  16531. const indexArray = [];
  16532. const halfHeight = height / 2;
  16533. let groupStart = 0; // generate geometry
  16534. generateTorso();
  16535. if (openEnded === false) {
  16536. if (radiusTop > 0) generateCap(true);
  16537. if (radiusBottom > 0) generateCap(false);
  16538. } // build geometry
  16539. this.setIndex(indices);
  16540. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  16541. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  16542. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  16543. function generateTorso() {
  16544. const normal = new Vector3();
  16545. const vertex = new Vector3();
  16546. let groupCount = 0; // this will be used to calculate the normal
  16547. const slope = (radiusBottom - radiusTop) / height; // generate vertices, normals and uvs
  16548. for (let y = 0; y <= heightSegments; y++) {
  16549. const indexRow = [];
  16550. const v = y / heightSegments; // calculate the radius of the current row
  16551. const radius = v * (radiusBottom - radiusTop) + radiusTop;
  16552. for (let x = 0; x <= radialSegments; x++) {
  16553. const u = x / radialSegments;
  16554. const theta = u * thetaLength + thetaStart;
  16555. const sinTheta = Math.sin(theta);
  16556. const cosTheta = Math.cos(theta); // vertex
  16557. vertex.x = radius * sinTheta;
  16558. vertex.y = -v * height + halfHeight;
  16559. vertex.z = radius * cosTheta;
  16560. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  16561. normal.set(sinTheta, slope, cosTheta).normalize();
  16562. normals.push(normal.x, normal.y, normal.z); // uv
  16563. uvs.push(u, 1 - v); // save index of vertex in respective row
  16564. indexRow.push(index++);
  16565. } // now save vertices of the row in our index array
  16566. indexArray.push(indexRow);
  16567. } // generate indices
  16568. for (let x = 0; x < radialSegments; x++) {
  16569. for (let y = 0; y < heightSegments; y++) {
  16570. // we use the index array to access the correct indices
  16571. const a = indexArray[y][x];
  16572. const b = indexArray[y + 1][x];
  16573. const c = indexArray[y + 1][x + 1];
  16574. const d = indexArray[y][x + 1]; // faces
  16575. indices.push(a, b, d);
  16576. indices.push(b, c, d); // update group counter
  16577. groupCount += 6;
  16578. }
  16579. } // add a group to the geometry. this will ensure multi material support
  16580. scope.addGroup(groupStart, groupCount, 0); // calculate new start value for groups
  16581. groupStart += groupCount;
  16582. }
  16583. function generateCap(top) {
  16584. // save the index of the first center vertex
  16585. const centerIndexStart = index;
  16586. const uv = new Vector2();
  16587. const vertex = new Vector3();
  16588. let groupCount = 0;
  16589. const radius = top === true ? radiusTop : radiusBottom;
  16590. const sign = top === true ? 1 : -1; // first we generate the center vertex data of the cap.
  16591. // because the geometry needs one set of uvs per face,
  16592. // we must generate a center vertex per face/segment
  16593. for (let x = 1; x <= radialSegments; x++) {
  16594. // vertex
  16595. vertices.push(0, halfHeight * sign, 0); // normal
  16596. normals.push(0, sign, 0); // uv
  16597. uvs.push(0.5, 0.5); // increase index
  16598. index++;
  16599. } // save the index of the last center vertex
  16600. const centerIndexEnd = index; // now we generate the surrounding vertices, normals and uvs
  16601. for (let x = 0; x <= radialSegments; x++) {
  16602. const u = x / radialSegments;
  16603. const theta = u * thetaLength + thetaStart;
  16604. const cosTheta = Math.cos(theta);
  16605. const sinTheta = Math.sin(theta); // vertex
  16606. vertex.x = radius * sinTheta;
  16607. vertex.y = halfHeight * sign;
  16608. vertex.z = radius * cosTheta;
  16609. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  16610. normals.push(0, sign, 0); // uv
  16611. uv.x = cosTheta * 0.5 + 0.5;
  16612. uv.y = sinTheta * 0.5 * sign + 0.5;
  16613. uvs.push(uv.x, uv.y); // increase index
  16614. index++;
  16615. } // generate indices
  16616. for (let x = 0; x < radialSegments; x++) {
  16617. const c = centerIndexStart + x;
  16618. const i = centerIndexEnd + x;
  16619. if (top === true) {
  16620. // face top
  16621. indices.push(i, i + 1, c);
  16622. } else {
  16623. // face bottom
  16624. indices.push(i + 1, i, c);
  16625. }
  16626. groupCount += 3;
  16627. } // add a group to the geometry. this will ensure multi material support
  16628. scope.addGroup(groupStart, groupCount, top === true ? 1 : 2); // calculate new start value for groups
  16629. groupStart += groupCount;
  16630. }
  16631. }
  16632. }
  16633. class ConeGeometry extends CylinderGeometry {
  16634. constructor(radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
  16635. super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);
  16636. this.type = 'ConeGeometry';
  16637. this.parameters = {
  16638. radius: radius,
  16639. height: height,
  16640. radialSegments: radialSegments,
  16641. heightSegments: heightSegments,
  16642. openEnded: openEnded,
  16643. thetaStart: thetaStart,
  16644. thetaLength: thetaLength
  16645. };
  16646. }
  16647. }
  16648. class PolyhedronGeometry extends BufferGeometry {
  16649. constructor(vertices, indices, radius = 1, detail = 0) {
  16650. super();
  16651. this.type = 'PolyhedronGeometry';
  16652. this.parameters = {
  16653. vertices: vertices,
  16654. indices: indices,
  16655. radius: radius,
  16656. detail: detail
  16657. }; // default buffer data
  16658. const vertexBuffer = [];
  16659. const uvBuffer = []; // the subdivision creates the vertex buffer data
  16660. subdivide(detail); // all vertices should lie on a conceptual sphere with a given radius
  16661. applyRadius(radius); // finally, create the uv data
  16662. generateUVs(); // build non-indexed geometry
  16663. this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
  16664. this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
  16665. this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
  16666. if (detail === 0) {
  16667. this.computeVertexNormals(); // flat normals
  16668. } else {
  16669. this.normalizeNormals(); // smooth normals
  16670. } // helper functions
  16671. function subdivide(detail) {
  16672. const a = new Vector3();
  16673. const b = new Vector3();
  16674. const c = new Vector3(); // iterate over all faces and apply a subdivison with the given detail value
  16675. for (let i = 0; i < indices.length; i += 3) {
  16676. // get the vertices of the face
  16677. getVertexByIndex(indices[i + 0], a);
  16678. getVertexByIndex(indices[i + 1], b);
  16679. getVertexByIndex(indices[i + 2], c); // perform subdivision
  16680. subdivideFace(a, b, c, detail);
  16681. }
  16682. }
  16683. function subdivideFace(a, b, c, detail) {
  16684. const cols = detail + 1; // we use this multidimensional array as a data structure for creating the subdivision
  16685. const v = []; // construct all of the vertices for this subdivision
  16686. for (let i = 0; i <= cols; i++) {
  16687. v[i] = [];
  16688. const aj = a.clone().lerp(c, i / cols);
  16689. const bj = b.clone().lerp(c, i / cols);
  16690. const rows = cols - i;
  16691. for (let j = 0; j <= rows; j++) {
  16692. if (j === 0 && i === cols) {
  16693. v[i][j] = aj;
  16694. } else {
  16695. v[i][j] = aj.clone().lerp(bj, j / rows);
  16696. }
  16697. }
  16698. } // construct all of the faces
  16699. for (let i = 0; i < cols; i++) {
  16700. for (let j = 0; j < 2 * (cols - i) - 1; j++) {
  16701. const k = Math.floor(j / 2);
  16702. if (j % 2 === 0) {
  16703. pushVertex(v[i][k + 1]);
  16704. pushVertex(v[i + 1][k]);
  16705. pushVertex(v[i][k]);
  16706. } else {
  16707. pushVertex(v[i][k + 1]);
  16708. pushVertex(v[i + 1][k + 1]);
  16709. pushVertex(v[i + 1][k]);
  16710. }
  16711. }
  16712. }
  16713. }
  16714. function applyRadius(radius) {
  16715. const vertex = new Vector3(); // iterate over the entire buffer and apply the radius to each vertex
  16716. for (let i = 0; i < vertexBuffer.length; i += 3) {
  16717. vertex.x = vertexBuffer[i + 0];
  16718. vertex.y = vertexBuffer[i + 1];
  16719. vertex.z = vertexBuffer[i + 2];
  16720. vertex.normalize().multiplyScalar(radius);
  16721. vertexBuffer[i + 0] = vertex.x;
  16722. vertexBuffer[i + 1] = vertex.y;
  16723. vertexBuffer[i + 2] = vertex.z;
  16724. }
  16725. }
  16726. function generateUVs() {
  16727. const vertex = new Vector3();
  16728. for (let i = 0; i < vertexBuffer.length; i += 3) {
  16729. vertex.x = vertexBuffer[i + 0];
  16730. vertex.y = vertexBuffer[i + 1];
  16731. vertex.z = vertexBuffer[i + 2];
  16732. const u = azimuth(vertex) / 2 / Math.PI + 0.5;
  16733. const v = inclination(vertex) / Math.PI + 0.5;
  16734. uvBuffer.push(u, 1 - v);
  16735. }
  16736. correctUVs();
  16737. correctSeam();
  16738. }
  16739. function correctSeam() {
  16740. // handle case when face straddles the seam, see #3269
  16741. for (let i = 0; i < uvBuffer.length; i += 6) {
  16742. // uv data of a single face
  16743. const x0 = uvBuffer[i + 0];
  16744. const x1 = uvBuffer[i + 2];
  16745. const x2 = uvBuffer[i + 4];
  16746. const max = Math.max(x0, x1, x2);
  16747. const min = Math.min(x0, x1, x2); // 0.9 is somewhat arbitrary
  16748. if (max > 0.9 && min < 0.1) {
  16749. if (x0 < 0.2) uvBuffer[i + 0] += 1;
  16750. if (x1 < 0.2) uvBuffer[i + 2] += 1;
  16751. if (x2 < 0.2) uvBuffer[i + 4] += 1;
  16752. }
  16753. }
  16754. }
  16755. function pushVertex(vertex) {
  16756. vertexBuffer.push(vertex.x, vertex.y, vertex.z);
  16757. }
  16758. function getVertexByIndex(index, vertex) {
  16759. const stride = index * 3;
  16760. vertex.x = vertices[stride + 0];
  16761. vertex.y = vertices[stride + 1];
  16762. vertex.z = vertices[stride + 2];
  16763. }
  16764. function correctUVs() {
  16765. const a = new Vector3();
  16766. const b = new Vector3();
  16767. const c = new Vector3();
  16768. const centroid = new Vector3();
  16769. const uvA = new Vector2();
  16770. const uvB = new Vector2();
  16771. const uvC = new Vector2();
  16772. for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
  16773. a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
  16774. b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
  16775. c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
  16776. uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
  16777. uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
  16778. uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
  16779. centroid.copy(a).add(b).add(c).divideScalar(3);
  16780. const azi = azimuth(centroid);
  16781. correctUV(uvA, j + 0, a, azi);
  16782. correctUV(uvB, j + 2, b, azi);
  16783. correctUV(uvC, j + 4, c, azi);
  16784. }
  16785. }
  16786. function correctUV(uv, stride, vector, azimuth) {
  16787. if (azimuth < 0 && uv.x === 1) {
  16788. uvBuffer[stride] = uv.x - 1;
  16789. }
  16790. if (vector.x === 0 && vector.z === 0) {
  16791. uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
  16792. }
  16793. } // Angle around the Y axis, counter-clockwise when looking from above.
  16794. function azimuth(vector) {
  16795. return Math.atan2(vector.z, -vector.x);
  16796. } // Angle above the XZ plane.
  16797. function inclination(vector) {
  16798. return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
  16799. }
  16800. }
  16801. }
  16802. class DodecahedronGeometry extends PolyhedronGeometry {
  16803. constructor(radius = 1, detail = 0) {
  16804. const t = (1 + Math.sqrt(5)) / 2;
  16805. const r = 1 / t;
  16806. const vertices = [// (±1, ±1, ±1)
  16807. -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)
  16808. 0, -r, -t, 0, -r, t, 0, r, -t, 0, r, t, // (±1/φ, ±φ, 0)
  16809. -r, -t, 0, -r, t, 0, r, -t, 0, r, t, 0, // (±φ, 0, ±1/φ)
  16810. -t, 0, -r, t, 0, -r, -t, 0, r, t, 0, r];
  16811. 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];
  16812. super(vertices, indices, radius, detail);
  16813. this.type = 'DodecahedronGeometry';
  16814. this.parameters = {
  16815. radius: radius,
  16816. detail: detail
  16817. };
  16818. }
  16819. }
  16820. const _v0 = new Vector3();
  16821. const _v1$1 = new Vector3();
  16822. const _normal = new Vector3();
  16823. const _triangle = new Triangle();
  16824. class EdgesGeometry extends BufferGeometry {
  16825. constructor(geometry, thresholdAngle) {
  16826. super();
  16827. this.type = 'EdgesGeometry';
  16828. this.parameters = {
  16829. thresholdAngle: thresholdAngle
  16830. };
  16831. thresholdAngle = thresholdAngle !== undefined ? thresholdAngle : 1;
  16832. if (geometry.isGeometry === true) {
  16833. console.error('THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  16834. return;
  16835. }
  16836. const precisionPoints = 4;
  16837. const precision = Math.pow(10, precisionPoints);
  16838. const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
  16839. const indexAttr = geometry.getIndex();
  16840. const positionAttr = geometry.getAttribute('position');
  16841. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  16842. const indexArr = [0, 0, 0];
  16843. const vertKeys = ['a', 'b', 'c'];
  16844. const hashes = new Array(3);
  16845. const edgeData = {};
  16846. const vertices = [];
  16847. for (let i = 0; i < indexCount; i += 3) {
  16848. if (indexAttr) {
  16849. indexArr[0] = indexAttr.getX(i);
  16850. indexArr[1] = indexAttr.getX(i + 1);
  16851. indexArr[2] = indexAttr.getX(i + 2);
  16852. } else {
  16853. indexArr[0] = i;
  16854. indexArr[1] = i + 1;
  16855. indexArr[2] = i + 2;
  16856. }
  16857. const {
  16858. a,
  16859. b,
  16860. c
  16861. } = _triangle;
  16862. a.fromBufferAttribute(positionAttr, indexArr[0]);
  16863. b.fromBufferAttribute(positionAttr, indexArr[1]);
  16864. c.fromBufferAttribute(positionAttr, indexArr[2]);
  16865. _triangle.getNormal(_normal); // create hashes for the edge from the vertices
  16866. hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
  16867. hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
  16868. hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`; // skip degenerate triangles
  16869. if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) {
  16870. continue;
  16871. } // iterate over every edge
  16872. for (let j = 0; j < 3; j++) {
  16873. // get the first and next vertex making up the edge
  16874. const jNext = (j + 1) % 3;
  16875. const vecHash0 = hashes[j];
  16876. const vecHash1 = hashes[jNext];
  16877. const v0 = _triangle[vertKeys[j]];
  16878. const v1 = _triangle[vertKeys[jNext]];
  16879. const hash = `${vecHash0}_${vecHash1}`;
  16880. const reverseHash = `${vecHash1}_${vecHash0}`;
  16881. if (reverseHash in edgeData && edgeData[reverseHash]) {
  16882. // if we found a sibling edge add it into the vertex array if
  16883. // it meets the angle threshold and delete the edge from the map.
  16884. if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
  16885. vertices.push(v0.x, v0.y, v0.z);
  16886. vertices.push(v1.x, v1.y, v1.z);
  16887. }
  16888. edgeData[reverseHash] = null;
  16889. } else if (!(hash in edgeData)) {
  16890. // if we've already got an edge here then skip adding a new one
  16891. edgeData[hash] = {
  16892. index0: indexArr[j],
  16893. index1: indexArr[jNext],
  16894. normal: _normal.clone()
  16895. };
  16896. }
  16897. }
  16898. } // iterate over all remaining, unmatched edges and add them to the vertex array
  16899. for (const key in edgeData) {
  16900. if (edgeData[key]) {
  16901. const {
  16902. index0,
  16903. index1
  16904. } = edgeData[key];
  16905. _v0.fromBufferAttribute(positionAttr, index0);
  16906. _v1$1.fromBufferAttribute(positionAttr, index1);
  16907. vertices.push(_v0.x, _v0.y, _v0.z);
  16908. vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
  16909. }
  16910. }
  16911. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  16912. }
  16913. }
  16914. /**
  16915. * Port from https://github.com/mapbox/earcut (v2.2.2)
  16916. */
  16917. const Earcut = {
  16918. triangulate: function (data, holeIndices, dim) {
  16919. dim = dim || 2;
  16920. const hasHoles = holeIndices && holeIndices.length;
  16921. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  16922. let outerNode = linkedList(data, 0, outerLen, dim, true);
  16923. const triangles = [];
  16924. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  16925. let minX, minY, maxX, maxY, x, y, invSize;
  16926. 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
  16927. if (data.length > 80 * dim) {
  16928. minX = maxX = data[0];
  16929. minY = maxY = data[1];
  16930. for (let i = dim; i < outerLen; i += dim) {
  16931. x = data[i];
  16932. y = data[i + 1];
  16933. if (x < minX) minX = x;
  16934. if (y < minY) minY = y;
  16935. if (x > maxX) maxX = x;
  16936. if (y > maxY) maxY = y;
  16937. } // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  16938. invSize = Math.max(maxX - minX, maxY - minY);
  16939. invSize = invSize !== 0 ? 1 / invSize : 0;
  16940. }
  16941. earcutLinked(outerNode, triangles, dim, minX, minY, invSize);
  16942. return triangles;
  16943. }
  16944. }; // create a circular doubly linked list from polygon points in the specified winding order
  16945. function linkedList(data, start, end, dim, clockwise) {
  16946. let i, last;
  16947. if (clockwise === signedArea(data, start, end, dim) > 0) {
  16948. for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
  16949. } else {
  16950. for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
  16951. }
  16952. if (last && equals(last, last.next)) {
  16953. removeNode(last);
  16954. last = last.next;
  16955. }
  16956. return last;
  16957. } // eliminate colinear or duplicate points
  16958. function filterPoints(start, end) {
  16959. if (!start) return start;
  16960. if (!end) end = start;
  16961. let p = start,
  16962. again;
  16963. do {
  16964. again = false;
  16965. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  16966. removeNode(p);
  16967. p = end = p.prev;
  16968. if (p === p.next) break;
  16969. again = true;
  16970. } else {
  16971. p = p.next;
  16972. }
  16973. } while (again || p !== end);
  16974. return end;
  16975. } // main ear slicing loop which triangulates a polygon (given as a linked list)
  16976. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  16977. if (!ear) return; // interlink polygon nodes in z-order
  16978. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  16979. let stop = ear,
  16980. prev,
  16981. next; // iterate through ears, slicing them one by one
  16982. while (ear.prev !== ear.next) {
  16983. prev = ear.prev;
  16984. next = ear.next;
  16985. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  16986. // cut off the triangle
  16987. triangles.push(prev.i / dim);
  16988. triangles.push(ear.i / dim);
  16989. triangles.push(next.i / dim);
  16990. removeNode(ear); // skipping the next vertex leads to less sliver triangles
  16991. ear = next.next;
  16992. stop = next.next;
  16993. continue;
  16994. }
  16995. ear = next; // if we looped through the whole remaining polygon and can't find any more ears
  16996. if (ear === stop) {
  16997. // try filtering points and slicing again
  16998. if (!pass) {
  16999. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally
  17000. } else if (pass === 1) {
  17001. ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
  17002. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two
  17003. } else if (pass === 2) {
  17004. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  17005. }
  17006. break;
  17007. }
  17008. }
  17009. } // check whether a polygon node forms a valid ear with adjacent nodes
  17010. function isEar(ear) {
  17011. const a = ear.prev,
  17012. b = ear,
  17013. c = ear.next;
  17014. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  17015. // now make sure we don't have other points inside the potential ear
  17016. let p = ear.next.next;
  17017. while (p !== ear.prev) {
  17018. 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;
  17019. p = p.next;
  17020. }
  17021. return true;
  17022. }
  17023. function isEarHashed(ear, minX, minY, invSize) {
  17024. const a = ear.prev,
  17025. b = ear,
  17026. c = ear.next;
  17027. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  17028. // triangle bbox; min & max are calculated like this for speed
  17029. const minTX = a.x < b.x ? a.x < c.x ? a.x : c.x : b.x < c.x ? b.x : c.x,
  17030. minTY = a.y < b.y ? a.y < c.y ? a.y : c.y : b.y < c.y ? b.y : c.y,
  17031. maxTX = a.x > b.x ? a.x > c.x ? a.x : c.x : b.x > c.x ? b.x : c.x,
  17032. 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;
  17033. const minZ = zOrder(minTX, minTY, minX, minY, invSize),
  17034. maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
  17035. let p = ear.prevZ,
  17036. n = ear.nextZ; // look for points inside the triangle in both directions
  17037. while (p && p.z >= minZ && n && n.z <= maxZ) {
  17038. 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;
  17039. p = p.prevZ;
  17040. 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;
  17041. n = n.nextZ;
  17042. } // look for remaining points in decreasing z-order
  17043. while (p && p.z >= minZ) {
  17044. 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;
  17045. p = p.prevZ;
  17046. } // look for remaining points in increasing z-order
  17047. while (n && n.z <= maxZ) {
  17048. 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;
  17049. n = n.nextZ;
  17050. }
  17051. return true;
  17052. } // go through all polygon nodes and cure small local self-intersections
  17053. function cureLocalIntersections(start, triangles, dim) {
  17054. let p = start;
  17055. do {
  17056. const a = p.prev,
  17057. b = p.next.next;
  17058. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  17059. triangles.push(a.i / dim);
  17060. triangles.push(p.i / dim);
  17061. triangles.push(b.i / dim); // remove two nodes involved
  17062. removeNode(p);
  17063. removeNode(p.next);
  17064. p = start = b;
  17065. }
  17066. p = p.next;
  17067. } while (p !== start);
  17068. return filterPoints(p);
  17069. } // try splitting polygon into two and triangulate them independently
  17070. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  17071. // look for a valid diagonal that divides the polygon into two
  17072. let a = start;
  17073. do {
  17074. let b = a.next.next;
  17075. while (b !== a.prev) {
  17076. if (a.i !== b.i && isValidDiagonal(a, b)) {
  17077. // split the polygon in two by the diagonal
  17078. let c = splitPolygon(a, b); // filter colinear points around the cuts
  17079. a = filterPoints(a, a.next);
  17080. c = filterPoints(c, c.next); // run earcut on each half
  17081. earcutLinked(a, triangles, dim, minX, minY, invSize);
  17082. earcutLinked(c, triangles, dim, minX, minY, invSize);
  17083. return;
  17084. }
  17085. b = b.next;
  17086. }
  17087. a = a.next;
  17088. } while (a !== start);
  17089. } // link every hole into the outer loop, producing a single-ring polygon without holes
  17090. function eliminateHoles(data, holeIndices, outerNode, dim) {
  17091. const queue = [];
  17092. let i, len, start, end, list;
  17093. for (i = 0, len = holeIndices.length; i < len; i++) {
  17094. start = holeIndices[i] * dim;
  17095. end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  17096. list = linkedList(data, start, end, dim, false);
  17097. if (list === list.next) list.steiner = true;
  17098. queue.push(getLeftmost(list));
  17099. }
  17100. queue.sort(compareX); // process holes from left to right
  17101. for (i = 0; i < queue.length; i++) {
  17102. eliminateHole(queue[i], outerNode);
  17103. outerNode = filterPoints(outerNode, outerNode.next);
  17104. }
  17105. return outerNode;
  17106. }
  17107. function compareX(a, b) {
  17108. return a.x - b.x;
  17109. } // find a bridge between vertices that connects hole with an outer ring and and link it
  17110. function eliminateHole(hole, outerNode) {
  17111. outerNode = findHoleBridge(hole, outerNode);
  17112. if (outerNode) {
  17113. const b = splitPolygon(outerNode, hole); // filter collinear points around the cuts
  17114. filterPoints(outerNode, outerNode.next);
  17115. filterPoints(b, b.next);
  17116. }
  17117. } // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17118. function findHoleBridge(hole, outerNode) {
  17119. let p = outerNode;
  17120. const hx = hole.x;
  17121. const hy = hole.y;
  17122. let qx = -Infinity,
  17123. m; // find a segment intersected by a ray from the hole's leftmost point to the left;
  17124. // segment's endpoint with lesser x will be potential connection point
  17125. do {
  17126. if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  17127. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  17128. if (x <= hx && x > qx) {
  17129. qx = x;
  17130. if (x === hx) {
  17131. if (hy === p.y) return p;
  17132. if (hy === p.next.y) return p.next;
  17133. }
  17134. m = p.x < p.next.x ? p : p.next;
  17135. }
  17136. }
  17137. p = p.next;
  17138. } while (p !== outerNode);
  17139. if (!m) return null;
  17140. if (hx === qx) return m; // hole touches outer segment; pick leftmost endpoint
  17141. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17142. // if there are no points found, we have a valid connection;
  17143. // otherwise choose the point of the minimum angle with the ray as connection point
  17144. const stop = m,
  17145. mx = m.x,
  17146. my = m.y;
  17147. let tanMin = Infinity,
  17148. tan;
  17149. p = m;
  17150. do {
  17151. 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)) {
  17152. tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  17153. if (locallyInside(p, hole) && (tan < tanMin || tan === tanMin && (p.x > m.x || p.x === m.x && sectorContainsSector(m, p)))) {
  17154. m = p;
  17155. tanMin = tan;
  17156. }
  17157. }
  17158. p = p.next;
  17159. } while (p !== stop);
  17160. return m;
  17161. } // whether sector in vertex m contains sector in vertex p in the same coordinates
  17162. function sectorContainsSector(m, p) {
  17163. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  17164. } // interlink polygon nodes in z-order
  17165. function indexCurve(start, minX, minY, invSize) {
  17166. let p = start;
  17167. do {
  17168. if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  17169. p.prevZ = p.prev;
  17170. p.nextZ = p.next;
  17171. p = p.next;
  17172. } while (p !== start);
  17173. p.prevZ.nextZ = null;
  17174. p.prevZ = null;
  17175. sortLinked(p);
  17176. } // Simon Tatham's linked list merge sort algorithm
  17177. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17178. function sortLinked(list) {
  17179. let i,
  17180. p,
  17181. q,
  17182. e,
  17183. tail,
  17184. numMerges,
  17185. pSize,
  17186. qSize,
  17187. inSize = 1;
  17188. do {
  17189. p = list;
  17190. list = null;
  17191. tail = null;
  17192. numMerges = 0;
  17193. while (p) {
  17194. numMerges++;
  17195. q = p;
  17196. pSize = 0;
  17197. for (i = 0; i < inSize; i++) {
  17198. pSize++;
  17199. q = q.nextZ;
  17200. if (!q) break;
  17201. }
  17202. qSize = inSize;
  17203. while (pSize > 0 || qSize > 0 && q) {
  17204. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  17205. e = p;
  17206. p = p.nextZ;
  17207. pSize--;
  17208. } else {
  17209. e = q;
  17210. q = q.nextZ;
  17211. qSize--;
  17212. }
  17213. if (tail) tail.nextZ = e;else list = e;
  17214. e.prevZ = tail;
  17215. tail = e;
  17216. }
  17217. p = q;
  17218. }
  17219. tail.nextZ = null;
  17220. inSize *= 2;
  17221. } while (numMerges > 1);
  17222. return list;
  17223. } // z-order of a point given coords and inverse of the longer side of data bbox
  17224. function zOrder(x, y, minX, minY, invSize) {
  17225. // coords are transformed into non-negative 15-bit integer range
  17226. x = 32767 * (x - minX) * invSize;
  17227. y = 32767 * (y - minY) * invSize;
  17228. x = (x | x << 8) & 0x00FF00FF;
  17229. x = (x | x << 4) & 0x0F0F0F0F;
  17230. x = (x | x << 2) & 0x33333333;
  17231. x = (x | x << 1) & 0x55555555;
  17232. y = (y | y << 8) & 0x00FF00FF;
  17233. y = (y | y << 4) & 0x0F0F0F0F;
  17234. y = (y | y << 2) & 0x33333333;
  17235. y = (y | y << 1) & 0x55555555;
  17236. return x | y << 1;
  17237. } // find the leftmost node of a polygon ring
  17238. function getLeftmost(start) {
  17239. let p = start,
  17240. leftmost = start;
  17241. do {
  17242. if (p.x < leftmost.x || p.x === leftmost.x && p.y < leftmost.y) leftmost = p;
  17243. p = p.next;
  17244. } while (p !== start);
  17245. return leftmost;
  17246. } // check if a point lies within a convex triangle
  17247. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  17248. 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;
  17249. } // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17250. function isValidDiagonal(a, b) {
  17251. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && ( // dones't intersect other edges
  17252. locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && ( // locally visible
  17253. area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  17254. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  17255. } // signed area of a triangle
  17256. function area(p, q, r) {
  17257. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  17258. } // check if two points are equal
  17259. function equals(p1, p2) {
  17260. return p1.x === p2.x && p1.y === p2.y;
  17261. } // check if two segments intersect
  17262. function intersects(p1, q1, p2, q2) {
  17263. const o1 = sign(area(p1, q1, p2));
  17264. const o2 = sign(area(p1, q1, q2));
  17265. const o3 = sign(area(p2, q2, p1));
  17266. const o4 = sign(area(p2, q2, q1));
  17267. if (o1 !== o2 && o3 !== o4) return true; // general case
  17268. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  17269. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  17270. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  17271. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  17272. return false;
  17273. } // for collinear points p, q, r, check if point q lies on segment pr
  17274. function onSegment(p, q, r) {
  17275. 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);
  17276. }
  17277. function sign(num) {
  17278. return num > 0 ? 1 : num < 0 ? -1 : 0;
  17279. } // check if a polygon diagonal intersects any polygon segments
  17280. function intersectsPolygon(a, b) {
  17281. let p = a;
  17282. do {
  17283. 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;
  17284. p = p.next;
  17285. } while (p !== a);
  17286. return false;
  17287. } // check if a polygon diagonal is locally inside the polygon
  17288. function locallyInside(a, b) {
  17289. 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;
  17290. } // check if the middle point of a polygon diagonal is inside the polygon
  17291. function middleInside(a, b) {
  17292. let p = a,
  17293. inside = false;
  17294. const px = (a.x + b.x) / 2,
  17295. py = (a.y + b.y) / 2;
  17296. do {
  17297. 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;
  17298. p = p.next;
  17299. } while (p !== a);
  17300. return inside;
  17301. } // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17302. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17303. function splitPolygon(a, b) {
  17304. const a2 = new Node(a.i, a.x, a.y),
  17305. b2 = new Node(b.i, b.x, b.y),
  17306. an = a.next,
  17307. bp = b.prev;
  17308. a.next = b;
  17309. b.prev = a;
  17310. a2.next = an;
  17311. an.prev = a2;
  17312. b2.next = a2;
  17313. a2.prev = b2;
  17314. bp.next = b2;
  17315. b2.prev = bp;
  17316. return b2;
  17317. } // create a node and optionally link it with previous one (in a circular doubly linked list)
  17318. function insertNode(i, x, y, last) {
  17319. const p = new Node(i, x, y);
  17320. if (!last) {
  17321. p.prev = p;
  17322. p.next = p;
  17323. } else {
  17324. p.next = last.next;
  17325. p.prev = last;
  17326. last.next.prev = p;
  17327. last.next = p;
  17328. }
  17329. return p;
  17330. }
  17331. function removeNode(p) {
  17332. p.next.prev = p.prev;
  17333. p.prev.next = p.next;
  17334. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  17335. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  17336. }
  17337. function Node(i, x, y) {
  17338. // vertex index in coordinates array
  17339. this.i = i; // vertex coordinates
  17340. this.x = x;
  17341. this.y = y; // previous and next vertex nodes in a polygon ring
  17342. this.prev = null;
  17343. this.next = null; // z-order curve value
  17344. this.z = null; // previous and next nodes in z-order
  17345. this.prevZ = null;
  17346. this.nextZ = null; // indicates whether this is a steiner point
  17347. this.steiner = false;
  17348. }
  17349. function signedArea(data, start, end, dim) {
  17350. let sum = 0;
  17351. for (let i = start, j = end - dim; i < end; i += dim) {
  17352. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  17353. j = i;
  17354. }
  17355. return sum;
  17356. }
  17357. class ShapeUtils {
  17358. // calculate area of the contour polygon
  17359. static area(contour) {
  17360. const n = contour.length;
  17361. let a = 0.0;
  17362. for (let p = n - 1, q = 0; q < n; p = q++) {
  17363. a += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
  17364. }
  17365. return a * 0.5;
  17366. }
  17367. static isClockWise(pts) {
  17368. return ShapeUtils.area(pts) < 0;
  17369. }
  17370. static triangulateShape(contour, holes) {
  17371. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17372. const holeIndices = []; // array of hole indices
  17373. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17374. removeDupEndPts(contour);
  17375. addContour(vertices, contour); //
  17376. let holeIndex = contour.length;
  17377. holes.forEach(removeDupEndPts);
  17378. for (let i = 0; i < holes.length; i++) {
  17379. holeIndices.push(holeIndex);
  17380. holeIndex += holes[i].length;
  17381. addContour(vertices, holes[i]);
  17382. } //
  17383. const triangles = Earcut.triangulate(vertices, holeIndices); //
  17384. for (let i = 0; i < triangles.length; i += 3) {
  17385. faces.push(triangles.slice(i, i + 3));
  17386. }
  17387. return faces;
  17388. }
  17389. }
  17390. function removeDupEndPts(points) {
  17391. const l = points.length;
  17392. if (l > 2 && points[l - 1].equals(points[0])) {
  17393. points.pop();
  17394. }
  17395. }
  17396. function addContour(vertices, contour) {
  17397. for (let i = 0; i < contour.length; i++) {
  17398. vertices.push(contour[i].x);
  17399. vertices.push(contour[i].y);
  17400. }
  17401. }
  17402. /**
  17403. * Creates extruded geometry from a path shape.
  17404. *
  17405. * parameters = {
  17406. *
  17407. * curveSegments: <int>, // number of points on the curves
  17408. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  17409. * depth: <float>, // Depth to extrude the shape
  17410. *
  17411. * bevelEnabled: <bool>, // turn on bevel
  17412. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17413. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  17414. * bevelOffset: <float>, // how far from shape outline does bevel start
  17415. * bevelSegments: <int>, // number of bevel layers
  17416. *
  17417. * extrudePath: <THREE.Curve> // curve to extrude shape along
  17418. *
  17419. * UVGenerator: <Object> // object that provides UV generator functions
  17420. *
  17421. * }
  17422. */
  17423. class ExtrudeGeometry extends BufferGeometry {
  17424. constructor(shapes, options) {
  17425. super();
  17426. this.type = 'ExtrudeGeometry';
  17427. this.parameters = {
  17428. shapes: shapes,
  17429. options: options
  17430. };
  17431. shapes = Array.isArray(shapes) ? shapes : [shapes];
  17432. const scope = this;
  17433. const verticesArray = [];
  17434. const uvArray = [];
  17435. for (let i = 0, l = shapes.length; i < l; i++) {
  17436. const shape = shapes[i];
  17437. addShape(shape);
  17438. } // build geometry
  17439. this.setAttribute('position', new Float32BufferAttribute(verticesArray, 3));
  17440. this.setAttribute('uv', new Float32BufferAttribute(uvArray, 2));
  17441. this.computeVertexNormals(); // functions
  17442. function addShape(shape) {
  17443. const placeholder = []; // options
  17444. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17445. const steps = options.steps !== undefined ? options.steps : 1;
  17446. let depth = options.depth !== undefined ? options.depth : 100;
  17447. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  17448. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  17449. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  17450. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  17451. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17452. const extrudePath = options.extrudePath;
  17453. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; // deprecated options
  17454. if (options.amount !== undefined) {
  17455. console.warn('THREE.ExtrudeBufferGeometry: amount has been renamed to depth.');
  17456. depth = options.amount;
  17457. } //
  17458. let extrudePts,
  17459. extrudeByPath = false;
  17460. let splineTube, binormal, normal, position2;
  17461. if (extrudePath) {
  17462. extrudePts = extrudePath.getSpacedPoints(steps);
  17463. extrudeByPath = true;
  17464. bevelEnabled = false; // bevels not supported for path extrusion
  17465. // SETUP TNB variables
  17466. // TODO1 - have a .isClosed in spline?
  17467. splineTube = extrudePath.computeFrenetFrames(steps, false); // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17468. binormal = new Vector3();
  17469. normal = new Vector3();
  17470. position2 = new Vector3();
  17471. } // Safeguards if bevels are not enabled
  17472. if (!bevelEnabled) {
  17473. bevelSegments = 0;
  17474. bevelThickness = 0;
  17475. bevelSize = 0;
  17476. bevelOffset = 0;
  17477. } // Variables initialization
  17478. const shapePoints = shape.extractPoints(curveSegments);
  17479. let vertices = shapePoints.shape;
  17480. const holes = shapePoints.holes;
  17481. const reverse = !ShapeUtils.isClockWise(vertices);
  17482. if (reverse) {
  17483. vertices = vertices.reverse(); // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17484. for (let h = 0, hl = holes.length; h < hl; h++) {
  17485. const ahole = holes[h];
  17486. if (ShapeUtils.isClockWise(ahole)) {
  17487. holes[h] = ahole.reverse();
  17488. }
  17489. }
  17490. }
  17491. const faces = ShapeUtils.triangulateShape(vertices, holes);
  17492. /* Vertices */
  17493. const contour = vertices; // vertices has all points but contour has only points of circumference
  17494. for (let h = 0, hl = holes.length; h < hl; h++) {
  17495. const ahole = holes[h];
  17496. vertices = vertices.concat(ahole);
  17497. }
  17498. function scalePt2(pt, vec, size) {
  17499. if (!vec) console.error('THREE.ExtrudeGeometry: vec does not exist');
  17500. return vec.clone().multiplyScalar(size).add(pt);
  17501. }
  17502. const vlen = vertices.length,
  17503. flen = faces.length; // Find directions for point movement
  17504. function getBevelVec(inPt, inPrev, inNext) {
  17505. // computes for inPt the corresponding point inPt' on a new contour
  17506. // shifted by 1 unit (length of normalized vector) to the left
  17507. // if we walk along contour clockwise, this new contour is outside the old one
  17508. //
  17509. // inPt' is the intersection of the two lines parallel to the two
  17510. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17511. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  17512. // good reading for geometry algorithms (here: line-line intersection)
  17513. // http://geomalgorithms.com/a05-_intersect-1.html
  17514. const v_prev_x = inPt.x - inPrev.x,
  17515. v_prev_y = inPt.y - inPrev.y;
  17516. const v_next_x = inNext.x - inPt.x,
  17517. v_next_y = inNext.y - inPt.y;
  17518. const v_prev_lensq = v_prev_x * v_prev_x + v_prev_y * v_prev_y; // check for collinear edges
  17519. const collinear0 = v_prev_x * v_next_y - v_prev_y * v_next_x;
  17520. if (Math.abs(collinear0) > Number.EPSILON) {
  17521. // not collinear
  17522. // length of vectors for normalizing
  17523. const v_prev_len = Math.sqrt(v_prev_lensq);
  17524. 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
  17525. const ptPrevShift_x = inPrev.x - v_prev_y / v_prev_len;
  17526. const ptPrevShift_y = inPrev.y + v_prev_x / v_prev_len;
  17527. const ptNextShift_x = inNext.x - v_next_y / v_next_len;
  17528. const ptNextShift_y = inNext.y + v_next_x / v_next_len; // scaling factor for v_prev to intersection point
  17529. 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
  17530. v_trans_x = ptPrevShift_x + v_prev_x * sf - inPt.x;
  17531. v_trans_y = ptPrevShift_y + v_prev_y * sf - inPt.y; // Don't normalize!, otherwise sharp corners become ugly
  17532. // but prevent crazy spikes
  17533. const v_trans_lensq = v_trans_x * v_trans_x + v_trans_y * v_trans_y;
  17534. if (v_trans_lensq <= 2) {
  17535. return new Vector2(v_trans_x, v_trans_y);
  17536. } else {
  17537. shrink_by = Math.sqrt(v_trans_lensq / 2);
  17538. }
  17539. } else {
  17540. // handle special case of collinear edges
  17541. let direction_eq = false; // assumes: opposite
  17542. if (v_prev_x > Number.EPSILON) {
  17543. if (v_next_x > Number.EPSILON) {
  17544. direction_eq = true;
  17545. }
  17546. } else {
  17547. if (v_prev_x < -Number.EPSILON) {
  17548. if (v_next_x < -Number.EPSILON) {
  17549. direction_eq = true;
  17550. }
  17551. } else {
  17552. if (Math.sign(v_prev_y) === Math.sign(v_next_y)) {
  17553. direction_eq = true;
  17554. }
  17555. }
  17556. }
  17557. if (direction_eq) {
  17558. // console.log("Warning: lines are a straight sequence");
  17559. v_trans_x = -v_prev_y;
  17560. v_trans_y = v_prev_x;
  17561. shrink_by = Math.sqrt(v_prev_lensq);
  17562. } else {
  17563. // console.log("Warning: lines are a straight spike");
  17564. v_trans_x = v_prev_x;
  17565. v_trans_y = v_prev_y;
  17566. shrink_by = Math.sqrt(v_prev_lensq / 2);
  17567. }
  17568. }
  17569. return new Vector2(v_trans_x / shrink_by, v_trans_y / shrink_by);
  17570. }
  17571. const contourMovements = [];
  17572. for (let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
  17573. if (j === il) j = 0;
  17574. if (k === il) k = 0; // (j)---(i)---(k)
  17575. // console.log('i,j,k', i, j , k)
  17576. contourMovements[i] = getBevelVec(contour[i], contour[j], contour[k]);
  17577. }
  17578. const holesMovements = [];
  17579. let oneHoleMovements,
  17580. verticesMovements = contourMovements.concat();
  17581. for (let h = 0, hl = holes.length; h < hl; h++) {
  17582. const ahole = holes[h];
  17583. oneHoleMovements = [];
  17584. for (let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i++, j++, k++) {
  17585. if (j === il) j = 0;
  17586. if (k === il) k = 0; // (j)---(i)---(k)
  17587. oneHoleMovements[i] = getBevelVec(ahole[i], ahole[j], ahole[k]);
  17588. }
  17589. holesMovements.push(oneHoleMovements);
  17590. verticesMovements = verticesMovements.concat(oneHoleMovements);
  17591. } // Loop bevelSegments, 1 for the front, 1 for the back
  17592. for (let b = 0; b < bevelSegments; b++) {
  17593. //for ( b = bevelSegments; b > 0; b -- ) {
  17594. const t = b / bevelSegments;
  17595. const z = bevelThickness * Math.cos(t * Math.PI / 2);
  17596. const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
  17597. for (let i = 0, il = contour.length; i < il; i++) {
  17598. const vert = scalePt2(contour[i], contourMovements[i], bs);
  17599. v(vert.x, vert.y, -z);
  17600. } // expand holes
  17601. for (let h = 0, hl = holes.length; h < hl; h++) {
  17602. const ahole = holes[h];
  17603. oneHoleMovements = holesMovements[h];
  17604. for (let i = 0, il = ahole.length; i < il; i++) {
  17605. const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
  17606. v(vert.x, vert.y, -z);
  17607. }
  17608. }
  17609. }
  17610. const bs = bevelSize + bevelOffset; // Back facing vertices
  17611. for (let i = 0; i < vlen; i++) {
  17612. const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
  17613. if (!extrudeByPath) {
  17614. v(vert.x, vert.y, 0);
  17615. } else {
  17616. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17617. normal.copy(splineTube.normals[0]).multiplyScalar(vert.x);
  17618. binormal.copy(splineTube.binormals[0]).multiplyScalar(vert.y);
  17619. position2.copy(extrudePts[0]).add(normal).add(binormal);
  17620. v(position2.x, position2.y, position2.z);
  17621. }
  17622. } // Add stepped vertices...
  17623. // Including front facing vertices
  17624. for (let s = 1; s <= steps; s++) {
  17625. for (let i = 0; i < vlen; i++) {
  17626. const vert = bevelEnabled ? scalePt2(vertices[i], verticesMovements[i], bs) : vertices[i];
  17627. if (!extrudeByPath) {
  17628. v(vert.x, vert.y, depth / steps * s);
  17629. } else {
  17630. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17631. normal.copy(splineTube.normals[s]).multiplyScalar(vert.x);
  17632. binormal.copy(splineTube.binormals[s]).multiplyScalar(vert.y);
  17633. position2.copy(extrudePts[s]).add(normal).add(binormal);
  17634. v(position2.x, position2.y, position2.z);
  17635. }
  17636. }
  17637. } // Add bevel segments planes
  17638. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17639. for (let b = bevelSegments - 1; b >= 0; b--) {
  17640. const t = b / bevelSegments;
  17641. const z = bevelThickness * Math.cos(t * Math.PI / 2);
  17642. const bs = bevelSize * Math.sin(t * Math.PI / 2) + bevelOffset; // contract shape
  17643. for (let i = 0, il = contour.length; i < il; i++) {
  17644. const vert = scalePt2(contour[i], contourMovements[i], bs);
  17645. v(vert.x, vert.y, depth + z);
  17646. } // expand holes
  17647. for (let h = 0, hl = holes.length; h < hl; h++) {
  17648. const ahole = holes[h];
  17649. oneHoleMovements = holesMovements[h];
  17650. for (let i = 0, il = ahole.length; i < il; i++) {
  17651. const vert = scalePt2(ahole[i], oneHoleMovements[i], bs);
  17652. if (!extrudeByPath) {
  17653. v(vert.x, vert.y, depth + z);
  17654. } else {
  17655. v(vert.x, vert.y + extrudePts[steps - 1].y, extrudePts[steps - 1].x + z);
  17656. }
  17657. }
  17658. }
  17659. }
  17660. /* Faces */
  17661. // Top and bottom faces
  17662. buildLidFaces(); // Sides faces
  17663. buildSideFaces(); ///// Internal functions
  17664. function buildLidFaces() {
  17665. const start = verticesArray.length / 3;
  17666. if (bevelEnabled) {
  17667. let layer = 0; // steps + 1
  17668. let offset = vlen * layer; // Bottom faces
  17669. for (let i = 0; i < flen; i++) {
  17670. const face = faces[i];
  17671. f3(face[2] + offset, face[1] + offset, face[0] + offset);
  17672. }
  17673. layer = steps + bevelSegments * 2;
  17674. offset = vlen * layer; // Top faces
  17675. for (let i = 0; i < flen; i++) {
  17676. const face = faces[i];
  17677. f3(face[0] + offset, face[1] + offset, face[2] + offset);
  17678. }
  17679. } else {
  17680. // Bottom faces
  17681. for (let i = 0; i < flen; i++) {
  17682. const face = faces[i];
  17683. f3(face[2], face[1], face[0]);
  17684. } // Top faces
  17685. for (let i = 0; i < flen; i++) {
  17686. const face = faces[i];
  17687. f3(face[0] + vlen * steps, face[1] + vlen * steps, face[2] + vlen * steps);
  17688. }
  17689. }
  17690. scope.addGroup(start, verticesArray.length / 3 - start, 0);
  17691. } // Create faces for the z-sides of the shape
  17692. function buildSideFaces() {
  17693. const start = verticesArray.length / 3;
  17694. let layeroffset = 0;
  17695. sidewalls(contour, layeroffset);
  17696. layeroffset += contour.length;
  17697. for (let h = 0, hl = holes.length; h < hl; h++) {
  17698. const ahole = holes[h];
  17699. sidewalls(ahole, layeroffset); //, true
  17700. layeroffset += ahole.length;
  17701. }
  17702. scope.addGroup(start, verticesArray.length / 3 - start, 1);
  17703. }
  17704. function sidewalls(contour, layeroffset) {
  17705. let i = contour.length;
  17706. while (--i >= 0) {
  17707. const j = i;
  17708. let k = i - 1;
  17709. if (k < 0) k = contour.length - 1; //console.log('b', i,j, i-1, k,vertices.length);
  17710. for (let s = 0, sl = steps + bevelSegments * 2; s < sl; s++) {
  17711. const slen1 = vlen * s;
  17712. const slen2 = vlen * (s + 1);
  17713. const a = layeroffset + j + slen1,
  17714. b = layeroffset + k + slen1,
  17715. c = layeroffset + k + slen2,
  17716. d = layeroffset + j + slen2;
  17717. f4(a, b, c, d);
  17718. }
  17719. }
  17720. }
  17721. function v(x, y, z) {
  17722. placeholder.push(x);
  17723. placeholder.push(y);
  17724. placeholder.push(z);
  17725. }
  17726. function f3(a, b, c) {
  17727. addVertex(a);
  17728. addVertex(b);
  17729. addVertex(c);
  17730. const nextIndex = verticesArray.length / 3;
  17731. const uvs = uvgen.generateTopUV(scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  17732. addUV(uvs[0]);
  17733. addUV(uvs[1]);
  17734. addUV(uvs[2]);
  17735. }
  17736. function f4(a, b, c, d) {
  17737. addVertex(a);
  17738. addVertex(b);
  17739. addVertex(d);
  17740. addVertex(b);
  17741. addVertex(c);
  17742. addVertex(d);
  17743. const nextIndex = verticesArray.length / 3;
  17744. const uvs = uvgen.generateSideWallUV(scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1);
  17745. addUV(uvs[0]);
  17746. addUV(uvs[1]);
  17747. addUV(uvs[3]);
  17748. addUV(uvs[1]);
  17749. addUV(uvs[2]);
  17750. addUV(uvs[3]);
  17751. }
  17752. function addVertex(index) {
  17753. verticesArray.push(placeholder[index * 3 + 0]);
  17754. verticesArray.push(placeholder[index * 3 + 1]);
  17755. verticesArray.push(placeholder[index * 3 + 2]);
  17756. }
  17757. function addUV(vector2) {
  17758. uvArray.push(vector2.x);
  17759. uvArray.push(vector2.y);
  17760. }
  17761. }
  17762. }
  17763. toJSON() {
  17764. const data = BufferGeometry.prototype.toJSON.call(this);
  17765. const shapes = this.parameters.shapes;
  17766. const options = this.parameters.options;
  17767. return toJSON$1(shapes, options, data);
  17768. }
  17769. }
  17770. const WorldUVGenerator = {
  17771. generateTopUV: function (geometry, vertices, indexA, indexB, indexC) {
  17772. const a_x = vertices[indexA * 3];
  17773. const a_y = vertices[indexA * 3 + 1];
  17774. const b_x = vertices[indexB * 3];
  17775. const b_y = vertices[indexB * 3 + 1];
  17776. const c_x = vertices[indexC * 3];
  17777. const c_y = vertices[indexC * 3 + 1];
  17778. return [new Vector2(a_x, a_y), new Vector2(b_x, b_y), new Vector2(c_x, c_y)];
  17779. },
  17780. generateSideWallUV: function (geometry, vertices, indexA, indexB, indexC, indexD) {
  17781. const a_x = vertices[indexA * 3];
  17782. const a_y = vertices[indexA * 3 + 1];
  17783. const a_z = vertices[indexA * 3 + 2];
  17784. const b_x = vertices[indexB * 3];
  17785. const b_y = vertices[indexB * 3 + 1];
  17786. const b_z = vertices[indexB * 3 + 2];
  17787. const c_x = vertices[indexC * 3];
  17788. const c_y = vertices[indexC * 3 + 1];
  17789. const c_z = vertices[indexC * 3 + 2];
  17790. const d_x = vertices[indexD * 3];
  17791. const d_y = vertices[indexD * 3 + 1];
  17792. const d_z = vertices[indexD * 3 + 2];
  17793. if (Math.abs(a_y - b_y) < 0.01) {
  17794. 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)];
  17795. } else {
  17796. 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)];
  17797. }
  17798. }
  17799. };
  17800. function toJSON$1(shapes, options, data) {
  17801. data.shapes = [];
  17802. if (Array.isArray(shapes)) {
  17803. for (let i = 0, l = shapes.length; i < l; i++) {
  17804. const shape = shapes[i];
  17805. data.shapes.push(shape.uuid);
  17806. }
  17807. } else {
  17808. data.shapes.push(shapes.uuid);
  17809. }
  17810. if (options.extrudePath !== undefined) data.options.extrudePath = options.extrudePath.toJSON();
  17811. return data;
  17812. }
  17813. class IcosahedronGeometry extends PolyhedronGeometry {
  17814. constructor(radius = 1, detail = 0) {
  17815. const t = (1 + Math.sqrt(5)) / 2;
  17816. 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];
  17817. 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];
  17818. super(vertices, indices, radius, detail);
  17819. this.type = 'IcosahedronGeometry';
  17820. this.parameters = {
  17821. radius: radius,
  17822. detail: detail
  17823. };
  17824. }
  17825. }
  17826. class LatheGeometry extends BufferGeometry {
  17827. constructor(points, segments = 12, phiStart = 0, phiLength = Math.PI * 2) {
  17828. super();
  17829. this.type = 'LatheGeometry';
  17830. this.parameters = {
  17831. points: points,
  17832. segments: segments,
  17833. phiStart: phiStart,
  17834. phiLength: phiLength
  17835. };
  17836. segments = Math.floor(segments); // clamp phiLength so it's in range of [ 0, 2PI ]
  17837. phiLength = clamp(phiLength, 0, Math.PI * 2); // buffers
  17838. const indices = [];
  17839. const vertices = [];
  17840. const uvs = []; // helper variables
  17841. const inverseSegments = 1.0 / segments;
  17842. const vertex = new Vector3();
  17843. const uv = new Vector2(); // generate vertices and uvs
  17844. for (let i = 0; i <= segments; i++) {
  17845. const phi = phiStart + i * inverseSegments * phiLength;
  17846. const sin = Math.sin(phi);
  17847. const cos = Math.cos(phi);
  17848. for (let j = 0; j <= points.length - 1; j++) {
  17849. // vertex
  17850. vertex.x = points[j].x * sin;
  17851. vertex.y = points[j].y;
  17852. vertex.z = points[j].x * cos;
  17853. vertices.push(vertex.x, vertex.y, vertex.z); // uv
  17854. uv.x = i / segments;
  17855. uv.y = j / (points.length - 1);
  17856. uvs.push(uv.x, uv.y);
  17857. }
  17858. } // indices
  17859. for (let i = 0; i < segments; i++) {
  17860. for (let j = 0; j < points.length - 1; j++) {
  17861. const base = j + i * points.length;
  17862. const a = base;
  17863. const b = base + points.length;
  17864. const c = base + points.length + 1;
  17865. const d = base + 1; // faces
  17866. indices.push(a, b, d);
  17867. indices.push(b, c, d);
  17868. }
  17869. } // build geometry
  17870. this.setIndex(indices);
  17871. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  17872. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // generate normals
  17873. this.computeVertexNormals(); // if the geometry is closed, we need to average the normals along the seam.
  17874. // because the corresponding vertices are identical (but still have different UVs).
  17875. if (phiLength === Math.PI * 2) {
  17876. const normals = this.attributes.normal.array;
  17877. const n1 = new Vector3();
  17878. const n2 = new Vector3();
  17879. const n = new Vector3(); // this is the buffer offset for the last line of vertices
  17880. const base = segments * points.length * 3;
  17881. for (let i = 0, j = 0; i < points.length; i++, j += 3) {
  17882. // select the normal of the vertex in the first line
  17883. n1.x = normals[j + 0];
  17884. n1.y = normals[j + 1];
  17885. n1.z = normals[j + 2]; // select the normal of the vertex in the last line
  17886. n2.x = normals[base + j + 0];
  17887. n2.y = normals[base + j + 1];
  17888. n2.z = normals[base + j + 2]; // average normals
  17889. n.addVectors(n1, n2).normalize(); // assign the new values to both normals
  17890. normals[j + 0] = normals[base + j + 0] = n.x;
  17891. normals[j + 1] = normals[base + j + 1] = n.y;
  17892. normals[j + 2] = normals[base + j + 2] = n.z;
  17893. }
  17894. }
  17895. }
  17896. }
  17897. class OctahedronGeometry extends PolyhedronGeometry {
  17898. constructor(radius = 1, detail = 0) {
  17899. const vertices = [1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 1, 0, 0, -1];
  17900. 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];
  17901. super(vertices, indices, radius, detail);
  17902. this.type = 'OctahedronGeometry';
  17903. this.parameters = {
  17904. radius: radius,
  17905. detail: detail
  17906. };
  17907. }
  17908. }
  17909. /**
  17910. * Parametric Surfaces Geometry
  17911. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  17912. */
  17913. class ParametricGeometry extends BufferGeometry {
  17914. constructor(func, slices, stacks) {
  17915. super();
  17916. this.type = 'ParametricGeometry';
  17917. this.parameters = {
  17918. func: func,
  17919. slices: slices,
  17920. stacks: stacks
  17921. }; // buffers
  17922. const indices = [];
  17923. const vertices = [];
  17924. const normals = [];
  17925. const uvs = [];
  17926. const EPS = 0.00001;
  17927. const normal = new Vector3();
  17928. const p0 = new Vector3(),
  17929. p1 = new Vector3();
  17930. const pu = new Vector3(),
  17931. pv = new Vector3();
  17932. if (func.length < 3) {
  17933. console.error('THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.');
  17934. } // generate vertices, normals and uvs
  17935. const sliceCount = slices + 1;
  17936. for (let i = 0; i <= stacks; i++) {
  17937. const v = i / stacks;
  17938. for (let j = 0; j <= slices; j++) {
  17939. const u = j / slices; // vertex
  17940. func(u, v, p0);
  17941. vertices.push(p0.x, p0.y, p0.z); // normal
  17942. // approximate tangent vectors via finite differences
  17943. if (u - EPS >= 0) {
  17944. func(u - EPS, v, p1);
  17945. pu.subVectors(p0, p1);
  17946. } else {
  17947. func(u + EPS, v, p1);
  17948. pu.subVectors(p1, p0);
  17949. }
  17950. if (v - EPS >= 0) {
  17951. func(u, v - EPS, p1);
  17952. pv.subVectors(p0, p1);
  17953. } else {
  17954. func(u, v + EPS, p1);
  17955. pv.subVectors(p1, p0);
  17956. } // cross product of tangent vectors returns surface normal
  17957. normal.crossVectors(pu, pv).normalize();
  17958. normals.push(normal.x, normal.y, normal.z); // uv
  17959. uvs.push(u, v);
  17960. }
  17961. } // generate indices
  17962. for (let i = 0; i < stacks; i++) {
  17963. for (let j = 0; j < slices; j++) {
  17964. const a = i * sliceCount + j;
  17965. const b = i * sliceCount + j + 1;
  17966. const c = (i + 1) * sliceCount + j + 1;
  17967. const d = (i + 1) * sliceCount + j; // faces one and two
  17968. indices.push(a, b, d);
  17969. indices.push(b, c, d);
  17970. }
  17971. } // build geometry
  17972. this.setIndex(indices);
  17973. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  17974. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  17975. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  17976. }
  17977. }
  17978. class RingGeometry extends BufferGeometry {
  17979. constructor(innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2) {
  17980. super();
  17981. this.type = 'RingGeometry';
  17982. this.parameters = {
  17983. innerRadius: innerRadius,
  17984. outerRadius: outerRadius,
  17985. thetaSegments: thetaSegments,
  17986. phiSegments: phiSegments,
  17987. thetaStart: thetaStart,
  17988. thetaLength: thetaLength
  17989. };
  17990. thetaSegments = Math.max(3, thetaSegments);
  17991. phiSegments = Math.max(1, phiSegments); // buffers
  17992. const indices = [];
  17993. const vertices = [];
  17994. const normals = [];
  17995. const uvs = []; // some helper variables
  17996. let radius = innerRadius;
  17997. const radiusStep = (outerRadius - innerRadius) / phiSegments;
  17998. const vertex = new Vector3();
  17999. const uv = new Vector2(); // generate vertices, normals and uvs
  18000. for (let j = 0; j <= phiSegments; j++) {
  18001. for (let i = 0; i <= thetaSegments; i++) {
  18002. // values are generate from the inside of the ring to the outside
  18003. const segment = thetaStart + i / thetaSegments * thetaLength; // vertex
  18004. vertex.x = radius * Math.cos(segment);
  18005. vertex.y = radius * Math.sin(segment);
  18006. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  18007. normals.push(0, 0, 1); // uv
  18008. uv.x = (vertex.x / outerRadius + 1) / 2;
  18009. uv.y = (vertex.y / outerRadius + 1) / 2;
  18010. uvs.push(uv.x, uv.y);
  18011. } // increase the radius for next row of vertices
  18012. radius += radiusStep;
  18013. } // indices
  18014. for (let j = 0; j < phiSegments; j++) {
  18015. const thetaSegmentLevel = j * (thetaSegments + 1);
  18016. for (let i = 0; i < thetaSegments; i++) {
  18017. const segment = i + thetaSegmentLevel;
  18018. const a = segment;
  18019. const b = segment + thetaSegments + 1;
  18020. const c = segment + thetaSegments + 2;
  18021. const d = segment + 1; // faces
  18022. indices.push(a, b, d);
  18023. indices.push(b, c, d);
  18024. }
  18025. } // build geometry
  18026. this.setIndex(indices);
  18027. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18028. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18029. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  18030. }
  18031. }
  18032. class ShapeGeometry extends BufferGeometry {
  18033. constructor(shapes, curveSegments = 12) {
  18034. super();
  18035. this.type = 'ShapeGeometry';
  18036. this.parameters = {
  18037. shapes: shapes,
  18038. curveSegments: curveSegments
  18039. }; // buffers
  18040. const indices = [];
  18041. const vertices = [];
  18042. const normals = [];
  18043. const uvs = []; // helper variables
  18044. let groupStart = 0;
  18045. let groupCount = 0; // allow single and array values for "shapes" parameter
  18046. if (Array.isArray(shapes) === false) {
  18047. addShape(shapes);
  18048. } else {
  18049. for (let i = 0; i < shapes.length; i++) {
  18050. addShape(shapes[i]);
  18051. this.addGroup(groupStart, groupCount, i); // enables MultiMaterial support
  18052. groupStart += groupCount;
  18053. groupCount = 0;
  18054. }
  18055. } // build geometry
  18056. this.setIndex(indices);
  18057. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18058. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18059. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // helper functions
  18060. function addShape(shape) {
  18061. const indexOffset = vertices.length / 3;
  18062. const points = shape.extractPoints(curveSegments);
  18063. let shapeVertices = points.shape;
  18064. const shapeHoles = points.holes; // check direction of vertices
  18065. if (ShapeUtils.isClockWise(shapeVertices) === false) {
  18066. shapeVertices = shapeVertices.reverse();
  18067. }
  18068. for (let i = 0, l = shapeHoles.length; i < l; i++) {
  18069. const shapeHole = shapeHoles[i];
  18070. if (ShapeUtils.isClockWise(shapeHole) === true) {
  18071. shapeHoles[i] = shapeHole.reverse();
  18072. }
  18073. }
  18074. const faces = ShapeUtils.triangulateShape(shapeVertices, shapeHoles); // join vertices of inner and outer paths to a single array
  18075. for (let i = 0, l = shapeHoles.length; i < l; i++) {
  18076. const shapeHole = shapeHoles[i];
  18077. shapeVertices = shapeVertices.concat(shapeHole);
  18078. } // vertices, normals, uvs
  18079. for (let i = 0, l = shapeVertices.length; i < l; i++) {
  18080. const vertex = shapeVertices[i];
  18081. vertices.push(vertex.x, vertex.y, 0);
  18082. normals.push(0, 0, 1);
  18083. uvs.push(vertex.x, vertex.y); // world uvs
  18084. } // incides
  18085. for (let i = 0, l = faces.length; i < l; i++) {
  18086. const face = faces[i];
  18087. const a = face[0] + indexOffset;
  18088. const b = face[1] + indexOffset;
  18089. const c = face[2] + indexOffset;
  18090. indices.push(a, b, c);
  18091. groupCount += 3;
  18092. }
  18093. }
  18094. }
  18095. toJSON() {
  18096. const data = BufferGeometry.prototype.toJSON.call(this);
  18097. const shapes = this.parameters.shapes;
  18098. return toJSON(shapes, data);
  18099. }
  18100. }
  18101. function toJSON(shapes, data) {
  18102. data.shapes = [];
  18103. if (Array.isArray(shapes)) {
  18104. for (let i = 0, l = shapes.length; i < l; i++) {
  18105. const shape = shapes[i];
  18106. data.shapes.push(shape.uuid);
  18107. }
  18108. } else {
  18109. data.shapes.push(shapes.uuid);
  18110. }
  18111. return data;
  18112. }
  18113. class SphereGeometry extends BufferGeometry {
  18114. constructor(radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI) {
  18115. super();
  18116. this.type = 'SphereGeometry';
  18117. this.parameters = {
  18118. radius: radius,
  18119. widthSegments: widthSegments,
  18120. heightSegments: heightSegments,
  18121. phiStart: phiStart,
  18122. phiLength: phiLength,
  18123. thetaStart: thetaStart,
  18124. thetaLength: thetaLength
  18125. };
  18126. widthSegments = Math.max(3, Math.floor(widthSegments));
  18127. heightSegments = Math.max(2, Math.floor(heightSegments));
  18128. const thetaEnd = Math.min(thetaStart + thetaLength, Math.PI);
  18129. let index = 0;
  18130. const grid = [];
  18131. const vertex = new Vector3();
  18132. const normal = new Vector3(); // buffers
  18133. const indices = [];
  18134. const vertices = [];
  18135. const normals = [];
  18136. const uvs = []; // generate vertices, normals and uvs
  18137. for (let iy = 0; iy <= heightSegments; iy++) {
  18138. const verticesRow = [];
  18139. const v = iy / heightSegments; // special case for the poles
  18140. let uOffset = 0;
  18141. if (iy == 0 && thetaStart == 0) {
  18142. uOffset = 0.5 / widthSegments;
  18143. } else if (iy == heightSegments && thetaEnd == Math.PI) {
  18144. uOffset = -0.5 / widthSegments;
  18145. }
  18146. for (let ix = 0; ix <= widthSegments; ix++) {
  18147. const u = ix / widthSegments; // vertex
  18148. vertex.x = -radius * Math.cos(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  18149. vertex.y = radius * Math.cos(thetaStart + v * thetaLength);
  18150. vertex.z = radius * Math.sin(phiStart + u * phiLength) * Math.sin(thetaStart + v * thetaLength);
  18151. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  18152. normal.copy(vertex).normalize();
  18153. normals.push(normal.x, normal.y, normal.z); // uv
  18154. uvs.push(u + uOffset, 1 - v);
  18155. verticesRow.push(index++);
  18156. }
  18157. grid.push(verticesRow);
  18158. } // indices
  18159. for (let iy = 0; iy < heightSegments; iy++) {
  18160. for (let ix = 0; ix < widthSegments; ix++) {
  18161. const a = grid[iy][ix + 1];
  18162. const b = grid[iy][ix];
  18163. const c = grid[iy + 1][ix];
  18164. const d = grid[iy + 1][ix + 1];
  18165. if (iy !== 0 || thetaStart > 0) indices.push(a, b, d);
  18166. if (iy !== heightSegments - 1 || thetaEnd < Math.PI) indices.push(b, c, d);
  18167. }
  18168. } // build geometry
  18169. this.setIndex(indices);
  18170. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18171. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18172. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  18173. }
  18174. }
  18175. class TetrahedronGeometry extends PolyhedronGeometry {
  18176. constructor(radius = 1, detail = 0) {
  18177. const vertices = [1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1];
  18178. const indices = [2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1];
  18179. super(vertices, indices, radius, detail);
  18180. this.type = 'TetrahedronGeometry';
  18181. this.parameters = {
  18182. radius: radius,
  18183. detail: detail
  18184. };
  18185. }
  18186. }
  18187. /**
  18188. * Text = 3D Text
  18189. *
  18190. * parameters = {
  18191. * font: <THREE.Font>, // font
  18192. *
  18193. * size: <float>, // size of the text
  18194. * height: <float>, // thickness to extrude text
  18195. * curveSegments: <int>, // number of points on the curves
  18196. *
  18197. * bevelEnabled: <bool>, // turn on bevel
  18198. * bevelThickness: <float>, // how deep into text bevel goes
  18199. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18200. * bevelOffset: <float> // how far from text outline does bevel start
  18201. * }
  18202. */
  18203. class TextGeometry extends ExtrudeGeometry {
  18204. constructor(text, parameters = {}) {
  18205. const font = parameters.font;
  18206. if (!(font && font.isFont)) {
  18207. console.error('THREE.TextGeometry: font parameter is not an instance of THREE.Font.');
  18208. return new BufferGeometry();
  18209. }
  18210. const shapes = font.generateShapes(text, parameters.size); // translate parameters to ExtrudeGeometry API
  18211. parameters.depth = parameters.height !== undefined ? parameters.height : 50; // defaults
  18212. if (parameters.bevelThickness === undefined) parameters.bevelThickness = 10;
  18213. if (parameters.bevelSize === undefined) parameters.bevelSize = 8;
  18214. if (parameters.bevelEnabled === undefined) parameters.bevelEnabled = false;
  18215. super(shapes, parameters);
  18216. this.type = 'TextGeometry';
  18217. }
  18218. }
  18219. class TorusGeometry extends BufferGeometry {
  18220. constructor(radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2) {
  18221. super();
  18222. this.type = 'TorusGeometry';
  18223. this.parameters = {
  18224. radius: radius,
  18225. tube: tube,
  18226. radialSegments: radialSegments,
  18227. tubularSegments: tubularSegments,
  18228. arc: arc
  18229. };
  18230. radialSegments = Math.floor(radialSegments);
  18231. tubularSegments = Math.floor(tubularSegments); // buffers
  18232. const indices = [];
  18233. const vertices = [];
  18234. const normals = [];
  18235. const uvs = []; // helper variables
  18236. const center = new Vector3();
  18237. const vertex = new Vector3();
  18238. const normal = new Vector3(); // generate vertices, normals and uvs
  18239. for (let j = 0; j <= radialSegments; j++) {
  18240. for (let i = 0; i <= tubularSegments; i++) {
  18241. const u = i / tubularSegments * arc;
  18242. const v = j / radialSegments * Math.PI * 2; // vertex
  18243. vertex.x = (radius + tube * Math.cos(v)) * Math.cos(u);
  18244. vertex.y = (radius + tube * Math.cos(v)) * Math.sin(u);
  18245. vertex.z = tube * Math.sin(v);
  18246. vertices.push(vertex.x, vertex.y, vertex.z); // normal
  18247. center.x = radius * Math.cos(u);
  18248. center.y = radius * Math.sin(u);
  18249. normal.subVectors(vertex, center).normalize();
  18250. normals.push(normal.x, normal.y, normal.z); // uv
  18251. uvs.push(i / tubularSegments);
  18252. uvs.push(j / radialSegments);
  18253. }
  18254. } // generate indices
  18255. for (let j = 1; j <= radialSegments; j++) {
  18256. for (let i = 1; i <= tubularSegments; i++) {
  18257. // indices
  18258. const a = (tubularSegments + 1) * j + i - 1;
  18259. const b = (tubularSegments + 1) * (j - 1) + i - 1;
  18260. const c = (tubularSegments + 1) * (j - 1) + i;
  18261. const d = (tubularSegments + 1) * j + i; // faces
  18262. indices.push(a, b, d);
  18263. indices.push(b, c, d);
  18264. }
  18265. } // build geometry
  18266. this.setIndex(indices);
  18267. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18268. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18269. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
  18270. }
  18271. }
  18272. class TorusKnotGeometry extends BufferGeometry {
  18273. constructor(radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3) {
  18274. super();
  18275. this.type = 'TorusKnotGeometry';
  18276. this.parameters = {
  18277. radius: radius,
  18278. tube: tube,
  18279. tubularSegments: tubularSegments,
  18280. radialSegments: radialSegments,
  18281. p: p,
  18282. q: q
  18283. };
  18284. tubularSegments = Math.floor(tubularSegments);
  18285. radialSegments = Math.floor(radialSegments); // buffers
  18286. const indices = [];
  18287. const vertices = [];
  18288. const normals = [];
  18289. const uvs = []; // helper variables
  18290. const vertex = new Vector3();
  18291. const normal = new Vector3();
  18292. const P1 = new Vector3();
  18293. const P2 = new Vector3();
  18294. const B = new Vector3();
  18295. const T = new Vector3();
  18296. const N = new Vector3(); // generate vertices, normals and uvs
  18297. for (let i = 0; i <= tubularSegments; ++i) {
  18298. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  18299. 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.
  18300. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  18301. calculatePositionOnCurve(u, p, q, radius, P1);
  18302. calculatePositionOnCurve(u + 0.01, p, q, radius, P2); // calculate orthonormal basis
  18303. T.subVectors(P2, P1);
  18304. N.addVectors(P2, P1);
  18305. B.crossVectors(T, N);
  18306. N.crossVectors(B, T); // normalize B, N. T can be ignored, we don't use it
  18307. B.normalize();
  18308. N.normalize();
  18309. for (let j = 0; j <= radialSegments; ++j) {
  18310. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  18311. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  18312. const v = j / radialSegments * Math.PI * 2;
  18313. const cx = -tube * Math.cos(v);
  18314. const cy = tube * Math.sin(v); // now calculate the final vertex position.
  18315. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  18316. vertex.x = P1.x + (cx * N.x + cy * B.x);
  18317. vertex.y = P1.y + (cx * N.y + cy * B.y);
  18318. vertex.z = P1.z + (cx * N.z + cy * B.z);
  18319. 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)
  18320. normal.subVectors(vertex, P1).normalize();
  18321. normals.push(normal.x, normal.y, normal.z); // uv
  18322. uvs.push(i / tubularSegments);
  18323. uvs.push(j / radialSegments);
  18324. }
  18325. } // generate indices
  18326. for (let j = 1; j <= tubularSegments; j++) {
  18327. for (let i = 1; i <= radialSegments; i++) {
  18328. // indices
  18329. const a = (radialSegments + 1) * (j - 1) + (i - 1);
  18330. const b = (radialSegments + 1) * j + (i - 1);
  18331. const c = (radialSegments + 1) * j + i;
  18332. const d = (radialSegments + 1) * (j - 1) + i; // faces
  18333. indices.push(a, b, d);
  18334. indices.push(b, c, d);
  18335. }
  18336. } // build geometry
  18337. this.setIndex(indices);
  18338. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18339. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18340. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // this function calculates the current position on the torus curve
  18341. function calculatePositionOnCurve(u, p, q, radius, position) {
  18342. const cu = Math.cos(u);
  18343. const su = Math.sin(u);
  18344. const quOverP = q / p * u;
  18345. const cs = Math.cos(quOverP);
  18346. position.x = radius * (2 + cs) * 0.5 * cu;
  18347. position.y = radius * (2 + cs) * su * 0.5;
  18348. position.z = radius * Math.sin(quOverP) * 0.5;
  18349. }
  18350. }
  18351. }
  18352. class TubeGeometry extends BufferGeometry {
  18353. constructor(path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false) {
  18354. super();
  18355. this.type = 'TubeGeometry';
  18356. this.parameters = {
  18357. path: path,
  18358. tubularSegments: tubularSegments,
  18359. radius: radius,
  18360. radialSegments: radialSegments,
  18361. closed: closed
  18362. };
  18363. const frames = path.computeFrenetFrames(tubularSegments, closed); // expose internals
  18364. this.tangents = frames.tangents;
  18365. this.normals = frames.normals;
  18366. this.binormals = frames.binormals; // helper variables
  18367. const vertex = new Vector3();
  18368. const normal = new Vector3();
  18369. const uv = new Vector2();
  18370. let P = new Vector3(); // buffer
  18371. const vertices = [];
  18372. const normals = [];
  18373. const uvs = [];
  18374. const indices = []; // create buffer data
  18375. generateBufferData(); // build geometry
  18376. this.setIndex(indices);
  18377. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18378. this.setAttribute('normal', new Float32BufferAttribute(normals, 3));
  18379. this.setAttribute('uv', new Float32BufferAttribute(uvs, 2)); // functions
  18380. function generateBufferData() {
  18381. for (let i = 0; i < tubularSegments; i++) {
  18382. generateSegment(i);
  18383. } // if the geometry is not closed, generate the last row of vertices and normals
  18384. // at the regular position on the given path
  18385. //
  18386. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  18387. generateSegment(closed === false ? tubularSegments : 0); // uvs are generated in a separate function.
  18388. // this makes it easy compute correct values for closed geometries
  18389. generateUVs(); // finally create faces
  18390. generateIndices();
  18391. }
  18392. function generateSegment(i) {
  18393. // we use getPointAt to sample evenly distributed points from the given path
  18394. P = path.getPointAt(i / tubularSegments, P); // retrieve corresponding normal and binormal
  18395. const N = frames.normals[i];
  18396. const B = frames.binormals[i]; // generate normals and vertices for the current segment
  18397. for (let j = 0; j <= radialSegments; j++) {
  18398. const v = j / radialSegments * Math.PI * 2;
  18399. const sin = Math.sin(v);
  18400. const cos = -Math.cos(v); // normal
  18401. normal.x = cos * N.x + sin * B.x;
  18402. normal.y = cos * N.y + sin * B.y;
  18403. normal.z = cos * N.z + sin * B.z;
  18404. normal.normalize();
  18405. normals.push(normal.x, normal.y, normal.z); // vertex
  18406. vertex.x = P.x + radius * normal.x;
  18407. vertex.y = P.y + radius * normal.y;
  18408. vertex.z = P.z + radius * normal.z;
  18409. vertices.push(vertex.x, vertex.y, vertex.z);
  18410. }
  18411. }
  18412. function generateIndices() {
  18413. for (let j = 1; j <= tubularSegments; j++) {
  18414. for (let i = 1; i <= radialSegments; i++) {
  18415. const a = (radialSegments + 1) * (j - 1) + (i - 1);
  18416. const b = (radialSegments + 1) * j + (i - 1);
  18417. const c = (radialSegments + 1) * j + i;
  18418. const d = (radialSegments + 1) * (j - 1) + i; // faces
  18419. indices.push(a, b, d);
  18420. indices.push(b, c, d);
  18421. }
  18422. }
  18423. }
  18424. function generateUVs() {
  18425. for (let i = 0; i <= tubularSegments; i++) {
  18426. for (let j = 0; j <= radialSegments; j++) {
  18427. uv.x = i / tubularSegments;
  18428. uv.y = j / radialSegments;
  18429. uvs.push(uv.x, uv.y);
  18430. }
  18431. }
  18432. }
  18433. }
  18434. toJSON() {
  18435. const data = BufferGeometry.prototype.toJSON.call(this);
  18436. data.path = this.parameters.path.toJSON();
  18437. return data;
  18438. }
  18439. }
  18440. class WireframeGeometry extends BufferGeometry {
  18441. constructor(geometry) {
  18442. super();
  18443. this.type = 'WireframeGeometry';
  18444. if (geometry.isGeometry === true) {
  18445. console.error('THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
  18446. return;
  18447. } // buffer
  18448. const vertices = []; // helper variables
  18449. const edge = [0, 0],
  18450. edges = {};
  18451. const vertex = new Vector3();
  18452. if (geometry.index !== null) {
  18453. // indexed BufferGeometry
  18454. const position = geometry.attributes.position;
  18455. const indices = geometry.index;
  18456. let groups = geometry.groups;
  18457. if (groups.length === 0) {
  18458. groups = [{
  18459. start: 0,
  18460. count: indices.count,
  18461. materialIndex: 0
  18462. }];
  18463. } // create a data structure that contains all eges without duplicates
  18464. for (let o = 0, ol = groups.length; o < ol; ++o) {
  18465. const group = groups[o];
  18466. const start = group.start;
  18467. const count = group.count;
  18468. for (let i = start, l = start + count; i < l; i += 3) {
  18469. for (let j = 0; j < 3; j++) {
  18470. const edge1 = indices.getX(i + j);
  18471. const edge2 = indices.getX(i + (j + 1) % 3);
  18472. edge[0] = Math.min(edge1, edge2); // sorting prevents duplicates
  18473. edge[1] = Math.max(edge1, edge2);
  18474. const key = edge[0] + ',' + edge[1];
  18475. if (edges[key] === undefined) {
  18476. edges[key] = {
  18477. index1: edge[0],
  18478. index2: edge[1]
  18479. };
  18480. }
  18481. }
  18482. }
  18483. } // generate vertices
  18484. for (const key in edges) {
  18485. const e = edges[key];
  18486. vertex.fromBufferAttribute(position, e.index1);
  18487. vertices.push(vertex.x, vertex.y, vertex.z);
  18488. vertex.fromBufferAttribute(position, e.index2);
  18489. vertices.push(vertex.x, vertex.y, vertex.z);
  18490. }
  18491. } else {
  18492. // non-indexed BufferGeometry
  18493. const position = geometry.attributes.position;
  18494. for (let i = 0, l = position.count / 3; i < l; i++) {
  18495. for (let j = 0; j < 3; j++) {
  18496. // three edges per triangle, an edge is represented as (index1, index2)
  18497. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  18498. const index1 = 3 * i + j;
  18499. vertex.fromBufferAttribute(position, index1);
  18500. vertices.push(vertex.x, vertex.y, vertex.z);
  18501. const index2 = 3 * i + (j + 1) % 3;
  18502. vertex.fromBufferAttribute(position, index2);
  18503. vertices.push(vertex.x, vertex.y, vertex.z);
  18504. }
  18505. }
  18506. } // build geometry
  18507. this.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  18508. }
  18509. }
  18510. var Geometries = /*#__PURE__*/Object.freeze({
  18511. __proto__: null,
  18512. BoxGeometry: BoxGeometry,
  18513. BoxBufferGeometry: BoxGeometry,
  18514. CircleGeometry: CircleGeometry,
  18515. CircleBufferGeometry: CircleGeometry,
  18516. ConeGeometry: ConeGeometry,
  18517. ConeBufferGeometry: ConeGeometry,
  18518. CylinderGeometry: CylinderGeometry,
  18519. CylinderBufferGeometry: CylinderGeometry,
  18520. DodecahedronGeometry: DodecahedronGeometry,
  18521. DodecahedronBufferGeometry: DodecahedronGeometry,
  18522. EdgesGeometry: EdgesGeometry,
  18523. ExtrudeGeometry: ExtrudeGeometry,
  18524. ExtrudeBufferGeometry: ExtrudeGeometry,
  18525. IcosahedronGeometry: IcosahedronGeometry,
  18526. IcosahedronBufferGeometry: IcosahedronGeometry,
  18527. LatheGeometry: LatheGeometry,
  18528. LatheBufferGeometry: LatheGeometry,
  18529. OctahedronGeometry: OctahedronGeometry,
  18530. OctahedronBufferGeometry: OctahedronGeometry,
  18531. ParametricGeometry: ParametricGeometry,
  18532. ParametricBufferGeometry: ParametricGeometry,
  18533. PlaneGeometry: PlaneGeometry,
  18534. PlaneBufferGeometry: PlaneGeometry,
  18535. PolyhedronGeometry: PolyhedronGeometry,
  18536. PolyhedronBufferGeometry: PolyhedronGeometry,
  18537. RingGeometry: RingGeometry,
  18538. RingBufferGeometry: RingGeometry,
  18539. ShapeGeometry: ShapeGeometry,
  18540. ShapeBufferGeometry: ShapeGeometry,
  18541. SphereGeometry: SphereGeometry,
  18542. SphereBufferGeometry: SphereGeometry,
  18543. TetrahedronGeometry: TetrahedronGeometry,
  18544. TetrahedronBufferGeometry: TetrahedronGeometry,
  18545. TextGeometry: TextGeometry,
  18546. TextBufferGeometry: TextGeometry,
  18547. TorusGeometry: TorusGeometry,
  18548. TorusBufferGeometry: TorusGeometry,
  18549. TorusKnotGeometry: TorusKnotGeometry,
  18550. TorusKnotBufferGeometry: TorusKnotGeometry,
  18551. TubeGeometry: TubeGeometry,
  18552. TubeBufferGeometry: TubeGeometry,
  18553. WireframeGeometry: WireframeGeometry
  18554. });
  18555. /**
  18556. * parameters = {
  18557. * color: <THREE.Color>
  18558. * }
  18559. */
  18560. class ShadowMaterial extends Material {
  18561. constructor(parameters) {
  18562. super();
  18563. this.type = 'ShadowMaterial';
  18564. this.color = new Color(0x000000);
  18565. this.transparent = true;
  18566. this.setValues(parameters);
  18567. }
  18568. copy(source) {
  18569. super.copy(source);
  18570. this.color.copy(source.color);
  18571. return this;
  18572. }
  18573. }
  18574. ShadowMaterial.prototype.isShadowMaterial = true;
  18575. class RawShaderMaterial extends ShaderMaterial {
  18576. constructor(parameters) {
  18577. super(parameters);
  18578. this.type = 'RawShaderMaterial';
  18579. }
  18580. }
  18581. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  18582. /**
  18583. * parameters = {
  18584. * color: <hex>,
  18585. * roughness: <float>,
  18586. * metalness: <float>,
  18587. * opacity: <float>,
  18588. *
  18589. * map: new THREE.Texture( <Image> ),
  18590. *
  18591. * lightMap: new THREE.Texture( <Image> ),
  18592. * lightMapIntensity: <float>
  18593. *
  18594. * aoMap: new THREE.Texture( <Image> ),
  18595. * aoMapIntensity: <float>
  18596. *
  18597. * emissive: <hex>,
  18598. * emissiveIntensity: <float>
  18599. * emissiveMap: new THREE.Texture( <Image> ),
  18600. *
  18601. * bumpMap: new THREE.Texture( <Image> ),
  18602. * bumpScale: <float>,
  18603. *
  18604. * normalMap: new THREE.Texture( <Image> ),
  18605. * normalMapType: THREE.TangentSpaceNormalMap,
  18606. * normalScale: <Vector2>,
  18607. *
  18608. * displacementMap: new THREE.Texture( <Image> ),
  18609. * displacementScale: <float>,
  18610. * displacementBias: <float>,
  18611. *
  18612. * roughnessMap: new THREE.Texture( <Image> ),
  18613. *
  18614. * metalnessMap: new THREE.Texture( <Image> ),
  18615. *
  18616. * alphaMap: new THREE.Texture( <Image> ),
  18617. *
  18618. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18619. * envMapIntensity: <float>
  18620. *
  18621. * refractionRatio: <float>,
  18622. *
  18623. * wireframe: <boolean>,
  18624. * wireframeLinewidth: <float>,
  18625. *
  18626. * morphTargets: <bool>,
  18627. * morphNormals: <bool>,
  18628. *
  18629. * flatShading: <bool>
  18630. * }
  18631. */
  18632. class MeshStandardMaterial extends Material {
  18633. constructor(parameters) {
  18634. super();
  18635. this.defines = {
  18636. 'STANDARD': ''
  18637. };
  18638. this.type = 'MeshStandardMaterial';
  18639. this.color = new Color(0xffffff); // diffuse
  18640. this.roughness = 1.0;
  18641. this.metalness = 0.0;
  18642. this.map = null;
  18643. this.lightMap = null;
  18644. this.lightMapIntensity = 1.0;
  18645. this.aoMap = null;
  18646. this.aoMapIntensity = 1.0;
  18647. this.emissive = new Color(0x000000);
  18648. this.emissiveIntensity = 1.0;
  18649. this.emissiveMap = null;
  18650. this.bumpMap = null;
  18651. this.bumpScale = 1;
  18652. this.normalMap = null;
  18653. this.normalMapType = TangentSpaceNormalMap;
  18654. this.normalScale = new Vector2(1, 1);
  18655. this.displacementMap = null;
  18656. this.displacementScale = 1;
  18657. this.displacementBias = 0;
  18658. this.roughnessMap = null;
  18659. this.metalnessMap = null;
  18660. this.alphaMap = null;
  18661. this.envMap = null;
  18662. this.envMapIntensity = 1.0;
  18663. this.refractionRatio = 0.98;
  18664. this.wireframe = false;
  18665. this.wireframeLinewidth = 1;
  18666. this.wireframeLinecap = 'round';
  18667. this.wireframeLinejoin = 'round';
  18668. this.morphTargets = false;
  18669. this.morphNormals = false;
  18670. this.flatShading = false;
  18671. this.vertexTangents = false;
  18672. this.setValues(parameters);
  18673. }
  18674. copy(source) {
  18675. super.copy(source);
  18676. this.defines = {
  18677. 'STANDARD': ''
  18678. };
  18679. this.color.copy(source.color);
  18680. this.roughness = source.roughness;
  18681. this.metalness = source.metalness;
  18682. this.map = source.map;
  18683. this.lightMap = source.lightMap;
  18684. this.lightMapIntensity = source.lightMapIntensity;
  18685. this.aoMap = source.aoMap;
  18686. this.aoMapIntensity = source.aoMapIntensity;
  18687. this.emissive.copy(source.emissive);
  18688. this.emissiveMap = source.emissiveMap;
  18689. this.emissiveIntensity = source.emissiveIntensity;
  18690. this.bumpMap = source.bumpMap;
  18691. this.bumpScale = source.bumpScale;
  18692. this.normalMap = source.normalMap;
  18693. this.normalMapType = source.normalMapType;
  18694. this.normalScale.copy(source.normalScale);
  18695. this.displacementMap = source.displacementMap;
  18696. this.displacementScale = source.displacementScale;
  18697. this.displacementBias = source.displacementBias;
  18698. this.roughnessMap = source.roughnessMap;
  18699. this.metalnessMap = source.metalnessMap;
  18700. this.alphaMap = source.alphaMap;
  18701. this.envMap = source.envMap;
  18702. this.envMapIntensity = source.envMapIntensity;
  18703. this.refractionRatio = source.refractionRatio;
  18704. this.wireframe = source.wireframe;
  18705. this.wireframeLinewidth = source.wireframeLinewidth;
  18706. this.wireframeLinecap = source.wireframeLinecap;
  18707. this.wireframeLinejoin = source.wireframeLinejoin;
  18708. this.morphTargets = source.morphTargets;
  18709. this.morphNormals = source.morphNormals;
  18710. this.flatShading = source.flatShading;
  18711. this.vertexTangents = source.vertexTangents;
  18712. return this;
  18713. }
  18714. }
  18715. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  18716. /**
  18717. * parameters = {
  18718. * clearcoat: <float>,
  18719. * clearcoatMap: new THREE.Texture( <Image> ),
  18720. * clearcoatRoughness: <float>,
  18721. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  18722. * clearcoatNormalScale: <Vector2>,
  18723. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  18724. *
  18725. * reflectivity: <float>,
  18726. * ior: <float>,
  18727. *
  18728. * sheen: <Color>,
  18729. *
  18730. * transmission: <float>,
  18731. * transmissionMap: new THREE.Texture( <Image> )
  18732. * }
  18733. */
  18734. class MeshPhysicalMaterial extends MeshStandardMaterial {
  18735. constructor(parameters) {
  18736. super();
  18737. this.defines = {
  18738. 'STANDARD': '',
  18739. 'PHYSICAL': ''
  18740. };
  18741. this.type = 'MeshPhysicalMaterial';
  18742. this.clearcoat = 0.0;
  18743. this.clearcoatMap = null;
  18744. this.clearcoatRoughness = 0.0;
  18745. this.clearcoatRoughnessMap = null;
  18746. this.clearcoatNormalScale = new Vector2(1, 1);
  18747. this.clearcoatNormalMap = null;
  18748. this.reflectivity = 0.5; // maps to F0 = 0.04
  18749. Object.defineProperty(this, 'ior', {
  18750. get: function () {
  18751. return (1 + 0.4 * this.reflectivity) / (1 - 0.4 * this.reflectivity);
  18752. },
  18753. set: function (ior) {
  18754. this.reflectivity = clamp(2.5 * (ior - 1) / (ior + 1), 0, 1);
  18755. }
  18756. });
  18757. this.sheen = null; // null will disable sheen bsdf
  18758. this.transmission = 0.0;
  18759. this.transmissionMap = null;
  18760. this.setValues(parameters);
  18761. }
  18762. copy(source) {
  18763. super.copy(source);
  18764. this.defines = {
  18765. 'STANDARD': '',
  18766. 'PHYSICAL': ''
  18767. };
  18768. this.clearcoat = source.clearcoat;
  18769. this.clearcoatMap = source.clearcoatMap;
  18770. this.clearcoatRoughness = source.clearcoatRoughness;
  18771. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  18772. this.clearcoatNormalMap = source.clearcoatNormalMap;
  18773. this.clearcoatNormalScale.copy(source.clearcoatNormalScale);
  18774. this.reflectivity = source.reflectivity;
  18775. if (source.sheen) {
  18776. this.sheen = (this.sheen || new Color()).copy(source.sheen);
  18777. } else {
  18778. this.sheen = null;
  18779. }
  18780. this.transmission = source.transmission;
  18781. this.transmissionMap = source.transmissionMap;
  18782. return this;
  18783. }
  18784. }
  18785. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  18786. /**
  18787. * parameters = {
  18788. * color: <hex>,
  18789. * specular: <hex>,
  18790. * shininess: <float>,
  18791. * opacity: <float>,
  18792. *
  18793. * map: new THREE.Texture( <Image> ),
  18794. *
  18795. * lightMap: new THREE.Texture( <Image> ),
  18796. * lightMapIntensity: <float>
  18797. *
  18798. * aoMap: new THREE.Texture( <Image> ),
  18799. * aoMapIntensity: <float>
  18800. *
  18801. * emissive: <hex>,
  18802. * emissiveIntensity: <float>
  18803. * emissiveMap: new THREE.Texture( <Image> ),
  18804. *
  18805. * bumpMap: new THREE.Texture( <Image> ),
  18806. * bumpScale: <float>,
  18807. *
  18808. * normalMap: new THREE.Texture( <Image> ),
  18809. * normalMapType: THREE.TangentSpaceNormalMap,
  18810. * normalScale: <Vector2>,
  18811. *
  18812. * displacementMap: new THREE.Texture( <Image> ),
  18813. * displacementScale: <float>,
  18814. * displacementBias: <float>,
  18815. *
  18816. * specularMap: new THREE.Texture( <Image> ),
  18817. *
  18818. * alphaMap: new THREE.Texture( <Image> ),
  18819. *
  18820. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  18821. * combine: THREE.MultiplyOperation,
  18822. * reflectivity: <float>,
  18823. * refractionRatio: <float>,
  18824. *
  18825. * wireframe: <boolean>,
  18826. * wireframeLinewidth: <float>,
  18827. *
  18828. * morphTargets: <bool>,
  18829. * morphNormals: <bool>,
  18830. *
  18831. * flatShading: <bool>
  18832. * }
  18833. */
  18834. class MeshPhongMaterial extends Material {
  18835. constructor(parameters) {
  18836. super();
  18837. this.type = 'MeshPhongMaterial';
  18838. this.color = new Color(0xffffff); // diffuse
  18839. this.specular = new Color(0x111111);
  18840. this.shininess = 30;
  18841. this.map = null;
  18842. this.lightMap = null;
  18843. this.lightMapIntensity = 1.0;
  18844. this.aoMap = null;
  18845. this.aoMapIntensity = 1.0;
  18846. this.emissive = new Color(0x000000);
  18847. this.emissiveIntensity = 1.0;
  18848. this.emissiveMap = null;
  18849. this.bumpMap = null;
  18850. this.bumpScale = 1;
  18851. this.normalMap = null;
  18852. this.normalMapType = TangentSpaceNormalMap;
  18853. this.normalScale = new Vector2(1, 1);
  18854. this.displacementMap = null;
  18855. this.displacementScale = 1;
  18856. this.displacementBias = 0;
  18857. this.specularMap = null;
  18858. this.alphaMap = null;
  18859. this.envMap = null;
  18860. this.combine = MultiplyOperation;
  18861. this.reflectivity = 1;
  18862. this.refractionRatio = 0.98;
  18863. this.wireframe = false;
  18864. this.wireframeLinewidth = 1;
  18865. this.wireframeLinecap = 'round';
  18866. this.wireframeLinejoin = 'round';
  18867. this.morphTargets = false;
  18868. this.morphNormals = false;
  18869. this.flatShading = false;
  18870. this.setValues(parameters);
  18871. }
  18872. copy(source) {
  18873. super.copy(source);
  18874. this.color.copy(source.color);
  18875. this.specular.copy(source.specular);
  18876. this.shininess = source.shininess;
  18877. this.map = source.map;
  18878. this.lightMap = source.lightMap;
  18879. this.lightMapIntensity = source.lightMapIntensity;
  18880. this.aoMap = source.aoMap;
  18881. this.aoMapIntensity = source.aoMapIntensity;
  18882. this.emissive.copy(source.emissive);
  18883. this.emissiveMap = source.emissiveMap;
  18884. this.emissiveIntensity = source.emissiveIntensity;
  18885. this.bumpMap = source.bumpMap;
  18886. this.bumpScale = source.bumpScale;
  18887. this.normalMap = source.normalMap;
  18888. this.normalMapType = source.normalMapType;
  18889. this.normalScale.copy(source.normalScale);
  18890. this.displacementMap = source.displacementMap;
  18891. this.displacementScale = source.displacementScale;
  18892. this.displacementBias = source.displacementBias;
  18893. this.specularMap = source.specularMap;
  18894. this.alphaMap = source.alphaMap;
  18895. this.envMap = source.envMap;
  18896. this.combine = source.combine;
  18897. this.reflectivity = source.reflectivity;
  18898. this.refractionRatio = source.refractionRatio;
  18899. this.wireframe = source.wireframe;
  18900. this.wireframeLinewidth = source.wireframeLinewidth;
  18901. this.wireframeLinecap = source.wireframeLinecap;
  18902. this.wireframeLinejoin = source.wireframeLinejoin;
  18903. this.morphTargets = source.morphTargets;
  18904. this.morphNormals = source.morphNormals;
  18905. this.flatShading = source.flatShading;
  18906. return this;
  18907. }
  18908. }
  18909. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  18910. /**
  18911. * parameters = {
  18912. * color: <hex>,
  18913. *
  18914. * map: new THREE.Texture( <Image> ),
  18915. * gradientMap: new THREE.Texture( <Image> ),
  18916. *
  18917. * lightMap: new THREE.Texture( <Image> ),
  18918. * lightMapIntensity: <float>
  18919. *
  18920. * aoMap: new THREE.Texture( <Image> ),
  18921. * aoMapIntensity: <float>
  18922. *
  18923. * emissive: <hex>,
  18924. * emissiveIntensity: <float>
  18925. * emissiveMap: new THREE.Texture( <Image> ),
  18926. *
  18927. * bumpMap: new THREE.Texture( <Image> ),
  18928. * bumpScale: <float>,
  18929. *
  18930. * normalMap: new THREE.Texture( <Image> ),
  18931. * normalMapType: THREE.TangentSpaceNormalMap,
  18932. * normalScale: <Vector2>,
  18933. *
  18934. * displacementMap: new THREE.Texture( <Image> ),
  18935. * displacementScale: <float>,
  18936. * displacementBias: <float>,
  18937. *
  18938. * alphaMap: new THREE.Texture( <Image> ),
  18939. *
  18940. * wireframe: <boolean>,
  18941. * wireframeLinewidth: <float>,
  18942. *
  18943. * morphTargets: <bool>,
  18944. * morphNormals: <bool>
  18945. * }
  18946. */
  18947. class MeshToonMaterial extends Material {
  18948. constructor(parameters) {
  18949. super();
  18950. this.defines = {
  18951. 'TOON': ''
  18952. };
  18953. this.type = 'MeshToonMaterial';
  18954. this.color = new Color(0xffffff);
  18955. this.map = null;
  18956. this.gradientMap = null;
  18957. this.lightMap = null;
  18958. this.lightMapIntensity = 1.0;
  18959. this.aoMap = null;
  18960. this.aoMapIntensity = 1.0;
  18961. this.emissive = new Color(0x000000);
  18962. this.emissiveIntensity = 1.0;
  18963. this.emissiveMap = null;
  18964. this.bumpMap = null;
  18965. this.bumpScale = 1;
  18966. this.normalMap = null;
  18967. this.normalMapType = TangentSpaceNormalMap;
  18968. this.normalScale = new Vector2(1, 1);
  18969. this.displacementMap = null;
  18970. this.displacementScale = 1;
  18971. this.displacementBias = 0;
  18972. this.alphaMap = null;
  18973. this.wireframe = false;
  18974. this.wireframeLinewidth = 1;
  18975. this.wireframeLinecap = 'round';
  18976. this.wireframeLinejoin = 'round';
  18977. this.morphTargets = false;
  18978. this.morphNormals = false;
  18979. this.setValues(parameters);
  18980. }
  18981. copy(source) {
  18982. super.copy(source);
  18983. this.color.copy(source.color);
  18984. this.map = source.map;
  18985. this.gradientMap = source.gradientMap;
  18986. this.lightMap = source.lightMap;
  18987. this.lightMapIntensity = source.lightMapIntensity;
  18988. this.aoMap = source.aoMap;
  18989. this.aoMapIntensity = source.aoMapIntensity;
  18990. this.emissive.copy(source.emissive);
  18991. this.emissiveMap = source.emissiveMap;
  18992. this.emissiveIntensity = source.emissiveIntensity;
  18993. this.bumpMap = source.bumpMap;
  18994. this.bumpScale = source.bumpScale;
  18995. this.normalMap = source.normalMap;
  18996. this.normalMapType = source.normalMapType;
  18997. this.normalScale.copy(source.normalScale);
  18998. this.displacementMap = source.displacementMap;
  18999. this.displacementScale = source.displacementScale;
  19000. this.displacementBias = source.displacementBias;
  19001. this.alphaMap = source.alphaMap;
  19002. this.wireframe = source.wireframe;
  19003. this.wireframeLinewidth = source.wireframeLinewidth;
  19004. this.wireframeLinecap = source.wireframeLinecap;
  19005. this.wireframeLinejoin = source.wireframeLinejoin;
  19006. this.morphTargets = source.morphTargets;
  19007. this.morphNormals = source.morphNormals;
  19008. return this;
  19009. }
  19010. }
  19011. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19012. /**
  19013. * parameters = {
  19014. * opacity: <float>,
  19015. *
  19016. * bumpMap: new THREE.Texture( <Image> ),
  19017. * bumpScale: <float>,
  19018. *
  19019. * normalMap: new THREE.Texture( <Image> ),
  19020. * normalMapType: THREE.TangentSpaceNormalMap,
  19021. * normalScale: <Vector2>,
  19022. *
  19023. * displacementMap: new THREE.Texture( <Image> ),
  19024. * displacementScale: <float>,
  19025. * displacementBias: <float>,
  19026. *
  19027. * wireframe: <boolean>,
  19028. * wireframeLinewidth: <float>
  19029. *
  19030. * morphTargets: <bool>,
  19031. * morphNormals: <bool>,
  19032. *
  19033. * flatShading: <bool>
  19034. * }
  19035. */
  19036. class MeshNormalMaterial extends Material {
  19037. constructor(parameters) {
  19038. super();
  19039. this.type = 'MeshNormalMaterial';
  19040. this.bumpMap = null;
  19041. this.bumpScale = 1;
  19042. this.normalMap = null;
  19043. this.normalMapType = TangentSpaceNormalMap;
  19044. this.normalScale = new Vector2(1, 1);
  19045. this.displacementMap = null;
  19046. this.displacementScale = 1;
  19047. this.displacementBias = 0;
  19048. this.wireframe = false;
  19049. this.wireframeLinewidth = 1;
  19050. this.fog = false;
  19051. this.morphTargets = false;
  19052. this.morphNormals = false;
  19053. this.flatShading = false;
  19054. this.setValues(parameters);
  19055. }
  19056. copy(source) {
  19057. super.copy(source);
  19058. this.bumpMap = source.bumpMap;
  19059. this.bumpScale = source.bumpScale;
  19060. this.normalMap = source.normalMap;
  19061. this.normalMapType = source.normalMapType;
  19062. this.normalScale.copy(source.normalScale);
  19063. this.displacementMap = source.displacementMap;
  19064. this.displacementScale = source.displacementScale;
  19065. this.displacementBias = source.displacementBias;
  19066. this.wireframe = source.wireframe;
  19067. this.wireframeLinewidth = source.wireframeLinewidth;
  19068. this.morphTargets = source.morphTargets;
  19069. this.morphNormals = source.morphNormals;
  19070. this.flatShading = source.flatShading;
  19071. return this;
  19072. }
  19073. }
  19074. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19075. /**
  19076. * parameters = {
  19077. * color: <hex>,
  19078. * opacity: <float>,
  19079. *
  19080. * map: new THREE.Texture( <Image> ),
  19081. *
  19082. * lightMap: new THREE.Texture( <Image> ),
  19083. * lightMapIntensity: <float>
  19084. *
  19085. * aoMap: new THREE.Texture( <Image> ),
  19086. * aoMapIntensity: <float>
  19087. *
  19088. * emissive: <hex>,
  19089. * emissiveIntensity: <float>
  19090. * emissiveMap: new THREE.Texture( <Image> ),
  19091. *
  19092. * specularMap: new THREE.Texture( <Image> ),
  19093. *
  19094. * alphaMap: new THREE.Texture( <Image> ),
  19095. *
  19096. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19097. * combine: THREE.Multiply,
  19098. * reflectivity: <float>,
  19099. * refractionRatio: <float>,
  19100. *
  19101. * wireframe: <boolean>,
  19102. * wireframeLinewidth: <float>,
  19103. *
  19104. * morphTargets: <bool>,
  19105. * morphNormals: <bool>
  19106. * }
  19107. */
  19108. class MeshLambertMaterial extends Material {
  19109. constructor(parameters) {
  19110. super();
  19111. this.type = 'MeshLambertMaterial';
  19112. this.color = new Color(0xffffff); // diffuse
  19113. this.map = null;
  19114. this.lightMap = null;
  19115. this.lightMapIntensity = 1.0;
  19116. this.aoMap = null;
  19117. this.aoMapIntensity = 1.0;
  19118. this.emissive = new Color(0x000000);
  19119. this.emissiveIntensity = 1.0;
  19120. this.emissiveMap = null;
  19121. this.specularMap = null;
  19122. this.alphaMap = null;
  19123. this.envMap = null;
  19124. this.combine = MultiplyOperation;
  19125. this.reflectivity = 1;
  19126. this.refractionRatio = 0.98;
  19127. this.wireframe = false;
  19128. this.wireframeLinewidth = 1;
  19129. this.wireframeLinecap = 'round';
  19130. this.wireframeLinejoin = 'round';
  19131. this.morphTargets = false;
  19132. this.morphNormals = false;
  19133. this.setValues(parameters);
  19134. }
  19135. copy(source) {
  19136. super.copy(source);
  19137. this.color.copy(source.color);
  19138. this.map = source.map;
  19139. this.lightMap = source.lightMap;
  19140. this.lightMapIntensity = source.lightMapIntensity;
  19141. this.aoMap = source.aoMap;
  19142. this.aoMapIntensity = source.aoMapIntensity;
  19143. this.emissive.copy(source.emissive);
  19144. this.emissiveMap = source.emissiveMap;
  19145. this.emissiveIntensity = source.emissiveIntensity;
  19146. this.specularMap = source.specularMap;
  19147. this.alphaMap = source.alphaMap;
  19148. this.envMap = source.envMap;
  19149. this.combine = source.combine;
  19150. this.reflectivity = source.reflectivity;
  19151. this.refractionRatio = source.refractionRatio;
  19152. this.wireframe = source.wireframe;
  19153. this.wireframeLinewidth = source.wireframeLinewidth;
  19154. this.wireframeLinecap = source.wireframeLinecap;
  19155. this.wireframeLinejoin = source.wireframeLinejoin;
  19156. this.morphTargets = source.morphTargets;
  19157. this.morphNormals = source.morphNormals;
  19158. return this;
  19159. }
  19160. }
  19161. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19162. /**
  19163. * parameters = {
  19164. * color: <hex>,
  19165. * opacity: <float>,
  19166. *
  19167. * matcap: new THREE.Texture( <Image> ),
  19168. *
  19169. * map: new THREE.Texture( <Image> ),
  19170. *
  19171. * bumpMap: new THREE.Texture( <Image> ),
  19172. * bumpScale: <float>,
  19173. *
  19174. * normalMap: new THREE.Texture( <Image> ),
  19175. * normalMapType: THREE.TangentSpaceNormalMap,
  19176. * normalScale: <Vector2>,
  19177. *
  19178. * displacementMap: new THREE.Texture( <Image> ),
  19179. * displacementScale: <float>,
  19180. * displacementBias: <float>,
  19181. *
  19182. * alphaMap: new THREE.Texture( <Image> ),
  19183. *
  19184. * morphTargets: <bool>,
  19185. * morphNormals: <bool>
  19186. *
  19187. * flatShading: <bool>
  19188. * }
  19189. */
  19190. class MeshMatcapMaterial extends Material {
  19191. constructor(parameters) {
  19192. super();
  19193. this.defines = {
  19194. 'MATCAP': ''
  19195. };
  19196. this.type = 'MeshMatcapMaterial';
  19197. this.color = new Color(0xffffff); // diffuse
  19198. this.matcap = null;
  19199. this.map = null;
  19200. this.bumpMap = null;
  19201. this.bumpScale = 1;
  19202. this.normalMap = null;
  19203. this.normalMapType = TangentSpaceNormalMap;
  19204. this.normalScale = new Vector2(1, 1);
  19205. this.displacementMap = null;
  19206. this.displacementScale = 1;
  19207. this.displacementBias = 0;
  19208. this.alphaMap = null;
  19209. this.morphTargets = false;
  19210. this.morphNormals = false;
  19211. this.flatShading = false;
  19212. this.setValues(parameters);
  19213. }
  19214. copy(source) {
  19215. super.copy(source);
  19216. this.defines = {
  19217. 'MATCAP': ''
  19218. };
  19219. this.color.copy(source.color);
  19220. this.matcap = source.matcap;
  19221. this.map = source.map;
  19222. this.bumpMap = source.bumpMap;
  19223. this.bumpScale = source.bumpScale;
  19224. this.normalMap = source.normalMap;
  19225. this.normalMapType = source.normalMapType;
  19226. this.normalScale.copy(source.normalScale);
  19227. this.displacementMap = source.displacementMap;
  19228. this.displacementScale = source.displacementScale;
  19229. this.displacementBias = source.displacementBias;
  19230. this.alphaMap = source.alphaMap;
  19231. this.morphTargets = source.morphTargets;
  19232. this.morphNormals = source.morphNormals;
  19233. this.flatShading = source.flatShading;
  19234. return this;
  19235. }
  19236. }
  19237. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19238. /**
  19239. * parameters = {
  19240. * color: <hex>,
  19241. * opacity: <float>,
  19242. *
  19243. * linewidth: <float>,
  19244. *
  19245. * scale: <float>,
  19246. * dashSize: <float>,
  19247. * gapSize: <float>
  19248. * }
  19249. */
  19250. class LineDashedMaterial extends LineBasicMaterial {
  19251. constructor(parameters) {
  19252. super();
  19253. this.type = 'LineDashedMaterial';
  19254. this.scale = 1;
  19255. this.dashSize = 3;
  19256. this.gapSize = 1;
  19257. this.setValues(parameters);
  19258. }
  19259. copy(source) {
  19260. super.copy(source);
  19261. this.scale = source.scale;
  19262. this.dashSize = source.dashSize;
  19263. this.gapSize = source.gapSize;
  19264. return this;
  19265. }
  19266. }
  19267. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19268. var Materials = /*#__PURE__*/Object.freeze({
  19269. __proto__: null,
  19270. ShadowMaterial: ShadowMaterial,
  19271. SpriteMaterial: SpriteMaterial,
  19272. RawShaderMaterial: RawShaderMaterial,
  19273. ShaderMaterial: ShaderMaterial,
  19274. PointsMaterial: PointsMaterial,
  19275. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19276. MeshStandardMaterial: MeshStandardMaterial,
  19277. MeshPhongMaterial: MeshPhongMaterial,
  19278. MeshToonMaterial: MeshToonMaterial,
  19279. MeshNormalMaterial: MeshNormalMaterial,
  19280. MeshLambertMaterial: MeshLambertMaterial,
  19281. MeshDepthMaterial: MeshDepthMaterial,
  19282. MeshDistanceMaterial: MeshDistanceMaterial,
  19283. MeshBasicMaterial: MeshBasicMaterial,
  19284. MeshMatcapMaterial: MeshMatcapMaterial,
  19285. LineDashedMaterial: LineDashedMaterial,
  19286. LineBasicMaterial: LineBasicMaterial,
  19287. Material: Material
  19288. });
  19289. const AnimationUtils = {
  19290. // same as Array.prototype.slice, but also works on typed arrays
  19291. arraySlice: function (array, from, to) {
  19292. if (AnimationUtils.isTypedArray(array)) {
  19293. // in ios9 array.subarray(from, undefined) will return empty array
  19294. // but array.subarray(from) or array.subarray(from, len) is correct
  19295. return new array.constructor(array.subarray(from, to !== undefined ? to : array.length));
  19296. }
  19297. return array.slice(from, to);
  19298. },
  19299. // converts an array to a specific type
  19300. convertArray: function (array, type, forceClone) {
  19301. if (!array || // let 'undefined' and 'null' pass
  19302. !forceClone && array.constructor === type) return array;
  19303. if (typeof type.BYTES_PER_ELEMENT === 'number') {
  19304. return new type(array); // create typed array
  19305. }
  19306. return Array.prototype.slice.call(array); // create Array
  19307. },
  19308. isTypedArray: function (object) {
  19309. return ArrayBuffer.isView(object) && !(object instanceof DataView);
  19310. },
  19311. // returns an array by which times and values can be sorted
  19312. getKeyframeOrder: function (times) {
  19313. function compareTime(i, j) {
  19314. return times[i] - times[j];
  19315. }
  19316. const n = times.length;
  19317. const result = new Array(n);
  19318. for (let i = 0; i !== n; ++i) result[i] = i;
  19319. result.sort(compareTime);
  19320. return result;
  19321. },
  19322. // uses the array previously returned by 'getKeyframeOrder' to sort data
  19323. sortedArray: function (values, stride, order) {
  19324. const nValues = values.length;
  19325. const result = new values.constructor(nValues);
  19326. for (let i = 0, dstOffset = 0; dstOffset !== nValues; ++i) {
  19327. const srcOffset = order[i] * stride;
  19328. for (let j = 0; j !== stride; ++j) {
  19329. result[dstOffset++] = values[srcOffset + j];
  19330. }
  19331. }
  19332. return result;
  19333. },
  19334. // function for parsing AOS keyframe formats
  19335. flattenJSON: function (jsonKeys, times, values, valuePropertyName) {
  19336. let i = 1,
  19337. key = jsonKeys[0];
  19338. while (key !== undefined && key[valuePropertyName] === undefined) {
  19339. key = jsonKeys[i++];
  19340. }
  19341. if (key === undefined) return; // no data
  19342. let value = key[valuePropertyName];
  19343. if (value === undefined) return; // no data
  19344. if (Array.isArray(value)) {
  19345. do {
  19346. value = key[valuePropertyName];
  19347. if (value !== undefined) {
  19348. times.push(key.time);
  19349. values.push.apply(values, value); // push all elements
  19350. }
  19351. key = jsonKeys[i++];
  19352. } while (key !== undefined);
  19353. } else if (value.toArray !== undefined) {
  19354. // ...assume THREE.Math-ish
  19355. do {
  19356. value = key[valuePropertyName];
  19357. if (value !== undefined) {
  19358. times.push(key.time);
  19359. value.toArray(values, values.length);
  19360. }
  19361. key = jsonKeys[i++];
  19362. } while (key !== undefined);
  19363. } else {
  19364. // otherwise push as-is
  19365. do {
  19366. value = key[valuePropertyName];
  19367. if (value !== undefined) {
  19368. times.push(key.time);
  19369. values.push(value);
  19370. }
  19371. key = jsonKeys[i++];
  19372. } while (key !== undefined);
  19373. }
  19374. },
  19375. subclip: function (sourceClip, name, startFrame, endFrame, fps = 30) {
  19376. const clip = sourceClip.clone();
  19377. clip.name = name;
  19378. const tracks = [];
  19379. for (let i = 0; i < clip.tracks.length; ++i) {
  19380. const track = clip.tracks[i];
  19381. const valueSize = track.getValueSize();
  19382. const times = [];
  19383. const values = [];
  19384. for (let j = 0; j < track.times.length; ++j) {
  19385. const frame = track.times[j] * fps;
  19386. if (frame < startFrame || frame >= endFrame) continue;
  19387. times.push(track.times[j]);
  19388. for (let k = 0; k < valueSize; ++k) {
  19389. values.push(track.values[j * valueSize + k]);
  19390. }
  19391. }
  19392. if (times.length === 0) continue;
  19393. track.times = AnimationUtils.convertArray(times, track.times.constructor);
  19394. track.values = AnimationUtils.convertArray(values, track.values.constructor);
  19395. tracks.push(track);
  19396. }
  19397. clip.tracks = tracks; // find minimum .times value across all tracks in the trimmed clip
  19398. let minStartTime = Infinity;
  19399. for (let i = 0; i < clip.tracks.length; ++i) {
  19400. if (minStartTime > clip.tracks[i].times[0]) {
  19401. minStartTime = clip.tracks[i].times[0];
  19402. }
  19403. } // shift all tracks such that clip begins at t=0
  19404. for (let i = 0; i < clip.tracks.length; ++i) {
  19405. clip.tracks[i].shift(-1 * minStartTime);
  19406. }
  19407. clip.resetDuration();
  19408. return clip;
  19409. },
  19410. makeClipAdditive: function (targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30) {
  19411. if (fps <= 0) fps = 30;
  19412. const numTracks = referenceClip.tracks.length;
  19413. const referenceTime = referenceFrame / fps; // Make each track's values relative to the values at the reference frame
  19414. for (let i = 0; i < numTracks; ++i) {
  19415. const referenceTrack = referenceClip.tracks[i];
  19416. const referenceTrackType = referenceTrack.ValueTypeName; // Skip this track if it's non-numeric
  19417. if (referenceTrackType === 'bool' || referenceTrackType === 'string') continue; // Find the track in the target clip whose name and type matches the reference track
  19418. const targetTrack = targetClip.tracks.find(function (track) {
  19419. return track.name === referenceTrack.name && track.ValueTypeName === referenceTrackType;
  19420. });
  19421. if (targetTrack === undefined) continue;
  19422. let referenceOffset = 0;
  19423. const referenceValueSize = referenceTrack.getValueSize();
  19424. if (referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  19425. referenceOffset = referenceValueSize / 3;
  19426. }
  19427. let targetOffset = 0;
  19428. const targetValueSize = targetTrack.getValueSize();
  19429. if (targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline) {
  19430. targetOffset = targetValueSize / 3;
  19431. }
  19432. const lastIndex = referenceTrack.times.length - 1;
  19433. let referenceValue; // Find the value to subtract out of the track
  19434. if (referenceTime <= referenceTrack.times[0]) {
  19435. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  19436. const startIndex = referenceOffset;
  19437. const endIndex = referenceValueSize - referenceOffset;
  19438. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
  19439. } else if (referenceTime >= referenceTrack.times[lastIndex]) {
  19440. // Reference frame is after the last keyframe, so just use the last keyframe
  19441. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  19442. const endIndex = startIndex + referenceValueSize - referenceOffset;
  19443. referenceValue = AnimationUtils.arraySlice(referenceTrack.values, startIndex, endIndex);
  19444. } else {
  19445. // Interpolate to the reference value
  19446. const interpolant = referenceTrack.createInterpolant();
  19447. const startIndex = referenceOffset;
  19448. const endIndex = referenceValueSize - referenceOffset;
  19449. interpolant.evaluate(referenceTime);
  19450. referenceValue = AnimationUtils.arraySlice(interpolant.resultBuffer, startIndex, endIndex);
  19451. } // Conjugate the quaternion
  19452. if (referenceTrackType === 'quaternion') {
  19453. const referenceQuat = new Quaternion().fromArray(referenceValue).normalize().conjugate();
  19454. referenceQuat.toArray(referenceValue);
  19455. } // Subtract the reference value from all of the track values
  19456. const numTimes = targetTrack.times.length;
  19457. for (let j = 0; j < numTimes; ++j) {
  19458. const valueStart = j * targetValueSize + targetOffset;
  19459. if (referenceTrackType === 'quaternion') {
  19460. // Multiply the conjugate for quaternion track types
  19461. Quaternion.multiplyQuaternionsFlat(targetTrack.values, valueStart, referenceValue, 0, targetTrack.values, valueStart);
  19462. } else {
  19463. const valueEnd = targetValueSize - targetOffset * 2; // Subtract each value for all other numeric track types
  19464. for (let k = 0; k < valueEnd; ++k) {
  19465. targetTrack.values[valueStart + k] -= referenceValue[k];
  19466. }
  19467. }
  19468. }
  19469. }
  19470. targetClip.blendMode = AdditiveAnimationBlendMode;
  19471. return targetClip;
  19472. }
  19473. };
  19474. /**
  19475. * Abstract base class of interpolants over parametric samples.
  19476. *
  19477. * The parameter domain is one dimensional, typically the time or a path
  19478. * along a curve defined by the data.
  19479. *
  19480. * The sample values can have any dimensionality and derived classes may
  19481. * apply special interpretations to the data.
  19482. *
  19483. * This class provides the interval seek in a Template Method, deferring
  19484. * the actual interpolation to derived classes.
  19485. *
  19486. * Time complexity is O(1) for linear access crossing at most two points
  19487. * and O(log N) for random access, where N is the number of positions.
  19488. *
  19489. * References:
  19490. *
  19491. * http://www.oodesign.com/template-method-pattern.html
  19492. *
  19493. */
  19494. class Interpolant {
  19495. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  19496. this.parameterPositions = parameterPositions;
  19497. this._cachedIndex = 0;
  19498. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor(sampleSize);
  19499. this.sampleValues = sampleValues;
  19500. this.valueSize = sampleSize;
  19501. this.settings = null;
  19502. this.DefaultSettings_ = {};
  19503. }
  19504. evaluate(t) {
  19505. const pp = this.parameterPositions;
  19506. let i1 = this._cachedIndex,
  19507. t1 = pp[i1],
  19508. t0 = pp[i1 - 1];
  19509. validate_interval: {
  19510. seek: {
  19511. let right;
  19512. linear_scan: {
  19513. //- See http://jsperf.com/comparison-to-undefined/3
  19514. //- slower code:
  19515. //-
  19516. //- if ( t >= t1 || t1 === undefined ) {
  19517. forward_scan: if (!(t < t1)) {
  19518. for (let giveUpAt = i1 + 2;;) {
  19519. if (t1 === undefined) {
  19520. if (t < t0) break forward_scan; // after end
  19521. i1 = pp.length;
  19522. this._cachedIndex = i1;
  19523. return this.afterEnd_(i1 - 1, t, t0);
  19524. }
  19525. if (i1 === giveUpAt) break; // this loop
  19526. t0 = t1;
  19527. t1 = pp[++i1];
  19528. if (t < t1) {
  19529. // we have arrived at the sought interval
  19530. break seek;
  19531. }
  19532. } // prepare binary search on the right side of the index
  19533. right = pp.length;
  19534. break linear_scan;
  19535. } //- slower code:
  19536. //- if ( t < t0 || t0 === undefined ) {
  19537. if (!(t >= t0)) {
  19538. // looping?
  19539. const t1global = pp[1];
  19540. if (t < t1global) {
  19541. i1 = 2; // + 1, using the scan for the details
  19542. t0 = t1global;
  19543. } // linear reverse scan
  19544. for (let giveUpAt = i1 - 2;;) {
  19545. if (t0 === undefined) {
  19546. // before start
  19547. this._cachedIndex = 0;
  19548. return this.beforeStart_(0, t, t1);
  19549. }
  19550. if (i1 === giveUpAt) break; // this loop
  19551. t1 = t0;
  19552. t0 = pp[--i1 - 1];
  19553. if (t >= t0) {
  19554. // we have arrived at the sought interval
  19555. break seek;
  19556. }
  19557. } // prepare binary search on the left side of the index
  19558. right = i1;
  19559. i1 = 0;
  19560. break linear_scan;
  19561. } // the interval is valid
  19562. break validate_interval;
  19563. } // linear scan
  19564. // binary search
  19565. while (i1 < right) {
  19566. const mid = i1 + right >>> 1;
  19567. if (t < pp[mid]) {
  19568. right = mid;
  19569. } else {
  19570. i1 = mid + 1;
  19571. }
  19572. }
  19573. t1 = pp[i1];
  19574. t0 = pp[i1 - 1]; // check boundary cases, again
  19575. if (t0 === undefined) {
  19576. this._cachedIndex = 0;
  19577. return this.beforeStart_(0, t, t1);
  19578. }
  19579. if (t1 === undefined) {
  19580. i1 = pp.length;
  19581. this._cachedIndex = i1;
  19582. return this.afterEnd_(i1 - 1, t0, t);
  19583. }
  19584. } // seek
  19585. this._cachedIndex = i1;
  19586. this.intervalChanged_(i1, t0, t1);
  19587. } // validate_interval
  19588. return this.interpolate_(i1, t0, t, t1);
  19589. }
  19590. getSettings_() {
  19591. return this.settings || this.DefaultSettings_;
  19592. }
  19593. copySampleValue_(index) {
  19594. // copies a sample value to the result buffer
  19595. const result = this.resultBuffer,
  19596. values = this.sampleValues,
  19597. stride = this.valueSize,
  19598. offset = index * stride;
  19599. for (let i = 0; i !== stride; ++i) {
  19600. result[i] = values[offset + i];
  19601. }
  19602. return result;
  19603. } // Template methods for derived classes:
  19604. interpolate_()
  19605. /* i1, t0, t, t1 */
  19606. {
  19607. throw new Error('call to abstract method'); // implementations shall return this.resultBuffer
  19608. }
  19609. intervalChanged_()
  19610. /* i1, t0, t1 */
  19611. {// empty
  19612. }
  19613. } // ALIAS DEFINITIONS
  19614. Interpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;
  19615. Interpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;
  19616. /**
  19617. * Fast and simple cubic spline interpolant.
  19618. *
  19619. * It was derived from a Hermitian construction setting the first derivative
  19620. * at each sample position to the linear slope between neighboring positions
  19621. * over their parameter interval.
  19622. */
  19623. class CubicInterpolant extends Interpolant {
  19624. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  19625. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  19626. this._weightPrev = -0;
  19627. this._offsetPrev = -0;
  19628. this._weightNext = -0;
  19629. this._offsetNext = -0;
  19630. this.DefaultSettings_ = {
  19631. endingStart: ZeroCurvatureEnding,
  19632. endingEnd: ZeroCurvatureEnding
  19633. };
  19634. }
  19635. intervalChanged_(i1, t0, t1) {
  19636. const pp = this.parameterPositions;
  19637. let iPrev = i1 - 2,
  19638. iNext = i1 + 1,
  19639. tPrev = pp[iPrev],
  19640. tNext = pp[iNext];
  19641. if (tPrev === undefined) {
  19642. switch (this.getSettings_().endingStart) {
  19643. case ZeroSlopeEnding:
  19644. // f'(t0) = 0
  19645. iPrev = i1;
  19646. tPrev = 2 * t0 - t1;
  19647. break;
  19648. case WrapAroundEnding:
  19649. // use the other end of the curve
  19650. iPrev = pp.length - 2;
  19651. tPrev = t0 + pp[iPrev] - pp[iPrev + 1];
  19652. break;
  19653. default:
  19654. // ZeroCurvatureEnding
  19655. // f''(t0) = 0 a.k.a. Natural Spline
  19656. iPrev = i1;
  19657. tPrev = t1;
  19658. }
  19659. }
  19660. if (tNext === undefined) {
  19661. switch (this.getSettings_().endingEnd) {
  19662. case ZeroSlopeEnding:
  19663. // f'(tN) = 0
  19664. iNext = i1;
  19665. tNext = 2 * t1 - t0;
  19666. break;
  19667. case WrapAroundEnding:
  19668. // use the other end of the curve
  19669. iNext = 1;
  19670. tNext = t1 + pp[1] - pp[0];
  19671. break;
  19672. default:
  19673. // ZeroCurvatureEnding
  19674. // f''(tN) = 0, a.k.a. Natural Spline
  19675. iNext = i1 - 1;
  19676. tNext = t0;
  19677. }
  19678. }
  19679. const halfDt = (t1 - t0) * 0.5,
  19680. stride = this.valueSize;
  19681. this._weightPrev = halfDt / (t0 - tPrev);
  19682. this._weightNext = halfDt / (tNext - t1);
  19683. this._offsetPrev = iPrev * stride;
  19684. this._offsetNext = iNext * stride;
  19685. }
  19686. interpolate_(i1, t0, t, t1) {
  19687. const result = this.resultBuffer,
  19688. values = this.sampleValues,
  19689. stride = this.valueSize,
  19690. o1 = i1 * stride,
  19691. o0 = o1 - stride,
  19692. oP = this._offsetPrev,
  19693. oN = this._offsetNext,
  19694. wP = this._weightPrev,
  19695. wN = this._weightNext,
  19696. p = (t - t0) / (t1 - t0),
  19697. pp = p * p,
  19698. ppp = pp * p; // evaluate polynomials
  19699. const sP = -wP * ppp + 2 * wP * pp - wP * p;
  19700. const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-0.5 + wP) * p + 1;
  19701. const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + 0.5 * p;
  19702. const sN = wN * ppp - wN * pp; // combine data linearly
  19703. for (let i = 0; i !== stride; ++i) {
  19704. result[i] = sP * values[oP + i] + s0 * values[o0 + i] + s1 * values[o1 + i] + sN * values[oN + i];
  19705. }
  19706. return result;
  19707. }
  19708. }
  19709. class LinearInterpolant extends Interpolant {
  19710. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  19711. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  19712. }
  19713. interpolate_(i1, t0, t, t1) {
  19714. const result = this.resultBuffer,
  19715. values = this.sampleValues,
  19716. stride = this.valueSize,
  19717. offset1 = i1 * stride,
  19718. offset0 = offset1 - stride,
  19719. weight1 = (t - t0) / (t1 - t0),
  19720. weight0 = 1 - weight1;
  19721. for (let i = 0; i !== stride; ++i) {
  19722. result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
  19723. }
  19724. return result;
  19725. }
  19726. }
  19727. /**
  19728. *
  19729. * Interpolant that evaluates to the sample value at the position preceeding
  19730. * the parameter.
  19731. */
  19732. class DiscreteInterpolant extends Interpolant {
  19733. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  19734. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  19735. }
  19736. interpolate_(i1
  19737. /*, t0, t, t1 */
  19738. ) {
  19739. return this.copySampleValue_(i1 - 1);
  19740. }
  19741. }
  19742. class KeyframeTrack {
  19743. constructor(name, times, values, interpolation) {
  19744. if (name === undefined) throw new Error('THREE.KeyframeTrack: track name is undefined');
  19745. if (times === undefined || times.length === 0) throw new Error('THREE.KeyframeTrack: no keyframes in track named ' + name);
  19746. this.name = name;
  19747. this.times = AnimationUtils.convertArray(times, this.TimeBufferType);
  19748. this.values = AnimationUtils.convertArray(values, this.ValueBufferType);
  19749. this.setInterpolation(interpolation || this.DefaultInterpolation);
  19750. } // Serialization (in static context, because of constructor invocation
  19751. // and automatic invocation of .toJSON):
  19752. static toJSON(track) {
  19753. const trackType = track.constructor;
  19754. let json; // derived classes can define a static toJSON method
  19755. if (trackType.toJSON !== this.toJSON) {
  19756. json = trackType.toJSON(track);
  19757. } else {
  19758. // by default, we assume the data can be serialized as-is
  19759. json = {
  19760. 'name': track.name,
  19761. 'times': AnimationUtils.convertArray(track.times, Array),
  19762. 'values': AnimationUtils.convertArray(track.values, Array)
  19763. };
  19764. const interpolation = track.getInterpolation();
  19765. if (interpolation !== track.DefaultInterpolation) {
  19766. json.interpolation = interpolation;
  19767. }
  19768. }
  19769. json.type = track.ValueTypeName; // mandatory
  19770. return json;
  19771. }
  19772. InterpolantFactoryMethodDiscrete(result) {
  19773. return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
  19774. }
  19775. InterpolantFactoryMethodLinear(result) {
  19776. return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
  19777. }
  19778. InterpolantFactoryMethodSmooth(result) {
  19779. return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
  19780. }
  19781. setInterpolation(interpolation) {
  19782. let factoryMethod;
  19783. switch (interpolation) {
  19784. case InterpolateDiscrete:
  19785. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  19786. break;
  19787. case InterpolateLinear:
  19788. factoryMethod = this.InterpolantFactoryMethodLinear;
  19789. break;
  19790. case InterpolateSmooth:
  19791. factoryMethod = this.InterpolantFactoryMethodSmooth;
  19792. break;
  19793. }
  19794. if (factoryMethod === undefined) {
  19795. const message = 'unsupported interpolation for ' + this.ValueTypeName + ' keyframe track named ' + this.name;
  19796. if (this.createInterpolant === undefined) {
  19797. // fall back to default, unless the default itself is messed up
  19798. if (interpolation !== this.DefaultInterpolation) {
  19799. this.setInterpolation(this.DefaultInterpolation);
  19800. } else {
  19801. throw new Error(message); // fatal, in this case
  19802. }
  19803. }
  19804. console.warn('THREE.KeyframeTrack:', message);
  19805. return this;
  19806. }
  19807. this.createInterpolant = factoryMethod;
  19808. return this;
  19809. }
  19810. getInterpolation() {
  19811. switch (this.createInterpolant) {
  19812. case this.InterpolantFactoryMethodDiscrete:
  19813. return InterpolateDiscrete;
  19814. case this.InterpolantFactoryMethodLinear:
  19815. return InterpolateLinear;
  19816. case this.InterpolantFactoryMethodSmooth:
  19817. return InterpolateSmooth;
  19818. }
  19819. }
  19820. getValueSize() {
  19821. return this.values.length / this.times.length;
  19822. } // move all keyframes either forwards or backwards in time
  19823. shift(timeOffset) {
  19824. if (timeOffset !== 0.0) {
  19825. const times = this.times;
  19826. for (let i = 0, n = times.length; i !== n; ++i) {
  19827. times[i] += timeOffset;
  19828. }
  19829. }
  19830. return this;
  19831. } // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  19832. scale(timeScale) {
  19833. if (timeScale !== 1.0) {
  19834. const times = this.times;
  19835. for (let i = 0, n = times.length; i !== n; ++i) {
  19836. times[i] *= timeScale;
  19837. }
  19838. }
  19839. return this;
  19840. } // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  19841. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  19842. trim(startTime, endTime) {
  19843. const times = this.times,
  19844. nKeys = times.length;
  19845. let from = 0,
  19846. to = nKeys - 1;
  19847. while (from !== nKeys && times[from] < startTime) {
  19848. ++from;
  19849. }
  19850. while (to !== -1 && times[to] > endTime) {
  19851. --to;
  19852. }
  19853. ++to; // inclusive -> exclusive bound
  19854. if (from !== 0 || to !== nKeys) {
  19855. // empty tracks are forbidden, so keep at least one keyframe
  19856. if (from >= to) {
  19857. to = Math.max(to, 1);
  19858. from = to - 1;
  19859. }
  19860. const stride = this.getValueSize();
  19861. this.times = AnimationUtils.arraySlice(times, from, to);
  19862. this.values = AnimationUtils.arraySlice(this.values, from * stride, to * stride);
  19863. }
  19864. return this;
  19865. } // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  19866. validate() {
  19867. let valid = true;
  19868. const valueSize = this.getValueSize();
  19869. if (valueSize - Math.floor(valueSize) !== 0) {
  19870. console.error('THREE.KeyframeTrack: Invalid value size in track.', this);
  19871. valid = false;
  19872. }
  19873. const times = this.times,
  19874. values = this.values,
  19875. nKeys = times.length;
  19876. if (nKeys === 0) {
  19877. console.error('THREE.KeyframeTrack: Track is empty.', this);
  19878. valid = false;
  19879. }
  19880. let prevTime = null;
  19881. for (let i = 0; i !== nKeys; i++) {
  19882. const currTime = times[i];
  19883. if (typeof currTime === 'number' && isNaN(currTime)) {
  19884. console.error('THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime);
  19885. valid = false;
  19886. break;
  19887. }
  19888. if (prevTime !== null && prevTime > currTime) {
  19889. console.error('THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime);
  19890. valid = false;
  19891. break;
  19892. }
  19893. prevTime = currTime;
  19894. }
  19895. if (values !== undefined) {
  19896. if (AnimationUtils.isTypedArray(values)) {
  19897. for (let i = 0, n = values.length; i !== n; ++i) {
  19898. const value = values[i];
  19899. if (isNaN(value)) {
  19900. console.error('THREE.KeyframeTrack: Value is not a valid number.', this, i, value);
  19901. valid = false;
  19902. break;
  19903. }
  19904. }
  19905. }
  19906. }
  19907. return valid;
  19908. } // removes equivalent sequential keys as common in morph target sequences
  19909. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  19910. optimize() {
  19911. // times or values may be shared with other tracks, so overwriting is unsafe
  19912. const times = AnimationUtils.arraySlice(this.times),
  19913. values = AnimationUtils.arraySlice(this.values),
  19914. stride = this.getValueSize(),
  19915. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  19916. lastIndex = times.length - 1;
  19917. let writeIndex = 1;
  19918. for (let i = 1; i < lastIndex; ++i) {
  19919. let keep = false;
  19920. const time = times[i];
  19921. const timeNext = times[i + 1]; // remove adjacent keyframes scheduled at the same time
  19922. if (time !== timeNext && (i !== 1 || time !== times[0])) {
  19923. if (!smoothInterpolation) {
  19924. // remove unnecessary keyframes same as their neighbors
  19925. const offset = i * stride,
  19926. offsetP = offset - stride,
  19927. offsetN = offset + stride;
  19928. for (let j = 0; j !== stride; ++j) {
  19929. const value = values[offset + j];
  19930. if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
  19931. keep = true;
  19932. break;
  19933. }
  19934. }
  19935. } else {
  19936. keep = true;
  19937. }
  19938. } // in-place compaction
  19939. if (keep) {
  19940. if (i !== writeIndex) {
  19941. times[writeIndex] = times[i];
  19942. const readOffset = i * stride,
  19943. writeOffset = writeIndex * stride;
  19944. for (let j = 0; j !== stride; ++j) {
  19945. values[writeOffset + j] = values[readOffset + j];
  19946. }
  19947. }
  19948. ++writeIndex;
  19949. }
  19950. } // flush last keyframe (compaction looks ahead)
  19951. if (lastIndex > 0) {
  19952. times[writeIndex] = times[lastIndex];
  19953. for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) {
  19954. values[writeOffset + j] = values[readOffset + j];
  19955. }
  19956. ++writeIndex;
  19957. }
  19958. if (writeIndex !== times.length) {
  19959. this.times = AnimationUtils.arraySlice(times, 0, writeIndex);
  19960. this.values = AnimationUtils.arraySlice(values, 0, writeIndex * stride);
  19961. } else {
  19962. this.times = times;
  19963. this.values = values;
  19964. }
  19965. return this;
  19966. }
  19967. clone() {
  19968. const times = AnimationUtils.arraySlice(this.times, 0);
  19969. const values = AnimationUtils.arraySlice(this.values, 0);
  19970. const TypedKeyframeTrack = this.constructor;
  19971. const track = new TypedKeyframeTrack(this.name, times, values); // Interpolant argument to constructor is not saved, so copy the factory method directly.
  19972. track.createInterpolant = this.createInterpolant;
  19973. return track;
  19974. }
  19975. }
  19976. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  19977. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  19978. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  19979. /**
  19980. * A Track of Boolean keyframe values.
  19981. */
  19982. class BooleanKeyframeTrack extends KeyframeTrack {}
  19983. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  19984. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  19985. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  19986. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  19987. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; // Note: Actually this track could have a optimized / compressed
  19988. /**
  19989. * A Track of keyframe values that represent color.
  19990. */
  19991. class ColorKeyframeTrack extends KeyframeTrack {}
  19992. ColorKeyframeTrack.prototype.ValueTypeName = 'color'; // ValueBufferType is inherited
  19993. /**
  19994. * A Track of numeric keyframe values.
  19995. */
  19996. class NumberKeyframeTrack extends KeyframeTrack {}
  19997. NumberKeyframeTrack.prototype.ValueTypeName = 'number'; // ValueBufferType is inherited
  19998. /**
  19999. * Spherical linear unit quaternion interpolant.
  20000. */
  20001. class QuaternionLinearInterpolant extends Interpolant {
  20002. constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
  20003. super(parameterPositions, sampleValues, sampleSize, resultBuffer);
  20004. }
  20005. interpolate_(i1, t0, t, t1) {
  20006. const result = this.resultBuffer,
  20007. values = this.sampleValues,
  20008. stride = this.valueSize,
  20009. alpha = (t - t0) / (t1 - t0);
  20010. let offset = i1 * stride;
  20011. for (let end = offset + stride; offset !== end; offset += 4) {
  20012. Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
  20013. }
  20014. return result;
  20015. }
  20016. }
  20017. /**
  20018. * A Track of quaternion keyframe values.
  20019. */
  20020. class QuaternionKeyframeTrack extends KeyframeTrack {
  20021. InterpolantFactoryMethodLinear(result) {
  20022. return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
  20023. }
  20024. }
  20025. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; // ValueBufferType is inherited
  20026. QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  20027. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  20028. /**
  20029. * A Track that interpolates Strings
  20030. */
  20031. class StringKeyframeTrack extends KeyframeTrack {}
  20032. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  20033. StringKeyframeTrack.prototype.ValueBufferType = Array;
  20034. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  20035. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  20036. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  20037. /**
  20038. * A Track of vectored keyframe values.
  20039. */
  20040. class VectorKeyframeTrack extends KeyframeTrack {}
  20041. VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; // ValueBufferType is inherited
  20042. class AnimationClip {
  20043. constructor(name, duration = -1, tracks, blendMode = NormalAnimationBlendMode) {
  20044. this.name = name;
  20045. this.tracks = tracks;
  20046. this.duration = duration;
  20047. this.blendMode = blendMode;
  20048. this.uuid = generateUUID(); // this means it should figure out its duration by scanning the tracks
  20049. if (this.duration < 0) {
  20050. this.resetDuration();
  20051. }
  20052. }
  20053. static parse(json) {
  20054. const tracks = [],
  20055. jsonTracks = json.tracks,
  20056. frameTime = 1.0 / (json.fps || 1.0);
  20057. for (let i = 0, n = jsonTracks.length; i !== n; ++i) {
  20058. tracks.push(parseKeyframeTrack(jsonTracks[i]).scale(frameTime));
  20059. }
  20060. const clip = new this(json.name, json.duration, tracks, json.blendMode);
  20061. clip.uuid = json.uuid;
  20062. return clip;
  20063. }
  20064. static toJSON(clip) {
  20065. const tracks = [],
  20066. clipTracks = clip.tracks;
  20067. const json = {
  20068. 'name': clip.name,
  20069. 'duration': clip.duration,
  20070. 'tracks': tracks,
  20071. 'uuid': clip.uuid,
  20072. 'blendMode': clip.blendMode
  20073. };
  20074. for (let i = 0, n = clipTracks.length; i !== n; ++i) {
  20075. tracks.push(KeyframeTrack.toJSON(clipTracks[i]));
  20076. }
  20077. return json;
  20078. }
  20079. static CreateFromMorphTargetSequence(name, morphTargetSequence, fps, noLoop) {
  20080. const numMorphTargets = morphTargetSequence.length;
  20081. const tracks = [];
  20082. for (let i = 0; i < numMorphTargets; i++) {
  20083. let times = [];
  20084. let values = [];
  20085. times.push((i + numMorphTargets - 1) % numMorphTargets, i, (i + 1) % numMorphTargets);
  20086. values.push(0, 1, 0);
  20087. const order = AnimationUtils.getKeyframeOrder(times);
  20088. times = AnimationUtils.sortedArray(times, 1, order);
  20089. values = AnimationUtils.sortedArray(values, 1, order); // if there is a key at the first frame, duplicate it as the
  20090. // last frame as well for perfect loop.
  20091. if (!noLoop && times[0] === 0) {
  20092. times.push(numMorphTargets);
  20093. values.push(values[0]);
  20094. }
  20095. tracks.push(new NumberKeyframeTrack('.morphTargetInfluences[' + morphTargetSequence[i].name + ']', times, values).scale(1.0 / fps));
  20096. }
  20097. return new this(name, -1, tracks);
  20098. }
  20099. static findByName(objectOrClipArray, name) {
  20100. let clipArray = objectOrClipArray;
  20101. if (!Array.isArray(objectOrClipArray)) {
  20102. const o = objectOrClipArray;
  20103. clipArray = o.geometry && o.geometry.animations || o.animations;
  20104. }
  20105. for (let i = 0; i < clipArray.length; i++) {
  20106. if (clipArray[i].name === name) {
  20107. return clipArray[i];
  20108. }
  20109. }
  20110. return null;
  20111. }
  20112. static CreateClipsFromMorphTargetSequences(morphTargets, fps, noLoop) {
  20113. const animationToMorphTargets = {}; // tested with https://regex101.com/ on trick sequences
  20114. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20115. const pattern = /^([\w-]*?)([\d]+)$/; // sort morph target names into animation groups based
  20116. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20117. for (let i = 0, il = morphTargets.length; i < il; i++) {
  20118. const morphTarget = morphTargets[i];
  20119. const parts = morphTarget.name.match(pattern);
  20120. if (parts && parts.length > 1) {
  20121. const name = parts[1];
  20122. let animationMorphTargets = animationToMorphTargets[name];
  20123. if (!animationMorphTargets) {
  20124. animationToMorphTargets[name] = animationMorphTargets = [];
  20125. }
  20126. animationMorphTargets.push(morphTarget);
  20127. }
  20128. }
  20129. const clips = [];
  20130. for (const name in animationToMorphTargets) {
  20131. clips.push(this.CreateFromMorphTargetSequence(name, animationToMorphTargets[name], fps, noLoop));
  20132. }
  20133. return clips;
  20134. } // parse the animation.hierarchy format
  20135. static parseAnimation(animation, bones) {
  20136. if (!animation) {
  20137. console.error('THREE.AnimationClip: No animation in JSONLoader data.');
  20138. return null;
  20139. }
  20140. const addNonemptyTrack = function (trackType, trackName, animationKeys, propertyName, destTracks) {
  20141. // only return track if there are actually keys.
  20142. if (animationKeys.length !== 0) {
  20143. const times = [];
  20144. const values = [];
  20145. AnimationUtils.flattenJSON(animationKeys, times, values, propertyName); // empty keys are filtered out, so check again
  20146. if (times.length !== 0) {
  20147. destTracks.push(new trackType(trackName, times, values));
  20148. }
  20149. }
  20150. };
  20151. const tracks = [];
  20152. const clipName = animation.name || 'default';
  20153. const fps = animation.fps || 30;
  20154. const blendMode = animation.blendMode; // automatic length determination in AnimationClip.
  20155. let duration = animation.length || -1;
  20156. const hierarchyTracks = animation.hierarchy || [];
  20157. for (let h = 0; h < hierarchyTracks.length; h++) {
  20158. const animationKeys = hierarchyTracks[h].keys; // skip empty tracks
  20159. if (!animationKeys || animationKeys.length === 0) continue; // process morph targets
  20160. if (animationKeys[0].morphTargets) {
  20161. // figure out all morph targets used in this track
  20162. const morphTargetNames = {};
  20163. let k;
  20164. for (k = 0; k < animationKeys.length; k++) {
  20165. if (animationKeys[k].morphTargets) {
  20166. for (let m = 0; m < animationKeys[k].morphTargets.length; m++) {
  20167. morphTargetNames[animationKeys[k].morphTargets[m]] = -1;
  20168. }
  20169. }
  20170. } // create a track for each morph target with all zero
  20171. // morphTargetInfluences except for the keys in which
  20172. // the morphTarget is named.
  20173. for (const morphTargetName in morphTargetNames) {
  20174. const times = [];
  20175. const values = [];
  20176. for (let m = 0; m !== animationKeys[k].morphTargets.length; ++m) {
  20177. const animationKey = animationKeys[k];
  20178. times.push(animationKey.time);
  20179. values.push(animationKey.morphTarget === morphTargetName ? 1 : 0);
  20180. }
  20181. tracks.push(new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values));
  20182. }
  20183. duration = morphTargetNames.length * (fps || 1.0);
  20184. } else {
  20185. // ...assume skeletal animation
  20186. const boneName = '.bones[' + bones[h].name + ']';
  20187. addNonemptyTrack(VectorKeyframeTrack, boneName + '.position', animationKeys, 'pos', tracks);
  20188. addNonemptyTrack(QuaternionKeyframeTrack, boneName + '.quaternion', animationKeys, 'rot', tracks);
  20189. addNonemptyTrack(VectorKeyframeTrack, boneName + '.scale', animationKeys, 'scl', tracks);
  20190. }
  20191. }
  20192. if (tracks.length === 0) {
  20193. return null;
  20194. }
  20195. const clip = new this(clipName, duration, tracks, blendMode);
  20196. return clip;
  20197. }
  20198. resetDuration() {
  20199. const tracks = this.tracks;
  20200. let duration = 0;
  20201. for (let i = 0, n = tracks.length; i !== n; ++i) {
  20202. const track = this.tracks[i];
  20203. duration = Math.max(duration, track.times[track.times.length - 1]);
  20204. }
  20205. this.duration = duration;
  20206. return this;
  20207. }
  20208. trim() {
  20209. for (let i = 0; i < this.tracks.length; i++) {
  20210. this.tracks[i].trim(0, this.duration);
  20211. }
  20212. return this;
  20213. }
  20214. validate() {
  20215. let valid = true;
  20216. for (let i = 0; i < this.tracks.length; i++) {
  20217. valid = valid && this.tracks[i].validate();
  20218. }
  20219. return valid;
  20220. }
  20221. optimize() {
  20222. for (let i = 0; i < this.tracks.length; i++) {
  20223. this.tracks[i].optimize();
  20224. }
  20225. return this;
  20226. }
  20227. clone() {
  20228. const tracks = [];
  20229. for (let i = 0; i < this.tracks.length; i++) {
  20230. tracks.push(this.tracks[i].clone());
  20231. }
  20232. return new this.constructor(this.name, this.duration, tracks, this.blendMode);
  20233. }
  20234. toJSON() {
  20235. return this.constructor.toJSON(this);
  20236. }
  20237. }
  20238. function getTrackTypeForValueTypeName(typeName) {
  20239. switch (typeName.toLowerCase()) {
  20240. case 'scalar':
  20241. case 'double':
  20242. case 'float':
  20243. case 'number':
  20244. case 'integer':
  20245. return NumberKeyframeTrack;
  20246. case 'vector':
  20247. case 'vector2':
  20248. case 'vector3':
  20249. case 'vector4':
  20250. return VectorKeyframeTrack;
  20251. case 'color':
  20252. return ColorKeyframeTrack;
  20253. case 'quaternion':
  20254. return QuaternionKeyframeTrack;
  20255. case 'bool':
  20256. case 'boolean':
  20257. return BooleanKeyframeTrack;
  20258. case 'string':
  20259. return StringKeyframeTrack;
  20260. }
  20261. throw new Error('THREE.KeyframeTrack: Unsupported typeName: ' + typeName);
  20262. }
  20263. function parseKeyframeTrack(json) {
  20264. if (json.type === undefined) {
  20265. throw new Error('THREE.KeyframeTrack: track type undefined, can not parse');
  20266. }
  20267. const trackType = getTrackTypeForValueTypeName(json.type);
  20268. if (json.times === undefined) {
  20269. const times = [],
  20270. values = [];
  20271. AnimationUtils.flattenJSON(json.keys, times, values, 'value');
  20272. json.times = times;
  20273. json.values = values;
  20274. } // derived classes can define a static parse method
  20275. if (trackType.parse !== undefined) {
  20276. return trackType.parse(json);
  20277. } else {
  20278. // by default, we assume a constructor compatible with the base
  20279. return new trackType(json.name, json.times, json.values, json.interpolation);
  20280. }
  20281. }
  20282. const Cache = {
  20283. enabled: false,
  20284. files: {},
  20285. add: function (key, file) {
  20286. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Adding key:', key );
  20287. this.files[key] = file;
  20288. },
  20289. get: function (key) {
  20290. if (this.enabled === false) return; // console.log( 'THREE.Cache', 'Checking key:', key );
  20291. return this.files[key];
  20292. },
  20293. remove: function (key) {
  20294. delete this.files[key];
  20295. },
  20296. clear: function () {
  20297. this.files = {};
  20298. }
  20299. };
  20300. class LoadingManager {
  20301. constructor(onLoad, onProgress, onError) {
  20302. const scope = this;
  20303. let isLoading = false;
  20304. let itemsLoaded = 0;
  20305. let itemsTotal = 0;
  20306. let urlModifier = undefined;
  20307. const handlers = []; // Refer to #5689 for the reason why we don't set .onStart
  20308. // in the constructor
  20309. this.onStart = undefined;
  20310. this.onLoad = onLoad;
  20311. this.onProgress = onProgress;
  20312. this.onError = onError;
  20313. this.itemStart = function (url) {
  20314. itemsTotal++;
  20315. if (isLoading === false) {
  20316. if (scope.onStart !== undefined) {
  20317. scope.onStart(url, itemsLoaded, itemsTotal);
  20318. }
  20319. }
  20320. isLoading = true;
  20321. };
  20322. this.itemEnd = function (url) {
  20323. itemsLoaded++;
  20324. if (scope.onProgress !== undefined) {
  20325. scope.onProgress(url, itemsLoaded, itemsTotal);
  20326. }
  20327. if (itemsLoaded === itemsTotal) {
  20328. isLoading = false;
  20329. if (scope.onLoad !== undefined) {
  20330. scope.onLoad();
  20331. }
  20332. }
  20333. };
  20334. this.itemError = function (url) {
  20335. if (scope.onError !== undefined) {
  20336. scope.onError(url);
  20337. }
  20338. };
  20339. this.resolveURL = function (url) {
  20340. if (urlModifier) {
  20341. return urlModifier(url);
  20342. }
  20343. return url;
  20344. };
  20345. this.setURLModifier = function (transform) {
  20346. urlModifier = transform;
  20347. return this;
  20348. };
  20349. this.addHandler = function (regex, loader) {
  20350. handlers.push(regex, loader);
  20351. return this;
  20352. };
  20353. this.removeHandler = function (regex) {
  20354. const index = handlers.indexOf(regex);
  20355. if (index !== -1) {
  20356. handlers.splice(index, 2);
  20357. }
  20358. return this;
  20359. };
  20360. this.getHandler = function (file) {
  20361. for (let i = 0, l = handlers.length; i < l; i += 2) {
  20362. const regex = handlers[i];
  20363. const loader = handlers[i + 1];
  20364. if (regex.global) regex.lastIndex = 0; // see #17920
  20365. if (regex.test(file)) {
  20366. return loader;
  20367. }
  20368. }
  20369. return null;
  20370. };
  20371. }
  20372. }
  20373. const DefaultLoadingManager = new LoadingManager();
  20374. class Loader {
  20375. constructor(manager) {
  20376. this.manager = manager !== undefined ? manager : DefaultLoadingManager;
  20377. this.crossOrigin = 'anonymous';
  20378. this.withCredentials = false;
  20379. this.path = '';
  20380. this.resourcePath = '';
  20381. this.requestHeader = {};
  20382. }
  20383. load()
  20384. /* url, onLoad, onProgress, onError */
  20385. {}
  20386. loadAsync(url, onProgress) {
  20387. const scope = this;
  20388. return new Promise(function (resolve, reject) {
  20389. scope.load(url, resolve, onProgress, reject);
  20390. });
  20391. }
  20392. parse()
  20393. /* data */
  20394. {}
  20395. setCrossOrigin(crossOrigin) {
  20396. this.crossOrigin = crossOrigin;
  20397. return this;
  20398. }
  20399. setWithCredentials(value) {
  20400. this.withCredentials = value;
  20401. return this;
  20402. }
  20403. setPath(path) {
  20404. this.path = path;
  20405. return this;
  20406. }
  20407. setResourcePath(resourcePath) {
  20408. this.resourcePath = resourcePath;
  20409. return this;
  20410. }
  20411. setRequestHeader(requestHeader) {
  20412. this.requestHeader = requestHeader;
  20413. return this;
  20414. }
  20415. }
  20416. const loading = {};
  20417. class FileLoader extends Loader {
  20418. constructor(manager) {
  20419. super(manager);
  20420. }
  20421. load(url, onLoad, onProgress, onError) {
  20422. if (url === undefined) url = '';
  20423. if (this.path !== undefined) url = this.path + url;
  20424. url = this.manager.resolveURL(url);
  20425. const scope = this;
  20426. const cached = Cache.get(url);
  20427. if (cached !== undefined) {
  20428. scope.manager.itemStart(url);
  20429. setTimeout(function () {
  20430. if (onLoad) onLoad(cached);
  20431. scope.manager.itemEnd(url);
  20432. }, 0);
  20433. return cached;
  20434. } // Check if request is duplicate
  20435. if (loading[url] !== undefined) {
  20436. loading[url].push({
  20437. onLoad: onLoad,
  20438. onProgress: onProgress,
  20439. onError: onError
  20440. });
  20441. return;
  20442. } // Check for data: URI
  20443. const dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  20444. const dataUriRegexResult = url.match(dataUriRegex);
  20445. let request; // Safari can not handle Data URIs through XMLHttpRequest so process manually
  20446. if (dataUriRegexResult) {
  20447. const mimeType = dataUriRegexResult[1];
  20448. const isBase64 = !!dataUriRegexResult[2];
  20449. let data = dataUriRegexResult[3];
  20450. data = decodeURIComponent(data);
  20451. if (isBase64) data = atob(data);
  20452. try {
  20453. let response;
  20454. const responseType = (this.responseType || '').toLowerCase();
  20455. switch (responseType) {
  20456. case 'arraybuffer':
  20457. case 'blob':
  20458. const view = new Uint8Array(data.length);
  20459. for (let i = 0; i < data.length; i++) {
  20460. view[i] = data.charCodeAt(i);
  20461. }
  20462. if (responseType === 'blob') {
  20463. response = new Blob([view.buffer], {
  20464. type: mimeType
  20465. });
  20466. } else {
  20467. response = view.buffer;
  20468. }
  20469. break;
  20470. case 'document':
  20471. const parser = new DOMParser();
  20472. response = parser.parseFromString(data, mimeType);
  20473. break;
  20474. case 'json':
  20475. response = JSON.parse(data);
  20476. break;
  20477. default:
  20478. // 'text' or other
  20479. response = data;
  20480. break;
  20481. } // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20482. setTimeout(function () {
  20483. if (onLoad) onLoad(response);
  20484. scope.manager.itemEnd(url);
  20485. }, 0);
  20486. } catch (error) {
  20487. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  20488. setTimeout(function () {
  20489. if (onError) onError(error);
  20490. scope.manager.itemError(url);
  20491. scope.manager.itemEnd(url);
  20492. }, 0);
  20493. }
  20494. } else {
  20495. // Initialise array for duplicate requests
  20496. loading[url] = [];
  20497. loading[url].push({
  20498. onLoad: onLoad,
  20499. onProgress: onProgress,
  20500. onError: onError
  20501. });
  20502. request = new XMLHttpRequest();
  20503. request.open('GET', url, true);
  20504. request.addEventListener('load', function (event) {
  20505. const response = this.response;
  20506. const callbacks = loading[url];
  20507. delete loading[url];
  20508. if (this.status === 200 || this.status === 0) {
  20509. // Some browsers return HTTP Status 0 when using non-http protocol
  20510. // e.g. 'file://' or 'data://'. Handle as success.
  20511. 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
  20512. // error response bodies as proper responses to requests.
  20513. Cache.add(url, response);
  20514. for (let i = 0, il = callbacks.length; i < il; i++) {
  20515. const callback = callbacks[i];
  20516. if (callback.onLoad) callback.onLoad(response);
  20517. }
  20518. scope.manager.itemEnd(url);
  20519. } else {
  20520. for (let i = 0, il = callbacks.length; i < il; i++) {
  20521. const callback = callbacks[i];
  20522. if (callback.onError) callback.onError(event);
  20523. }
  20524. scope.manager.itemError(url);
  20525. scope.manager.itemEnd(url);
  20526. }
  20527. }, false);
  20528. request.addEventListener('progress', function (event) {
  20529. const callbacks = loading[url];
  20530. for (let i = 0, il = callbacks.length; i < il; i++) {
  20531. const callback = callbacks[i];
  20532. if (callback.onProgress) callback.onProgress(event);
  20533. }
  20534. }, false);
  20535. request.addEventListener('error', function (event) {
  20536. const callbacks = loading[url];
  20537. delete loading[url];
  20538. for (let i = 0, il = callbacks.length; i < il; i++) {
  20539. const callback = callbacks[i];
  20540. if (callback.onError) callback.onError(event);
  20541. }
  20542. scope.manager.itemError(url);
  20543. scope.manager.itemEnd(url);
  20544. }, false);
  20545. request.addEventListener('abort', function (event) {
  20546. const callbacks = loading[url];
  20547. delete loading[url];
  20548. for (let i = 0, il = callbacks.length; i < il; i++) {
  20549. const callback = callbacks[i];
  20550. if (callback.onError) callback.onError(event);
  20551. }
  20552. scope.manager.itemError(url);
  20553. scope.manager.itemEnd(url);
  20554. }, false);
  20555. if (this.responseType !== undefined) request.responseType = this.responseType;
  20556. if (this.withCredentials !== undefined) request.withCredentials = this.withCredentials;
  20557. if (request.overrideMimeType) request.overrideMimeType(this.mimeType !== undefined ? this.mimeType : 'text/plain');
  20558. for (const header in this.requestHeader) {
  20559. request.setRequestHeader(header, this.requestHeader[header]);
  20560. }
  20561. request.send(null);
  20562. }
  20563. scope.manager.itemStart(url);
  20564. return request;
  20565. }
  20566. setResponseType(value) {
  20567. this.responseType = value;
  20568. return this;
  20569. }
  20570. setMimeType(value) {
  20571. this.mimeType = value;
  20572. return this;
  20573. }
  20574. }
  20575. class AnimationLoader extends Loader {
  20576. constructor(manager) {
  20577. super(manager);
  20578. }
  20579. load(url, onLoad, onProgress, onError) {
  20580. const scope = this;
  20581. const loader = new FileLoader(this.manager);
  20582. loader.setPath(this.path);
  20583. loader.setRequestHeader(this.requestHeader);
  20584. loader.setWithCredentials(this.withCredentials);
  20585. loader.load(url, function (text) {
  20586. try {
  20587. onLoad(scope.parse(JSON.parse(text)));
  20588. } catch (e) {
  20589. if (onError) {
  20590. onError(e);
  20591. } else {
  20592. console.error(e);
  20593. }
  20594. scope.manager.itemError(url);
  20595. }
  20596. }, onProgress, onError);
  20597. }
  20598. parse(json) {
  20599. const animations = [];
  20600. for (let i = 0; i < json.length; i++) {
  20601. const clip = AnimationClip.parse(json[i]);
  20602. animations.push(clip);
  20603. }
  20604. return animations;
  20605. }
  20606. }
  20607. /**
  20608. * Abstract Base class to block based textures loader (dds, pvr, ...)
  20609. *
  20610. * Sub classes have to implement the parse() method which will be used in load().
  20611. */
  20612. class CompressedTextureLoader extends Loader {
  20613. constructor(manager) {
  20614. super(manager);
  20615. }
  20616. load(url, onLoad, onProgress, onError) {
  20617. const scope = this;
  20618. const images = [];
  20619. const texture = new CompressedTexture();
  20620. const loader = new FileLoader(this.manager);
  20621. loader.setPath(this.path);
  20622. loader.setResponseType('arraybuffer');
  20623. loader.setRequestHeader(this.requestHeader);
  20624. loader.setWithCredentials(scope.withCredentials);
  20625. let loaded = 0;
  20626. function loadTexture(i) {
  20627. loader.load(url[i], function (buffer) {
  20628. const texDatas = scope.parse(buffer, true);
  20629. images[i] = {
  20630. width: texDatas.width,
  20631. height: texDatas.height,
  20632. format: texDatas.format,
  20633. mipmaps: texDatas.mipmaps
  20634. };
  20635. loaded += 1;
  20636. if (loaded === 6) {
  20637. if (texDatas.mipmapCount === 1) texture.minFilter = LinearFilter;
  20638. texture.image = images;
  20639. texture.format = texDatas.format;
  20640. texture.needsUpdate = true;
  20641. if (onLoad) onLoad(texture);
  20642. }
  20643. }, onProgress, onError);
  20644. }
  20645. if (Array.isArray(url)) {
  20646. for (let i = 0, il = url.length; i < il; ++i) {
  20647. loadTexture(i);
  20648. }
  20649. } else {
  20650. // compressed cubemap texture stored in a single DDS file
  20651. loader.load(url, function (buffer) {
  20652. const texDatas = scope.parse(buffer, true);
  20653. if (texDatas.isCubemap) {
  20654. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  20655. for (let f = 0; f < faces; f++) {
  20656. images[f] = {
  20657. mipmaps: []
  20658. };
  20659. for (let i = 0; i < texDatas.mipmapCount; i++) {
  20660. images[f].mipmaps.push(texDatas.mipmaps[f * texDatas.mipmapCount + i]);
  20661. images[f].format = texDatas.format;
  20662. images[f].width = texDatas.width;
  20663. images[f].height = texDatas.height;
  20664. }
  20665. }
  20666. texture.image = images;
  20667. } else {
  20668. texture.image.width = texDatas.width;
  20669. texture.image.height = texDatas.height;
  20670. texture.mipmaps = texDatas.mipmaps;
  20671. }
  20672. if (texDatas.mipmapCount === 1) {
  20673. texture.minFilter = LinearFilter;
  20674. }
  20675. texture.format = texDatas.format;
  20676. texture.needsUpdate = true;
  20677. if (onLoad) onLoad(texture);
  20678. }, onProgress, onError);
  20679. }
  20680. return texture;
  20681. }
  20682. }
  20683. class ImageLoader extends Loader {
  20684. constructor(manager) {
  20685. super(manager);
  20686. }
  20687. load(url, onLoad, onProgress, onError) {
  20688. if (this.path !== undefined) url = this.path + url;
  20689. url = this.manager.resolveURL(url);
  20690. const scope = this;
  20691. const cached = Cache.get(url);
  20692. if (cached !== undefined) {
  20693. scope.manager.itemStart(url);
  20694. setTimeout(function () {
  20695. if (onLoad) onLoad(cached);
  20696. scope.manager.itemEnd(url);
  20697. }, 0);
  20698. return cached;
  20699. }
  20700. const image = document.createElementNS('http://www.w3.org/1999/xhtml', 'img');
  20701. function onImageLoad() {
  20702. image.removeEventListener('load', onImageLoad, false);
  20703. image.removeEventListener('error', onImageError, false);
  20704. Cache.add(url, this);
  20705. if (onLoad) onLoad(this);
  20706. scope.manager.itemEnd(url);
  20707. }
  20708. function onImageError(event) {
  20709. image.removeEventListener('load', onImageLoad, false);
  20710. image.removeEventListener('error', onImageError, false);
  20711. if (onError) onError(event);
  20712. scope.manager.itemError(url);
  20713. scope.manager.itemEnd(url);
  20714. }
  20715. image.addEventListener('load', onImageLoad, false);
  20716. image.addEventListener('error', onImageError, false);
  20717. if (url.substr(0, 5) !== 'data:') {
  20718. if (this.crossOrigin !== undefined) image.crossOrigin = this.crossOrigin;
  20719. }
  20720. scope.manager.itemStart(url);
  20721. image.src = url;
  20722. return image;
  20723. }
  20724. }
  20725. class CubeTextureLoader extends Loader {
  20726. constructor(manager) {
  20727. super(manager);
  20728. }
  20729. load(urls, onLoad, onProgress, onError) {
  20730. const texture = new CubeTexture();
  20731. const loader = new ImageLoader(this.manager);
  20732. loader.setCrossOrigin(this.crossOrigin);
  20733. loader.setPath(this.path);
  20734. let loaded = 0;
  20735. function loadTexture(i) {
  20736. loader.load(urls[i], function (image) {
  20737. texture.images[i] = image;
  20738. loaded++;
  20739. if (loaded === 6) {
  20740. texture.needsUpdate = true;
  20741. if (onLoad) onLoad(texture);
  20742. }
  20743. }, undefined, onError);
  20744. }
  20745. for (let i = 0; i < urls.length; ++i) {
  20746. loadTexture(i);
  20747. }
  20748. return texture;
  20749. }
  20750. }
  20751. /**
  20752. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  20753. *
  20754. * Sub classes have to implement the parse() method which will be used in load().
  20755. */
  20756. class DataTextureLoader extends Loader {
  20757. constructor(manager) {
  20758. super(manager);
  20759. }
  20760. load(url, onLoad, onProgress, onError) {
  20761. const scope = this;
  20762. const texture = new DataTexture();
  20763. const loader = new FileLoader(this.manager);
  20764. loader.setResponseType('arraybuffer');
  20765. loader.setRequestHeader(this.requestHeader);
  20766. loader.setPath(this.path);
  20767. loader.setWithCredentials(scope.withCredentials);
  20768. loader.load(url, function (buffer) {
  20769. const texData = scope.parse(buffer);
  20770. if (!texData) return;
  20771. if (texData.image !== undefined) {
  20772. texture.image = texData.image;
  20773. } else if (texData.data !== undefined) {
  20774. texture.image.width = texData.width;
  20775. texture.image.height = texData.height;
  20776. texture.image.data = texData.data;
  20777. }
  20778. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  20779. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  20780. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  20781. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  20782. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  20783. if (texData.encoding !== undefined) {
  20784. texture.encoding = texData.encoding;
  20785. }
  20786. if (texData.flipY !== undefined) {
  20787. texture.flipY = texData.flipY;
  20788. }
  20789. if (texData.format !== undefined) {
  20790. texture.format = texData.format;
  20791. }
  20792. if (texData.type !== undefined) {
  20793. texture.type = texData.type;
  20794. }
  20795. if (texData.mipmaps !== undefined) {
  20796. texture.mipmaps = texData.mipmaps;
  20797. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  20798. }
  20799. if (texData.mipmapCount === 1) {
  20800. texture.minFilter = LinearFilter;
  20801. }
  20802. if (texData.generateMipmaps !== undefined) {
  20803. texture.generateMipmaps = texData.generateMipmaps;
  20804. }
  20805. texture.needsUpdate = true;
  20806. if (onLoad) onLoad(texture, texData);
  20807. }, onProgress, onError);
  20808. return texture;
  20809. }
  20810. }
  20811. class TextureLoader extends Loader {
  20812. constructor(manager) {
  20813. super(manager);
  20814. }
  20815. load(url, onLoad, onProgress, onError) {
  20816. const texture = new Texture();
  20817. const loader = new ImageLoader(this.manager);
  20818. loader.setCrossOrigin(this.crossOrigin);
  20819. loader.setPath(this.path);
  20820. loader.load(url, function (image) {
  20821. texture.image = image; // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  20822. const isJPEG = url.search(/\.jpe?g($|\?)/i) > 0 || url.search(/^data\:image\/jpeg/) === 0;
  20823. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  20824. texture.needsUpdate = true;
  20825. if (onLoad !== undefined) {
  20826. onLoad(texture);
  20827. }
  20828. }, onProgress, onError);
  20829. return texture;
  20830. }
  20831. }
  20832. /**
  20833. * Extensible curve object.
  20834. *
  20835. * Some common of curve methods:
  20836. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  20837. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  20838. * .getPoints(), .getSpacedPoints()
  20839. * .getLength()
  20840. * .updateArcLengths()
  20841. *
  20842. * This following curves inherit from THREE.Curve:
  20843. *
  20844. * -- 2D curves --
  20845. * THREE.ArcCurve
  20846. * THREE.CubicBezierCurve
  20847. * THREE.EllipseCurve
  20848. * THREE.LineCurve
  20849. * THREE.QuadraticBezierCurve
  20850. * THREE.SplineCurve
  20851. *
  20852. * -- 3D curves --
  20853. * THREE.CatmullRomCurve3
  20854. * THREE.CubicBezierCurve3
  20855. * THREE.LineCurve3
  20856. * THREE.QuadraticBezierCurve3
  20857. *
  20858. * A series of curves can be represented as a THREE.CurvePath.
  20859. *
  20860. **/
  20861. class Curve {
  20862. constructor() {
  20863. this.type = 'Curve';
  20864. this.arcLengthDivisions = 200;
  20865. } // Virtual base class method to overwrite and implement in subclasses
  20866. // - t [0 .. 1]
  20867. getPoint()
  20868. /* t, optionalTarget */
  20869. {
  20870. console.warn('THREE.Curve: .getPoint() not implemented.');
  20871. return null;
  20872. } // Get point at relative position in curve according to arc length
  20873. // - u [0 .. 1]
  20874. getPointAt(u, optionalTarget) {
  20875. const t = this.getUtoTmapping(u);
  20876. return this.getPoint(t, optionalTarget);
  20877. } // Get sequence of points using getPoint( t )
  20878. getPoints(divisions = 5) {
  20879. const points = [];
  20880. for (let d = 0; d <= divisions; d++) {
  20881. points.push(this.getPoint(d / divisions));
  20882. }
  20883. return points;
  20884. } // Get sequence of points using getPointAt( u )
  20885. getSpacedPoints(divisions = 5) {
  20886. const points = [];
  20887. for (let d = 0; d <= divisions; d++) {
  20888. points.push(this.getPointAt(d / divisions));
  20889. }
  20890. return points;
  20891. } // Get total curve arc length
  20892. getLength() {
  20893. const lengths = this.getLengths();
  20894. return lengths[lengths.length - 1];
  20895. } // Get list of cumulative segment lengths
  20896. getLengths(divisions = this.arcLengthDivisions) {
  20897. if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
  20898. return this.cacheArcLengths;
  20899. }
  20900. this.needsUpdate = false;
  20901. const cache = [];
  20902. let current,
  20903. last = this.getPoint(0);
  20904. let sum = 0;
  20905. cache.push(0);
  20906. for (let p = 1; p <= divisions; p++) {
  20907. current = this.getPoint(p / divisions);
  20908. sum += current.distanceTo(last);
  20909. cache.push(sum);
  20910. last = current;
  20911. }
  20912. this.cacheArcLengths = cache;
  20913. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  20914. }
  20915. updateArcLengths() {
  20916. this.needsUpdate = true;
  20917. this.getLengths();
  20918. } // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  20919. getUtoTmapping(u, distance) {
  20920. const arcLengths = this.getLengths();
  20921. let i = 0;
  20922. const il = arcLengths.length;
  20923. let targetArcLength; // The targeted u distance value to get
  20924. if (distance) {
  20925. targetArcLength = distance;
  20926. } else {
  20927. targetArcLength = u * arcLengths[il - 1];
  20928. } // binary search for the index with largest value smaller than target u distance
  20929. let low = 0,
  20930. high = il - 1,
  20931. comparison;
  20932. while (low <= high) {
  20933. 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
  20934. comparison = arcLengths[i] - targetArcLength;
  20935. if (comparison < 0) {
  20936. low = i + 1;
  20937. } else if (comparison > 0) {
  20938. high = i - 1;
  20939. } else {
  20940. high = i;
  20941. break; // DONE
  20942. }
  20943. }
  20944. i = high;
  20945. if (arcLengths[i] === targetArcLength) {
  20946. return i / (il - 1);
  20947. } // we could get finer grain at lengths, or use simple interpolation between two points
  20948. const lengthBefore = arcLengths[i];
  20949. const lengthAfter = arcLengths[i + 1];
  20950. const segmentLength = lengthAfter - lengthBefore; // determine where we are between the 'before' and 'after' points
  20951. const segmentFraction = (targetArcLength - lengthBefore) / segmentLength; // add that fractional amount to t
  20952. const t = (i + segmentFraction) / (il - 1);
  20953. return t;
  20954. } // Returns a unit vector tangent at t
  20955. // In case any sub curve does not implement its tangent derivation,
  20956. // 2 points a small delta apart will be used to find its gradient
  20957. // which seems to give a reasonable approximation
  20958. getTangent(t, optionalTarget) {
  20959. const delta = 0.0001;
  20960. let t1 = t - delta;
  20961. let t2 = t + delta; // Capping in case of danger
  20962. if (t1 < 0) t1 = 0;
  20963. if (t2 > 1) t2 = 1;
  20964. const pt1 = this.getPoint(t1);
  20965. const pt2 = this.getPoint(t2);
  20966. const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());
  20967. tangent.copy(pt2).sub(pt1).normalize();
  20968. return tangent;
  20969. }
  20970. getTangentAt(u, optionalTarget) {
  20971. const t = this.getUtoTmapping(u);
  20972. return this.getTangent(t, optionalTarget);
  20973. }
  20974. computeFrenetFrames(segments, closed) {
  20975. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  20976. const normal = new Vector3();
  20977. const tangents = [];
  20978. const normals = [];
  20979. const binormals = [];
  20980. const vec = new Vector3();
  20981. const mat = new Matrix4(); // compute the tangent vectors for each segment on the curve
  20982. for (let i = 0; i <= segments; i++) {
  20983. const u = i / segments;
  20984. tangents[i] = this.getTangentAt(u, new Vector3());
  20985. tangents[i].normalize();
  20986. } // select an initial normal vector perpendicular to the first tangent vector,
  20987. // and in the direction of the minimum tangent xyz component
  20988. normals[0] = new Vector3();
  20989. binormals[0] = new Vector3();
  20990. let min = Number.MAX_VALUE;
  20991. const tx = Math.abs(tangents[0].x);
  20992. const ty = Math.abs(tangents[0].y);
  20993. const tz = Math.abs(tangents[0].z);
  20994. if (tx <= min) {
  20995. min = tx;
  20996. normal.set(1, 0, 0);
  20997. }
  20998. if (ty <= min) {
  20999. min = ty;
  21000. normal.set(0, 1, 0);
  21001. }
  21002. if (tz <= min) {
  21003. normal.set(0, 0, 1);
  21004. }
  21005. vec.crossVectors(tangents[0], normal).normalize();
  21006. normals[0].crossVectors(tangents[0], vec);
  21007. binormals[0].crossVectors(tangents[0], normals[0]); // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21008. for (let i = 1; i <= segments; i++) {
  21009. normals[i] = normals[i - 1].clone();
  21010. binormals[i] = binormals[i - 1].clone();
  21011. vec.crossVectors(tangents[i - 1], tangents[i]);
  21012. if (vec.length() > Number.EPSILON) {
  21013. vec.normalize();
  21014. const theta = Math.acos(clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors
  21015. normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
  21016. }
  21017. binormals[i].crossVectors(tangents[i], normals[i]);
  21018. } // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21019. if (closed === true) {
  21020. let theta = Math.acos(clamp(normals[0].dot(normals[segments]), -1, 1));
  21021. theta /= segments;
  21022. if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
  21023. theta = -theta;
  21024. }
  21025. for (let i = 1; i <= segments; i++) {
  21026. // twist a little...
  21027. normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
  21028. binormals[i].crossVectors(tangents[i], normals[i]);
  21029. }
  21030. }
  21031. return {
  21032. tangents: tangents,
  21033. normals: normals,
  21034. binormals: binormals
  21035. };
  21036. }
  21037. clone() {
  21038. return new this.constructor().copy(this);
  21039. }
  21040. copy(source) {
  21041. this.arcLengthDivisions = source.arcLengthDivisions;
  21042. return this;
  21043. }
  21044. toJSON() {
  21045. const data = {
  21046. metadata: {
  21047. version: 4.5,
  21048. type: 'Curve',
  21049. generator: 'Curve.toJSON'
  21050. }
  21051. };
  21052. data.arcLengthDivisions = this.arcLengthDivisions;
  21053. data.type = this.type;
  21054. return data;
  21055. }
  21056. fromJSON(json) {
  21057. this.arcLengthDivisions = json.arcLengthDivisions;
  21058. return this;
  21059. }
  21060. }
  21061. class EllipseCurve extends Curve {
  21062. constructor(aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0) {
  21063. super();
  21064. this.type = 'EllipseCurve';
  21065. this.aX = aX;
  21066. this.aY = aY;
  21067. this.xRadius = xRadius;
  21068. this.yRadius = yRadius;
  21069. this.aStartAngle = aStartAngle;
  21070. this.aEndAngle = aEndAngle;
  21071. this.aClockwise = aClockwise;
  21072. this.aRotation = aRotation;
  21073. }
  21074. getPoint(t, optionalTarget) {
  21075. const point = optionalTarget || new Vector2();
  21076. const twoPi = Math.PI * 2;
  21077. let deltaAngle = this.aEndAngle - this.aStartAngle;
  21078. const samePoints = Math.abs(deltaAngle) < Number.EPSILON; // ensures that deltaAngle is 0 .. 2 PI
  21079. while (deltaAngle < 0) deltaAngle += twoPi;
  21080. while (deltaAngle > twoPi) deltaAngle -= twoPi;
  21081. if (deltaAngle < Number.EPSILON) {
  21082. if (samePoints) {
  21083. deltaAngle = 0;
  21084. } else {
  21085. deltaAngle = twoPi;
  21086. }
  21087. }
  21088. if (this.aClockwise === true && !samePoints) {
  21089. if (deltaAngle === twoPi) {
  21090. deltaAngle = -twoPi;
  21091. } else {
  21092. deltaAngle = deltaAngle - twoPi;
  21093. }
  21094. }
  21095. const angle = this.aStartAngle + t * deltaAngle;
  21096. let x = this.aX + this.xRadius * Math.cos(angle);
  21097. let y = this.aY + this.yRadius * Math.sin(angle);
  21098. if (this.aRotation !== 0) {
  21099. const cos = Math.cos(this.aRotation);
  21100. const sin = Math.sin(this.aRotation);
  21101. const tx = x - this.aX;
  21102. const ty = y - this.aY; // Rotate the point about the center of the ellipse.
  21103. x = tx * cos - ty * sin + this.aX;
  21104. y = tx * sin + ty * cos + this.aY;
  21105. }
  21106. return point.set(x, y);
  21107. }
  21108. copy(source) {
  21109. super.copy(source);
  21110. this.aX = source.aX;
  21111. this.aY = source.aY;
  21112. this.xRadius = source.xRadius;
  21113. this.yRadius = source.yRadius;
  21114. this.aStartAngle = source.aStartAngle;
  21115. this.aEndAngle = source.aEndAngle;
  21116. this.aClockwise = source.aClockwise;
  21117. this.aRotation = source.aRotation;
  21118. return this;
  21119. }
  21120. toJSON() {
  21121. const data = super.toJSON();
  21122. data.aX = this.aX;
  21123. data.aY = this.aY;
  21124. data.xRadius = this.xRadius;
  21125. data.yRadius = this.yRadius;
  21126. data.aStartAngle = this.aStartAngle;
  21127. data.aEndAngle = this.aEndAngle;
  21128. data.aClockwise = this.aClockwise;
  21129. data.aRotation = this.aRotation;
  21130. return data;
  21131. }
  21132. fromJSON(json) {
  21133. super.fromJSON(json);
  21134. this.aX = json.aX;
  21135. this.aY = json.aY;
  21136. this.xRadius = json.xRadius;
  21137. this.yRadius = json.yRadius;
  21138. this.aStartAngle = json.aStartAngle;
  21139. this.aEndAngle = json.aEndAngle;
  21140. this.aClockwise = json.aClockwise;
  21141. this.aRotation = json.aRotation;
  21142. return this;
  21143. }
  21144. }
  21145. EllipseCurve.prototype.isEllipseCurve = true;
  21146. class ArcCurve extends EllipseCurve {
  21147. constructor(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  21148. super(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  21149. this.type = 'ArcCurve';
  21150. }
  21151. }
  21152. ArcCurve.prototype.isArcCurve = true;
  21153. /**
  21154. * Centripetal CatmullRom Curve - which is useful for avoiding
  21155. * cusps and self-intersections in non-uniform catmull rom curves.
  21156. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21157. *
  21158. * curve.type accepts centripetal(default), chordal and catmullrom
  21159. * curve.tension is used for catmullrom which defaults to 0.5
  21160. */
  21161. /*
  21162. Based on an optimized c++ solution in
  21163. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21164. - http://ideone.com/NoEbVM
  21165. This CubicPoly class could be used for reusing some variables and calculations,
  21166. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21167. which can be placed in CurveUtils.
  21168. */
  21169. function CubicPoly() {
  21170. let c0 = 0,
  21171. c1 = 0,
  21172. c2 = 0,
  21173. c3 = 0;
  21174. /*
  21175. * Compute coefficients for a cubic polynomial
  21176. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21177. * such that
  21178. * p(0) = x0, p(1) = x1
  21179. * and
  21180. * p'(0) = t0, p'(1) = t1.
  21181. */
  21182. function init(x0, x1, t0, t1) {
  21183. c0 = x0;
  21184. c1 = t0;
  21185. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  21186. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21187. }
  21188. return {
  21189. initCatmullRom: function (x0, x1, x2, x3, tension) {
  21190. init(x1, x2, tension * (x2 - x0), tension * (x3 - x1));
  21191. },
  21192. initNonuniformCatmullRom: function (x0, x1, x2, x3, dt0, dt1, dt2) {
  21193. // compute tangents when parameterized in [t1,t2]
  21194. let t1 = (x1 - x0) / dt0 - (x2 - x0) / (dt0 + dt1) + (x2 - x1) / dt1;
  21195. let t2 = (x2 - x1) / dt1 - (x3 - x1) / (dt1 + dt2) + (x3 - x2) / dt2; // rescale tangents for parametrization in [0,1]
  21196. t1 *= dt1;
  21197. t2 *= dt1;
  21198. init(x1, x2, t1, t2);
  21199. },
  21200. calc: function (t) {
  21201. const t2 = t * t;
  21202. const t3 = t2 * t;
  21203. return c0 + c1 * t + c2 * t2 + c3 * t3;
  21204. }
  21205. };
  21206. } //
  21207. const tmp = new Vector3();
  21208. const px = new CubicPoly(),
  21209. py = new CubicPoly(),
  21210. pz = new CubicPoly();
  21211. class CatmullRomCurve3 extends Curve {
  21212. constructor(points = [], closed = false, curveType = 'centripetal', tension = 0.5) {
  21213. super();
  21214. this.type = 'CatmullRomCurve3';
  21215. this.points = points;
  21216. this.closed = closed;
  21217. this.curveType = curveType;
  21218. this.tension = tension;
  21219. }
  21220. getPoint(t, optionalTarget = new Vector3()) {
  21221. const point = optionalTarget;
  21222. const points = this.points;
  21223. const l = points.length;
  21224. const p = (l - (this.closed ? 0 : 1)) * t;
  21225. let intPoint = Math.floor(p);
  21226. let weight = p - intPoint;
  21227. if (this.closed) {
  21228. intPoint += intPoint > 0 ? 0 : (Math.floor(Math.abs(intPoint) / l) + 1) * l;
  21229. } else if (weight === 0 && intPoint === l - 1) {
  21230. intPoint = l - 2;
  21231. weight = 1;
  21232. }
  21233. let p0, p3; // 4 points (p1 & p2 defined below)
  21234. if (this.closed || intPoint > 0) {
  21235. p0 = points[(intPoint - 1) % l];
  21236. } else {
  21237. // extrapolate first point
  21238. tmp.subVectors(points[0], points[1]).add(points[0]);
  21239. p0 = tmp;
  21240. }
  21241. const p1 = points[intPoint % l];
  21242. const p2 = points[(intPoint + 1) % l];
  21243. if (this.closed || intPoint + 2 < l) {
  21244. p3 = points[(intPoint + 2) % l];
  21245. } else {
  21246. // extrapolate last point
  21247. tmp.subVectors(points[l - 1], points[l - 2]).add(points[l - 1]);
  21248. p3 = tmp;
  21249. }
  21250. if (this.curveType === 'centripetal' || this.curveType === 'chordal') {
  21251. // init Centripetal / Chordal Catmull-Rom
  21252. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  21253. let dt0 = Math.pow(p0.distanceToSquared(p1), pow);
  21254. let dt1 = Math.pow(p1.distanceToSquared(p2), pow);
  21255. let dt2 = Math.pow(p2.distanceToSquared(p3), pow); // safety check for repeated points
  21256. if (dt1 < 1e-4) dt1 = 1.0;
  21257. if (dt0 < 1e-4) dt0 = dt1;
  21258. if (dt2 < 1e-4) dt2 = dt1;
  21259. px.initNonuniformCatmullRom(p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2);
  21260. py.initNonuniformCatmullRom(p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2);
  21261. pz.initNonuniformCatmullRom(p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2);
  21262. } else if (this.curveType === 'catmullrom') {
  21263. px.initCatmullRom(p0.x, p1.x, p2.x, p3.x, this.tension);
  21264. py.initCatmullRom(p0.y, p1.y, p2.y, p3.y, this.tension);
  21265. pz.initCatmullRom(p0.z, p1.z, p2.z, p3.z, this.tension);
  21266. }
  21267. point.set(px.calc(weight), py.calc(weight), pz.calc(weight));
  21268. return point;
  21269. }
  21270. copy(source) {
  21271. super.copy(source);
  21272. this.points = [];
  21273. for (let i = 0, l = source.points.length; i < l; i++) {
  21274. const point = source.points[i];
  21275. this.points.push(point.clone());
  21276. }
  21277. this.closed = source.closed;
  21278. this.curveType = source.curveType;
  21279. this.tension = source.tension;
  21280. return this;
  21281. }
  21282. toJSON() {
  21283. const data = super.toJSON();
  21284. data.points = [];
  21285. for (let i = 0, l = this.points.length; i < l; i++) {
  21286. const point = this.points[i];
  21287. data.points.push(point.toArray());
  21288. }
  21289. data.closed = this.closed;
  21290. data.curveType = this.curveType;
  21291. data.tension = this.tension;
  21292. return data;
  21293. }
  21294. fromJSON(json) {
  21295. super.fromJSON(json);
  21296. this.points = [];
  21297. for (let i = 0, l = json.points.length; i < l; i++) {
  21298. const point = json.points[i];
  21299. this.points.push(new Vector3().fromArray(point));
  21300. }
  21301. this.closed = json.closed;
  21302. this.curveType = json.curveType;
  21303. this.tension = json.tension;
  21304. return this;
  21305. }
  21306. }
  21307. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  21308. /**
  21309. * Bezier Curves formulas obtained from
  21310. * http://en.wikipedia.org/wiki/Bézier_curve
  21311. */
  21312. function CatmullRom(t, p0, p1, p2, p3) {
  21313. const v0 = (p2 - p0) * 0.5;
  21314. const v1 = (p3 - p1) * 0.5;
  21315. const t2 = t * t;
  21316. const t3 = t * t2;
  21317. return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
  21318. } //
  21319. function QuadraticBezierP0(t, p) {
  21320. const k = 1 - t;
  21321. return k * k * p;
  21322. }
  21323. function QuadraticBezierP1(t, p) {
  21324. return 2 * (1 - t) * t * p;
  21325. }
  21326. function QuadraticBezierP2(t, p) {
  21327. return t * t * p;
  21328. }
  21329. function QuadraticBezier(t, p0, p1, p2) {
  21330. return QuadraticBezierP0(t, p0) + QuadraticBezierP1(t, p1) + QuadraticBezierP2(t, p2);
  21331. } //
  21332. function CubicBezierP0(t, p) {
  21333. const k = 1 - t;
  21334. return k * k * k * p;
  21335. }
  21336. function CubicBezierP1(t, p) {
  21337. const k = 1 - t;
  21338. return 3 * k * k * t * p;
  21339. }
  21340. function CubicBezierP2(t, p) {
  21341. return 3 * (1 - t) * t * t * p;
  21342. }
  21343. function CubicBezierP3(t, p) {
  21344. return t * t * t * p;
  21345. }
  21346. function CubicBezier(t, p0, p1, p2, p3) {
  21347. return CubicBezierP0(t, p0) + CubicBezierP1(t, p1) + CubicBezierP2(t, p2) + CubicBezierP3(t, p3);
  21348. }
  21349. class CubicBezierCurve extends Curve {
  21350. constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2()) {
  21351. super();
  21352. this.type = 'CubicBezierCurve';
  21353. this.v0 = v0;
  21354. this.v1 = v1;
  21355. this.v2 = v2;
  21356. this.v3 = v3;
  21357. }
  21358. getPoint(t, optionalTarget = new Vector2()) {
  21359. const point = optionalTarget;
  21360. const v0 = this.v0,
  21361. v1 = this.v1,
  21362. v2 = this.v2,
  21363. v3 = this.v3;
  21364. point.set(CubicBezier(t, v0.x, v1.x, v2.x, v3.x), CubicBezier(t, v0.y, v1.y, v2.y, v3.y));
  21365. return point;
  21366. }
  21367. copy(source) {
  21368. super.copy(source);
  21369. this.v0.copy(source.v0);
  21370. this.v1.copy(source.v1);
  21371. this.v2.copy(source.v2);
  21372. this.v3.copy(source.v3);
  21373. return this;
  21374. }
  21375. toJSON() {
  21376. const data = super.toJSON();
  21377. data.v0 = this.v0.toArray();
  21378. data.v1 = this.v1.toArray();
  21379. data.v2 = this.v2.toArray();
  21380. data.v3 = this.v3.toArray();
  21381. return data;
  21382. }
  21383. fromJSON(json) {
  21384. super.fromJSON(json);
  21385. this.v0.fromArray(json.v0);
  21386. this.v1.fromArray(json.v1);
  21387. this.v2.fromArray(json.v2);
  21388. this.v3.fromArray(json.v3);
  21389. return this;
  21390. }
  21391. }
  21392. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  21393. class CubicBezierCurve3 extends Curve {
  21394. constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3()) {
  21395. super();
  21396. this.type = 'CubicBezierCurve3';
  21397. this.v0 = v0;
  21398. this.v1 = v1;
  21399. this.v2 = v2;
  21400. this.v3 = v3;
  21401. }
  21402. getPoint(t, optionalTarget = new Vector3()) {
  21403. const point = optionalTarget;
  21404. const v0 = this.v0,
  21405. v1 = this.v1,
  21406. v2 = this.v2,
  21407. v3 = this.v3;
  21408. 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));
  21409. return point;
  21410. }
  21411. copy(source) {
  21412. super.copy(source);
  21413. this.v0.copy(source.v0);
  21414. this.v1.copy(source.v1);
  21415. this.v2.copy(source.v2);
  21416. this.v3.copy(source.v3);
  21417. return this;
  21418. }
  21419. toJSON() {
  21420. const data = super.toJSON();
  21421. data.v0 = this.v0.toArray();
  21422. data.v1 = this.v1.toArray();
  21423. data.v2 = this.v2.toArray();
  21424. data.v3 = this.v3.toArray();
  21425. return data;
  21426. }
  21427. fromJSON(json) {
  21428. super.fromJSON(json);
  21429. this.v0.fromArray(json.v0);
  21430. this.v1.fromArray(json.v1);
  21431. this.v2.fromArray(json.v2);
  21432. this.v3.fromArray(json.v3);
  21433. return this;
  21434. }
  21435. }
  21436. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  21437. class LineCurve extends Curve {
  21438. constructor(v1 = new Vector2(), v2 = new Vector2()) {
  21439. super();
  21440. this.type = 'LineCurve';
  21441. this.v1 = v1;
  21442. this.v2 = v2;
  21443. }
  21444. getPoint(t, optionalTarget = new Vector2()) {
  21445. const point = optionalTarget;
  21446. if (t === 1) {
  21447. point.copy(this.v2);
  21448. } else {
  21449. point.copy(this.v2).sub(this.v1);
  21450. point.multiplyScalar(t).add(this.v1);
  21451. }
  21452. return point;
  21453. } // Line curve is linear, so we can overwrite default getPointAt
  21454. getPointAt(u, optionalTarget) {
  21455. return this.getPoint(u, optionalTarget);
  21456. }
  21457. getTangent(t, optionalTarget) {
  21458. const tangent = optionalTarget || new Vector2();
  21459. tangent.copy(this.v2).sub(this.v1).normalize();
  21460. return tangent;
  21461. }
  21462. copy(source) {
  21463. super.copy(source);
  21464. this.v1.copy(source.v1);
  21465. this.v2.copy(source.v2);
  21466. return this;
  21467. }
  21468. toJSON() {
  21469. const data = super.toJSON();
  21470. data.v1 = this.v1.toArray();
  21471. data.v2 = this.v2.toArray();
  21472. return data;
  21473. }
  21474. fromJSON(json) {
  21475. super.fromJSON(json);
  21476. this.v1.fromArray(json.v1);
  21477. this.v2.fromArray(json.v2);
  21478. return this;
  21479. }
  21480. }
  21481. LineCurve.prototype.isLineCurve = true;
  21482. class LineCurve3 extends Curve {
  21483. constructor(v1 = new Vector3(), v2 = new Vector3()) {
  21484. super();
  21485. this.type = 'LineCurve3';
  21486. this.isLineCurve3 = true;
  21487. this.v1 = v1;
  21488. this.v2 = v2;
  21489. }
  21490. getPoint(t, optionalTarget = new Vector3()) {
  21491. const point = optionalTarget;
  21492. if (t === 1) {
  21493. point.copy(this.v2);
  21494. } else {
  21495. point.copy(this.v2).sub(this.v1);
  21496. point.multiplyScalar(t).add(this.v1);
  21497. }
  21498. return point;
  21499. } // Line curve is linear, so we can overwrite default getPointAt
  21500. getPointAt(u, optionalTarget) {
  21501. return this.getPoint(u, optionalTarget);
  21502. }
  21503. copy(source) {
  21504. super.copy(source);
  21505. this.v1.copy(source.v1);
  21506. this.v2.copy(source.v2);
  21507. return this;
  21508. }
  21509. toJSON() {
  21510. const data = super.toJSON();
  21511. data.v1 = this.v1.toArray();
  21512. data.v2 = this.v2.toArray();
  21513. return data;
  21514. }
  21515. fromJSON(json) {
  21516. super.fromJSON(json);
  21517. this.v1.fromArray(json.v1);
  21518. this.v2.fromArray(json.v2);
  21519. return this;
  21520. }
  21521. }
  21522. class QuadraticBezierCurve extends Curve {
  21523. constructor(v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2()) {
  21524. super();
  21525. this.type = 'QuadraticBezierCurve';
  21526. this.v0 = v0;
  21527. this.v1 = v1;
  21528. this.v2 = v2;
  21529. }
  21530. getPoint(t, optionalTarget = new Vector2()) {
  21531. const point = optionalTarget;
  21532. const v0 = this.v0,
  21533. v1 = this.v1,
  21534. v2 = this.v2;
  21535. point.set(QuadraticBezier(t, v0.x, v1.x, v2.x), QuadraticBezier(t, v0.y, v1.y, v2.y));
  21536. return point;
  21537. }
  21538. copy(source) {
  21539. super.copy(source);
  21540. this.v0.copy(source.v0);
  21541. this.v1.copy(source.v1);
  21542. this.v2.copy(source.v2);
  21543. return this;
  21544. }
  21545. toJSON() {
  21546. const data = super.toJSON();
  21547. data.v0 = this.v0.toArray();
  21548. data.v1 = this.v1.toArray();
  21549. data.v2 = this.v2.toArray();
  21550. return data;
  21551. }
  21552. fromJSON(json) {
  21553. super.fromJSON(json);
  21554. this.v0.fromArray(json.v0);
  21555. this.v1.fromArray(json.v1);
  21556. this.v2.fromArray(json.v2);
  21557. return this;
  21558. }
  21559. }
  21560. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  21561. class QuadraticBezierCurve3 extends Curve {
  21562. constructor(v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3()) {
  21563. super();
  21564. this.type = 'QuadraticBezierCurve3';
  21565. this.v0 = v0;
  21566. this.v1 = v1;
  21567. this.v2 = v2;
  21568. }
  21569. getPoint(t, optionalTarget = new Vector3()) {
  21570. const point = optionalTarget;
  21571. const v0 = this.v0,
  21572. v1 = this.v1,
  21573. v2 = this.v2;
  21574. 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));
  21575. return point;
  21576. }
  21577. copy(source) {
  21578. super.copy(source);
  21579. this.v0.copy(source.v0);
  21580. this.v1.copy(source.v1);
  21581. this.v2.copy(source.v2);
  21582. return this;
  21583. }
  21584. toJSON() {
  21585. const data = super.toJSON();
  21586. data.v0 = this.v0.toArray();
  21587. data.v1 = this.v1.toArray();
  21588. data.v2 = this.v2.toArray();
  21589. return data;
  21590. }
  21591. fromJSON(json) {
  21592. super.fromJSON(json);
  21593. this.v0.fromArray(json.v0);
  21594. this.v1.fromArray(json.v1);
  21595. this.v2.fromArray(json.v2);
  21596. return this;
  21597. }
  21598. }
  21599. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  21600. class SplineCurve extends Curve {
  21601. constructor(points = []) {
  21602. super();
  21603. this.type = 'SplineCurve';
  21604. this.points = points;
  21605. }
  21606. getPoint(t, optionalTarget = new Vector2()) {
  21607. const point = optionalTarget;
  21608. const points = this.points;
  21609. const p = (points.length - 1) * t;
  21610. const intPoint = Math.floor(p);
  21611. const weight = p - intPoint;
  21612. const p0 = points[intPoint === 0 ? intPoint : intPoint - 1];
  21613. const p1 = points[intPoint];
  21614. const p2 = points[intPoint > points.length - 2 ? points.length - 1 : intPoint + 1];
  21615. const p3 = points[intPoint > points.length - 3 ? points.length - 1 : intPoint + 2];
  21616. point.set(CatmullRom(weight, p0.x, p1.x, p2.x, p3.x), CatmullRom(weight, p0.y, p1.y, p2.y, p3.y));
  21617. return point;
  21618. }
  21619. copy(source) {
  21620. super.copy(source);
  21621. this.points = [];
  21622. for (let i = 0, l = source.points.length; i < l; i++) {
  21623. const point = source.points[i];
  21624. this.points.push(point.clone());
  21625. }
  21626. return this;
  21627. }
  21628. toJSON() {
  21629. const data = super.toJSON();
  21630. data.points = [];
  21631. for (let i = 0, l = this.points.length; i < l; i++) {
  21632. const point = this.points[i];
  21633. data.points.push(point.toArray());
  21634. }
  21635. return data;
  21636. }
  21637. fromJSON(json) {
  21638. super.fromJSON(json);
  21639. this.points = [];
  21640. for (let i = 0, l = json.points.length; i < l; i++) {
  21641. const point = json.points[i];
  21642. this.points.push(new Vector2().fromArray(point));
  21643. }
  21644. return this;
  21645. }
  21646. }
  21647. SplineCurve.prototype.isSplineCurve = true;
  21648. var Curves = /*#__PURE__*/Object.freeze({
  21649. __proto__: null,
  21650. ArcCurve: ArcCurve,
  21651. CatmullRomCurve3: CatmullRomCurve3,
  21652. CubicBezierCurve: CubicBezierCurve,
  21653. CubicBezierCurve3: CubicBezierCurve3,
  21654. EllipseCurve: EllipseCurve,
  21655. LineCurve: LineCurve,
  21656. LineCurve3: LineCurve3,
  21657. QuadraticBezierCurve: QuadraticBezierCurve,
  21658. QuadraticBezierCurve3: QuadraticBezierCurve3,
  21659. SplineCurve: SplineCurve
  21660. });
  21661. /**************************************************************
  21662. * Curved Path - a curve path is simply a array of connected
  21663. * curves, but retains the api of a curve
  21664. **************************************************************/
  21665. class CurvePath extends Curve {
  21666. constructor() {
  21667. super();
  21668. this.type = 'CurvePath';
  21669. this.curves = [];
  21670. this.autoClose = false; // Automatically closes the path
  21671. }
  21672. add(curve) {
  21673. this.curves.push(curve);
  21674. }
  21675. closePath() {
  21676. // Add a line curve if start and end of lines are not connected
  21677. const startPoint = this.curves[0].getPoint(0);
  21678. const endPoint = this.curves[this.curves.length - 1].getPoint(1);
  21679. if (!startPoint.equals(endPoint)) {
  21680. this.curves.push(new LineCurve(endPoint, startPoint));
  21681. }
  21682. } // To get accurate point with reference to
  21683. // entire path distance at time t,
  21684. // following has to be done:
  21685. // 1. Length of each sub path have to be known
  21686. // 2. Locate and identify type of curve
  21687. // 3. Get t for the curve
  21688. // 4. Return curve.getPointAt(t')
  21689. getPoint(t) {
  21690. const d = t * this.getLength();
  21691. const curveLengths = this.getCurveLengths();
  21692. let i = 0; // To think about boundaries points.
  21693. while (i < curveLengths.length) {
  21694. if (curveLengths[i] >= d) {
  21695. const diff = curveLengths[i] - d;
  21696. const curve = this.curves[i];
  21697. const segmentLength = curve.getLength();
  21698. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  21699. return curve.getPointAt(u);
  21700. }
  21701. i++;
  21702. }
  21703. return null; // loop where sum != 0, sum > d , sum+1 <d
  21704. } // We cannot use the default THREE.Curve getPoint() with getLength() because in
  21705. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  21706. // getPoint() depends on getLength
  21707. getLength() {
  21708. const lens = this.getCurveLengths();
  21709. return lens[lens.length - 1];
  21710. } // cacheLengths must be recalculated.
  21711. updateArcLengths() {
  21712. this.needsUpdate = true;
  21713. this.cacheLengths = null;
  21714. this.getCurveLengths();
  21715. } // Compute lengths and cache them
  21716. // We cannot overwrite getLengths() because UtoT mapping uses it.
  21717. getCurveLengths() {
  21718. // We use cache values if curves and cache array are same length
  21719. if (this.cacheLengths && this.cacheLengths.length === this.curves.length) {
  21720. return this.cacheLengths;
  21721. } // Get length of sub-curve
  21722. // Push sums into cached array
  21723. const lengths = [];
  21724. let sums = 0;
  21725. for (let i = 0, l = this.curves.length; i < l; i++) {
  21726. sums += this.curves[i].getLength();
  21727. lengths.push(sums);
  21728. }
  21729. this.cacheLengths = lengths;
  21730. return lengths;
  21731. }
  21732. getSpacedPoints(divisions = 40) {
  21733. const points = [];
  21734. for (let i = 0; i <= divisions; i++) {
  21735. points.push(this.getPoint(i / divisions));
  21736. }
  21737. if (this.autoClose) {
  21738. points.push(points[0]);
  21739. }
  21740. return points;
  21741. }
  21742. getPoints(divisions = 12) {
  21743. const points = [];
  21744. let last;
  21745. for (let i = 0, curves = this.curves; i < curves.length; i++) {
  21746. const curve = curves[i];
  21747. const resolution = curve && curve.isEllipseCurve ? divisions * 2 : curve && (curve.isLineCurve || curve.isLineCurve3) ? 1 : curve && curve.isSplineCurve ? divisions * curve.points.length : divisions;
  21748. const pts = curve.getPoints(resolution);
  21749. for (let j = 0; j < pts.length; j++) {
  21750. const point = pts[j];
  21751. if (last && last.equals(point)) continue; // ensures no consecutive points are duplicates
  21752. points.push(point);
  21753. last = point;
  21754. }
  21755. }
  21756. if (this.autoClose && points.length > 1 && !points[points.length - 1].equals(points[0])) {
  21757. points.push(points[0]);
  21758. }
  21759. return points;
  21760. }
  21761. copy(source) {
  21762. super.copy(source);
  21763. this.curves = [];
  21764. for (let i = 0, l = source.curves.length; i < l; i++) {
  21765. const curve = source.curves[i];
  21766. this.curves.push(curve.clone());
  21767. }
  21768. this.autoClose = source.autoClose;
  21769. return this;
  21770. }
  21771. toJSON() {
  21772. const data = super.toJSON();
  21773. data.autoClose = this.autoClose;
  21774. data.curves = [];
  21775. for (let i = 0, l = this.curves.length; i < l; i++) {
  21776. const curve = this.curves[i];
  21777. data.curves.push(curve.toJSON());
  21778. }
  21779. return data;
  21780. }
  21781. fromJSON(json) {
  21782. super.fromJSON(json);
  21783. this.autoClose = json.autoClose;
  21784. this.curves = [];
  21785. for (let i = 0, l = json.curves.length; i < l; i++) {
  21786. const curve = json.curves[i];
  21787. this.curves.push(new Curves[curve.type]().fromJSON(curve));
  21788. }
  21789. return this;
  21790. }
  21791. }
  21792. class Path extends CurvePath {
  21793. constructor(points) {
  21794. super();
  21795. this.type = 'Path';
  21796. this.currentPoint = new Vector2();
  21797. if (points) {
  21798. this.setFromPoints(points);
  21799. }
  21800. }
  21801. setFromPoints(points) {
  21802. this.moveTo(points[0].x, points[0].y);
  21803. for (let i = 1, l = points.length; i < l; i++) {
  21804. this.lineTo(points[i].x, points[i].y);
  21805. }
  21806. return this;
  21807. }
  21808. moveTo(x, y) {
  21809. this.currentPoint.set(x, y); // TODO consider referencing vectors instead of copying?
  21810. return this;
  21811. }
  21812. lineTo(x, y) {
  21813. const curve = new LineCurve(this.currentPoint.clone(), new Vector2(x, y));
  21814. this.curves.push(curve);
  21815. this.currentPoint.set(x, y);
  21816. return this;
  21817. }
  21818. quadraticCurveTo(aCPx, aCPy, aX, aY) {
  21819. const curve = new QuadraticBezierCurve(this.currentPoint.clone(), new Vector2(aCPx, aCPy), new Vector2(aX, aY));
  21820. this.curves.push(curve);
  21821. this.currentPoint.set(aX, aY);
  21822. return this;
  21823. }
  21824. bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  21825. const curve = new CubicBezierCurve(this.currentPoint.clone(), new Vector2(aCP1x, aCP1y), new Vector2(aCP2x, aCP2y), new Vector2(aX, aY));
  21826. this.curves.push(curve);
  21827. this.currentPoint.set(aX, aY);
  21828. return this;
  21829. }
  21830. splineThru(pts
  21831. /*Array of Vector*/
  21832. ) {
  21833. const npts = [this.currentPoint.clone()].concat(pts);
  21834. const curve = new SplineCurve(npts);
  21835. this.curves.push(curve);
  21836. this.currentPoint.copy(pts[pts.length - 1]);
  21837. return this;
  21838. }
  21839. arc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  21840. const x0 = this.currentPoint.x;
  21841. const y0 = this.currentPoint.y;
  21842. this.absarc(aX + x0, aY + y0, aRadius, aStartAngle, aEndAngle, aClockwise);
  21843. return this;
  21844. }
  21845. absarc(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) {
  21846. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  21847. return this;
  21848. }
  21849. ellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  21850. const x0 = this.currentPoint.x;
  21851. const y0 = this.currentPoint.y;
  21852. this.absellipse(aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  21853. return this;
  21854. }
  21855. absellipse(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation) {
  21856. const curve = new EllipseCurve(aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation);
  21857. if (this.curves.length > 0) {
  21858. // if a previous curve is present, attempt to join
  21859. const firstPoint = curve.getPoint(0);
  21860. if (!firstPoint.equals(this.currentPoint)) {
  21861. this.lineTo(firstPoint.x, firstPoint.y);
  21862. }
  21863. }
  21864. this.curves.push(curve);
  21865. const lastPoint = curve.getPoint(1);
  21866. this.currentPoint.copy(lastPoint);
  21867. return this;
  21868. }
  21869. copy(source) {
  21870. super.copy(source);
  21871. this.currentPoint.copy(source.currentPoint);
  21872. return this;
  21873. }
  21874. toJSON() {
  21875. const data = super.toJSON();
  21876. data.currentPoint = this.currentPoint.toArray();
  21877. return data;
  21878. }
  21879. fromJSON(json) {
  21880. super.fromJSON(json);
  21881. this.currentPoint.fromArray(json.currentPoint);
  21882. return this;
  21883. }
  21884. }
  21885. class Shape extends Path {
  21886. constructor(points) {
  21887. super(points);
  21888. this.uuid = generateUUID();
  21889. this.type = 'Shape';
  21890. this.holes = [];
  21891. }
  21892. getPointsHoles(divisions) {
  21893. const holesPts = [];
  21894. for (let i = 0, l = this.holes.length; i < l; i++) {
  21895. holesPts[i] = this.holes[i].getPoints(divisions);
  21896. }
  21897. return holesPts;
  21898. } // get points of shape and holes (keypoints based on segments parameter)
  21899. extractPoints(divisions) {
  21900. return {
  21901. shape: this.getPoints(divisions),
  21902. holes: this.getPointsHoles(divisions)
  21903. };
  21904. }
  21905. copy(source) {
  21906. super.copy(source);
  21907. this.holes = [];
  21908. for (let i = 0, l = source.holes.length; i < l; i++) {
  21909. const hole = source.holes[i];
  21910. this.holes.push(hole.clone());
  21911. }
  21912. return this;
  21913. }
  21914. toJSON() {
  21915. const data = super.toJSON();
  21916. data.uuid = this.uuid;
  21917. data.holes = [];
  21918. for (let i = 0, l = this.holes.length; i < l; i++) {
  21919. const hole = this.holes[i];
  21920. data.holes.push(hole.toJSON());
  21921. }
  21922. return data;
  21923. }
  21924. fromJSON(json) {
  21925. super.fromJSON(json);
  21926. this.uuid = json.uuid;
  21927. this.holes = [];
  21928. for (let i = 0, l = json.holes.length; i < l; i++) {
  21929. const hole = json.holes[i];
  21930. this.holes.push(new Path().fromJSON(hole));
  21931. }
  21932. return this;
  21933. }
  21934. }
  21935. class Light extends Object3D {
  21936. constructor(color, intensity = 1) {
  21937. super();
  21938. this.type = 'Light';
  21939. this.color = new Color(color);
  21940. this.intensity = intensity;
  21941. }
  21942. dispose() {// Empty here in base class; some subclasses override.
  21943. }
  21944. copy(source) {
  21945. super.copy(source);
  21946. this.color.copy(source.color);
  21947. this.intensity = source.intensity;
  21948. return this;
  21949. }
  21950. toJSON(meta) {
  21951. const data = super.toJSON(meta);
  21952. data.object.color = this.color.getHex();
  21953. data.object.intensity = this.intensity;
  21954. if (this.groundColor !== undefined) data.object.groundColor = this.groundColor.getHex();
  21955. if (this.distance !== undefined) data.object.distance = this.distance;
  21956. if (this.angle !== undefined) data.object.angle = this.angle;
  21957. if (this.decay !== undefined) data.object.decay = this.decay;
  21958. if (this.penumbra !== undefined) data.object.penumbra = this.penumbra;
  21959. if (this.shadow !== undefined) data.object.shadow = this.shadow.toJSON();
  21960. return data;
  21961. }
  21962. }
  21963. Light.prototype.isLight = true;
  21964. class HemisphereLight extends Light {
  21965. constructor(skyColor, groundColor, intensity) {
  21966. super(skyColor, intensity);
  21967. this.type = 'HemisphereLight';
  21968. this.position.copy(Object3D.DefaultUp);
  21969. this.updateMatrix();
  21970. this.groundColor = new Color(groundColor);
  21971. }
  21972. copy(source) {
  21973. Light.prototype.copy.call(this, source);
  21974. this.groundColor.copy(source.groundColor);
  21975. return this;
  21976. }
  21977. }
  21978. HemisphereLight.prototype.isHemisphereLight = true;
  21979. const _projScreenMatrix$1 = /*@__PURE__*/new Matrix4();
  21980. const _lightPositionWorld$1 = /*@__PURE__*/new Vector3();
  21981. const _lookTarget$1 = /*@__PURE__*/new Vector3();
  21982. class LightShadow {
  21983. constructor(camera) {
  21984. this.camera = camera;
  21985. this.bias = 0;
  21986. this.normalBias = 0;
  21987. this.radius = 1;
  21988. this.mapSize = new Vector2(512, 512);
  21989. this.map = null;
  21990. this.mapPass = null;
  21991. this.matrix = new Matrix4();
  21992. this.autoUpdate = true;
  21993. this.needsUpdate = false;
  21994. this._frustum = new Frustum();
  21995. this._frameExtents = new Vector2(1, 1);
  21996. this._viewportCount = 1;
  21997. this._viewports = [new Vector4(0, 0, 1, 1)];
  21998. }
  21999. getViewportCount() {
  22000. return this._viewportCount;
  22001. }
  22002. getFrustum() {
  22003. return this._frustum;
  22004. }
  22005. updateMatrices(light) {
  22006. const shadowCamera = this.camera;
  22007. const shadowMatrix = this.matrix;
  22008. _lightPositionWorld$1.setFromMatrixPosition(light.matrixWorld);
  22009. shadowCamera.position.copy(_lightPositionWorld$1);
  22010. _lookTarget$1.setFromMatrixPosition(light.target.matrixWorld);
  22011. shadowCamera.lookAt(_lookTarget$1);
  22012. shadowCamera.updateMatrixWorld();
  22013. _projScreenMatrix$1.multiplyMatrices(shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse);
  22014. this._frustum.setFromProjectionMatrix(_projScreenMatrix$1);
  22015. 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);
  22016. shadowMatrix.multiply(shadowCamera.projectionMatrix);
  22017. shadowMatrix.multiply(shadowCamera.matrixWorldInverse);
  22018. }
  22019. getViewport(viewportIndex) {
  22020. return this._viewports[viewportIndex];
  22021. }
  22022. getFrameExtents() {
  22023. return this._frameExtents;
  22024. }
  22025. dispose() {
  22026. if (this.map) {
  22027. this.map.dispose();
  22028. }
  22029. if (this.mapPass) {
  22030. this.mapPass.dispose();
  22031. }
  22032. }
  22033. copy(source) {
  22034. this.camera = source.camera.clone();
  22035. this.bias = source.bias;
  22036. this.radius = source.radius;
  22037. this.mapSize.copy(source.mapSize);
  22038. return this;
  22039. }
  22040. clone() {
  22041. return new this.constructor().copy(this);
  22042. }
  22043. toJSON() {
  22044. const object = {};
  22045. if (this.bias !== 0) object.bias = this.bias;
  22046. if (this.normalBias !== 0) object.normalBias = this.normalBias;
  22047. if (this.radius !== 1) object.radius = this.radius;
  22048. if (this.mapSize.x !== 512 || this.mapSize.y !== 512) object.mapSize = this.mapSize.toArray();
  22049. object.camera = this.camera.toJSON(false).object;
  22050. delete object.camera.matrix;
  22051. return object;
  22052. }
  22053. }
  22054. class SpotLightShadow extends LightShadow {
  22055. constructor() {
  22056. super(new PerspectiveCamera(50, 1, 0.5, 500));
  22057. this.focus = 1;
  22058. }
  22059. updateMatrices(light) {
  22060. const camera = this.camera;
  22061. const fov = RAD2DEG * 2 * light.angle * this.focus;
  22062. const aspect = this.mapSize.width / this.mapSize.height;
  22063. const far = light.distance || camera.far;
  22064. if (fov !== camera.fov || aspect !== camera.aspect || far !== camera.far) {
  22065. camera.fov = fov;
  22066. camera.aspect = aspect;
  22067. camera.far = far;
  22068. camera.updateProjectionMatrix();
  22069. }
  22070. super.updateMatrices(light);
  22071. }
  22072. copy(source) {
  22073. super.copy(source);
  22074. this.focus = source.focus;
  22075. return this;
  22076. }
  22077. }
  22078. SpotLightShadow.prototype.isSpotLightShadow = true;
  22079. class SpotLight extends Light {
  22080. constructor(color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1) {
  22081. super(color, intensity);
  22082. this.type = 'SpotLight';
  22083. this.position.copy(Object3D.DefaultUp);
  22084. this.updateMatrix();
  22085. this.target = new Object3D();
  22086. this.distance = distance;
  22087. this.angle = angle;
  22088. this.penumbra = penumbra;
  22089. this.decay = decay; // for physically correct lights, should be 2.
  22090. this.shadow = new SpotLightShadow();
  22091. }
  22092. get power() {
  22093. // intensity = power per solid angle.
  22094. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22095. return this.intensity * Math.PI;
  22096. }
  22097. set power(power) {
  22098. // intensity = power per solid angle.
  22099. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22100. this.intensity = power / Math.PI;
  22101. }
  22102. dispose() {
  22103. this.shadow.dispose();
  22104. }
  22105. copy(source) {
  22106. super.copy(source);
  22107. this.distance = source.distance;
  22108. this.angle = source.angle;
  22109. this.penumbra = source.penumbra;
  22110. this.decay = source.decay;
  22111. this.target = source.target.clone();
  22112. this.shadow = source.shadow.clone();
  22113. return this;
  22114. }
  22115. }
  22116. SpotLight.prototype.isSpotLight = true;
  22117. const _projScreenMatrix = /*@__PURE__*/new Matrix4();
  22118. const _lightPositionWorld = /*@__PURE__*/new Vector3();
  22119. const _lookTarget = /*@__PURE__*/new Vector3();
  22120. class PointLightShadow extends LightShadow {
  22121. constructor() {
  22122. super(new PerspectiveCamera(90, 1, 0.5, 500));
  22123. this._frameExtents = new Vector2(4, 2);
  22124. this._viewportCount = 6;
  22125. this._viewports = [// These viewports map a cube-map onto a 2D texture with the
  22126. // following orientation:
  22127. //
  22128. // xzXZ
  22129. // y Y
  22130. //
  22131. // X - Positive x direction
  22132. // x - Negative x direction
  22133. // Y - Positive y direction
  22134. // y - Negative y direction
  22135. // Z - Positive z direction
  22136. // z - Negative z direction
  22137. // positive X
  22138. new Vector4(2, 1, 1, 1), // negative X
  22139. new Vector4(0, 1, 1, 1), // positive Z
  22140. new Vector4(3, 1, 1, 1), // negative Z
  22141. new Vector4(1, 1, 1, 1), // positive Y
  22142. new Vector4(3, 0, 1, 1), // negative Y
  22143. new Vector4(1, 0, 1, 1)];
  22144. 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)];
  22145. 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)];
  22146. }
  22147. updateMatrices(light, viewportIndex = 0) {
  22148. const camera = this.camera;
  22149. const shadowMatrix = this.matrix;
  22150. const far = light.distance || camera.far;
  22151. if (far !== camera.far) {
  22152. camera.far = far;
  22153. camera.updateProjectionMatrix();
  22154. }
  22155. _lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
  22156. camera.position.copy(_lightPositionWorld);
  22157. _lookTarget.copy(camera.position);
  22158. _lookTarget.add(this._cubeDirections[viewportIndex]);
  22159. camera.up.copy(this._cubeUps[viewportIndex]);
  22160. camera.lookAt(_lookTarget);
  22161. camera.updateMatrixWorld();
  22162. shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);
  22163. _projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
  22164. this._frustum.setFromProjectionMatrix(_projScreenMatrix);
  22165. }
  22166. }
  22167. PointLightShadow.prototype.isPointLightShadow = true;
  22168. class PointLight extends Light {
  22169. constructor(color, intensity, distance = 0, decay = 1) {
  22170. super(color, intensity);
  22171. this.type = 'PointLight';
  22172. this.distance = distance;
  22173. this.decay = decay; // for physically correct lights, should be 2.
  22174. this.shadow = new PointLightShadow();
  22175. }
  22176. get power() {
  22177. // intensity = power per solid angle.
  22178. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22179. return this.intensity * 4 * Math.PI;
  22180. }
  22181. set power(power) {
  22182. // intensity = power per solid angle.
  22183. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22184. this.intensity = power / (4 * Math.PI);
  22185. }
  22186. dispose() {
  22187. this.shadow.dispose();
  22188. }
  22189. copy(source) {
  22190. super.copy(source);
  22191. this.distance = source.distance;
  22192. this.decay = source.decay;
  22193. this.shadow = source.shadow.clone();
  22194. return this;
  22195. }
  22196. }
  22197. PointLight.prototype.isPointLight = true;
  22198. class OrthographicCamera extends Camera {
  22199. constructor(left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000) {
  22200. super();
  22201. this.type = 'OrthographicCamera';
  22202. this.zoom = 1;
  22203. this.view = null;
  22204. this.left = left;
  22205. this.right = right;
  22206. this.top = top;
  22207. this.bottom = bottom;
  22208. this.near = near;
  22209. this.far = far;
  22210. this.updateProjectionMatrix();
  22211. }
  22212. copy(source, recursive) {
  22213. super.copy(source, recursive);
  22214. this.left = source.left;
  22215. this.right = source.right;
  22216. this.top = source.top;
  22217. this.bottom = source.bottom;
  22218. this.near = source.near;
  22219. this.far = source.far;
  22220. this.zoom = source.zoom;
  22221. this.view = source.view === null ? null : Object.assign({}, source.view);
  22222. return this;
  22223. }
  22224. setViewOffset(fullWidth, fullHeight, x, y, width, height) {
  22225. if (this.view === null) {
  22226. this.view = {
  22227. enabled: true,
  22228. fullWidth: 1,
  22229. fullHeight: 1,
  22230. offsetX: 0,
  22231. offsetY: 0,
  22232. width: 1,
  22233. height: 1
  22234. };
  22235. }
  22236. this.view.enabled = true;
  22237. this.view.fullWidth = fullWidth;
  22238. this.view.fullHeight = fullHeight;
  22239. this.view.offsetX = x;
  22240. this.view.offsetY = y;
  22241. this.view.width = width;
  22242. this.view.height = height;
  22243. this.updateProjectionMatrix();
  22244. }
  22245. clearViewOffset() {
  22246. if (this.view !== null) {
  22247. this.view.enabled = false;
  22248. }
  22249. this.updateProjectionMatrix();
  22250. }
  22251. updateProjectionMatrix() {
  22252. const dx = (this.right - this.left) / (2 * this.zoom);
  22253. const dy = (this.top - this.bottom) / (2 * this.zoom);
  22254. const cx = (this.right + this.left) / 2;
  22255. const cy = (this.top + this.bottom) / 2;
  22256. let left = cx - dx;
  22257. let right = cx + dx;
  22258. let top = cy + dy;
  22259. let bottom = cy - dy;
  22260. if (this.view !== null && this.view.enabled) {
  22261. const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
  22262. const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
  22263. left += scaleW * this.view.offsetX;
  22264. right = left + scaleW * this.view.width;
  22265. top -= scaleH * this.view.offsetY;
  22266. bottom = top - scaleH * this.view.height;
  22267. }
  22268. this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far);
  22269. this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
  22270. }
  22271. toJSON(meta) {
  22272. const data = super.toJSON(meta);
  22273. data.object.zoom = this.zoom;
  22274. data.object.left = this.left;
  22275. data.object.right = this.right;
  22276. data.object.top = this.top;
  22277. data.object.bottom = this.bottom;
  22278. data.object.near = this.near;
  22279. data.object.far = this.far;
  22280. if (this.view !== null) data.object.view = Object.assign({}, this.view);
  22281. return data;
  22282. }
  22283. }
  22284. OrthographicCamera.prototype.isOrthographicCamera = true;
  22285. class DirectionalLightShadow extends LightShadow {
  22286. constructor() {
  22287. super(new OrthographicCamera(-5, 5, 5, -5, 0.5, 500));
  22288. }
  22289. }
  22290. DirectionalLightShadow.prototype.isDirectionalLightShadow = true;
  22291. class DirectionalLight extends Light {
  22292. constructor(color, intensity) {
  22293. super(color, intensity);
  22294. this.type = 'DirectionalLight';
  22295. this.position.copy(Object3D.DefaultUp);
  22296. this.updateMatrix();
  22297. this.target = new Object3D();
  22298. this.shadow = new DirectionalLightShadow();
  22299. }
  22300. dispose() {
  22301. this.shadow.dispose();
  22302. }
  22303. copy(source) {
  22304. super.copy(source);
  22305. this.target = source.target.clone();
  22306. this.shadow = source.shadow.clone();
  22307. return this;
  22308. }
  22309. }
  22310. DirectionalLight.prototype.isDirectionalLight = true;
  22311. class AmbientLight extends Light {
  22312. constructor(color, intensity) {
  22313. super(color, intensity);
  22314. this.type = 'AmbientLight';
  22315. }
  22316. }
  22317. AmbientLight.prototype.isAmbientLight = true;
  22318. class RectAreaLight extends Light {
  22319. constructor(color, intensity, width = 10, height = 10) {
  22320. super(color, intensity);
  22321. this.type = 'RectAreaLight';
  22322. this.width = width;
  22323. this.height = height;
  22324. }
  22325. copy(source) {
  22326. super.copy(source);
  22327. this.width = source.width;
  22328. this.height = source.height;
  22329. return this;
  22330. }
  22331. toJSON(meta) {
  22332. const data = super.toJSON(meta);
  22333. data.object.width = this.width;
  22334. data.object.height = this.height;
  22335. return data;
  22336. }
  22337. }
  22338. RectAreaLight.prototype.isRectAreaLight = true;
  22339. /**
  22340. * Primary reference:
  22341. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  22342. *
  22343. * Secondary reference:
  22344. * https://www.ppsloan.org/publications/StupidSH36.pdf
  22345. */
  22346. // 3-band SH defined by 9 coefficients
  22347. class SphericalHarmonics3 {
  22348. constructor() {
  22349. this.coefficients = [];
  22350. for (let i = 0; i < 9; i++) {
  22351. this.coefficients.push(new Vector3());
  22352. }
  22353. }
  22354. set(coefficients) {
  22355. for (let i = 0; i < 9; i++) {
  22356. this.coefficients[i].copy(coefficients[i]);
  22357. }
  22358. return this;
  22359. }
  22360. zero() {
  22361. for (let i = 0; i < 9; i++) {
  22362. this.coefficients[i].set(0, 0, 0);
  22363. }
  22364. return this;
  22365. } // get the radiance in the direction of the normal
  22366. // target is a Vector3
  22367. getAt(normal, target) {
  22368. // normal is assumed to be unit length
  22369. const x = normal.x,
  22370. y = normal.y,
  22371. z = normal.z;
  22372. const coeff = this.coefficients; // band 0
  22373. target.copy(coeff[0]).multiplyScalar(0.282095); // band 1
  22374. target.addScaledVector(coeff[1], 0.488603 * y);
  22375. target.addScaledVector(coeff[2], 0.488603 * z);
  22376. target.addScaledVector(coeff[3], 0.488603 * x); // band 2
  22377. target.addScaledVector(coeff[4], 1.092548 * (x * y));
  22378. target.addScaledVector(coeff[5], 1.092548 * (y * z));
  22379. target.addScaledVector(coeff[6], 0.315392 * (3.0 * z * z - 1.0));
  22380. target.addScaledVector(coeff[7], 1.092548 * (x * z));
  22381. target.addScaledVector(coeff[8], 0.546274 * (x * x - y * y));
  22382. return target;
  22383. } // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  22384. // target is a Vector3
  22385. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  22386. getIrradianceAt(normal, target) {
  22387. // normal is assumed to be unit length
  22388. const x = normal.x,
  22389. y = normal.y,
  22390. z = normal.z;
  22391. const coeff = this.coefficients; // band 0
  22392. target.copy(coeff[0]).multiplyScalar(0.886227); // π * 0.282095
  22393. // band 1
  22394. target.addScaledVector(coeff[1], 2.0 * 0.511664 * y); // ( 2 * π / 3 ) * 0.488603
  22395. target.addScaledVector(coeff[2], 2.0 * 0.511664 * z);
  22396. target.addScaledVector(coeff[3], 2.0 * 0.511664 * x); // band 2
  22397. target.addScaledVector(coeff[4], 2.0 * 0.429043 * x * y); // ( π / 4 ) * 1.092548
  22398. target.addScaledVector(coeff[5], 2.0 * 0.429043 * y * z);
  22399. target.addScaledVector(coeff[6], 0.743125 * z * z - 0.247708); // ( π / 4 ) * 0.315392 * 3
  22400. target.addScaledVector(coeff[7], 2.0 * 0.429043 * x * z);
  22401. target.addScaledVector(coeff[8], 0.429043 * (x * x - y * y)); // ( π / 4 ) * 0.546274
  22402. return target;
  22403. }
  22404. add(sh) {
  22405. for (let i = 0; i < 9; i++) {
  22406. this.coefficients[i].add(sh.coefficients[i]);
  22407. }
  22408. return this;
  22409. }
  22410. addScaledSH(sh, s) {
  22411. for (let i = 0; i < 9; i++) {
  22412. this.coefficients[i].addScaledVector(sh.coefficients[i], s);
  22413. }
  22414. return this;
  22415. }
  22416. scale(s) {
  22417. for (let i = 0; i < 9; i++) {
  22418. this.coefficients[i].multiplyScalar(s);
  22419. }
  22420. return this;
  22421. }
  22422. lerp(sh, alpha) {
  22423. for (let i = 0; i < 9; i++) {
  22424. this.coefficients[i].lerp(sh.coefficients[i], alpha);
  22425. }
  22426. return this;
  22427. }
  22428. equals(sh) {
  22429. for (let i = 0; i < 9; i++) {
  22430. if (!this.coefficients[i].equals(sh.coefficients[i])) {
  22431. return false;
  22432. }
  22433. }
  22434. return true;
  22435. }
  22436. copy(sh) {
  22437. return this.set(sh.coefficients);
  22438. }
  22439. clone() {
  22440. return new this.constructor().copy(this);
  22441. }
  22442. fromArray(array, offset = 0) {
  22443. const coefficients = this.coefficients;
  22444. for (let i = 0; i < 9; i++) {
  22445. coefficients[i].fromArray(array, offset + i * 3);
  22446. }
  22447. return this;
  22448. }
  22449. toArray(array = [], offset = 0) {
  22450. const coefficients = this.coefficients;
  22451. for (let i = 0; i < 9; i++) {
  22452. coefficients[i].toArray(array, offset + i * 3);
  22453. }
  22454. return array;
  22455. } // evaluate the basis functions
  22456. // shBasis is an Array[ 9 ]
  22457. static getBasisAt(normal, shBasis) {
  22458. // normal is assumed to be unit length
  22459. const x = normal.x,
  22460. y = normal.y,
  22461. z = normal.z; // band 0
  22462. shBasis[0] = 0.282095; // band 1
  22463. shBasis[1] = 0.488603 * y;
  22464. shBasis[2] = 0.488603 * z;
  22465. shBasis[3] = 0.488603 * x; // band 2
  22466. shBasis[4] = 1.092548 * x * y;
  22467. shBasis[5] = 1.092548 * y * z;
  22468. shBasis[6] = 0.315392 * (3 * z * z - 1);
  22469. shBasis[7] = 1.092548 * x * z;
  22470. shBasis[8] = 0.546274 * (x * x - y * y);
  22471. }
  22472. }
  22473. SphericalHarmonics3.prototype.isSphericalHarmonics3 = true;
  22474. class LightProbe extends Light {
  22475. constructor(sh = new SphericalHarmonics3(), intensity = 1) {
  22476. super(undefined, intensity);
  22477. this.sh = sh;
  22478. }
  22479. copy(source) {
  22480. super.copy(source);
  22481. this.sh.copy(source.sh);
  22482. return this;
  22483. }
  22484. fromJSON(json) {
  22485. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  22486. this.sh.fromArray(json.sh);
  22487. return this;
  22488. }
  22489. toJSON(meta) {
  22490. const data = super.toJSON(meta);
  22491. data.object.sh = this.sh.toArray();
  22492. return data;
  22493. }
  22494. }
  22495. LightProbe.prototype.isLightProbe = true;
  22496. class MaterialLoader extends Loader {
  22497. constructor(manager) {
  22498. super(manager);
  22499. this.textures = {};
  22500. }
  22501. load(url, onLoad, onProgress, onError) {
  22502. const scope = this;
  22503. const loader = new FileLoader(scope.manager);
  22504. loader.setPath(scope.path);
  22505. loader.setRequestHeader(scope.requestHeader);
  22506. loader.setWithCredentials(scope.withCredentials);
  22507. loader.load(url, function (text) {
  22508. try {
  22509. onLoad(scope.parse(JSON.parse(text)));
  22510. } catch (e) {
  22511. if (onError) {
  22512. onError(e);
  22513. } else {
  22514. console.error(e);
  22515. }
  22516. scope.manager.itemError(url);
  22517. }
  22518. }, onProgress, onError);
  22519. }
  22520. parse(json) {
  22521. const textures = this.textures;
  22522. function getTexture(name) {
  22523. if (textures[name] === undefined) {
  22524. console.warn('THREE.MaterialLoader: Undefined texture', name);
  22525. }
  22526. return textures[name];
  22527. }
  22528. const material = new Materials[json.type]();
  22529. if (json.uuid !== undefined) material.uuid = json.uuid;
  22530. if (json.name !== undefined) material.name = json.name;
  22531. if (json.color !== undefined && material.color !== undefined) material.color.setHex(json.color);
  22532. if (json.roughness !== undefined) material.roughness = json.roughness;
  22533. if (json.metalness !== undefined) material.metalness = json.metalness;
  22534. if (json.sheen !== undefined) material.sheen = new Color().setHex(json.sheen);
  22535. if (json.emissive !== undefined && material.emissive !== undefined) material.emissive.setHex(json.emissive);
  22536. if (json.specular !== undefined && material.specular !== undefined) material.specular.setHex(json.specular);
  22537. if (json.shininess !== undefined) material.shininess = json.shininess;
  22538. if (json.clearcoat !== undefined) material.clearcoat = json.clearcoat;
  22539. if (json.clearcoatRoughness !== undefined) material.clearcoatRoughness = json.clearcoatRoughness;
  22540. if (json.fog !== undefined) material.fog = json.fog;
  22541. if (json.flatShading !== undefined) material.flatShading = json.flatShading;
  22542. if (json.blending !== undefined) material.blending = json.blending;
  22543. if (json.combine !== undefined) material.combine = json.combine;
  22544. if (json.side !== undefined) material.side = json.side;
  22545. if (json.shadowSide !== undefined) material.shadowSide = json.shadowSide;
  22546. if (json.opacity !== undefined) material.opacity = json.opacity;
  22547. if (json.transparent !== undefined) material.transparent = json.transparent;
  22548. if (json.alphaTest !== undefined) material.alphaTest = json.alphaTest;
  22549. if (json.depthTest !== undefined) material.depthTest = json.depthTest;
  22550. if (json.depthWrite !== undefined) material.depthWrite = json.depthWrite;
  22551. if (json.colorWrite !== undefined) material.colorWrite = json.colorWrite;
  22552. if (json.stencilWrite !== undefined) material.stencilWrite = json.stencilWrite;
  22553. if (json.stencilWriteMask !== undefined) material.stencilWriteMask = json.stencilWriteMask;
  22554. if (json.stencilFunc !== undefined) material.stencilFunc = json.stencilFunc;
  22555. if (json.stencilRef !== undefined) material.stencilRef = json.stencilRef;
  22556. if (json.stencilFuncMask !== undefined) material.stencilFuncMask = json.stencilFuncMask;
  22557. if (json.stencilFail !== undefined) material.stencilFail = json.stencilFail;
  22558. if (json.stencilZFail !== undefined) material.stencilZFail = json.stencilZFail;
  22559. if (json.stencilZPass !== undefined) material.stencilZPass = json.stencilZPass;
  22560. if (json.wireframe !== undefined) material.wireframe = json.wireframe;
  22561. if (json.wireframeLinewidth !== undefined) material.wireframeLinewidth = json.wireframeLinewidth;
  22562. if (json.wireframeLinecap !== undefined) material.wireframeLinecap = json.wireframeLinecap;
  22563. if (json.wireframeLinejoin !== undefined) material.wireframeLinejoin = json.wireframeLinejoin;
  22564. if (json.rotation !== undefined) material.rotation = json.rotation;
  22565. if (json.linewidth !== 1) material.linewidth = json.linewidth;
  22566. if (json.dashSize !== undefined) material.dashSize = json.dashSize;
  22567. if (json.gapSize !== undefined) material.gapSize = json.gapSize;
  22568. if (json.scale !== undefined) material.scale = json.scale;
  22569. if (json.polygonOffset !== undefined) material.polygonOffset = json.polygonOffset;
  22570. if (json.polygonOffsetFactor !== undefined) material.polygonOffsetFactor = json.polygonOffsetFactor;
  22571. if (json.polygonOffsetUnits !== undefined) material.polygonOffsetUnits = json.polygonOffsetUnits;
  22572. if (json.morphTargets !== undefined) material.morphTargets = json.morphTargets;
  22573. if (json.morphNormals !== undefined) material.morphNormals = json.morphNormals;
  22574. if (json.dithering !== undefined) material.dithering = json.dithering;
  22575. if (json.alphaToCoverage !== undefined) material.alphaToCoverage = json.alphaToCoverage;
  22576. if (json.premultipliedAlpha !== undefined) material.premultipliedAlpha = json.premultipliedAlpha;
  22577. if (json.vertexTangents !== undefined) material.vertexTangents = json.vertexTangents;
  22578. if (json.visible !== undefined) material.visible = json.visible;
  22579. if (json.toneMapped !== undefined) material.toneMapped = json.toneMapped;
  22580. if (json.userData !== undefined) material.userData = json.userData;
  22581. if (json.vertexColors !== undefined) {
  22582. if (typeof json.vertexColors === 'number') {
  22583. material.vertexColors = json.vertexColors > 0 ? true : false;
  22584. } else {
  22585. material.vertexColors = json.vertexColors;
  22586. }
  22587. } // Shader Material
  22588. if (json.uniforms !== undefined) {
  22589. for (const name in json.uniforms) {
  22590. const uniform = json.uniforms[name];
  22591. material.uniforms[name] = {};
  22592. switch (uniform.type) {
  22593. case 't':
  22594. material.uniforms[name].value = getTexture(uniform.value);
  22595. break;
  22596. case 'c':
  22597. material.uniforms[name].value = new Color().setHex(uniform.value);
  22598. break;
  22599. case 'v2':
  22600. material.uniforms[name].value = new Vector2().fromArray(uniform.value);
  22601. break;
  22602. case 'v3':
  22603. material.uniforms[name].value = new Vector3().fromArray(uniform.value);
  22604. break;
  22605. case 'v4':
  22606. material.uniforms[name].value = new Vector4().fromArray(uniform.value);
  22607. break;
  22608. case 'm3':
  22609. material.uniforms[name].value = new Matrix3().fromArray(uniform.value);
  22610. break;
  22611. case 'm4':
  22612. material.uniforms[name].value = new Matrix4().fromArray(uniform.value);
  22613. break;
  22614. default:
  22615. material.uniforms[name].value = uniform.value;
  22616. }
  22617. }
  22618. }
  22619. if (json.defines !== undefined) material.defines = json.defines;
  22620. if (json.vertexShader !== undefined) material.vertexShader = json.vertexShader;
  22621. if (json.fragmentShader !== undefined) material.fragmentShader = json.fragmentShader;
  22622. if (json.extensions !== undefined) {
  22623. for (const key in json.extensions) {
  22624. material.extensions[key] = json.extensions[key];
  22625. }
  22626. } // Deprecated
  22627. if (json.shading !== undefined) material.flatShading = json.shading === 1; // THREE.FlatShading
  22628. // for PointsMaterial
  22629. if (json.size !== undefined) material.size = json.size;
  22630. if (json.sizeAttenuation !== undefined) material.sizeAttenuation = json.sizeAttenuation; // maps
  22631. if (json.map !== undefined) material.map = getTexture(json.map);
  22632. if (json.matcap !== undefined) material.matcap = getTexture(json.matcap);
  22633. if (json.alphaMap !== undefined) material.alphaMap = getTexture(json.alphaMap);
  22634. if (json.bumpMap !== undefined) material.bumpMap = getTexture(json.bumpMap);
  22635. if (json.bumpScale !== undefined) material.bumpScale = json.bumpScale;
  22636. if (json.normalMap !== undefined) material.normalMap = getTexture(json.normalMap);
  22637. if (json.normalMapType !== undefined) material.normalMapType = json.normalMapType;
  22638. if (json.normalScale !== undefined) {
  22639. let normalScale = json.normalScale;
  22640. if (Array.isArray(normalScale) === false) {
  22641. // Blender exporter used to export a scalar. See #7459
  22642. normalScale = [normalScale, normalScale];
  22643. }
  22644. material.normalScale = new Vector2().fromArray(normalScale);
  22645. }
  22646. if (json.displacementMap !== undefined) material.displacementMap = getTexture(json.displacementMap);
  22647. if (json.displacementScale !== undefined) material.displacementScale = json.displacementScale;
  22648. if (json.displacementBias !== undefined) material.displacementBias = json.displacementBias;
  22649. if (json.roughnessMap !== undefined) material.roughnessMap = getTexture(json.roughnessMap);
  22650. if (json.metalnessMap !== undefined) material.metalnessMap = getTexture(json.metalnessMap);
  22651. if (json.emissiveMap !== undefined) material.emissiveMap = getTexture(json.emissiveMap);
  22652. if (json.emissiveIntensity !== undefined) material.emissiveIntensity = json.emissiveIntensity;
  22653. if (json.specularMap !== undefined) material.specularMap = getTexture(json.specularMap);
  22654. if (json.envMap !== undefined) material.envMap = getTexture(json.envMap);
  22655. if (json.envMapIntensity !== undefined) material.envMapIntensity = json.envMapIntensity;
  22656. if (json.reflectivity !== undefined) material.reflectivity = json.reflectivity;
  22657. if (json.refractionRatio !== undefined) material.refractionRatio = json.refractionRatio;
  22658. if (json.lightMap !== undefined) material.lightMap = getTexture(json.lightMap);
  22659. if (json.lightMapIntensity !== undefined) material.lightMapIntensity = json.lightMapIntensity;
  22660. if (json.aoMap !== undefined) material.aoMap = getTexture(json.aoMap);
  22661. if (json.aoMapIntensity !== undefined) material.aoMapIntensity = json.aoMapIntensity;
  22662. if (json.gradientMap !== undefined) material.gradientMap = getTexture(json.gradientMap);
  22663. if (json.clearcoatMap !== undefined) material.clearcoatMap = getTexture(json.clearcoatMap);
  22664. if (json.clearcoatRoughnessMap !== undefined) material.clearcoatRoughnessMap = getTexture(json.clearcoatRoughnessMap);
  22665. if (json.clearcoatNormalMap !== undefined) material.clearcoatNormalMap = getTexture(json.clearcoatNormalMap);
  22666. if (json.clearcoatNormalScale !== undefined) material.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
  22667. if (json.transmission !== undefined) material.transmission = json.transmission;
  22668. if (json.transmissionMap !== undefined) material.transmissionMap = getTexture(json.transmissionMap);
  22669. return material;
  22670. }
  22671. setTextures(value) {
  22672. this.textures = value;
  22673. return this;
  22674. }
  22675. }
  22676. class LoaderUtils {
  22677. static decodeText(array) {
  22678. if (typeof TextDecoder !== 'undefined') {
  22679. return new TextDecoder().decode(array);
  22680. } // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  22681. // throws a "maximum call stack size exceeded" error for large arrays.
  22682. let s = '';
  22683. for (let i = 0, il = array.length; i < il; i++) {
  22684. // Implicitly assumes little-endian.
  22685. s += String.fromCharCode(array[i]);
  22686. }
  22687. try {
  22688. // merges multi-byte utf-8 characters.
  22689. return decodeURIComponent(escape(s));
  22690. } catch (e) {
  22691. // see #16358
  22692. return s;
  22693. }
  22694. }
  22695. static extractUrlBase(url) {
  22696. const index = url.lastIndexOf('/');
  22697. if (index === -1) return './';
  22698. return url.substr(0, index + 1);
  22699. }
  22700. }
  22701. class InstancedBufferGeometry extends BufferGeometry {
  22702. constructor() {
  22703. super();
  22704. this.type = 'InstancedBufferGeometry';
  22705. this.instanceCount = Infinity;
  22706. }
  22707. copy(source) {
  22708. super.copy(source);
  22709. this.instanceCount = source.instanceCount;
  22710. return this;
  22711. }
  22712. clone() {
  22713. return new this.constructor().copy(this);
  22714. }
  22715. toJSON() {
  22716. const data = super.toJSON(this);
  22717. data.instanceCount = this.instanceCount;
  22718. data.isInstancedBufferGeometry = true;
  22719. return data;
  22720. }
  22721. }
  22722. InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;
  22723. class InstancedBufferAttribute extends BufferAttribute {
  22724. constructor(array, itemSize, normalized, meshPerAttribute) {
  22725. if (typeof normalized === 'number') {
  22726. meshPerAttribute = normalized;
  22727. normalized = false;
  22728. console.error('THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.');
  22729. }
  22730. super(array, itemSize, normalized);
  22731. this.meshPerAttribute = meshPerAttribute || 1;
  22732. }
  22733. copy(source) {
  22734. super.copy(source);
  22735. this.meshPerAttribute = source.meshPerAttribute;
  22736. return this;
  22737. }
  22738. toJSON() {
  22739. const data = super.toJSON();
  22740. data.meshPerAttribute = this.meshPerAttribute;
  22741. data.isInstancedBufferAttribute = true;
  22742. return data;
  22743. }
  22744. }
  22745. InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;
  22746. class BufferGeometryLoader extends Loader {
  22747. constructor(manager) {
  22748. super(manager);
  22749. }
  22750. load(url, onLoad, onProgress, onError) {
  22751. const scope = this;
  22752. const loader = new FileLoader(scope.manager);
  22753. loader.setPath(scope.path);
  22754. loader.setRequestHeader(scope.requestHeader);
  22755. loader.setWithCredentials(scope.withCredentials);
  22756. loader.load(url, function (text) {
  22757. try {
  22758. onLoad(scope.parse(JSON.parse(text)));
  22759. } catch (e) {
  22760. if (onError) {
  22761. onError(e);
  22762. } else {
  22763. console.error(e);
  22764. }
  22765. scope.manager.itemError(url);
  22766. }
  22767. }, onProgress, onError);
  22768. }
  22769. parse(json) {
  22770. const interleavedBufferMap = {};
  22771. const arrayBufferMap = {};
  22772. function getInterleavedBuffer(json, uuid) {
  22773. if (interleavedBufferMap[uuid] !== undefined) return interleavedBufferMap[uuid];
  22774. const interleavedBuffers = json.interleavedBuffers;
  22775. const interleavedBuffer = interleavedBuffers[uuid];
  22776. const buffer = getArrayBuffer(json, interleavedBuffer.buffer);
  22777. const array = getTypedArray(interleavedBuffer.type, buffer);
  22778. const ib = new InterleavedBuffer(array, interleavedBuffer.stride);
  22779. ib.uuid = interleavedBuffer.uuid;
  22780. interleavedBufferMap[uuid] = ib;
  22781. return ib;
  22782. }
  22783. function getArrayBuffer(json, uuid) {
  22784. if (arrayBufferMap[uuid] !== undefined) return arrayBufferMap[uuid];
  22785. const arrayBuffers = json.arrayBuffers;
  22786. const arrayBuffer = arrayBuffers[uuid];
  22787. const ab = new Uint32Array(arrayBuffer).buffer;
  22788. arrayBufferMap[uuid] = ab;
  22789. return ab;
  22790. }
  22791. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  22792. const index = json.data.index;
  22793. if (index !== undefined) {
  22794. const typedArray = getTypedArray(index.type, index.array);
  22795. geometry.setIndex(new BufferAttribute(typedArray, 1));
  22796. }
  22797. const attributes = json.data.attributes;
  22798. for (const key in attributes) {
  22799. const attribute = attributes[key];
  22800. let bufferAttribute;
  22801. if (attribute.isInterleavedBufferAttribute) {
  22802. const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
  22803. bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
  22804. } else {
  22805. const typedArray = getTypedArray(attribute.type, attribute.array);
  22806. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  22807. bufferAttribute = new bufferAttributeConstr(typedArray, attribute.itemSize, attribute.normalized);
  22808. }
  22809. if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
  22810. if (attribute.usage !== undefined) bufferAttribute.setUsage(attribute.usage);
  22811. if (attribute.updateRange !== undefined) {
  22812. bufferAttribute.updateRange.offset = attribute.updateRange.offset;
  22813. bufferAttribute.updateRange.count = attribute.updateRange.count;
  22814. }
  22815. geometry.setAttribute(key, bufferAttribute);
  22816. }
  22817. const morphAttributes = json.data.morphAttributes;
  22818. if (morphAttributes) {
  22819. for (const key in morphAttributes) {
  22820. const attributeArray = morphAttributes[key];
  22821. const array = [];
  22822. for (let i = 0, il = attributeArray.length; i < il; i++) {
  22823. const attribute = attributeArray[i];
  22824. let bufferAttribute;
  22825. if (attribute.isInterleavedBufferAttribute) {
  22826. const interleavedBuffer = getInterleavedBuffer(json.data, attribute.data);
  22827. bufferAttribute = new InterleavedBufferAttribute(interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized);
  22828. } else {
  22829. const typedArray = getTypedArray(attribute.type, attribute.array);
  22830. bufferAttribute = new BufferAttribute(typedArray, attribute.itemSize, attribute.normalized);
  22831. }
  22832. if (attribute.name !== undefined) bufferAttribute.name = attribute.name;
  22833. array.push(bufferAttribute);
  22834. }
  22835. geometry.morphAttributes[key] = array;
  22836. }
  22837. }
  22838. const morphTargetsRelative = json.data.morphTargetsRelative;
  22839. if (morphTargetsRelative) {
  22840. geometry.morphTargetsRelative = true;
  22841. }
  22842. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  22843. if (groups !== undefined) {
  22844. for (let i = 0, n = groups.length; i !== n; ++i) {
  22845. const group = groups[i];
  22846. geometry.addGroup(group.start, group.count, group.materialIndex);
  22847. }
  22848. }
  22849. const boundingSphere = json.data.boundingSphere;
  22850. if (boundingSphere !== undefined) {
  22851. const center = new Vector3();
  22852. if (boundingSphere.center !== undefined) {
  22853. center.fromArray(boundingSphere.center);
  22854. }
  22855. geometry.boundingSphere = new Sphere(center, boundingSphere.radius);
  22856. }
  22857. if (json.name) geometry.name = json.name;
  22858. if (json.userData) geometry.userData = json.userData;
  22859. return geometry;
  22860. }
  22861. }
  22862. class ObjectLoader extends Loader {
  22863. constructor(manager) {
  22864. super(manager);
  22865. }
  22866. load(url, onLoad, onProgress, onError) {
  22867. const scope = this;
  22868. const path = this.path === '' ? LoaderUtils.extractUrlBase(url) : this.path;
  22869. this.resourcePath = this.resourcePath || path;
  22870. const loader = new FileLoader(this.manager);
  22871. loader.setPath(this.path);
  22872. loader.setRequestHeader(this.requestHeader);
  22873. loader.setWithCredentials(this.withCredentials);
  22874. loader.load(url, function (text) {
  22875. let json = null;
  22876. try {
  22877. json = JSON.parse(text);
  22878. } catch (error) {
  22879. if (onError !== undefined) onError(error);
  22880. console.error('THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message);
  22881. return;
  22882. }
  22883. const metadata = json.metadata;
  22884. if (metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry') {
  22885. console.error('THREE.ObjectLoader: Can\'t load ' + url);
  22886. return;
  22887. }
  22888. scope.parse(json, onLoad);
  22889. }, onProgress, onError);
  22890. }
  22891. parse(json, onLoad) {
  22892. const animations = this.parseAnimations(json.animations);
  22893. const shapes = this.parseShapes(json.shapes);
  22894. const geometries = this.parseGeometries(json.geometries, shapes);
  22895. const images = this.parseImages(json.images, function () {
  22896. if (onLoad !== undefined) onLoad(object);
  22897. });
  22898. const textures = this.parseTextures(json.textures, images);
  22899. const materials = this.parseMaterials(json.materials, textures);
  22900. const object = this.parseObject(json.object, geometries, materials, animations);
  22901. const skeletons = this.parseSkeletons(json.skeletons, object);
  22902. this.bindSkeletons(object, skeletons); //
  22903. if (onLoad !== undefined) {
  22904. let hasImages = false;
  22905. for (const uuid in images) {
  22906. if (images[uuid] instanceof HTMLImageElement) {
  22907. hasImages = true;
  22908. break;
  22909. }
  22910. }
  22911. if (hasImages === false) onLoad(object);
  22912. }
  22913. return object;
  22914. }
  22915. parseShapes(json) {
  22916. const shapes = {};
  22917. if (json !== undefined) {
  22918. for (let i = 0, l = json.length; i < l; i++) {
  22919. const shape = new Shape().fromJSON(json[i]);
  22920. shapes[shape.uuid] = shape;
  22921. }
  22922. }
  22923. return shapes;
  22924. }
  22925. parseSkeletons(json, object) {
  22926. const skeletons = {};
  22927. const bones = {}; // generate bone lookup table
  22928. object.traverse(function (child) {
  22929. if (child.isBone) bones[child.uuid] = child;
  22930. }); // create skeletons
  22931. if (json !== undefined) {
  22932. for (let i = 0, l = json.length; i < l; i++) {
  22933. const skeleton = new Skeleton().fromJSON(json[i], bones);
  22934. skeletons[skeleton.uuid] = skeleton;
  22935. }
  22936. }
  22937. return skeletons;
  22938. }
  22939. parseGeometries(json, shapes) {
  22940. const geometries = {};
  22941. let geometryShapes;
  22942. if (json !== undefined) {
  22943. const bufferGeometryLoader = new BufferGeometryLoader();
  22944. for (let i = 0, l = json.length; i < l; i++) {
  22945. let geometry;
  22946. const data = json[i];
  22947. switch (data.type) {
  22948. case 'PlaneGeometry':
  22949. case 'PlaneBufferGeometry':
  22950. geometry = new Geometries[data.type](data.width, data.height, data.widthSegments, data.heightSegments);
  22951. break;
  22952. case 'BoxGeometry':
  22953. case 'BoxBufferGeometry':
  22954. geometry = new Geometries[data.type](data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
  22955. break;
  22956. case 'CircleGeometry':
  22957. case 'CircleBufferGeometry':
  22958. geometry = new Geometries[data.type](data.radius, data.segments, data.thetaStart, data.thetaLength);
  22959. break;
  22960. case 'CylinderGeometry':
  22961. case 'CylinderBufferGeometry':
  22962. geometry = new Geometries[data.type](data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  22963. break;
  22964. case 'ConeGeometry':
  22965. case 'ConeBufferGeometry':
  22966. geometry = new Geometries[data.type](data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
  22967. break;
  22968. case 'SphereGeometry':
  22969. case 'SphereBufferGeometry':
  22970. geometry = new Geometries[data.type](data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength);
  22971. break;
  22972. case 'DodecahedronGeometry':
  22973. case 'DodecahedronBufferGeometry':
  22974. case 'IcosahedronGeometry':
  22975. case 'IcosahedronBufferGeometry':
  22976. case 'OctahedronGeometry':
  22977. case 'OctahedronBufferGeometry':
  22978. case 'TetrahedronGeometry':
  22979. case 'TetrahedronBufferGeometry':
  22980. geometry = new Geometries[data.type](data.radius, data.detail);
  22981. break;
  22982. case 'RingGeometry':
  22983. case 'RingBufferGeometry':
  22984. geometry = new Geometries[data.type](data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength);
  22985. break;
  22986. case 'TorusGeometry':
  22987. case 'TorusBufferGeometry':
  22988. geometry = new Geometries[data.type](data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc);
  22989. break;
  22990. case 'TorusKnotGeometry':
  22991. case 'TorusKnotBufferGeometry':
  22992. geometry = new Geometries[data.type](data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q);
  22993. break;
  22994. case 'TubeGeometry':
  22995. case 'TubeBufferGeometry':
  22996. // This only works for built-in curves (e.g. CatmullRomCurve3).
  22997. // User defined curves or instances of CurvePath will not be deserialized.
  22998. geometry = new Geometries[data.type](new Curves[data.path.type]().fromJSON(data.path), data.tubularSegments, data.radius, data.radialSegments, data.closed);
  22999. break;
  23000. case 'LatheGeometry':
  23001. case 'LatheBufferGeometry':
  23002. geometry = new Geometries[data.type](data.points, data.segments, data.phiStart, data.phiLength);
  23003. break;
  23004. case 'PolyhedronGeometry':
  23005. case 'PolyhedronBufferGeometry':
  23006. geometry = new Geometries[data.type](data.vertices, data.indices, data.radius, data.details);
  23007. break;
  23008. case 'ShapeGeometry':
  23009. case 'ShapeBufferGeometry':
  23010. geometryShapes = [];
  23011. for (let j = 0, jl = data.shapes.length; j < jl; j++) {
  23012. const shape = shapes[data.shapes[j]];
  23013. geometryShapes.push(shape);
  23014. }
  23015. geometry = new Geometries[data.type](geometryShapes, data.curveSegments);
  23016. break;
  23017. case 'ExtrudeGeometry':
  23018. case 'ExtrudeBufferGeometry':
  23019. geometryShapes = [];
  23020. for (let j = 0, jl = data.shapes.length; j < jl; j++) {
  23021. const shape = shapes[data.shapes[j]];
  23022. geometryShapes.push(shape);
  23023. }
  23024. const extrudePath = data.options.extrudePath;
  23025. if (extrudePath !== undefined) {
  23026. data.options.extrudePath = new Curves[extrudePath.type]().fromJSON(extrudePath);
  23027. }
  23028. geometry = new Geometries[data.type](geometryShapes, data.options);
  23029. break;
  23030. case 'BufferGeometry':
  23031. case 'InstancedBufferGeometry':
  23032. geometry = bufferGeometryLoader.parse(data);
  23033. break;
  23034. case 'Geometry':
  23035. console.error('THREE.ObjectLoader: Loading "Geometry" is not supported anymore.');
  23036. break;
  23037. default:
  23038. console.warn('THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"');
  23039. continue;
  23040. }
  23041. geometry.uuid = data.uuid;
  23042. if (data.name !== undefined) geometry.name = data.name;
  23043. if (geometry.isBufferGeometry === true && data.userData !== undefined) geometry.userData = data.userData;
  23044. geometries[data.uuid] = geometry;
  23045. }
  23046. }
  23047. return geometries;
  23048. }
  23049. parseMaterials(json, textures) {
  23050. const cache = {}; // MultiMaterial
  23051. const materials = {};
  23052. if (json !== undefined) {
  23053. const loader = new MaterialLoader();
  23054. loader.setTextures(textures);
  23055. for (let i = 0, l = json.length; i < l; i++) {
  23056. const data = json[i];
  23057. if (data.type === 'MultiMaterial') {
  23058. // Deprecated
  23059. const array = [];
  23060. for (let j = 0; j < data.materials.length; j++) {
  23061. const material = data.materials[j];
  23062. if (cache[material.uuid] === undefined) {
  23063. cache[material.uuid] = loader.parse(material);
  23064. }
  23065. array.push(cache[material.uuid]);
  23066. }
  23067. materials[data.uuid] = array;
  23068. } else {
  23069. if (cache[data.uuid] === undefined) {
  23070. cache[data.uuid] = loader.parse(data);
  23071. }
  23072. materials[data.uuid] = cache[data.uuid];
  23073. }
  23074. }
  23075. }
  23076. return materials;
  23077. }
  23078. parseAnimations(json) {
  23079. const animations = {};
  23080. if (json !== undefined) {
  23081. for (let i = 0; i < json.length; i++) {
  23082. const data = json[i];
  23083. const clip = AnimationClip.parse(data);
  23084. animations[clip.uuid] = clip;
  23085. }
  23086. }
  23087. return animations;
  23088. }
  23089. parseImages(json, onLoad) {
  23090. const scope = this;
  23091. const images = {};
  23092. let loader;
  23093. function loadImage(url) {
  23094. scope.manager.itemStart(url);
  23095. return loader.load(url, function () {
  23096. scope.manager.itemEnd(url);
  23097. }, undefined, function () {
  23098. scope.manager.itemError(url);
  23099. scope.manager.itemEnd(url);
  23100. });
  23101. }
  23102. function deserializeImage(image) {
  23103. if (typeof image === 'string') {
  23104. const url = image;
  23105. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test(url) ? url : scope.resourcePath + url;
  23106. return loadImage(path);
  23107. } else {
  23108. if (image.data) {
  23109. return {
  23110. data: getTypedArray(image.type, image.data),
  23111. width: image.width,
  23112. height: image.height
  23113. };
  23114. } else {
  23115. return null;
  23116. }
  23117. }
  23118. }
  23119. if (json !== undefined && json.length > 0) {
  23120. const manager = new LoadingManager(onLoad);
  23121. loader = new ImageLoader(manager);
  23122. loader.setCrossOrigin(this.crossOrigin);
  23123. for (let i = 0, il = json.length; i < il; i++) {
  23124. const image = json[i];
  23125. const url = image.url;
  23126. if (Array.isArray(url)) {
  23127. // load array of images e.g CubeTexture
  23128. images[image.uuid] = [];
  23129. for (let j = 0, jl = url.length; j < jl; j++) {
  23130. const currentUrl = url[j];
  23131. const deserializedImage = deserializeImage(currentUrl);
  23132. if (deserializedImage !== null) {
  23133. if (deserializedImage instanceof HTMLImageElement) {
  23134. images[image.uuid].push(deserializedImage);
  23135. } else {
  23136. // special case: handle array of data textures for cube textures
  23137. images[image.uuid].push(new DataTexture(deserializedImage.data, deserializedImage.width, deserializedImage.height));
  23138. }
  23139. }
  23140. }
  23141. } else {
  23142. // load single image
  23143. const deserializedImage = deserializeImage(image.url);
  23144. if (deserializedImage !== null) {
  23145. images[image.uuid] = deserializedImage;
  23146. }
  23147. }
  23148. }
  23149. }
  23150. return images;
  23151. }
  23152. parseTextures(json, images) {
  23153. function parseConstant(value, type) {
  23154. if (typeof value === 'number') return value;
  23155. console.warn('THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value);
  23156. return type[value];
  23157. }
  23158. const textures = {};
  23159. if (json !== undefined) {
  23160. for (let i = 0, l = json.length; i < l; i++) {
  23161. const data = json[i];
  23162. if (data.image === undefined) {
  23163. console.warn('THREE.ObjectLoader: No "image" specified for', data.uuid);
  23164. }
  23165. if (images[data.image] === undefined) {
  23166. console.warn('THREE.ObjectLoader: Undefined image', data.image);
  23167. }
  23168. let texture;
  23169. const image = images[data.image];
  23170. if (Array.isArray(image)) {
  23171. texture = new CubeTexture(image);
  23172. if (image.length === 6) texture.needsUpdate = true;
  23173. } else {
  23174. if (image && image.data) {
  23175. texture = new DataTexture(image.data, image.width, image.height);
  23176. } else {
  23177. texture = new Texture(image);
  23178. }
  23179. if (image) texture.needsUpdate = true; // textures can have undefined image data
  23180. }
  23181. texture.uuid = data.uuid;
  23182. if (data.name !== undefined) texture.name = data.name;
  23183. if (data.mapping !== undefined) texture.mapping = parseConstant(data.mapping, TEXTURE_MAPPING);
  23184. if (data.offset !== undefined) texture.offset.fromArray(data.offset);
  23185. if (data.repeat !== undefined) texture.repeat.fromArray(data.repeat);
  23186. if (data.center !== undefined) texture.center.fromArray(data.center);
  23187. if (data.rotation !== undefined) texture.rotation = data.rotation;
  23188. if (data.wrap !== undefined) {
  23189. texture.wrapS = parseConstant(data.wrap[0], TEXTURE_WRAPPING);
  23190. texture.wrapT = parseConstant(data.wrap[1], TEXTURE_WRAPPING);
  23191. }
  23192. if (data.format !== undefined) texture.format = data.format;
  23193. if (data.type !== undefined) texture.type = data.type;
  23194. if (data.encoding !== undefined) texture.encoding = data.encoding;
  23195. if (data.minFilter !== undefined) texture.minFilter = parseConstant(data.minFilter, TEXTURE_FILTER);
  23196. if (data.magFilter !== undefined) texture.magFilter = parseConstant(data.magFilter, TEXTURE_FILTER);
  23197. if (data.anisotropy !== undefined) texture.anisotropy = data.anisotropy;
  23198. if (data.flipY !== undefined) texture.flipY = data.flipY;
  23199. if (data.premultiplyAlpha !== undefined) texture.premultiplyAlpha = data.premultiplyAlpha;
  23200. if (data.unpackAlignment !== undefined) texture.unpackAlignment = data.unpackAlignment;
  23201. textures[data.uuid] = texture;
  23202. }
  23203. }
  23204. return textures;
  23205. }
  23206. parseObject(data, geometries, materials, animations) {
  23207. let object;
  23208. function getGeometry(name) {
  23209. if (geometries[name] === undefined) {
  23210. console.warn('THREE.ObjectLoader: Undefined geometry', name);
  23211. }
  23212. return geometries[name];
  23213. }
  23214. function getMaterial(name) {
  23215. if (name === undefined) return undefined;
  23216. if (Array.isArray(name)) {
  23217. const array = [];
  23218. for (let i = 0, l = name.length; i < l; i++) {
  23219. const uuid = name[i];
  23220. if (materials[uuid] === undefined) {
  23221. console.warn('THREE.ObjectLoader: Undefined material', uuid);
  23222. }
  23223. array.push(materials[uuid]);
  23224. }
  23225. return array;
  23226. }
  23227. if (materials[name] === undefined) {
  23228. console.warn('THREE.ObjectLoader: Undefined material', name);
  23229. }
  23230. return materials[name];
  23231. }
  23232. let geometry, material;
  23233. switch (data.type) {
  23234. case 'Scene':
  23235. object = new Scene();
  23236. if (data.background !== undefined) {
  23237. if (Number.isInteger(data.background)) {
  23238. object.background = new Color(data.background);
  23239. }
  23240. }
  23241. if (data.fog !== undefined) {
  23242. if (data.fog.type === 'Fog') {
  23243. object.fog = new Fog(data.fog.color, data.fog.near, data.fog.far);
  23244. } else if (data.fog.type === 'FogExp2') {
  23245. object.fog = new FogExp2(data.fog.color, data.fog.density);
  23246. }
  23247. }
  23248. break;
  23249. case 'PerspectiveCamera':
  23250. object = new PerspectiveCamera(data.fov, data.aspect, data.near, data.far);
  23251. if (data.focus !== undefined) object.focus = data.focus;
  23252. if (data.zoom !== undefined) object.zoom = data.zoom;
  23253. if (data.filmGauge !== undefined) object.filmGauge = data.filmGauge;
  23254. if (data.filmOffset !== undefined) object.filmOffset = data.filmOffset;
  23255. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  23256. break;
  23257. case 'OrthographicCamera':
  23258. object = new OrthographicCamera(data.left, data.right, data.top, data.bottom, data.near, data.far);
  23259. if (data.zoom !== undefined) object.zoom = data.zoom;
  23260. if (data.view !== undefined) object.view = Object.assign({}, data.view);
  23261. break;
  23262. case 'AmbientLight':
  23263. object = new AmbientLight(data.color, data.intensity);
  23264. break;
  23265. case 'DirectionalLight':
  23266. object = new DirectionalLight(data.color, data.intensity);
  23267. break;
  23268. case 'PointLight':
  23269. object = new PointLight(data.color, data.intensity, data.distance, data.decay);
  23270. break;
  23271. case 'RectAreaLight':
  23272. object = new RectAreaLight(data.color, data.intensity, data.width, data.height);
  23273. break;
  23274. case 'SpotLight':
  23275. object = new SpotLight(data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay);
  23276. break;
  23277. case 'HemisphereLight':
  23278. object = new HemisphereLight(data.color, data.groundColor, data.intensity);
  23279. break;
  23280. case 'LightProbe':
  23281. object = new LightProbe().fromJSON(data);
  23282. break;
  23283. case 'SkinnedMesh':
  23284. geometry = getGeometry(data.geometry);
  23285. material = getMaterial(data.material);
  23286. object = new SkinnedMesh(geometry, material);
  23287. if (data.bindMode !== undefined) object.bindMode = data.bindMode;
  23288. if (data.bindMatrix !== undefined) object.bindMatrix.fromArray(data.bindMatrix);
  23289. if (data.skeleton !== undefined) object.skeleton = data.skeleton;
  23290. break;
  23291. case 'Mesh':
  23292. geometry = getGeometry(data.geometry);
  23293. material = getMaterial(data.material);
  23294. object = new Mesh(geometry, material);
  23295. break;
  23296. case 'InstancedMesh':
  23297. geometry = getGeometry(data.geometry);
  23298. material = getMaterial(data.material);
  23299. const count = data.count;
  23300. const instanceMatrix = data.instanceMatrix;
  23301. const instanceColor = data.instanceColor;
  23302. object = new InstancedMesh(geometry, material, count);
  23303. object.instanceMatrix = new BufferAttribute(new Float32Array(instanceMatrix.array), 16);
  23304. if (instanceColor !== undefined) object.instanceColor = new BufferAttribute(new Float32Array(instanceColor.array), instanceColor.itemSize);
  23305. break;
  23306. case 'LOD':
  23307. object = new LOD();
  23308. break;
  23309. case 'Line':
  23310. object = new Line(getGeometry(data.geometry), getMaterial(data.material));
  23311. break;
  23312. case 'LineLoop':
  23313. object = new LineLoop(getGeometry(data.geometry), getMaterial(data.material));
  23314. break;
  23315. case 'LineSegments':
  23316. object = new LineSegments(getGeometry(data.geometry), getMaterial(data.material));
  23317. break;
  23318. case 'PointCloud':
  23319. case 'Points':
  23320. object = new Points(getGeometry(data.geometry), getMaterial(data.material));
  23321. break;
  23322. case 'Sprite':
  23323. object = new Sprite(getMaterial(data.material));
  23324. break;
  23325. case 'Group':
  23326. object = new Group();
  23327. break;
  23328. case 'Bone':
  23329. object = new Bone();
  23330. break;
  23331. default:
  23332. object = new Object3D();
  23333. }
  23334. object.uuid = data.uuid;
  23335. if (data.name !== undefined) object.name = data.name;
  23336. if (data.matrix !== undefined) {
  23337. object.matrix.fromArray(data.matrix);
  23338. if (data.matrixAutoUpdate !== undefined) object.matrixAutoUpdate = data.matrixAutoUpdate;
  23339. if (object.matrixAutoUpdate) object.matrix.decompose(object.position, object.quaternion, object.scale);
  23340. } else {
  23341. if (data.position !== undefined) object.position.fromArray(data.position);
  23342. if (data.rotation !== undefined) object.rotation.fromArray(data.rotation);
  23343. if (data.quaternion !== undefined) object.quaternion.fromArray(data.quaternion);
  23344. if (data.scale !== undefined) object.scale.fromArray(data.scale);
  23345. }
  23346. if (data.castShadow !== undefined) object.castShadow = data.castShadow;
  23347. if (data.receiveShadow !== undefined) object.receiveShadow = data.receiveShadow;
  23348. if (data.shadow) {
  23349. if (data.shadow.bias !== undefined) object.shadow.bias = data.shadow.bias;
  23350. if (data.shadow.normalBias !== undefined) object.shadow.normalBias = data.shadow.normalBias;
  23351. if (data.shadow.radius !== undefined) object.shadow.radius = data.shadow.radius;
  23352. if (data.shadow.mapSize !== undefined) object.shadow.mapSize.fromArray(data.shadow.mapSize);
  23353. if (data.shadow.camera !== undefined) object.shadow.camera = this.parseObject(data.shadow.camera);
  23354. }
  23355. if (data.visible !== undefined) object.visible = data.visible;
  23356. if (data.frustumCulled !== undefined) object.frustumCulled = data.frustumCulled;
  23357. if (data.renderOrder !== undefined) object.renderOrder = data.renderOrder;
  23358. if (data.userData !== undefined) object.userData = data.userData;
  23359. if (data.layers !== undefined) object.layers.mask = data.layers;
  23360. if (data.children !== undefined) {
  23361. const children = data.children;
  23362. for (let i = 0; i < children.length; i++) {
  23363. object.add(this.parseObject(children[i], geometries, materials, animations));
  23364. }
  23365. }
  23366. if (data.animations !== undefined) {
  23367. const objectAnimations = data.animations;
  23368. for (let i = 0; i < objectAnimations.length; i++) {
  23369. const uuid = objectAnimations[i];
  23370. object.animations.push(animations[uuid]);
  23371. }
  23372. }
  23373. if (data.type === 'LOD') {
  23374. if (data.autoUpdate !== undefined) object.autoUpdate = data.autoUpdate;
  23375. const levels = data.levels;
  23376. for (let l = 0; l < levels.length; l++) {
  23377. const level = levels[l];
  23378. const child = object.getObjectByProperty('uuid', level.object);
  23379. if (child !== undefined) {
  23380. object.addLevel(child, level.distance);
  23381. }
  23382. }
  23383. }
  23384. return object;
  23385. }
  23386. bindSkeletons(object, skeletons) {
  23387. if (Object.keys(skeletons).length === 0) return;
  23388. object.traverse(function (child) {
  23389. if (child.isSkinnedMesh === true && child.skeleton !== undefined) {
  23390. const skeleton = skeletons[child.skeleton];
  23391. if (skeleton === undefined) {
  23392. console.warn('THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton);
  23393. } else {
  23394. child.bind(skeleton, child.bindMatrix);
  23395. }
  23396. }
  23397. });
  23398. }
  23399. /* DEPRECATED */
  23400. setTexturePath(value) {
  23401. console.warn('THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().');
  23402. return this.setResourcePath(value);
  23403. }
  23404. }
  23405. const TEXTURE_MAPPING = {
  23406. UVMapping: UVMapping,
  23407. CubeReflectionMapping: CubeReflectionMapping,
  23408. CubeRefractionMapping: CubeRefractionMapping,
  23409. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  23410. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  23411. CubeUVReflectionMapping: CubeUVReflectionMapping,
  23412. CubeUVRefractionMapping: CubeUVRefractionMapping
  23413. };
  23414. const TEXTURE_WRAPPING = {
  23415. RepeatWrapping: RepeatWrapping,
  23416. ClampToEdgeWrapping: ClampToEdgeWrapping,
  23417. MirroredRepeatWrapping: MirroredRepeatWrapping
  23418. };
  23419. const TEXTURE_FILTER = {
  23420. NearestFilter: NearestFilter,
  23421. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  23422. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  23423. LinearFilter: LinearFilter,
  23424. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  23425. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  23426. };
  23427. class ImageBitmapLoader extends Loader {
  23428. constructor(manager) {
  23429. super(manager);
  23430. if (typeof createImageBitmap === 'undefined') {
  23431. console.warn('THREE.ImageBitmapLoader: createImageBitmap() not supported.');
  23432. }
  23433. if (typeof fetch === 'undefined') {
  23434. console.warn('THREE.ImageBitmapLoader: fetch() not supported.');
  23435. }
  23436. this.options = {
  23437. premultiplyAlpha: 'none'
  23438. };
  23439. }
  23440. setOptions(options) {
  23441. this.options = options;
  23442. return this;
  23443. }
  23444. load(url, onLoad, onProgress, onError) {
  23445. if (url === undefined) url = '';
  23446. if (this.path !== undefined) url = this.path + url;
  23447. url = this.manager.resolveURL(url);
  23448. const scope = this;
  23449. const cached = Cache.get(url);
  23450. if (cached !== undefined) {
  23451. scope.manager.itemStart(url);
  23452. setTimeout(function () {
  23453. if (onLoad) onLoad(cached);
  23454. scope.manager.itemEnd(url);
  23455. }, 0);
  23456. return cached;
  23457. }
  23458. const fetchOptions = {};
  23459. fetchOptions.credentials = this.crossOrigin === 'anonymous' ? 'same-origin' : 'include';
  23460. fetchOptions.headers = this.requestHeader;
  23461. fetch(url, fetchOptions).then(function (res) {
  23462. return res.blob();
  23463. }).then(function (blob) {
  23464. return createImageBitmap(blob, Object.assign(scope.options, {
  23465. colorSpaceConversion: 'none'
  23466. }));
  23467. }).then(function (imageBitmap) {
  23468. Cache.add(url, imageBitmap);
  23469. if (onLoad) onLoad(imageBitmap);
  23470. scope.manager.itemEnd(url);
  23471. }).catch(function (e) {
  23472. if (onError) onError(e);
  23473. scope.manager.itemError(url);
  23474. scope.manager.itemEnd(url);
  23475. });
  23476. scope.manager.itemStart(url);
  23477. }
  23478. }
  23479. ImageBitmapLoader.prototype.isImageBitmapLoader = true;
  23480. class ShapePath {
  23481. constructor() {
  23482. this.type = 'ShapePath';
  23483. this.color = new Color();
  23484. this.subPaths = [];
  23485. this.currentPath = null;
  23486. }
  23487. moveTo(x, y) {
  23488. this.currentPath = new Path();
  23489. this.subPaths.push(this.currentPath);
  23490. this.currentPath.moveTo(x, y);
  23491. return this;
  23492. }
  23493. lineTo(x, y) {
  23494. this.currentPath.lineTo(x, y);
  23495. return this;
  23496. }
  23497. quadraticCurveTo(aCPx, aCPy, aX, aY) {
  23498. this.currentPath.quadraticCurveTo(aCPx, aCPy, aX, aY);
  23499. return this;
  23500. }
  23501. bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) {
  23502. this.currentPath.bezierCurveTo(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY);
  23503. return this;
  23504. }
  23505. splineThru(pts) {
  23506. this.currentPath.splineThru(pts);
  23507. return this;
  23508. }
  23509. toShapes(isCCW, noHoles) {
  23510. function toShapesNoHoles(inSubpaths) {
  23511. const shapes = [];
  23512. for (let i = 0, l = inSubpaths.length; i < l; i++) {
  23513. const tmpPath = inSubpaths[i];
  23514. const tmpShape = new Shape();
  23515. tmpShape.curves = tmpPath.curves;
  23516. shapes.push(tmpShape);
  23517. }
  23518. return shapes;
  23519. }
  23520. function isPointInsidePolygon(inPt, inPolygon) {
  23521. const polyLen = inPolygon.length; // inPt on polygon contour => immediate success or
  23522. // toggling of inside/outside at every single! intersection point of an edge
  23523. // with the horizontal line through inPt, left of inPt
  23524. // not counting lowerY endpoints of edges and whole edges on that line
  23525. let inside = false;
  23526. for (let p = polyLen - 1, q = 0; q < polyLen; p = q++) {
  23527. let edgeLowPt = inPolygon[p];
  23528. let edgeHighPt = inPolygon[q];
  23529. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  23530. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  23531. if (Math.abs(edgeDy) > Number.EPSILON) {
  23532. // not parallel
  23533. if (edgeDy < 0) {
  23534. edgeLowPt = inPolygon[q];
  23535. edgeDx = -edgeDx;
  23536. edgeHighPt = inPolygon[p];
  23537. edgeDy = -edgeDy;
  23538. }
  23539. if (inPt.y < edgeLowPt.y || inPt.y > edgeHighPt.y) continue;
  23540. if (inPt.y === edgeLowPt.y) {
  23541. if (inPt.x === edgeLowPt.x) return true; // inPt is on contour ?
  23542. // continue; // no intersection or edgeLowPt => doesn't count !!!
  23543. } else {
  23544. const perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  23545. if (perpEdge === 0) return true; // inPt is on contour ?
  23546. if (perpEdge < 0) continue;
  23547. inside = !inside; // true intersection left of inPt
  23548. }
  23549. } else {
  23550. // parallel or collinear
  23551. if (inPt.y !== edgeLowPt.y) continue; // parallel
  23552. // edge lies on the same horizontal line as inPt
  23553. if (edgeHighPt.x <= inPt.x && inPt.x <= edgeLowPt.x || edgeLowPt.x <= inPt.x && inPt.x <= edgeHighPt.x) return true; // inPt: Point on contour !
  23554. // continue;
  23555. }
  23556. }
  23557. return inside;
  23558. }
  23559. const isClockWise = ShapeUtils.isClockWise;
  23560. const subPaths = this.subPaths;
  23561. if (subPaths.length === 0) return [];
  23562. if (noHoles === true) return toShapesNoHoles(subPaths);
  23563. let solid, tmpPath, tmpShape;
  23564. const shapes = [];
  23565. if (subPaths.length === 1) {
  23566. tmpPath = subPaths[0];
  23567. tmpShape = new Shape();
  23568. tmpShape.curves = tmpPath.curves;
  23569. shapes.push(tmpShape);
  23570. return shapes;
  23571. }
  23572. let holesFirst = !isClockWise(subPaths[0].getPoints());
  23573. holesFirst = isCCW ? !holesFirst : holesFirst; // console.log("Holes first", holesFirst);
  23574. const betterShapeHoles = [];
  23575. const newShapes = [];
  23576. let newShapeHoles = [];
  23577. let mainIdx = 0;
  23578. let tmpPoints;
  23579. newShapes[mainIdx] = undefined;
  23580. newShapeHoles[mainIdx] = [];
  23581. for (let i = 0, l = subPaths.length; i < l; i++) {
  23582. tmpPath = subPaths[i];
  23583. tmpPoints = tmpPath.getPoints();
  23584. solid = isClockWise(tmpPoints);
  23585. solid = isCCW ? !solid : solid;
  23586. if (solid) {
  23587. if (!holesFirst && newShapes[mainIdx]) mainIdx++;
  23588. newShapes[mainIdx] = {
  23589. s: new Shape(),
  23590. p: tmpPoints
  23591. };
  23592. newShapes[mainIdx].s.curves = tmpPath.curves;
  23593. if (holesFirst) mainIdx++;
  23594. newShapeHoles[mainIdx] = []; //console.log('cw', i);
  23595. } else {
  23596. newShapeHoles[mainIdx].push({
  23597. h: tmpPath,
  23598. p: tmpPoints[0]
  23599. }); //console.log('ccw', i);
  23600. }
  23601. } // only Holes? -> probably all Shapes with wrong orientation
  23602. if (!newShapes[0]) return toShapesNoHoles(subPaths);
  23603. if (newShapes.length > 1) {
  23604. let ambiguous = false;
  23605. const toChange = [];
  23606. for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
  23607. betterShapeHoles[sIdx] = [];
  23608. }
  23609. for (let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++) {
  23610. const sho = newShapeHoles[sIdx];
  23611. for (let hIdx = 0; hIdx < sho.length; hIdx++) {
  23612. const ho = sho[hIdx];
  23613. let hole_unassigned = true;
  23614. for (let s2Idx = 0; s2Idx < newShapes.length; s2Idx++) {
  23615. if (isPointInsidePolygon(ho.p, newShapes[s2Idx].p)) {
  23616. if (sIdx !== s2Idx) toChange.push({
  23617. froms: sIdx,
  23618. tos: s2Idx,
  23619. hole: hIdx
  23620. });
  23621. if (hole_unassigned) {
  23622. hole_unassigned = false;
  23623. betterShapeHoles[s2Idx].push(ho);
  23624. } else {
  23625. ambiguous = true;
  23626. }
  23627. }
  23628. }
  23629. if (hole_unassigned) {
  23630. betterShapeHoles[sIdx].push(ho);
  23631. }
  23632. }
  23633. } // console.log("ambiguous: ", ambiguous);
  23634. if (toChange.length > 0) {
  23635. // console.log("to change: ", toChange);
  23636. if (!ambiguous) newShapeHoles = betterShapeHoles;
  23637. }
  23638. }
  23639. let tmpHoles;
  23640. for (let i = 0, il = newShapes.length; i < il; i++) {
  23641. tmpShape = newShapes[i].s;
  23642. shapes.push(tmpShape);
  23643. tmpHoles = newShapeHoles[i];
  23644. for (let j = 0, jl = tmpHoles.length; j < jl; j++) {
  23645. tmpShape.holes.push(tmpHoles[j].h);
  23646. }
  23647. } //console.log("shape", shapes);
  23648. return shapes;
  23649. }
  23650. }
  23651. class Font {
  23652. constructor(data) {
  23653. this.type = 'Font';
  23654. this.data = data;
  23655. }
  23656. generateShapes(text, size = 100) {
  23657. const shapes = [];
  23658. const paths = createPaths(text, size, this.data);
  23659. for (let p = 0, pl = paths.length; p < pl; p++) {
  23660. Array.prototype.push.apply(shapes, paths[p].toShapes());
  23661. }
  23662. return shapes;
  23663. }
  23664. }
  23665. function createPaths(text, size, data) {
  23666. const chars = Array.from(text);
  23667. const scale = size / data.resolution;
  23668. const line_height = (data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness) * scale;
  23669. const paths = [];
  23670. let offsetX = 0,
  23671. offsetY = 0;
  23672. for (let i = 0; i < chars.length; i++) {
  23673. const char = chars[i];
  23674. if (char === '\n') {
  23675. offsetX = 0;
  23676. offsetY -= line_height;
  23677. } else {
  23678. const ret = createPath(char, scale, offsetX, offsetY, data);
  23679. offsetX += ret.offsetX;
  23680. paths.push(ret.path);
  23681. }
  23682. }
  23683. return paths;
  23684. }
  23685. function createPath(char, scale, offsetX, offsetY, data) {
  23686. const glyph = data.glyphs[char] || data.glyphs['?'];
  23687. if (!glyph) {
  23688. console.error('THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.');
  23689. return;
  23690. }
  23691. const path = new ShapePath();
  23692. let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  23693. if (glyph.o) {
  23694. const outline = glyph._cachedOutline || (glyph._cachedOutline = glyph.o.split(' '));
  23695. for (let i = 0, l = outline.length; i < l;) {
  23696. const action = outline[i++];
  23697. switch (action) {
  23698. case 'm':
  23699. // moveTo
  23700. x = outline[i++] * scale + offsetX;
  23701. y = outline[i++] * scale + offsetY;
  23702. path.moveTo(x, y);
  23703. break;
  23704. case 'l':
  23705. // lineTo
  23706. x = outline[i++] * scale + offsetX;
  23707. y = outline[i++] * scale + offsetY;
  23708. path.lineTo(x, y);
  23709. break;
  23710. case 'q':
  23711. // quadraticCurveTo
  23712. cpx = outline[i++] * scale + offsetX;
  23713. cpy = outline[i++] * scale + offsetY;
  23714. cpx1 = outline[i++] * scale + offsetX;
  23715. cpy1 = outline[i++] * scale + offsetY;
  23716. path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
  23717. break;
  23718. case 'b':
  23719. // bezierCurveTo
  23720. cpx = outline[i++] * scale + offsetX;
  23721. cpy = outline[i++] * scale + offsetY;
  23722. cpx1 = outline[i++] * scale + offsetX;
  23723. cpy1 = outline[i++] * scale + offsetY;
  23724. cpx2 = outline[i++] * scale + offsetX;
  23725. cpy2 = outline[i++] * scale + offsetY;
  23726. path.bezierCurveTo(cpx1, cpy1, cpx2, cpy2, cpx, cpy);
  23727. break;
  23728. }
  23729. }
  23730. }
  23731. return {
  23732. offsetX: glyph.ha * scale,
  23733. path: path
  23734. };
  23735. }
  23736. Font.prototype.isFont = true;
  23737. class FontLoader extends Loader {
  23738. constructor(manager) {
  23739. super(manager);
  23740. }
  23741. load(url, onLoad, onProgress, onError) {
  23742. const scope = this;
  23743. const loader = new FileLoader(this.manager);
  23744. loader.setPath(this.path);
  23745. loader.setRequestHeader(this.requestHeader);
  23746. loader.setWithCredentials(scope.withCredentials);
  23747. loader.load(url, function (text) {
  23748. let json;
  23749. try {
  23750. json = JSON.parse(text);
  23751. } catch (e) {
  23752. console.warn('THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.');
  23753. json = JSON.parse(text.substring(65, text.length - 2));
  23754. }
  23755. const font = scope.parse(json);
  23756. if (onLoad) onLoad(font);
  23757. }, onProgress, onError);
  23758. }
  23759. parse(json) {
  23760. return new Font(json);
  23761. }
  23762. }
  23763. let _context;
  23764. const AudioContext = {
  23765. getContext: function () {
  23766. if (_context === undefined) {
  23767. _context = new (window.AudioContext || window.webkitAudioContext)();
  23768. }
  23769. return _context;
  23770. },
  23771. setContext: function (value) {
  23772. _context = value;
  23773. }
  23774. };
  23775. class AudioLoader extends Loader {
  23776. constructor(manager) {
  23777. super(manager);
  23778. }
  23779. load(url, onLoad, onProgress, onError) {
  23780. const scope = this;
  23781. const loader = new FileLoader(this.manager);
  23782. loader.setResponseType('arraybuffer');
  23783. loader.setPath(this.path);
  23784. loader.setRequestHeader(this.requestHeader);
  23785. loader.setWithCredentials(this.withCredentials);
  23786. loader.load(url, function (buffer) {
  23787. try {
  23788. // Create a copy of the buffer. The `decodeAudioData` method
  23789. // detaches the buffer when complete, preventing reuse.
  23790. const bufferCopy = buffer.slice(0);
  23791. const context = AudioContext.getContext();
  23792. context.decodeAudioData(bufferCopy, function (audioBuffer) {
  23793. onLoad(audioBuffer);
  23794. });
  23795. } catch (e) {
  23796. if (onError) {
  23797. onError(e);
  23798. } else {
  23799. console.error(e);
  23800. }
  23801. scope.manager.itemError(url);
  23802. }
  23803. }, onProgress, onError);
  23804. }
  23805. }
  23806. class HemisphereLightProbe extends LightProbe {
  23807. constructor(skyColor, groundColor, intensity = 1) {
  23808. super(undefined, intensity);
  23809. const color1 = new Color().set(skyColor);
  23810. const color2 = new Color().set(groundColor);
  23811. const sky = new Vector3(color1.r, color1.g, color1.b);
  23812. const ground = new Vector3(color2.r, color2.g, color2.b); // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  23813. const c0 = Math.sqrt(Math.PI);
  23814. const c1 = c0 * Math.sqrt(0.75);
  23815. this.sh.coefficients[0].copy(sky).add(ground).multiplyScalar(c0);
  23816. this.sh.coefficients[1].copy(sky).sub(ground).multiplyScalar(c1);
  23817. }
  23818. }
  23819. HemisphereLightProbe.prototype.isHemisphereLightProbe = true;
  23820. class AmbientLightProbe extends LightProbe {
  23821. constructor(color, intensity = 1) {
  23822. super(undefined, intensity);
  23823. const color1 = new Color().set(color); // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  23824. this.sh.coefficients[0].set(color1.r, color1.g, color1.b).multiplyScalar(2 * Math.sqrt(Math.PI));
  23825. }
  23826. }
  23827. AmbientLightProbe.prototype.isAmbientLightProbe = true;
  23828. const _eyeRight = /*@__PURE__*/new Matrix4();
  23829. const _eyeLeft = /*@__PURE__*/new Matrix4();
  23830. class StereoCamera {
  23831. constructor() {
  23832. this.type = 'StereoCamera';
  23833. this.aspect = 1;
  23834. this.eyeSep = 0.064;
  23835. this.cameraL = new PerspectiveCamera();
  23836. this.cameraL.layers.enable(1);
  23837. this.cameraL.matrixAutoUpdate = false;
  23838. this.cameraR = new PerspectiveCamera();
  23839. this.cameraR.layers.enable(2);
  23840. this.cameraR.matrixAutoUpdate = false;
  23841. this._cache = {
  23842. focus: null,
  23843. fov: null,
  23844. aspect: null,
  23845. near: null,
  23846. far: null,
  23847. zoom: null,
  23848. eyeSep: null
  23849. };
  23850. }
  23851. update(camera) {
  23852. const cache = this._cache;
  23853. 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;
  23854. if (needsUpdate) {
  23855. cache.focus = camera.focus;
  23856. cache.fov = camera.fov;
  23857. cache.aspect = camera.aspect * this.aspect;
  23858. cache.near = camera.near;
  23859. cache.far = camera.far;
  23860. cache.zoom = camera.zoom;
  23861. cache.eyeSep = this.eyeSep; // Off-axis stereoscopic effect based on
  23862. // http://paulbourke.net/stereographics/stereorender/
  23863. const projectionMatrix = camera.projectionMatrix.clone();
  23864. const eyeSepHalf = cache.eyeSep / 2;
  23865. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  23866. const ymax = cache.near * Math.tan(DEG2RAD * cache.fov * 0.5) / cache.zoom;
  23867. let xmin, xmax; // translate xOffset
  23868. _eyeLeft.elements[12] = -eyeSepHalf;
  23869. _eyeRight.elements[12] = eyeSepHalf; // for left eye
  23870. xmin = -ymax * cache.aspect + eyeSepOnProjection;
  23871. xmax = ymax * cache.aspect + eyeSepOnProjection;
  23872. projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  23873. projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  23874. this.cameraL.projectionMatrix.copy(projectionMatrix); // for right eye
  23875. xmin = -ymax * cache.aspect - eyeSepOnProjection;
  23876. xmax = ymax * cache.aspect - eyeSepOnProjection;
  23877. projectionMatrix.elements[0] = 2 * cache.near / (xmax - xmin);
  23878. projectionMatrix.elements[8] = (xmax + xmin) / (xmax - xmin);
  23879. this.cameraR.projectionMatrix.copy(projectionMatrix);
  23880. }
  23881. this.cameraL.matrixWorld.copy(camera.matrixWorld).multiply(_eyeLeft);
  23882. this.cameraR.matrixWorld.copy(camera.matrixWorld).multiply(_eyeRight);
  23883. }
  23884. }
  23885. class Clock {
  23886. constructor(autoStart = true) {
  23887. this.autoStart = autoStart;
  23888. this.startTime = 0;
  23889. this.oldTime = 0;
  23890. this.elapsedTime = 0;
  23891. this.running = false;
  23892. }
  23893. start() {
  23894. this.startTime = now();
  23895. this.oldTime = this.startTime;
  23896. this.elapsedTime = 0;
  23897. this.running = true;
  23898. }
  23899. stop() {
  23900. this.getElapsedTime();
  23901. this.running = false;
  23902. this.autoStart = false;
  23903. }
  23904. getElapsedTime() {
  23905. this.getDelta();
  23906. return this.elapsedTime;
  23907. }
  23908. getDelta() {
  23909. let diff = 0;
  23910. if (this.autoStart && !this.running) {
  23911. this.start();
  23912. return 0;
  23913. }
  23914. if (this.running) {
  23915. const newTime = now();
  23916. diff = (newTime - this.oldTime) / 1000;
  23917. this.oldTime = newTime;
  23918. this.elapsedTime += diff;
  23919. }
  23920. return diff;
  23921. }
  23922. }
  23923. function now() {
  23924. return (typeof performance === 'undefined' ? Date : performance).now(); // see #10732
  23925. }
  23926. const _position$1 = /*@__PURE__*/new Vector3();
  23927. const _quaternion$1 = /*@__PURE__*/new Quaternion();
  23928. const _scale$1 = /*@__PURE__*/new Vector3();
  23929. const _orientation$1 = /*@__PURE__*/new Vector3();
  23930. class AudioListener extends Object3D {
  23931. constructor() {
  23932. super();
  23933. this.type = 'AudioListener';
  23934. this.context = AudioContext.getContext();
  23935. this.gain = this.context.createGain();
  23936. this.gain.connect(this.context.destination);
  23937. this.filter = null;
  23938. this.timeDelta = 0; // private
  23939. this._clock = new Clock();
  23940. }
  23941. getInput() {
  23942. return this.gain;
  23943. }
  23944. removeFilter() {
  23945. if (this.filter !== null) {
  23946. this.gain.disconnect(this.filter);
  23947. this.filter.disconnect(this.context.destination);
  23948. this.gain.connect(this.context.destination);
  23949. this.filter = null;
  23950. }
  23951. return this;
  23952. }
  23953. getFilter() {
  23954. return this.filter;
  23955. }
  23956. setFilter(value) {
  23957. if (this.filter !== null) {
  23958. this.gain.disconnect(this.filter);
  23959. this.filter.disconnect(this.context.destination);
  23960. } else {
  23961. this.gain.disconnect(this.context.destination);
  23962. }
  23963. this.filter = value;
  23964. this.gain.connect(this.filter);
  23965. this.filter.connect(this.context.destination);
  23966. return this;
  23967. }
  23968. getMasterVolume() {
  23969. return this.gain.gain.value;
  23970. }
  23971. setMasterVolume(value) {
  23972. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  23973. return this;
  23974. }
  23975. updateMatrixWorld(force) {
  23976. super.updateMatrixWorld(force);
  23977. const listener = this.context.listener;
  23978. const up = this.up;
  23979. this.timeDelta = this._clock.getDelta();
  23980. this.matrixWorld.decompose(_position$1, _quaternion$1, _scale$1);
  23981. _orientation$1.set(0, 0, -1).applyQuaternion(_quaternion$1);
  23982. if (listener.positionX) {
  23983. // code path for Chrome (see #14393)
  23984. const endTime = this.context.currentTime + this.timeDelta;
  23985. listener.positionX.linearRampToValueAtTime(_position$1.x, endTime);
  23986. listener.positionY.linearRampToValueAtTime(_position$1.y, endTime);
  23987. listener.positionZ.linearRampToValueAtTime(_position$1.z, endTime);
  23988. listener.forwardX.linearRampToValueAtTime(_orientation$1.x, endTime);
  23989. listener.forwardY.linearRampToValueAtTime(_orientation$1.y, endTime);
  23990. listener.forwardZ.linearRampToValueAtTime(_orientation$1.z, endTime);
  23991. listener.upX.linearRampToValueAtTime(up.x, endTime);
  23992. listener.upY.linearRampToValueAtTime(up.y, endTime);
  23993. listener.upZ.linearRampToValueAtTime(up.z, endTime);
  23994. } else {
  23995. listener.setPosition(_position$1.x, _position$1.y, _position$1.z);
  23996. listener.setOrientation(_orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z);
  23997. }
  23998. }
  23999. }
  24000. class Audio extends Object3D {
  24001. constructor(listener) {
  24002. super();
  24003. this.type = 'Audio';
  24004. this.listener = listener;
  24005. this.context = listener.context;
  24006. this.gain = this.context.createGain();
  24007. this.gain.connect(listener.getInput());
  24008. this.autoplay = false;
  24009. this.buffer = null;
  24010. this.detune = 0;
  24011. this.loop = false;
  24012. this.loopStart = 0;
  24013. this.loopEnd = 0;
  24014. this.offset = 0;
  24015. this.duration = undefined;
  24016. this.playbackRate = 1;
  24017. this.isPlaying = false;
  24018. this.hasPlaybackControl = true;
  24019. this.source = null;
  24020. this.sourceType = 'empty';
  24021. this._startedAt = 0;
  24022. this._progress = 0;
  24023. this._connected = false;
  24024. this.filters = [];
  24025. }
  24026. getOutput() {
  24027. return this.gain;
  24028. }
  24029. setNodeSource(audioNode) {
  24030. this.hasPlaybackControl = false;
  24031. this.sourceType = 'audioNode';
  24032. this.source = audioNode;
  24033. this.connect();
  24034. return this;
  24035. }
  24036. setMediaElementSource(mediaElement) {
  24037. this.hasPlaybackControl = false;
  24038. this.sourceType = 'mediaNode';
  24039. this.source = this.context.createMediaElementSource(mediaElement);
  24040. this.connect();
  24041. return this;
  24042. }
  24043. setMediaStreamSource(mediaStream) {
  24044. this.hasPlaybackControl = false;
  24045. this.sourceType = 'mediaStreamNode';
  24046. this.source = this.context.createMediaStreamSource(mediaStream);
  24047. this.connect();
  24048. return this;
  24049. }
  24050. setBuffer(audioBuffer) {
  24051. this.buffer = audioBuffer;
  24052. this.sourceType = 'buffer';
  24053. if (this.autoplay) this.play();
  24054. return this;
  24055. }
  24056. play(delay = 0) {
  24057. if (this.isPlaying === true) {
  24058. console.warn('THREE.Audio: Audio is already playing.');
  24059. return;
  24060. }
  24061. if (this.hasPlaybackControl === false) {
  24062. console.warn('THREE.Audio: this Audio has no playback control.');
  24063. return;
  24064. }
  24065. this._startedAt = this.context.currentTime + delay;
  24066. const source = this.context.createBufferSource();
  24067. source.buffer = this.buffer;
  24068. source.loop = this.loop;
  24069. source.loopStart = this.loopStart;
  24070. source.loopEnd = this.loopEnd;
  24071. source.onended = this.onEnded.bind(this);
  24072. source.start(this._startedAt, this._progress + this.offset, this.duration);
  24073. this.isPlaying = true;
  24074. this.source = source;
  24075. this.setDetune(this.detune);
  24076. this.setPlaybackRate(this.playbackRate);
  24077. return this.connect();
  24078. }
  24079. pause() {
  24080. if (this.hasPlaybackControl === false) {
  24081. console.warn('THREE.Audio: this Audio has no playback control.');
  24082. return;
  24083. }
  24084. if (this.isPlaying === true) {
  24085. // update current progress
  24086. this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate;
  24087. if (this.loop === true) {
  24088. // ensure _progress does not exceed duration with looped audios
  24089. this._progress = this._progress % (this.duration || this.buffer.duration);
  24090. }
  24091. this.source.stop();
  24092. this.source.onended = null;
  24093. this.isPlaying = false;
  24094. }
  24095. return this;
  24096. }
  24097. stop() {
  24098. if (this.hasPlaybackControl === false) {
  24099. console.warn('THREE.Audio: this Audio has no playback control.');
  24100. return;
  24101. }
  24102. this._progress = 0;
  24103. this.source.stop();
  24104. this.source.onended = null;
  24105. this.isPlaying = false;
  24106. return this;
  24107. }
  24108. connect() {
  24109. if (this.filters.length > 0) {
  24110. this.source.connect(this.filters[0]);
  24111. for (let i = 1, l = this.filters.length; i < l; i++) {
  24112. this.filters[i - 1].connect(this.filters[i]);
  24113. }
  24114. this.filters[this.filters.length - 1].connect(this.getOutput());
  24115. } else {
  24116. this.source.connect(this.getOutput());
  24117. }
  24118. this._connected = true;
  24119. return this;
  24120. }
  24121. disconnect() {
  24122. if (this.filters.length > 0) {
  24123. this.source.disconnect(this.filters[0]);
  24124. for (let i = 1, l = this.filters.length; i < l; i++) {
  24125. this.filters[i - 1].disconnect(this.filters[i]);
  24126. }
  24127. this.filters[this.filters.length - 1].disconnect(this.getOutput());
  24128. } else {
  24129. this.source.disconnect(this.getOutput());
  24130. }
  24131. this._connected = false;
  24132. return this;
  24133. }
  24134. getFilters() {
  24135. return this.filters;
  24136. }
  24137. setFilters(value) {
  24138. if (!value) value = [];
  24139. if (this._connected === true) {
  24140. this.disconnect();
  24141. this.filters = value.slice();
  24142. this.connect();
  24143. } else {
  24144. this.filters = value.slice();
  24145. }
  24146. return this;
  24147. }
  24148. setDetune(value) {
  24149. this.detune = value;
  24150. if (this.source.detune === undefined) return; // only set detune when available
  24151. if (this.isPlaying === true) {
  24152. this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01);
  24153. }
  24154. return this;
  24155. }
  24156. getDetune() {
  24157. return this.detune;
  24158. }
  24159. getFilter() {
  24160. return this.getFilters()[0];
  24161. }
  24162. setFilter(filter) {
  24163. return this.setFilters(filter ? [filter] : []);
  24164. }
  24165. setPlaybackRate(value) {
  24166. if (this.hasPlaybackControl === false) {
  24167. console.warn('THREE.Audio: this Audio has no playback control.');
  24168. return;
  24169. }
  24170. this.playbackRate = value;
  24171. if (this.isPlaying === true) {
  24172. this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01);
  24173. }
  24174. return this;
  24175. }
  24176. getPlaybackRate() {
  24177. return this.playbackRate;
  24178. }
  24179. onEnded() {
  24180. this.isPlaying = false;
  24181. }
  24182. getLoop() {
  24183. if (this.hasPlaybackControl === false) {
  24184. console.warn('THREE.Audio: this Audio has no playback control.');
  24185. return false;
  24186. }
  24187. return this.loop;
  24188. }
  24189. setLoop(value) {
  24190. if (this.hasPlaybackControl === false) {
  24191. console.warn('THREE.Audio: this Audio has no playback control.');
  24192. return;
  24193. }
  24194. this.loop = value;
  24195. if (this.isPlaying === true) {
  24196. this.source.loop = this.loop;
  24197. }
  24198. return this;
  24199. }
  24200. setLoopStart(value) {
  24201. this.loopStart = value;
  24202. return this;
  24203. }
  24204. setLoopEnd(value) {
  24205. this.loopEnd = value;
  24206. return this;
  24207. }
  24208. getVolume() {
  24209. return this.gain.gain.value;
  24210. }
  24211. setVolume(value) {
  24212. this.gain.gain.setTargetAtTime(value, this.context.currentTime, 0.01);
  24213. return this;
  24214. }
  24215. }
  24216. const _position = /*@__PURE__*/new Vector3();
  24217. const _quaternion = /*@__PURE__*/new Quaternion();
  24218. const _scale = /*@__PURE__*/new Vector3();
  24219. const _orientation = /*@__PURE__*/new Vector3();
  24220. class PositionalAudio extends Audio {
  24221. constructor(listener) {
  24222. super(listener);
  24223. this.panner = this.context.createPanner();
  24224. this.panner.panningModel = 'HRTF';
  24225. this.panner.connect(this.gain);
  24226. }
  24227. getOutput() {
  24228. return this.panner;
  24229. }
  24230. getRefDistance() {
  24231. return this.panner.refDistance;
  24232. }
  24233. setRefDistance(value) {
  24234. this.panner.refDistance = value;
  24235. return this;
  24236. }
  24237. getRolloffFactor() {
  24238. return this.panner.rolloffFactor;
  24239. }
  24240. setRolloffFactor(value) {
  24241. this.panner.rolloffFactor = value;
  24242. return this;
  24243. }
  24244. getDistanceModel() {
  24245. return this.panner.distanceModel;
  24246. }
  24247. setDistanceModel(value) {
  24248. this.panner.distanceModel = value;
  24249. return this;
  24250. }
  24251. getMaxDistance() {
  24252. return this.panner.maxDistance;
  24253. }
  24254. setMaxDistance(value) {
  24255. this.panner.maxDistance = value;
  24256. return this;
  24257. }
  24258. setDirectionalCone(coneInnerAngle, coneOuterAngle, coneOuterGain) {
  24259. this.panner.coneInnerAngle = coneInnerAngle;
  24260. this.panner.coneOuterAngle = coneOuterAngle;
  24261. this.panner.coneOuterGain = coneOuterGain;
  24262. return this;
  24263. }
  24264. updateMatrixWorld(force) {
  24265. super.updateMatrixWorld(force);
  24266. if (this.hasPlaybackControl === true && this.isPlaying === false) return;
  24267. this.matrixWorld.decompose(_position, _quaternion, _scale);
  24268. _orientation.set(0, 0, 1).applyQuaternion(_quaternion);
  24269. const panner = this.panner;
  24270. if (panner.positionX) {
  24271. // code path for Chrome and Firefox (see #14393)
  24272. const endTime = this.context.currentTime + this.listener.timeDelta;
  24273. panner.positionX.linearRampToValueAtTime(_position.x, endTime);
  24274. panner.positionY.linearRampToValueAtTime(_position.y, endTime);
  24275. panner.positionZ.linearRampToValueAtTime(_position.z, endTime);
  24276. panner.orientationX.linearRampToValueAtTime(_orientation.x, endTime);
  24277. panner.orientationY.linearRampToValueAtTime(_orientation.y, endTime);
  24278. panner.orientationZ.linearRampToValueAtTime(_orientation.z, endTime);
  24279. } else {
  24280. panner.setPosition(_position.x, _position.y, _position.z);
  24281. panner.setOrientation(_orientation.x, _orientation.y, _orientation.z);
  24282. }
  24283. }
  24284. }
  24285. class AudioAnalyser {
  24286. constructor(audio, fftSize = 2048) {
  24287. this.analyser = audio.context.createAnalyser();
  24288. this.analyser.fftSize = fftSize;
  24289. this.data = new Uint8Array(this.analyser.frequencyBinCount);
  24290. audio.getOutput().connect(this.analyser);
  24291. }
  24292. getFrequencyData() {
  24293. this.analyser.getByteFrequencyData(this.data);
  24294. return this.data;
  24295. }
  24296. getAverageFrequency() {
  24297. let value = 0;
  24298. const data = this.getFrequencyData();
  24299. for (let i = 0; i < data.length; i++) {
  24300. value += data[i];
  24301. }
  24302. return value / data.length;
  24303. }
  24304. }
  24305. class PropertyMixer {
  24306. constructor(binding, typeName, valueSize) {
  24307. this.binding = binding;
  24308. this.valueSize = valueSize;
  24309. let mixFunction, mixFunctionAdditive, setIdentity; // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  24310. //
  24311. // interpolators can use .buffer as their .result
  24312. // the data then goes to 'incoming'
  24313. //
  24314. // 'accu0' and 'accu1' are used frame-interleaved for
  24315. // the cumulative result and are compared to detect
  24316. // changes
  24317. //
  24318. // 'orig' stores the original state of the property
  24319. //
  24320. // 'add' is used for additive cumulative results
  24321. //
  24322. // 'work' is optional and is only present for quaternion types. It is used
  24323. // to store intermediate quaternion multiplication results
  24324. switch (typeName) {
  24325. case 'quaternion':
  24326. mixFunction = this._slerp;
  24327. mixFunctionAdditive = this._slerpAdditive;
  24328. setIdentity = this._setAdditiveIdentityQuaternion;
  24329. this.buffer = new Float64Array(valueSize * 6);
  24330. this._workIndex = 5;
  24331. break;
  24332. case 'string':
  24333. case 'bool':
  24334. mixFunction = this._select; // Use the regular mix function and for additive on these types,
  24335. // additive is not relevant for non-numeric types
  24336. mixFunctionAdditive = this._select;
  24337. setIdentity = this._setAdditiveIdentityOther;
  24338. this.buffer = new Array(valueSize * 5);
  24339. break;
  24340. default:
  24341. mixFunction = this._lerp;
  24342. mixFunctionAdditive = this._lerpAdditive;
  24343. setIdentity = this._setAdditiveIdentityNumeric;
  24344. this.buffer = new Float64Array(valueSize * 5);
  24345. }
  24346. this._mixBufferRegion = mixFunction;
  24347. this._mixBufferRegionAdditive = mixFunctionAdditive;
  24348. this._setIdentity = setIdentity;
  24349. this._origIndex = 3;
  24350. this._addIndex = 4;
  24351. this.cumulativeWeight = 0;
  24352. this.cumulativeWeightAdditive = 0;
  24353. this.useCount = 0;
  24354. this.referenceCount = 0;
  24355. } // accumulate data in the 'incoming' region into 'accu<i>'
  24356. accumulate(accuIndex, weight) {
  24357. // note: happily accumulating nothing when weight = 0, the caller knows
  24358. // the weight and shouldn't have made the call in the first place
  24359. const buffer = this.buffer,
  24360. stride = this.valueSize,
  24361. offset = accuIndex * stride + stride;
  24362. let currentWeight = this.cumulativeWeight;
  24363. if (currentWeight === 0) {
  24364. // accuN := incoming * weight
  24365. for (let i = 0; i !== stride; ++i) {
  24366. buffer[offset + i] = buffer[i];
  24367. }
  24368. currentWeight = weight;
  24369. } else {
  24370. // accuN := accuN + incoming * weight
  24371. currentWeight += weight;
  24372. const mix = weight / currentWeight;
  24373. this._mixBufferRegion(buffer, offset, 0, mix, stride);
  24374. }
  24375. this.cumulativeWeight = currentWeight;
  24376. } // accumulate data in the 'incoming' region into 'add'
  24377. accumulateAdditive(weight) {
  24378. const buffer = this.buffer,
  24379. stride = this.valueSize,
  24380. offset = stride * this._addIndex;
  24381. if (this.cumulativeWeightAdditive === 0) {
  24382. // add = identity
  24383. this._setIdentity();
  24384. } // add := add + incoming * weight
  24385. this._mixBufferRegionAdditive(buffer, offset, 0, weight, stride);
  24386. this.cumulativeWeightAdditive += weight;
  24387. } // apply the state of 'accu<i>' to the binding when accus differ
  24388. apply(accuIndex) {
  24389. const stride = this.valueSize,
  24390. buffer = this.buffer,
  24391. offset = accuIndex * stride + stride,
  24392. weight = this.cumulativeWeight,
  24393. weightAdditive = this.cumulativeWeightAdditive,
  24394. binding = this.binding;
  24395. this.cumulativeWeight = 0;
  24396. this.cumulativeWeightAdditive = 0;
  24397. if (weight < 1) {
  24398. // accuN := accuN + original * ( 1 - cumulativeWeight )
  24399. const originalValueOffset = stride * this._origIndex;
  24400. this._mixBufferRegion(buffer, offset, originalValueOffset, 1 - weight, stride);
  24401. }
  24402. if (weightAdditive > 0) {
  24403. // accuN := accuN + additive accuN
  24404. this._mixBufferRegionAdditive(buffer, offset, this._addIndex * stride, 1, stride);
  24405. }
  24406. for (let i = stride, e = stride + stride; i !== e; ++i) {
  24407. if (buffer[i] !== buffer[i + stride]) {
  24408. // value has changed -> update scene graph
  24409. binding.setValue(buffer, offset);
  24410. break;
  24411. }
  24412. }
  24413. } // remember the state of the bound property and copy it to both accus
  24414. saveOriginalState() {
  24415. const binding = this.binding;
  24416. const buffer = this.buffer,
  24417. stride = this.valueSize,
  24418. originalValueOffset = stride * this._origIndex;
  24419. binding.getValue(buffer, originalValueOffset); // accu[0..1] := orig -- initially detect changes against the original
  24420. for (let i = stride, e = originalValueOffset; i !== e; ++i) {
  24421. buffer[i] = buffer[originalValueOffset + i % stride];
  24422. } // Add to identity for additive
  24423. this._setIdentity();
  24424. this.cumulativeWeight = 0;
  24425. this.cumulativeWeightAdditive = 0;
  24426. } // apply the state previously taken via 'saveOriginalState' to the binding
  24427. restoreOriginalState() {
  24428. const originalValueOffset = this.valueSize * 3;
  24429. this.binding.setValue(this.buffer, originalValueOffset);
  24430. }
  24431. _setAdditiveIdentityNumeric() {
  24432. const startIndex = this._addIndex * this.valueSize;
  24433. const endIndex = startIndex + this.valueSize;
  24434. for (let i = startIndex; i < endIndex; i++) {
  24435. this.buffer[i] = 0;
  24436. }
  24437. }
  24438. _setAdditiveIdentityQuaternion() {
  24439. this._setAdditiveIdentityNumeric();
  24440. this.buffer[this._addIndex * this.valueSize + 3] = 1;
  24441. }
  24442. _setAdditiveIdentityOther() {
  24443. const startIndex = this._origIndex * this.valueSize;
  24444. const targetIndex = this._addIndex * this.valueSize;
  24445. for (let i = 0; i < this.valueSize; i++) {
  24446. this.buffer[targetIndex + i] = this.buffer[startIndex + i];
  24447. }
  24448. } // mix functions
  24449. _select(buffer, dstOffset, srcOffset, t, stride) {
  24450. if (t >= 0.5) {
  24451. for (let i = 0; i !== stride; ++i) {
  24452. buffer[dstOffset + i] = buffer[srcOffset + i];
  24453. }
  24454. }
  24455. }
  24456. _slerp(buffer, dstOffset, srcOffset, t) {
  24457. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t);
  24458. }
  24459. _slerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  24460. const workOffset = this._workIndex * stride; // Store result in intermediate buffer offset
  24461. Quaternion.multiplyQuaternionsFlat(buffer, workOffset, buffer, dstOffset, buffer, srcOffset); // Slerp to the intermediate result
  24462. Quaternion.slerpFlat(buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t);
  24463. }
  24464. _lerp(buffer, dstOffset, srcOffset, t, stride) {
  24465. const s = 1 - t;
  24466. for (let i = 0; i !== stride; ++i) {
  24467. const j = dstOffset + i;
  24468. buffer[j] = buffer[j] * s + buffer[srcOffset + i] * t;
  24469. }
  24470. }
  24471. _lerpAdditive(buffer, dstOffset, srcOffset, t, stride) {
  24472. for (let i = 0; i !== stride; ++i) {
  24473. const j = dstOffset + i;
  24474. buffer[j] = buffer[j] + buffer[srcOffset + i] * t;
  24475. }
  24476. }
  24477. }
  24478. // Characters [].:/ are reserved for track binding syntax.
  24479. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  24480. const _reservedRe = new RegExp('[' + _RESERVED_CHARS_RE + ']', 'g'); // Attempts to allow node names from any language. ES5's `\w` regexp matches
  24481. // only latin characters, and the unicode \p{L} is not yet supported. So
  24482. // instead, we exclude reserved characters and match everything else.
  24483. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  24484. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace('\\.', '') + ']'; // Parent directories, delimited by '/' or ':'. Currently unused, but must
  24485. // be matched to parse the rest of the track name.
  24486. const _directoryRe = /((?:WC+[\/:])*)/.source.replace('WC', _wordChar); // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  24487. const _nodeRe = /(WCOD+)?/.source.replace('WCOD', _wordCharOrDot); // Object on target node, and accessor. May not contain reserved
  24488. // characters. Accessor may contain any character except closing bracket.
  24489. const _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace('WC', _wordChar); // Property and accessor. May not contain reserved characters. Accessor may
  24490. // contain any non-bracket characters.
  24491. const _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace('WC', _wordChar);
  24492. const _trackRe = new RegExp('' + '^' + _directoryRe + _nodeRe + _objectRe + _propertyRe + '$');
  24493. const _supportedObjectNames = ['material', 'materials', 'bones'];
  24494. class Composite {
  24495. constructor(targetGroup, path, optionalParsedPath) {
  24496. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
  24497. this._targetGroup = targetGroup;
  24498. this._bindings = targetGroup.subscribe_(path, parsedPath);
  24499. }
  24500. getValue(array, offset) {
  24501. this.bind(); // bind all binding
  24502. const firstValidIndex = this._targetGroup.nCachedObjects_,
  24503. binding = this._bindings[firstValidIndex]; // and only call .getValue on the first
  24504. if (binding !== undefined) binding.getValue(array, offset);
  24505. }
  24506. setValue(array, offset) {
  24507. const bindings = this._bindings;
  24508. for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  24509. bindings[i].setValue(array, offset);
  24510. }
  24511. }
  24512. bind() {
  24513. const bindings = this._bindings;
  24514. for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  24515. bindings[i].bind();
  24516. }
  24517. }
  24518. unbind() {
  24519. const bindings = this._bindings;
  24520. for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) {
  24521. bindings[i].unbind();
  24522. }
  24523. }
  24524. } // Note: This class uses a State pattern on a per-method basis:
  24525. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  24526. // prototype version of these methods with one that represents
  24527. // the bound state. When the property is not found, the methods
  24528. // become no-ops.
  24529. class PropertyBinding {
  24530. constructor(rootNode, path, parsedPath) {
  24531. this.path = path;
  24532. this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
  24533. this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName) || rootNode;
  24534. this.rootNode = rootNode; // initial state of these methods that calls 'bind'
  24535. this.getValue = this._getValue_unbound;
  24536. this.setValue = this._setValue_unbound;
  24537. }
  24538. static create(root, path, parsedPath) {
  24539. if (!(root && root.isAnimationObjectGroup)) {
  24540. return new PropertyBinding(root, path, parsedPath);
  24541. } else {
  24542. return new PropertyBinding.Composite(root, path, parsedPath);
  24543. }
  24544. }
  24545. /**
  24546. * Replaces spaces with underscores and removes unsupported characters from
  24547. * node names, to ensure compatibility with parseTrackName().
  24548. *
  24549. * @param {string} name Node name to be sanitized.
  24550. * @return {string}
  24551. */
  24552. static sanitizeNodeName(name) {
  24553. return name.replace(/\s/g, '_').replace(_reservedRe, '');
  24554. }
  24555. static parseTrackName(trackName) {
  24556. const matches = _trackRe.exec(trackName);
  24557. if (!matches) {
  24558. throw new Error('PropertyBinding: Cannot parse trackName: ' + trackName);
  24559. }
  24560. const results = {
  24561. // directoryName: matches[ 1 ], // (tschw) currently unused
  24562. nodeName: matches[2],
  24563. objectName: matches[3],
  24564. objectIndex: matches[4],
  24565. propertyName: matches[5],
  24566. // required
  24567. propertyIndex: matches[6]
  24568. };
  24569. const lastDot = results.nodeName && results.nodeName.lastIndexOf('.');
  24570. if (lastDot !== undefined && lastDot !== -1) {
  24571. const objectName = results.nodeName.substring(lastDot + 1); // Object names must be checked against an allowlist. Otherwise, there
  24572. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  24573. // 'bar' could be the objectName, or part of a nodeName (which can
  24574. // include '.' characters).
  24575. if (_supportedObjectNames.indexOf(objectName) !== -1) {
  24576. results.nodeName = results.nodeName.substring(0, lastDot);
  24577. results.objectName = objectName;
  24578. }
  24579. }
  24580. if (results.propertyName === null || results.propertyName.length === 0) {
  24581. throw new Error('PropertyBinding: can not parse propertyName from trackName: ' + trackName);
  24582. }
  24583. return results;
  24584. }
  24585. static findNode(root, nodeName) {
  24586. if (!nodeName || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) {
  24587. return root;
  24588. } // search into skeleton bones.
  24589. if (root.skeleton) {
  24590. const bone = root.skeleton.getBoneByName(nodeName);
  24591. if (bone !== undefined) {
  24592. return bone;
  24593. }
  24594. } // search into node subtree.
  24595. if (root.children) {
  24596. const searchNodeSubtree = function (children) {
  24597. for (let i = 0; i < children.length; i++) {
  24598. const childNode = children[i];
  24599. if (childNode.name === nodeName || childNode.uuid === nodeName) {
  24600. return childNode;
  24601. }
  24602. const result = searchNodeSubtree(childNode.children);
  24603. if (result) return result;
  24604. }
  24605. return null;
  24606. };
  24607. const subTreeNode = searchNodeSubtree(root.children);
  24608. if (subTreeNode) {
  24609. return subTreeNode;
  24610. }
  24611. }
  24612. return null;
  24613. } // these are used to "bind" a nonexistent property
  24614. _getValue_unavailable() {}
  24615. _setValue_unavailable() {} // Getters
  24616. _getValue_direct(buffer, offset) {
  24617. buffer[offset] = this.node[this.propertyName];
  24618. }
  24619. _getValue_array(buffer, offset) {
  24620. const source = this.resolvedProperty;
  24621. for (let i = 0, n = source.length; i !== n; ++i) {
  24622. buffer[offset++] = source[i];
  24623. }
  24624. }
  24625. _getValue_arrayElement(buffer, offset) {
  24626. buffer[offset] = this.resolvedProperty[this.propertyIndex];
  24627. }
  24628. _getValue_toArray(buffer, offset) {
  24629. this.resolvedProperty.toArray(buffer, offset);
  24630. } // Direct
  24631. _setValue_direct(buffer, offset) {
  24632. this.targetObject[this.propertyName] = buffer[offset];
  24633. }
  24634. _setValue_direct_setNeedsUpdate(buffer, offset) {
  24635. this.targetObject[this.propertyName] = buffer[offset];
  24636. this.targetObject.needsUpdate = true;
  24637. }
  24638. _setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
  24639. this.targetObject[this.propertyName] = buffer[offset];
  24640. this.targetObject.matrixWorldNeedsUpdate = true;
  24641. } // EntireArray
  24642. _setValue_array(buffer, offset) {
  24643. const dest = this.resolvedProperty;
  24644. for (let i = 0, n = dest.length; i !== n; ++i) {
  24645. dest[i] = buffer[offset++];
  24646. }
  24647. }
  24648. _setValue_array_setNeedsUpdate(buffer, offset) {
  24649. const dest = this.resolvedProperty;
  24650. for (let i = 0, n = dest.length; i !== n; ++i) {
  24651. dest[i] = buffer[offset++];
  24652. }
  24653. this.targetObject.needsUpdate = true;
  24654. }
  24655. _setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
  24656. const dest = this.resolvedProperty;
  24657. for (let i = 0, n = dest.length; i !== n; ++i) {
  24658. dest[i] = buffer[offset++];
  24659. }
  24660. this.targetObject.matrixWorldNeedsUpdate = true;
  24661. } // ArrayElement
  24662. _setValue_arrayElement(buffer, offset) {
  24663. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  24664. }
  24665. _setValue_arrayElement_setNeedsUpdate(buffer, offset) {
  24666. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  24667. this.targetObject.needsUpdate = true;
  24668. }
  24669. _setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
  24670. this.resolvedProperty[this.propertyIndex] = buffer[offset];
  24671. this.targetObject.matrixWorldNeedsUpdate = true;
  24672. } // HasToFromArray
  24673. _setValue_fromArray(buffer, offset) {
  24674. this.resolvedProperty.fromArray(buffer, offset);
  24675. }
  24676. _setValue_fromArray_setNeedsUpdate(buffer, offset) {
  24677. this.resolvedProperty.fromArray(buffer, offset);
  24678. this.targetObject.needsUpdate = true;
  24679. }
  24680. _setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
  24681. this.resolvedProperty.fromArray(buffer, offset);
  24682. this.targetObject.matrixWorldNeedsUpdate = true;
  24683. }
  24684. _getValue_unbound(targetArray, offset) {
  24685. this.bind();
  24686. this.getValue(targetArray, offset);
  24687. }
  24688. _setValue_unbound(sourceArray, offset) {
  24689. this.bind();
  24690. this.setValue(sourceArray, offset);
  24691. } // create getter / setter pair for a property in the scene graph
  24692. bind() {
  24693. let targetObject = this.node;
  24694. const parsedPath = this.parsedPath;
  24695. const objectName = parsedPath.objectName;
  24696. const propertyName = parsedPath.propertyName;
  24697. let propertyIndex = parsedPath.propertyIndex;
  24698. if (!targetObject) {
  24699. targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName) || this.rootNode;
  24700. this.node = targetObject;
  24701. } // set fail state so we can just 'return' on error
  24702. this.getValue = this._getValue_unavailable;
  24703. this.setValue = this._setValue_unavailable; // ensure there is a value node
  24704. if (!targetObject) {
  24705. console.error('THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.');
  24706. return;
  24707. }
  24708. if (objectName) {
  24709. let objectIndex = parsedPath.objectIndex; // special cases were we need to reach deeper into the hierarchy to get the face materials....
  24710. switch (objectName) {
  24711. case 'materials':
  24712. if (!targetObject.material) {
  24713. console.error('THREE.PropertyBinding: Can not bind to material as node does not have a material.', this);
  24714. return;
  24715. }
  24716. if (!targetObject.material.materials) {
  24717. console.error('THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this);
  24718. return;
  24719. }
  24720. targetObject = targetObject.material.materials;
  24721. break;
  24722. case 'bones':
  24723. if (!targetObject.skeleton) {
  24724. console.error('THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this);
  24725. return;
  24726. } // potential future optimization: skip this if propertyIndex is already an integer
  24727. // and convert the integer string to a true integer.
  24728. targetObject = targetObject.skeleton.bones; // support resolving morphTarget names into indices.
  24729. for (let i = 0; i < targetObject.length; i++) {
  24730. if (targetObject[i].name === objectIndex) {
  24731. objectIndex = i;
  24732. break;
  24733. }
  24734. }
  24735. break;
  24736. default:
  24737. if (targetObject[objectName] === undefined) {
  24738. console.error('THREE.PropertyBinding: Can not bind to objectName of node undefined.', this);
  24739. return;
  24740. }
  24741. targetObject = targetObject[objectName];
  24742. }
  24743. if (objectIndex !== undefined) {
  24744. if (targetObject[objectIndex] === undefined) {
  24745. console.error('THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject);
  24746. return;
  24747. }
  24748. targetObject = targetObject[objectIndex];
  24749. }
  24750. } // resolve property
  24751. const nodeProperty = targetObject[propertyName];
  24752. if (nodeProperty === undefined) {
  24753. const nodeName = parsedPath.nodeName;
  24754. console.error('THREE.PropertyBinding: Trying to update property for track: ' + nodeName + '.' + propertyName + ' but it wasn\'t found.', targetObject);
  24755. return;
  24756. } // determine versioning scheme
  24757. let versioning = this.Versioning.None;
  24758. this.targetObject = targetObject;
  24759. if (targetObject.needsUpdate !== undefined) {
  24760. // material
  24761. versioning = this.Versioning.NeedsUpdate;
  24762. } else if (targetObject.matrixWorldNeedsUpdate !== undefined) {
  24763. // node transform
  24764. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  24765. } // determine how the property gets bound
  24766. let bindingType = this.BindingType.Direct;
  24767. if (propertyIndex !== undefined) {
  24768. // access a sub element of the property array (only primitives are supported right now)
  24769. if (propertyName === 'morphTargetInfluences') {
  24770. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  24771. // support resolving morphTarget names into indices.
  24772. if (!targetObject.geometry) {
  24773. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this);
  24774. return;
  24775. }
  24776. if (targetObject.geometry.isBufferGeometry) {
  24777. if (!targetObject.geometry.morphAttributes) {
  24778. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this);
  24779. return;
  24780. }
  24781. if (targetObject.morphTargetDictionary[propertyIndex] !== undefined) {
  24782. propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
  24783. }
  24784. } else {
  24785. console.error('THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this);
  24786. return;
  24787. }
  24788. }
  24789. bindingType = this.BindingType.ArrayElement;
  24790. this.resolvedProperty = nodeProperty;
  24791. this.propertyIndex = propertyIndex;
  24792. } else if (nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined) {
  24793. // must use copy for Object3D.Euler/Quaternion
  24794. bindingType = this.BindingType.HasFromToArray;
  24795. this.resolvedProperty = nodeProperty;
  24796. } else if (Array.isArray(nodeProperty)) {
  24797. bindingType = this.BindingType.EntireArray;
  24798. this.resolvedProperty = nodeProperty;
  24799. } else {
  24800. this.propertyName = propertyName;
  24801. } // select getter / setter
  24802. this.getValue = this.GetterByBindingType[bindingType];
  24803. this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
  24804. }
  24805. unbind() {
  24806. this.node = null; // back to the prototype version of getValue / setValue
  24807. // note: avoiding to mutate the shape of 'this' via 'delete'
  24808. this.getValue = this._getValue_unbound;
  24809. this.setValue = this._setValue_unbound;
  24810. }
  24811. }
  24812. PropertyBinding.Composite = Composite;
  24813. PropertyBinding.prototype.BindingType = {
  24814. Direct: 0,
  24815. EntireArray: 1,
  24816. ArrayElement: 2,
  24817. HasFromToArray: 3
  24818. };
  24819. PropertyBinding.prototype.Versioning = {
  24820. None: 0,
  24821. NeedsUpdate: 1,
  24822. MatrixWorldNeedsUpdate: 2
  24823. };
  24824. PropertyBinding.prototype.GetterByBindingType = [PropertyBinding.prototype._getValue_direct, PropertyBinding.prototype._getValue_array, PropertyBinding.prototype._getValue_arrayElement, PropertyBinding.prototype._getValue_toArray];
  24825. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [[// Direct
  24826. PropertyBinding.prototype._setValue_direct, PropertyBinding.prototype._setValue_direct_setNeedsUpdate, PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate], [// EntireArray
  24827. PropertyBinding.prototype._setValue_array, PropertyBinding.prototype._setValue_array_setNeedsUpdate, PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate], [// ArrayElement
  24828. PropertyBinding.prototype._setValue_arrayElement, PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate], [// HasToFromArray
  24829. PropertyBinding.prototype._setValue_fromArray, PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]];
  24830. /**
  24831. *
  24832. * A group of objects that receives a shared animation state.
  24833. *
  24834. * Usage:
  24835. *
  24836. * - Add objects you would otherwise pass as 'root' to the
  24837. * constructor or the .clipAction method of AnimationMixer.
  24838. *
  24839. * - Instead pass this object as 'root'.
  24840. *
  24841. * - You can also add and remove objects later when the mixer
  24842. * is running.
  24843. *
  24844. * Note:
  24845. *
  24846. * Objects of this class appear as one object to the mixer,
  24847. * so cache control of the individual objects must be done
  24848. * on the group.
  24849. *
  24850. * Limitation:
  24851. *
  24852. * - The animated properties must be compatible among the
  24853. * all objects in the group.
  24854. *
  24855. * - A single property can either be controlled through a
  24856. * target group or directly, but not both.
  24857. */
  24858. class AnimationObjectGroup {
  24859. constructor() {
  24860. this.uuid = generateUUID(); // cached objects followed by the active ones
  24861. this._objects = Array.prototype.slice.call(arguments);
  24862. this.nCachedObjects_ = 0; // threshold
  24863. // note: read by PropertyBinding.Composite
  24864. const indices = {};
  24865. this._indicesByUUID = indices; // for bookkeeping
  24866. for (let i = 0, n = arguments.length; i !== n; ++i) {
  24867. indices[arguments[i].uuid] = i;
  24868. }
  24869. this._paths = []; // inside: string
  24870. this._parsedPaths = []; // inside: { we don't care, here }
  24871. this._bindings = []; // inside: Array< PropertyBinding >
  24872. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  24873. const scope = this;
  24874. this.stats = {
  24875. objects: {
  24876. get total() {
  24877. return scope._objects.length;
  24878. },
  24879. get inUse() {
  24880. return this.total - scope.nCachedObjects_;
  24881. }
  24882. },
  24883. get bindingsPerObject() {
  24884. return scope._bindings.length;
  24885. }
  24886. };
  24887. }
  24888. add() {
  24889. const objects = this._objects,
  24890. indicesByUUID = this._indicesByUUID,
  24891. paths = this._paths,
  24892. parsedPaths = this._parsedPaths,
  24893. bindings = this._bindings,
  24894. nBindings = bindings.length;
  24895. let knownObject = undefined,
  24896. nObjects = objects.length,
  24897. nCachedObjects = this.nCachedObjects_;
  24898. for (let i = 0, n = arguments.length; i !== n; ++i) {
  24899. const object = arguments[i],
  24900. uuid = object.uuid;
  24901. let index = indicesByUUID[uuid];
  24902. if (index === undefined) {
  24903. // unknown object -> add it to the ACTIVE region
  24904. index = nObjects++;
  24905. indicesByUUID[uuid] = index;
  24906. objects.push(object); // accounting is done, now do the same for all bindings
  24907. for (let j = 0, m = nBindings; j !== m; ++j) {
  24908. bindings[j].push(new PropertyBinding(object, paths[j], parsedPaths[j]));
  24909. }
  24910. } else if (index < nCachedObjects) {
  24911. knownObject = objects[index]; // move existing object to the ACTIVE region
  24912. const firstActiveIndex = --nCachedObjects,
  24913. lastCachedObject = objects[firstActiveIndex];
  24914. indicesByUUID[lastCachedObject.uuid] = index;
  24915. objects[index] = lastCachedObject;
  24916. indicesByUUID[uuid] = firstActiveIndex;
  24917. objects[firstActiveIndex] = object; // accounting is done, now do the same for all bindings
  24918. for (let j = 0, m = nBindings; j !== m; ++j) {
  24919. const bindingsForPath = bindings[j],
  24920. lastCached = bindingsForPath[firstActiveIndex];
  24921. let binding = bindingsForPath[index];
  24922. bindingsForPath[index] = lastCached;
  24923. if (binding === undefined) {
  24924. // since we do not bother to create new bindings
  24925. // for objects that are cached, the binding may
  24926. // or may not exist
  24927. binding = new PropertyBinding(object, paths[j], parsedPaths[j]);
  24928. }
  24929. bindingsForPath[firstActiveIndex] = binding;
  24930. }
  24931. } else if (objects[index] !== knownObject) {
  24932. console.error('THREE.AnimationObjectGroup: Different objects with the same UUID ' + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.');
  24933. } // else the object is already where we want it to be
  24934. } // for arguments
  24935. this.nCachedObjects_ = nCachedObjects;
  24936. }
  24937. remove() {
  24938. const objects = this._objects,
  24939. indicesByUUID = this._indicesByUUID,
  24940. bindings = this._bindings,
  24941. nBindings = bindings.length;
  24942. let nCachedObjects = this.nCachedObjects_;
  24943. for (let i = 0, n = arguments.length; i !== n; ++i) {
  24944. const object = arguments[i],
  24945. uuid = object.uuid,
  24946. index = indicesByUUID[uuid];
  24947. if (index !== undefined && index >= nCachedObjects) {
  24948. // move existing object into the CACHED region
  24949. const lastCachedIndex = nCachedObjects++,
  24950. firstActiveObject = objects[lastCachedIndex];
  24951. indicesByUUID[firstActiveObject.uuid] = index;
  24952. objects[index] = firstActiveObject;
  24953. indicesByUUID[uuid] = lastCachedIndex;
  24954. objects[lastCachedIndex] = object; // accounting is done, now do the same for all bindings
  24955. for (let j = 0, m = nBindings; j !== m; ++j) {
  24956. const bindingsForPath = bindings[j],
  24957. firstActive = bindingsForPath[lastCachedIndex],
  24958. binding = bindingsForPath[index];
  24959. bindingsForPath[index] = firstActive;
  24960. bindingsForPath[lastCachedIndex] = binding;
  24961. }
  24962. }
  24963. } // for arguments
  24964. this.nCachedObjects_ = nCachedObjects;
  24965. } // remove & forget
  24966. uncache() {
  24967. const objects = this._objects,
  24968. indicesByUUID = this._indicesByUUID,
  24969. bindings = this._bindings,
  24970. nBindings = bindings.length;
  24971. let nCachedObjects = this.nCachedObjects_,
  24972. nObjects = objects.length;
  24973. for (let i = 0, n = arguments.length; i !== n; ++i) {
  24974. const object = arguments[i],
  24975. uuid = object.uuid,
  24976. index = indicesByUUID[uuid];
  24977. if (index !== undefined) {
  24978. delete indicesByUUID[uuid];
  24979. if (index < nCachedObjects) {
  24980. // object is cached, shrink the CACHED region
  24981. const firstActiveIndex = --nCachedObjects,
  24982. lastCachedObject = objects[firstActiveIndex],
  24983. lastIndex = --nObjects,
  24984. lastObject = objects[lastIndex]; // last cached object takes this object's place
  24985. indicesByUUID[lastCachedObject.uuid] = index;
  24986. objects[index] = lastCachedObject; // last object goes to the activated slot and pop
  24987. indicesByUUID[lastObject.uuid] = firstActiveIndex;
  24988. objects[firstActiveIndex] = lastObject;
  24989. objects.pop(); // accounting is done, now do the same for all bindings
  24990. for (let j = 0, m = nBindings; j !== m; ++j) {
  24991. const bindingsForPath = bindings[j],
  24992. lastCached = bindingsForPath[firstActiveIndex],
  24993. last = bindingsForPath[lastIndex];
  24994. bindingsForPath[index] = lastCached;
  24995. bindingsForPath[firstActiveIndex] = last;
  24996. bindingsForPath.pop();
  24997. }
  24998. } else {
  24999. // object is active, just swap with the last and pop
  25000. const lastIndex = --nObjects,
  25001. lastObject = objects[lastIndex];
  25002. if (lastIndex > 0) {
  25003. indicesByUUID[lastObject.uuid] = index;
  25004. }
  25005. objects[index] = lastObject;
  25006. objects.pop(); // accounting is done, now do the same for all bindings
  25007. for (let j = 0, m = nBindings; j !== m; ++j) {
  25008. const bindingsForPath = bindings[j];
  25009. bindingsForPath[index] = bindingsForPath[lastIndex];
  25010. bindingsForPath.pop();
  25011. }
  25012. } // cached or active
  25013. } // if object is known
  25014. } // for arguments
  25015. this.nCachedObjects_ = nCachedObjects;
  25016. } // Internal interface used by befriended PropertyBinding.Composite:
  25017. subscribe_(path, parsedPath) {
  25018. // returns an array of bindings for the given path that is changed
  25019. // according to the contained objects in the group
  25020. const indicesByPath = this._bindingsIndicesByPath;
  25021. let index = indicesByPath[path];
  25022. const bindings = this._bindings;
  25023. if (index !== undefined) return bindings[index];
  25024. const paths = this._paths,
  25025. parsedPaths = this._parsedPaths,
  25026. objects = this._objects,
  25027. nObjects = objects.length,
  25028. nCachedObjects = this.nCachedObjects_,
  25029. bindingsForPath = new Array(nObjects);
  25030. index = bindings.length;
  25031. indicesByPath[path] = index;
  25032. paths.push(path);
  25033. parsedPaths.push(parsedPath);
  25034. bindings.push(bindingsForPath);
  25035. for (let i = nCachedObjects, n = objects.length; i !== n; ++i) {
  25036. const object = objects[i];
  25037. bindingsForPath[i] = new PropertyBinding(object, path, parsedPath);
  25038. }
  25039. return bindingsForPath;
  25040. }
  25041. unsubscribe_(path) {
  25042. // tells the group to forget about a property path and no longer
  25043. // update the array previously obtained with 'subscribe_'
  25044. const indicesByPath = this._bindingsIndicesByPath,
  25045. index = indicesByPath[path];
  25046. if (index !== undefined) {
  25047. const paths = this._paths,
  25048. parsedPaths = this._parsedPaths,
  25049. bindings = this._bindings,
  25050. lastBindingsIndex = bindings.length - 1,
  25051. lastBindings = bindings[lastBindingsIndex],
  25052. lastBindingsPath = path[lastBindingsIndex];
  25053. indicesByPath[lastBindingsPath] = index;
  25054. bindings[index] = lastBindings;
  25055. bindings.pop();
  25056. parsedPaths[index] = parsedPaths[lastBindingsIndex];
  25057. parsedPaths.pop();
  25058. paths[index] = paths[lastBindingsIndex];
  25059. paths.pop();
  25060. }
  25061. }
  25062. }
  25063. AnimationObjectGroup.prototype.isAnimationObjectGroup = true;
  25064. class AnimationAction {
  25065. constructor(mixer, clip, localRoot = null, blendMode = clip.blendMode) {
  25066. this._mixer = mixer;
  25067. this._clip = clip;
  25068. this._localRoot = localRoot;
  25069. this.blendMode = blendMode;
  25070. const tracks = clip.tracks,
  25071. nTracks = tracks.length,
  25072. interpolants = new Array(nTracks);
  25073. const interpolantSettings = {
  25074. endingStart: ZeroCurvatureEnding,
  25075. endingEnd: ZeroCurvatureEnding
  25076. };
  25077. for (let i = 0; i !== nTracks; ++i) {
  25078. const interpolant = tracks[i].createInterpolant(null);
  25079. interpolants[i] = interpolant;
  25080. interpolant.settings = interpolantSettings;
  25081. }
  25082. this._interpolantSettings = interpolantSettings;
  25083. this._interpolants = interpolants; // bound by the mixer
  25084. // inside: PropertyMixer (managed by the mixer)
  25085. this._propertyBindings = new Array(nTracks);
  25086. this._cacheIndex = null; // for the memory manager
  25087. this._byClipCacheIndex = null; // for the memory manager
  25088. this._timeScaleInterpolant = null;
  25089. this._weightInterpolant = null;
  25090. this.loop = LoopRepeat;
  25091. this._loopCount = -1; // global mixer time when the action is to be started
  25092. // it's set back to 'null' upon start of the action
  25093. this._startTime = null; // scaled local time of the action
  25094. // gets clamped or wrapped to 0..clip.duration according to loop
  25095. this.time = 0;
  25096. this.timeScale = 1;
  25097. this._effectiveTimeScale = 1;
  25098. this.weight = 1;
  25099. this._effectiveWeight = 1;
  25100. this.repetitions = Infinity; // no. of repetitions when looping
  25101. this.paused = false; // true -> zero effective time scale
  25102. this.enabled = true; // false -> zero effective weight
  25103. this.clampWhenFinished = false; // keep feeding the last frame?
  25104. this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate
  25105. this.zeroSlopeAtEnd = true; // clips for start, loop and end
  25106. } // State & Scheduling
  25107. play() {
  25108. this._mixer._activateAction(this);
  25109. return this;
  25110. }
  25111. stop() {
  25112. this._mixer._deactivateAction(this);
  25113. return this.reset();
  25114. }
  25115. reset() {
  25116. this.paused = false;
  25117. this.enabled = true;
  25118. this.time = 0; // restart clip
  25119. this._loopCount = -1; // forget previous loops
  25120. this._startTime = null; // forget scheduling
  25121. return this.stopFading().stopWarping();
  25122. }
  25123. isRunning() {
  25124. return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);
  25125. } // return true when play has been called
  25126. isScheduled() {
  25127. return this._mixer._isActiveAction(this);
  25128. }
  25129. startAt(time) {
  25130. this._startTime = time;
  25131. return this;
  25132. }
  25133. setLoop(mode, repetitions) {
  25134. this.loop = mode;
  25135. this.repetitions = repetitions;
  25136. return this;
  25137. } // Weight
  25138. // set the weight stopping any scheduled fading
  25139. // although .enabled = false yields an effective weight of zero, this
  25140. // method does *not* change .enabled, because it would be confusing
  25141. setEffectiveWeight(weight) {
  25142. this.weight = weight; // note: same logic as when updated at runtime
  25143. this._effectiveWeight = this.enabled ? weight : 0;
  25144. return this.stopFading();
  25145. } // return the weight considering fading and .enabled
  25146. getEffectiveWeight() {
  25147. return this._effectiveWeight;
  25148. }
  25149. fadeIn(duration) {
  25150. return this._scheduleFading(duration, 0, 1);
  25151. }
  25152. fadeOut(duration) {
  25153. return this._scheduleFading(duration, 1, 0);
  25154. }
  25155. crossFadeFrom(fadeOutAction, duration, warp) {
  25156. fadeOutAction.fadeOut(duration);
  25157. this.fadeIn(duration);
  25158. if (warp) {
  25159. const fadeInDuration = this._clip.duration,
  25160. fadeOutDuration = fadeOutAction._clip.duration,
  25161. startEndRatio = fadeOutDuration / fadeInDuration,
  25162. endStartRatio = fadeInDuration / fadeOutDuration;
  25163. fadeOutAction.warp(1.0, startEndRatio, duration);
  25164. this.warp(endStartRatio, 1.0, duration);
  25165. }
  25166. return this;
  25167. }
  25168. crossFadeTo(fadeInAction, duration, warp) {
  25169. return fadeInAction.crossFadeFrom(this, duration, warp);
  25170. }
  25171. stopFading() {
  25172. const weightInterpolant = this._weightInterpolant;
  25173. if (weightInterpolant !== null) {
  25174. this._weightInterpolant = null;
  25175. this._mixer._takeBackControlInterpolant(weightInterpolant);
  25176. }
  25177. return this;
  25178. } // Time Scale Control
  25179. // set the time scale stopping any scheduled warping
  25180. // although .paused = true yields an effective time scale of zero, this
  25181. // method does *not* change .paused, because it would be confusing
  25182. setEffectiveTimeScale(timeScale) {
  25183. this.timeScale = timeScale;
  25184. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  25185. return this.stopWarping();
  25186. } // return the time scale considering warping and .paused
  25187. getEffectiveTimeScale() {
  25188. return this._effectiveTimeScale;
  25189. }
  25190. setDuration(duration) {
  25191. this.timeScale = this._clip.duration / duration;
  25192. return this.stopWarping();
  25193. }
  25194. syncWith(action) {
  25195. this.time = action.time;
  25196. this.timeScale = action.timeScale;
  25197. return this.stopWarping();
  25198. }
  25199. halt(duration) {
  25200. return this.warp(this._effectiveTimeScale, 0, duration);
  25201. }
  25202. warp(startTimeScale, endTimeScale, duration) {
  25203. const mixer = this._mixer,
  25204. now = mixer.time,
  25205. timeScale = this.timeScale;
  25206. let interpolant = this._timeScaleInterpolant;
  25207. if (interpolant === null) {
  25208. interpolant = mixer._lendControlInterpolant();
  25209. this._timeScaleInterpolant = interpolant;
  25210. }
  25211. const times = interpolant.parameterPositions,
  25212. values = interpolant.sampleValues;
  25213. times[0] = now;
  25214. times[1] = now + duration;
  25215. values[0] = startTimeScale / timeScale;
  25216. values[1] = endTimeScale / timeScale;
  25217. return this;
  25218. }
  25219. stopWarping() {
  25220. const timeScaleInterpolant = this._timeScaleInterpolant;
  25221. if (timeScaleInterpolant !== null) {
  25222. this._timeScaleInterpolant = null;
  25223. this._mixer._takeBackControlInterpolant(timeScaleInterpolant);
  25224. }
  25225. return this;
  25226. } // Object Accessors
  25227. getMixer() {
  25228. return this._mixer;
  25229. }
  25230. getClip() {
  25231. return this._clip;
  25232. }
  25233. getRoot() {
  25234. return this._localRoot || this._mixer._root;
  25235. } // Interna
  25236. _update(time, deltaTime, timeDirection, accuIndex) {
  25237. // called by the mixer
  25238. if (!this.enabled) {
  25239. // call ._updateWeight() to update ._effectiveWeight
  25240. this._updateWeight(time);
  25241. return;
  25242. }
  25243. const startTime = this._startTime;
  25244. if (startTime !== null) {
  25245. // check for scheduled start of action
  25246. const timeRunning = (time - startTime) * timeDirection;
  25247. if (timeRunning < 0 || timeDirection === 0) {
  25248. return; // yet to come / don't decide when delta = 0
  25249. } // start
  25250. this._startTime = null; // unschedule
  25251. deltaTime = timeDirection * timeRunning;
  25252. } // apply time scale and advance time
  25253. deltaTime *= this._updateTimeScale(time);
  25254. const clipTime = this._updateTime(deltaTime); // note: _updateTime may disable the action resulting in
  25255. // an effective weight of 0
  25256. const weight = this._updateWeight(time);
  25257. if (weight > 0) {
  25258. const interpolants = this._interpolants;
  25259. const propertyMixers = this._propertyBindings;
  25260. switch (this.blendMode) {
  25261. case AdditiveAnimationBlendMode:
  25262. for (let j = 0, m = interpolants.length; j !== m; ++j) {
  25263. interpolants[j].evaluate(clipTime);
  25264. propertyMixers[j].accumulateAdditive(weight);
  25265. }
  25266. break;
  25267. case NormalAnimationBlendMode:
  25268. default:
  25269. for (let j = 0, m = interpolants.length; j !== m; ++j) {
  25270. interpolants[j].evaluate(clipTime);
  25271. propertyMixers[j].accumulate(accuIndex, weight);
  25272. }
  25273. }
  25274. }
  25275. }
  25276. _updateWeight(time) {
  25277. let weight = 0;
  25278. if (this.enabled) {
  25279. weight = this.weight;
  25280. const interpolant = this._weightInterpolant;
  25281. if (interpolant !== null) {
  25282. const interpolantValue = interpolant.evaluate(time)[0];
  25283. weight *= interpolantValue;
  25284. if (time > interpolant.parameterPositions[1]) {
  25285. this.stopFading();
  25286. if (interpolantValue === 0) {
  25287. // faded out, disable
  25288. this.enabled = false;
  25289. }
  25290. }
  25291. }
  25292. }
  25293. this._effectiveWeight = weight;
  25294. return weight;
  25295. }
  25296. _updateTimeScale(time) {
  25297. let timeScale = 0;
  25298. if (!this.paused) {
  25299. timeScale = this.timeScale;
  25300. const interpolant = this._timeScaleInterpolant;
  25301. if (interpolant !== null) {
  25302. const interpolantValue = interpolant.evaluate(time)[0];
  25303. timeScale *= interpolantValue;
  25304. if (time > interpolant.parameterPositions[1]) {
  25305. this.stopWarping();
  25306. if (timeScale === 0) {
  25307. // motion has halted, pause
  25308. this.paused = true;
  25309. } else {
  25310. // warp done - apply final time scale
  25311. this.timeScale = timeScale;
  25312. }
  25313. }
  25314. }
  25315. }
  25316. this._effectiveTimeScale = timeScale;
  25317. return timeScale;
  25318. }
  25319. _updateTime(deltaTime) {
  25320. const duration = this._clip.duration;
  25321. const loop = this.loop;
  25322. let time = this.time + deltaTime;
  25323. let loopCount = this._loopCount;
  25324. const pingPong = loop === LoopPingPong;
  25325. if (deltaTime === 0) {
  25326. if (loopCount === -1) return time;
  25327. return pingPong && (loopCount & 1) === 1 ? duration - time : time;
  25328. }
  25329. if (loop === LoopOnce) {
  25330. if (loopCount === -1) {
  25331. // just started
  25332. this._loopCount = 0;
  25333. this._setEndings(true, true, false);
  25334. }
  25335. handle_stop: {
  25336. if (time >= duration) {
  25337. time = duration;
  25338. } else if (time < 0) {
  25339. time = 0;
  25340. } else {
  25341. this.time = time;
  25342. break handle_stop;
  25343. }
  25344. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  25345. this.time = time;
  25346. this._mixer.dispatchEvent({
  25347. type: 'finished',
  25348. action: this,
  25349. direction: deltaTime < 0 ? -1 : 1
  25350. });
  25351. }
  25352. } else {
  25353. // repetitive Repeat or PingPong
  25354. if (loopCount === -1) {
  25355. // just started
  25356. if (deltaTime >= 0) {
  25357. loopCount = 0;
  25358. this._setEndings(true, this.repetitions === 0, pingPong);
  25359. } else {
  25360. // when looping in reverse direction, the initial
  25361. // transition through zero counts as a repetition,
  25362. // so leave loopCount at -1
  25363. this._setEndings(this.repetitions === 0, true, pingPong);
  25364. }
  25365. }
  25366. if (time >= duration || time < 0) {
  25367. // wrap around
  25368. const loopDelta = Math.floor(time / duration); // signed
  25369. time -= duration * loopDelta;
  25370. loopCount += Math.abs(loopDelta);
  25371. const pending = this.repetitions - loopCount;
  25372. if (pending <= 0) {
  25373. // have to stop (switch state, clamp time, fire event)
  25374. if (this.clampWhenFinished) this.paused = true;else this.enabled = false;
  25375. time = deltaTime > 0 ? duration : 0;
  25376. this.time = time;
  25377. this._mixer.dispatchEvent({
  25378. type: 'finished',
  25379. action: this,
  25380. direction: deltaTime > 0 ? 1 : -1
  25381. });
  25382. } else {
  25383. // keep running
  25384. if (pending === 1) {
  25385. // entering the last round
  25386. const atStart = deltaTime < 0;
  25387. this._setEndings(atStart, !atStart, pingPong);
  25388. } else {
  25389. this._setEndings(false, false, pingPong);
  25390. }
  25391. this._loopCount = loopCount;
  25392. this.time = time;
  25393. this._mixer.dispatchEvent({
  25394. type: 'loop',
  25395. action: this,
  25396. loopDelta: loopDelta
  25397. });
  25398. }
  25399. } else {
  25400. this.time = time;
  25401. }
  25402. if (pingPong && (loopCount & 1) === 1) {
  25403. // invert time for the "pong round"
  25404. return duration - time;
  25405. }
  25406. }
  25407. return time;
  25408. }
  25409. _setEndings(atStart, atEnd, pingPong) {
  25410. const settings = this._interpolantSettings;
  25411. if (pingPong) {
  25412. settings.endingStart = ZeroSlopeEnding;
  25413. settings.endingEnd = ZeroSlopeEnding;
  25414. } else {
  25415. // assuming for LoopOnce atStart == atEnd == true
  25416. if (atStart) {
  25417. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25418. } else {
  25419. settings.endingStart = WrapAroundEnding;
  25420. }
  25421. if (atEnd) {
  25422. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  25423. } else {
  25424. settings.endingEnd = WrapAroundEnding;
  25425. }
  25426. }
  25427. }
  25428. _scheduleFading(duration, weightNow, weightThen) {
  25429. const mixer = this._mixer,
  25430. now = mixer.time;
  25431. let interpolant = this._weightInterpolant;
  25432. if (interpolant === null) {
  25433. interpolant = mixer._lendControlInterpolant();
  25434. this._weightInterpolant = interpolant;
  25435. }
  25436. const times = interpolant.parameterPositions,
  25437. values = interpolant.sampleValues;
  25438. times[0] = now;
  25439. values[0] = weightNow;
  25440. times[1] = now + duration;
  25441. values[1] = weightThen;
  25442. return this;
  25443. }
  25444. }
  25445. class AnimationMixer extends EventDispatcher {
  25446. constructor(root) {
  25447. super();
  25448. this._root = root;
  25449. this._initMemoryManager();
  25450. this._accuIndex = 0;
  25451. this.time = 0;
  25452. this.timeScale = 1.0;
  25453. }
  25454. _bindAction(action, prototypeAction) {
  25455. const root = action._localRoot || this._root,
  25456. tracks = action._clip.tracks,
  25457. nTracks = tracks.length,
  25458. bindings = action._propertyBindings,
  25459. interpolants = action._interpolants,
  25460. rootUuid = root.uuid,
  25461. bindingsByRoot = this._bindingsByRootAndName;
  25462. let bindingsByName = bindingsByRoot[rootUuid];
  25463. if (bindingsByName === undefined) {
  25464. bindingsByName = {};
  25465. bindingsByRoot[rootUuid] = bindingsByName;
  25466. }
  25467. for (let i = 0; i !== nTracks; ++i) {
  25468. const track = tracks[i],
  25469. trackName = track.name;
  25470. let binding = bindingsByName[trackName];
  25471. if (binding !== undefined) {
  25472. bindings[i] = binding;
  25473. } else {
  25474. binding = bindings[i];
  25475. if (binding !== undefined) {
  25476. // existing binding, make sure the cache knows
  25477. if (binding._cacheIndex === null) {
  25478. ++binding.referenceCount;
  25479. this._addInactiveBinding(binding, rootUuid, trackName);
  25480. }
  25481. continue;
  25482. }
  25483. const path = prototypeAction && prototypeAction._propertyBindings[i].binding.parsedPath;
  25484. binding = new PropertyMixer(PropertyBinding.create(root, trackName, path), track.ValueTypeName, track.getValueSize());
  25485. ++binding.referenceCount;
  25486. this._addInactiveBinding(binding, rootUuid, trackName);
  25487. bindings[i] = binding;
  25488. }
  25489. interpolants[i].resultBuffer = binding.buffer;
  25490. }
  25491. }
  25492. _activateAction(action) {
  25493. if (!this._isActiveAction(action)) {
  25494. if (action._cacheIndex === null) {
  25495. // this action has been forgotten by the cache, but the user
  25496. // appears to be still using it -> rebind
  25497. const rootUuid = (action._localRoot || this._root).uuid,
  25498. clipUuid = action._clip.uuid,
  25499. actionsForClip = this._actionsByClip[clipUuid];
  25500. this._bindAction(action, actionsForClip && actionsForClip.knownActions[0]);
  25501. this._addInactiveAction(action, clipUuid, rootUuid);
  25502. }
  25503. const bindings = action._propertyBindings; // increment reference counts / sort out state
  25504. for (let i = 0, n = bindings.length; i !== n; ++i) {
  25505. const binding = bindings[i];
  25506. if (binding.useCount++ === 0) {
  25507. this._lendBinding(binding);
  25508. binding.saveOriginalState();
  25509. }
  25510. }
  25511. this._lendAction(action);
  25512. }
  25513. }
  25514. _deactivateAction(action) {
  25515. if (this._isActiveAction(action)) {
  25516. const bindings = action._propertyBindings; // decrement reference counts / sort out state
  25517. for (let i = 0, n = bindings.length; i !== n; ++i) {
  25518. const binding = bindings[i];
  25519. if (--binding.useCount === 0) {
  25520. binding.restoreOriginalState();
  25521. this._takeBackBinding(binding);
  25522. }
  25523. }
  25524. this._takeBackAction(action);
  25525. }
  25526. } // Memory manager
  25527. _initMemoryManager() {
  25528. this._actions = []; // 'nActiveActions' followed by inactive ones
  25529. this._nActiveActions = 0;
  25530. this._actionsByClip = {}; // inside:
  25531. // {
  25532. // knownActions: Array< AnimationAction > - used as prototypes
  25533. // actionByRoot: AnimationAction - lookup
  25534. // }
  25535. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  25536. this._nActiveBindings = 0;
  25537. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  25538. this._controlInterpolants = []; // same game as above
  25539. this._nActiveControlInterpolants = 0;
  25540. const scope = this;
  25541. this.stats = {
  25542. actions: {
  25543. get total() {
  25544. return scope._actions.length;
  25545. },
  25546. get inUse() {
  25547. return scope._nActiveActions;
  25548. }
  25549. },
  25550. bindings: {
  25551. get total() {
  25552. return scope._bindings.length;
  25553. },
  25554. get inUse() {
  25555. return scope._nActiveBindings;
  25556. }
  25557. },
  25558. controlInterpolants: {
  25559. get total() {
  25560. return scope._controlInterpolants.length;
  25561. },
  25562. get inUse() {
  25563. return scope._nActiveControlInterpolants;
  25564. }
  25565. }
  25566. };
  25567. } // Memory management for AnimationAction objects
  25568. _isActiveAction(action) {
  25569. const index = action._cacheIndex;
  25570. return index !== null && index < this._nActiveActions;
  25571. }
  25572. _addInactiveAction(action, clipUuid, rootUuid) {
  25573. const actions = this._actions,
  25574. actionsByClip = this._actionsByClip;
  25575. let actionsForClip = actionsByClip[clipUuid];
  25576. if (actionsForClip === undefined) {
  25577. actionsForClip = {
  25578. knownActions: [action],
  25579. actionByRoot: {}
  25580. };
  25581. action._byClipCacheIndex = 0;
  25582. actionsByClip[clipUuid] = actionsForClip;
  25583. } else {
  25584. const knownActions = actionsForClip.knownActions;
  25585. action._byClipCacheIndex = knownActions.length;
  25586. knownActions.push(action);
  25587. }
  25588. action._cacheIndex = actions.length;
  25589. actions.push(action);
  25590. actionsForClip.actionByRoot[rootUuid] = action;
  25591. }
  25592. _removeInactiveAction(action) {
  25593. const actions = this._actions,
  25594. lastInactiveAction = actions[actions.length - 1],
  25595. cacheIndex = action._cacheIndex;
  25596. lastInactiveAction._cacheIndex = cacheIndex;
  25597. actions[cacheIndex] = lastInactiveAction;
  25598. actions.pop();
  25599. action._cacheIndex = null;
  25600. const clipUuid = action._clip.uuid,
  25601. actionsByClip = this._actionsByClip,
  25602. actionsForClip = actionsByClip[clipUuid],
  25603. knownActionsForClip = actionsForClip.knownActions,
  25604. lastKnownAction = knownActionsForClip[knownActionsForClip.length - 1],
  25605. byClipCacheIndex = action._byClipCacheIndex;
  25606. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  25607. knownActionsForClip[byClipCacheIndex] = lastKnownAction;
  25608. knownActionsForClip.pop();
  25609. action._byClipCacheIndex = null;
  25610. const actionByRoot = actionsForClip.actionByRoot,
  25611. rootUuid = (action._localRoot || this._root).uuid;
  25612. delete actionByRoot[rootUuid];
  25613. if (knownActionsForClip.length === 0) {
  25614. delete actionsByClip[clipUuid];
  25615. }
  25616. this._removeInactiveBindingsForAction(action);
  25617. }
  25618. _removeInactiveBindingsForAction(action) {
  25619. const bindings = action._propertyBindings;
  25620. for (let i = 0, n = bindings.length; i !== n; ++i) {
  25621. const binding = bindings[i];
  25622. if (--binding.referenceCount === 0) {
  25623. this._removeInactiveBinding(binding);
  25624. }
  25625. }
  25626. }
  25627. _lendAction(action) {
  25628. // [ active actions | inactive actions ]
  25629. // [ active actions >| inactive actions ]
  25630. // s a
  25631. // <-swap->
  25632. // a s
  25633. const actions = this._actions,
  25634. prevIndex = action._cacheIndex,
  25635. lastActiveIndex = this._nActiveActions++,
  25636. firstInactiveAction = actions[lastActiveIndex];
  25637. action._cacheIndex = lastActiveIndex;
  25638. actions[lastActiveIndex] = action;
  25639. firstInactiveAction._cacheIndex = prevIndex;
  25640. actions[prevIndex] = firstInactiveAction;
  25641. }
  25642. _takeBackAction(action) {
  25643. // [ active actions | inactive actions ]
  25644. // [ active actions |< inactive actions ]
  25645. // a s
  25646. // <-swap->
  25647. // s a
  25648. const actions = this._actions,
  25649. prevIndex = action._cacheIndex,
  25650. firstInactiveIndex = --this._nActiveActions,
  25651. lastActiveAction = actions[firstInactiveIndex];
  25652. action._cacheIndex = firstInactiveIndex;
  25653. actions[firstInactiveIndex] = action;
  25654. lastActiveAction._cacheIndex = prevIndex;
  25655. actions[prevIndex] = lastActiveAction;
  25656. } // Memory management for PropertyMixer objects
  25657. _addInactiveBinding(binding, rootUuid, trackName) {
  25658. const bindingsByRoot = this._bindingsByRootAndName,
  25659. bindings = this._bindings;
  25660. let bindingByName = bindingsByRoot[rootUuid];
  25661. if (bindingByName === undefined) {
  25662. bindingByName = {};
  25663. bindingsByRoot[rootUuid] = bindingByName;
  25664. }
  25665. bindingByName[trackName] = binding;
  25666. binding._cacheIndex = bindings.length;
  25667. bindings.push(binding);
  25668. }
  25669. _removeInactiveBinding(binding) {
  25670. const bindings = this._bindings,
  25671. propBinding = binding.binding,
  25672. rootUuid = propBinding.rootNode.uuid,
  25673. trackName = propBinding.path,
  25674. bindingsByRoot = this._bindingsByRootAndName,
  25675. bindingByName = bindingsByRoot[rootUuid],
  25676. lastInactiveBinding = bindings[bindings.length - 1],
  25677. cacheIndex = binding._cacheIndex;
  25678. lastInactiveBinding._cacheIndex = cacheIndex;
  25679. bindings[cacheIndex] = lastInactiveBinding;
  25680. bindings.pop();
  25681. delete bindingByName[trackName];
  25682. if (Object.keys(bindingByName).length === 0) {
  25683. delete bindingsByRoot[rootUuid];
  25684. }
  25685. }
  25686. _lendBinding(binding) {
  25687. const bindings = this._bindings,
  25688. prevIndex = binding._cacheIndex,
  25689. lastActiveIndex = this._nActiveBindings++,
  25690. firstInactiveBinding = bindings[lastActiveIndex];
  25691. binding._cacheIndex = lastActiveIndex;
  25692. bindings[lastActiveIndex] = binding;
  25693. firstInactiveBinding._cacheIndex = prevIndex;
  25694. bindings[prevIndex] = firstInactiveBinding;
  25695. }
  25696. _takeBackBinding(binding) {
  25697. const bindings = this._bindings,
  25698. prevIndex = binding._cacheIndex,
  25699. firstInactiveIndex = --this._nActiveBindings,
  25700. lastActiveBinding = bindings[firstInactiveIndex];
  25701. binding._cacheIndex = firstInactiveIndex;
  25702. bindings[firstInactiveIndex] = binding;
  25703. lastActiveBinding._cacheIndex = prevIndex;
  25704. bindings[prevIndex] = lastActiveBinding;
  25705. } // Memory management of Interpolants for weight and time scale
  25706. _lendControlInterpolant() {
  25707. const interpolants = this._controlInterpolants,
  25708. lastActiveIndex = this._nActiveControlInterpolants++;
  25709. let interpolant = interpolants[lastActiveIndex];
  25710. if (interpolant === undefined) {
  25711. interpolant = new LinearInterpolant(new Float32Array(2), new Float32Array(2), 1, this._controlInterpolantsResultBuffer);
  25712. interpolant.__cacheIndex = lastActiveIndex;
  25713. interpolants[lastActiveIndex] = interpolant;
  25714. }
  25715. return interpolant;
  25716. }
  25717. _takeBackControlInterpolant(interpolant) {
  25718. const interpolants = this._controlInterpolants,
  25719. prevIndex = interpolant.__cacheIndex,
  25720. firstInactiveIndex = --this._nActiveControlInterpolants,
  25721. lastActiveInterpolant = interpolants[firstInactiveIndex];
  25722. interpolant.__cacheIndex = firstInactiveIndex;
  25723. interpolants[firstInactiveIndex] = interpolant;
  25724. lastActiveInterpolant.__cacheIndex = prevIndex;
  25725. interpolants[prevIndex] = lastActiveInterpolant;
  25726. } // return an action for a clip optionally using a custom root target
  25727. // object (this method allocates a lot of dynamic memory in case a
  25728. // previously unknown clip/root combination is specified)
  25729. clipAction(clip, optionalRoot, blendMode) {
  25730. const root = optionalRoot || this._root,
  25731. rootUuid = root.uuid;
  25732. let clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip;
  25733. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  25734. const actionsForClip = this._actionsByClip[clipUuid];
  25735. let prototypeAction = null;
  25736. if (blendMode === undefined) {
  25737. if (clipObject !== null) {
  25738. blendMode = clipObject.blendMode;
  25739. } else {
  25740. blendMode = NormalAnimationBlendMode;
  25741. }
  25742. }
  25743. if (actionsForClip !== undefined) {
  25744. const existingAction = actionsForClip.actionByRoot[rootUuid];
  25745. if (existingAction !== undefined && existingAction.blendMode === blendMode) {
  25746. return existingAction;
  25747. } // we know the clip, so we don't have to parse all
  25748. // the bindings again but can just copy
  25749. prototypeAction = actionsForClip.knownActions[0]; // also, take the clip from the prototype action
  25750. if (clipObject === null) clipObject = prototypeAction._clip;
  25751. } // clip must be known when specified via string
  25752. if (clipObject === null) return null; // allocate all resources required to run it
  25753. const newAction = new AnimationAction(this, clipObject, optionalRoot, blendMode);
  25754. this._bindAction(newAction, prototypeAction); // and make the action known to the memory manager
  25755. this._addInactiveAction(newAction, clipUuid, rootUuid);
  25756. return newAction;
  25757. } // get an existing action
  25758. existingAction(clip, optionalRoot) {
  25759. const root = optionalRoot || this._root,
  25760. rootUuid = root.uuid,
  25761. clipObject = typeof clip === 'string' ? AnimationClip.findByName(root, clip) : clip,
  25762. clipUuid = clipObject ? clipObject.uuid : clip,
  25763. actionsForClip = this._actionsByClip[clipUuid];
  25764. if (actionsForClip !== undefined) {
  25765. return actionsForClip.actionByRoot[rootUuid] || null;
  25766. }
  25767. return null;
  25768. } // deactivates all previously scheduled actions
  25769. stopAllAction() {
  25770. const actions = this._actions,
  25771. nActions = this._nActiveActions;
  25772. for (let i = nActions - 1; i >= 0; --i) {
  25773. actions[i].stop();
  25774. }
  25775. return this;
  25776. } // advance the time and update apply the animation
  25777. update(deltaTime) {
  25778. deltaTime *= this.timeScale;
  25779. const actions = this._actions,
  25780. nActions = this._nActiveActions,
  25781. time = this.time += deltaTime,
  25782. timeDirection = Math.sign(deltaTime),
  25783. accuIndex = this._accuIndex ^= 1; // run active actions
  25784. for (let i = 0; i !== nActions; ++i) {
  25785. const action = actions[i];
  25786. action._update(time, deltaTime, timeDirection, accuIndex);
  25787. } // update scene graph
  25788. const bindings = this._bindings,
  25789. nBindings = this._nActiveBindings;
  25790. for (let i = 0; i !== nBindings; ++i) {
  25791. bindings[i].apply(accuIndex);
  25792. }
  25793. return this;
  25794. } // Allows you to seek to a specific time in an animation.
  25795. setTime(timeInSeconds) {
  25796. this.time = 0; // Zero out time attribute for AnimationMixer object;
  25797. for (let i = 0; i < this._actions.length; i++) {
  25798. this._actions[i].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  25799. }
  25800. return this.update(timeInSeconds); // Update used to set exact time. Returns "this" AnimationMixer object.
  25801. } // return this mixer's root target object
  25802. getRoot() {
  25803. return this._root;
  25804. } // free all resources specific to a particular clip
  25805. uncacheClip(clip) {
  25806. const actions = this._actions,
  25807. clipUuid = clip.uuid,
  25808. actionsByClip = this._actionsByClip,
  25809. actionsForClip = actionsByClip[clipUuid];
  25810. if (actionsForClip !== undefined) {
  25811. // note: just calling _removeInactiveAction would mess up the
  25812. // iteration state and also require updating the state we can
  25813. // just throw away
  25814. const actionsToRemove = actionsForClip.knownActions;
  25815. for (let i = 0, n = actionsToRemove.length; i !== n; ++i) {
  25816. const action = actionsToRemove[i];
  25817. this._deactivateAction(action);
  25818. const cacheIndex = action._cacheIndex,
  25819. lastInactiveAction = actions[actions.length - 1];
  25820. action._cacheIndex = null;
  25821. action._byClipCacheIndex = null;
  25822. lastInactiveAction._cacheIndex = cacheIndex;
  25823. actions[cacheIndex] = lastInactiveAction;
  25824. actions.pop();
  25825. this._removeInactiveBindingsForAction(action);
  25826. }
  25827. delete actionsByClip[clipUuid];
  25828. }
  25829. } // free all resources specific to a particular root target object
  25830. uncacheRoot(root) {
  25831. const rootUuid = root.uuid,
  25832. actionsByClip = this._actionsByClip;
  25833. for (const clipUuid in actionsByClip) {
  25834. const actionByRoot = actionsByClip[clipUuid].actionByRoot,
  25835. action = actionByRoot[rootUuid];
  25836. if (action !== undefined) {
  25837. this._deactivateAction(action);
  25838. this._removeInactiveAction(action);
  25839. }
  25840. }
  25841. const bindingsByRoot = this._bindingsByRootAndName,
  25842. bindingByName = bindingsByRoot[rootUuid];
  25843. if (bindingByName !== undefined) {
  25844. for (const trackName in bindingByName) {
  25845. const binding = bindingByName[trackName];
  25846. binding.restoreOriginalState();
  25847. this._removeInactiveBinding(binding);
  25848. }
  25849. }
  25850. } // remove a targeted clip from the cache
  25851. uncacheAction(clip, optionalRoot) {
  25852. const action = this.existingAction(clip, optionalRoot);
  25853. if (action !== null) {
  25854. this._deactivateAction(action);
  25855. this._removeInactiveAction(action);
  25856. }
  25857. }
  25858. }
  25859. AnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array(1);
  25860. class Uniform {
  25861. constructor(value) {
  25862. if (typeof value === 'string') {
  25863. console.warn('THREE.Uniform: Type parameter is no longer needed.');
  25864. value = arguments[1];
  25865. }
  25866. this.value = value;
  25867. }
  25868. clone() {
  25869. return new Uniform(this.value.clone === undefined ? this.value : this.value.clone());
  25870. }
  25871. }
  25872. class InstancedInterleavedBuffer extends InterleavedBuffer {
  25873. constructor(array, stride, meshPerAttribute = 1) {
  25874. super(array, stride);
  25875. this.meshPerAttribute = meshPerAttribute || 1;
  25876. }
  25877. copy(source) {
  25878. super.copy(source);
  25879. this.meshPerAttribute = source.meshPerAttribute;
  25880. return this;
  25881. }
  25882. clone(data) {
  25883. const ib = super.clone(data);
  25884. ib.meshPerAttribute = this.meshPerAttribute;
  25885. return ib;
  25886. }
  25887. toJSON(data) {
  25888. const json = super.toJSON(data);
  25889. json.isInstancedInterleavedBuffer = true;
  25890. json.meshPerAttribute = this.meshPerAttribute;
  25891. return json;
  25892. }
  25893. }
  25894. InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;
  25895. class GLBufferAttribute {
  25896. constructor(buffer, type, itemSize, elementSize, count) {
  25897. this.buffer = buffer;
  25898. this.type = type;
  25899. this.itemSize = itemSize;
  25900. this.elementSize = elementSize;
  25901. this.count = count;
  25902. this.version = 0;
  25903. }
  25904. set needsUpdate(value) {
  25905. if (value === true) this.version++;
  25906. }
  25907. setBuffer(buffer) {
  25908. this.buffer = buffer;
  25909. return this;
  25910. }
  25911. setType(type, elementSize) {
  25912. this.type = type;
  25913. this.elementSize = elementSize;
  25914. return this;
  25915. }
  25916. setItemSize(itemSize) {
  25917. this.itemSize = itemSize;
  25918. return this;
  25919. }
  25920. setCount(count) {
  25921. this.count = count;
  25922. return this;
  25923. }
  25924. }
  25925. GLBufferAttribute.prototype.isGLBufferAttribute = true;
  25926. class Raycaster {
  25927. constructor(origin, direction, near = 0, far = Infinity) {
  25928. this.ray = new Ray(origin, direction); // direction is assumed to be normalized (for accurate distance calculations)
  25929. this.near = near;
  25930. this.far = far;
  25931. this.camera = null;
  25932. this.layers = new Layers();
  25933. this.params = {
  25934. Mesh: {},
  25935. Line: {
  25936. threshold: 1
  25937. },
  25938. LOD: {},
  25939. Points: {
  25940. threshold: 1
  25941. },
  25942. Sprite: {}
  25943. };
  25944. }
  25945. set(origin, direction) {
  25946. // direction is assumed to be normalized (for accurate distance calculations)
  25947. this.ray.set(origin, direction);
  25948. }
  25949. setFromCamera(coords, camera) {
  25950. if (camera && camera.isPerspectiveCamera) {
  25951. this.ray.origin.setFromMatrixPosition(camera.matrixWorld);
  25952. this.ray.direction.set(coords.x, coords.y, 0.5).unproject(camera).sub(this.ray.origin).normalize();
  25953. this.camera = camera;
  25954. } else if (camera && camera.isOrthographicCamera) {
  25955. this.ray.origin.set(coords.x, coords.y, (camera.near + camera.far) / (camera.near - camera.far)).unproject(camera); // set origin in plane of camera
  25956. this.ray.direction.set(0, 0, -1).transformDirection(camera.matrixWorld);
  25957. this.camera = camera;
  25958. } else {
  25959. console.error('THREE.Raycaster: Unsupported camera type: ' + camera.type);
  25960. }
  25961. }
  25962. intersectObject(object, recursive = false, intersects = []) {
  25963. intersectObject(object, this, intersects, recursive);
  25964. intersects.sort(ascSort);
  25965. return intersects;
  25966. }
  25967. intersectObjects(objects, recursive = false, intersects = []) {
  25968. for (let i = 0, l = objects.length; i < l; i++) {
  25969. intersectObject(objects[i], this, intersects, recursive);
  25970. }
  25971. intersects.sort(ascSort);
  25972. return intersects;
  25973. }
  25974. }
  25975. function ascSort(a, b) {
  25976. return a.distance - b.distance;
  25977. }
  25978. function intersectObject(object, raycaster, intersects, recursive) {
  25979. if (object.layers.test(raycaster.layers)) {
  25980. object.raycast(raycaster, intersects);
  25981. }
  25982. if (recursive === true) {
  25983. const children = object.children;
  25984. for (let i = 0, l = children.length; i < l; i++) {
  25985. intersectObject(children[i], raycaster, intersects, true);
  25986. }
  25987. }
  25988. }
  25989. /**
  25990. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  25991. *
  25992. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  25993. * The azimuthal angle (theta) is measured from the positive z-axis.
  25994. */
  25995. class Spherical {
  25996. constructor(radius = 1, phi = 0, theta = 0) {
  25997. this.radius = radius;
  25998. this.phi = phi; // polar angle
  25999. this.theta = theta; // azimuthal angle
  26000. return this;
  26001. }
  26002. set(radius, phi, theta) {
  26003. this.radius = radius;
  26004. this.phi = phi;
  26005. this.theta = theta;
  26006. return this;
  26007. }
  26008. copy(other) {
  26009. this.radius = other.radius;
  26010. this.phi = other.phi;
  26011. this.theta = other.theta;
  26012. return this;
  26013. } // restrict phi to be betwee EPS and PI-EPS
  26014. makeSafe() {
  26015. const EPS = 0.000001;
  26016. this.phi = Math.max(EPS, Math.min(Math.PI - EPS, this.phi));
  26017. return this;
  26018. }
  26019. setFromVector3(v) {
  26020. return this.setFromCartesianCoords(v.x, v.y, v.z);
  26021. }
  26022. setFromCartesianCoords(x, y, z) {
  26023. this.radius = Math.sqrt(x * x + y * y + z * z);
  26024. if (this.radius === 0) {
  26025. this.theta = 0;
  26026. this.phi = 0;
  26027. } else {
  26028. this.theta = Math.atan2(x, z);
  26029. this.phi = Math.acos(clamp(y / this.radius, -1, 1));
  26030. }
  26031. return this;
  26032. }
  26033. clone() {
  26034. return new this.constructor().copy(this);
  26035. }
  26036. }
  26037. /**
  26038. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26039. */
  26040. class Cylindrical {
  26041. constructor(radius = 1, theta = 0, y = 0) {
  26042. this.radius = radius; // distance from the origin to a point in the x-z plane
  26043. this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26044. this.y = y; // height above the x-z plane
  26045. return this;
  26046. }
  26047. set(radius, theta, y) {
  26048. this.radius = radius;
  26049. this.theta = theta;
  26050. this.y = y;
  26051. return this;
  26052. }
  26053. copy(other) {
  26054. this.radius = other.radius;
  26055. this.theta = other.theta;
  26056. this.y = other.y;
  26057. return this;
  26058. }
  26059. setFromVector3(v) {
  26060. return this.setFromCartesianCoords(v.x, v.y, v.z);
  26061. }
  26062. setFromCartesianCoords(x, y, z) {
  26063. this.radius = Math.sqrt(x * x + z * z);
  26064. this.theta = Math.atan2(x, z);
  26065. this.y = y;
  26066. return this;
  26067. }
  26068. clone() {
  26069. return new this.constructor().copy(this);
  26070. }
  26071. }
  26072. const _vector$4 = /*@__PURE__*/new Vector2();
  26073. class Box2 {
  26074. constructor(min = new Vector2(+Infinity, +Infinity), max = new Vector2(-Infinity, -Infinity)) {
  26075. this.min = min;
  26076. this.max = max;
  26077. }
  26078. set(min, max) {
  26079. this.min.copy(min);
  26080. this.max.copy(max);
  26081. return this;
  26082. }
  26083. setFromPoints(points) {
  26084. this.makeEmpty();
  26085. for (let i = 0, il = points.length; i < il; i++) {
  26086. this.expandByPoint(points[i]);
  26087. }
  26088. return this;
  26089. }
  26090. setFromCenterAndSize(center, size) {
  26091. const halfSize = _vector$4.copy(size).multiplyScalar(0.5);
  26092. this.min.copy(center).sub(halfSize);
  26093. this.max.copy(center).add(halfSize);
  26094. return this;
  26095. }
  26096. clone() {
  26097. return new this.constructor().copy(this);
  26098. }
  26099. copy(box) {
  26100. this.min.copy(box.min);
  26101. this.max.copy(box.max);
  26102. return this;
  26103. }
  26104. makeEmpty() {
  26105. this.min.x = this.min.y = +Infinity;
  26106. this.max.x = this.max.y = -Infinity;
  26107. return this;
  26108. }
  26109. isEmpty() {
  26110. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  26111. return this.max.x < this.min.x || this.max.y < this.min.y;
  26112. }
  26113. getCenter(target) {
  26114. if (target === undefined) {
  26115. console.warn('THREE.Box2: .getCenter() target is now required');
  26116. target = new Vector2();
  26117. }
  26118. return this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
  26119. }
  26120. getSize(target) {
  26121. if (target === undefined) {
  26122. console.warn('THREE.Box2: .getSize() target is now required');
  26123. target = new Vector2();
  26124. }
  26125. return this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
  26126. }
  26127. expandByPoint(point) {
  26128. this.min.min(point);
  26129. this.max.max(point);
  26130. return this;
  26131. }
  26132. expandByVector(vector) {
  26133. this.min.sub(vector);
  26134. this.max.add(vector);
  26135. return this;
  26136. }
  26137. expandByScalar(scalar) {
  26138. this.min.addScalar(-scalar);
  26139. this.max.addScalar(scalar);
  26140. return this;
  26141. }
  26142. containsPoint(point) {
  26143. return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
  26144. }
  26145. containsBox(box) {
  26146. 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;
  26147. }
  26148. getParameter(point, target) {
  26149. // This can potentially have a divide by zero if the box
  26150. // has a size dimension of 0.
  26151. if (target === undefined) {
  26152. console.warn('THREE.Box2: .getParameter() target is now required');
  26153. target = new Vector2();
  26154. }
  26155. 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));
  26156. }
  26157. intersectsBox(box) {
  26158. // using 4 splitting planes to rule out intersections
  26159. 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;
  26160. }
  26161. clampPoint(point, target) {
  26162. if (target === undefined) {
  26163. console.warn('THREE.Box2: .clampPoint() target is now required');
  26164. target = new Vector2();
  26165. }
  26166. return target.copy(point).clamp(this.min, this.max);
  26167. }
  26168. distanceToPoint(point) {
  26169. const clampedPoint = _vector$4.copy(point).clamp(this.min, this.max);
  26170. return clampedPoint.sub(point).length();
  26171. }
  26172. intersect(box) {
  26173. this.min.max(box.min);
  26174. this.max.min(box.max);
  26175. return this;
  26176. }
  26177. union(box) {
  26178. this.min.min(box.min);
  26179. this.max.max(box.max);
  26180. return this;
  26181. }
  26182. translate(offset) {
  26183. this.min.add(offset);
  26184. this.max.add(offset);
  26185. return this;
  26186. }
  26187. equals(box) {
  26188. return box.min.equals(this.min) && box.max.equals(this.max);
  26189. }
  26190. }
  26191. Box2.prototype.isBox2 = true;
  26192. const _startP = /*@__PURE__*/new Vector3();
  26193. const _startEnd = /*@__PURE__*/new Vector3();
  26194. class Line3 {
  26195. constructor(start = new Vector3(), end = new Vector3()) {
  26196. this.start = start;
  26197. this.end = end;
  26198. }
  26199. set(start, end) {
  26200. this.start.copy(start);
  26201. this.end.copy(end);
  26202. return this;
  26203. }
  26204. copy(line) {
  26205. this.start.copy(line.start);
  26206. this.end.copy(line.end);
  26207. return this;
  26208. }
  26209. getCenter(target) {
  26210. if (target === undefined) {
  26211. console.warn('THREE.Line3: .getCenter() target is now required');
  26212. target = new Vector3();
  26213. }
  26214. return target.addVectors(this.start, this.end).multiplyScalar(0.5);
  26215. }
  26216. delta(target) {
  26217. if (target === undefined) {
  26218. console.warn('THREE.Line3: .delta() target is now required');
  26219. target = new Vector3();
  26220. }
  26221. return target.subVectors(this.end, this.start);
  26222. }
  26223. distanceSq() {
  26224. return this.start.distanceToSquared(this.end);
  26225. }
  26226. distance() {
  26227. return this.start.distanceTo(this.end);
  26228. }
  26229. at(t, target) {
  26230. if (target === undefined) {
  26231. console.warn('THREE.Line3: .at() target is now required');
  26232. target = new Vector3();
  26233. }
  26234. return this.delta(target).multiplyScalar(t).add(this.start);
  26235. }
  26236. closestPointToPointParameter(point, clampToLine) {
  26237. _startP.subVectors(point, this.start);
  26238. _startEnd.subVectors(this.end, this.start);
  26239. const startEnd2 = _startEnd.dot(_startEnd);
  26240. const startEnd_startP = _startEnd.dot(_startP);
  26241. let t = startEnd_startP / startEnd2;
  26242. if (clampToLine) {
  26243. t = clamp(t, 0, 1);
  26244. }
  26245. return t;
  26246. }
  26247. closestPointToPoint(point, clampToLine, target) {
  26248. const t = this.closestPointToPointParameter(point, clampToLine);
  26249. if (target === undefined) {
  26250. console.warn('THREE.Line3: .closestPointToPoint() target is now required');
  26251. target = new Vector3();
  26252. }
  26253. return this.delta(target).multiplyScalar(t).add(this.start);
  26254. }
  26255. applyMatrix4(matrix) {
  26256. this.start.applyMatrix4(matrix);
  26257. this.end.applyMatrix4(matrix);
  26258. return this;
  26259. }
  26260. equals(line) {
  26261. return line.start.equals(this.start) && line.end.equals(this.end);
  26262. }
  26263. clone() {
  26264. return new this.constructor().copy(this);
  26265. }
  26266. }
  26267. class ImmediateRenderObject extends Object3D {
  26268. constructor(material) {
  26269. super();
  26270. this.material = material;
  26271. this.render = function ()
  26272. /* renderCallback */
  26273. {};
  26274. this.hasPositions = false;
  26275. this.hasNormals = false;
  26276. this.hasColors = false;
  26277. this.hasUvs = false;
  26278. this.positionArray = null;
  26279. this.normalArray = null;
  26280. this.colorArray = null;
  26281. this.uvArray = null;
  26282. this.count = 0;
  26283. }
  26284. }
  26285. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  26286. const _vector$3 = /*@__PURE__*/new Vector3();
  26287. class SpotLightHelper extends Object3D {
  26288. constructor(light, color) {
  26289. super();
  26290. this.light = light;
  26291. this.light.updateMatrixWorld();
  26292. this.matrix = light.matrixWorld;
  26293. this.matrixAutoUpdate = false;
  26294. this.color = color;
  26295. const geometry = new BufferGeometry();
  26296. 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];
  26297. for (let i = 0, j = 1, l = 32; i < l; i++, j++) {
  26298. const p1 = i / l * Math.PI * 2;
  26299. const p2 = j / l * Math.PI * 2;
  26300. positions.push(Math.cos(p1), Math.sin(p1), 1, Math.cos(p2), Math.sin(p2), 1);
  26301. }
  26302. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  26303. const material = new LineBasicMaterial({
  26304. fog: false,
  26305. toneMapped: false
  26306. });
  26307. this.cone = new LineSegments(geometry, material);
  26308. this.add(this.cone);
  26309. this.update();
  26310. }
  26311. dispose() {
  26312. this.cone.geometry.dispose();
  26313. this.cone.material.dispose();
  26314. }
  26315. update() {
  26316. this.light.updateMatrixWorld();
  26317. const coneLength = this.light.distance ? this.light.distance : 1000;
  26318. const coneWidth = coneLength * Math.tan(this.light.angle);
  26319. this.cone.scale.set(coneWidth, coneWidth, coneLength);
  26320. _vector$3.setFromMatrixPosition(this.light.target.matrixWorld);
  26321. this.cone.lookAt(_vector$3);
  26322. if (this.color !== undefined) {
  26323. this.cone.material.color.set(this.color);
  26324. } else {
  26325. this.cone.material.color.copy(this.light.color);
  26326. }
  26327. }
  26328. }
  26329. const _vector$2 = /*@__PURE__*/new Vector3();
  26330. const _boneMatrix = /*@__PURE__*/new Matrix4();
  26331. const _matrixWorldInv = /*@__PURE__*/new Matrix4();
  26332. class SkeletonHelper extends LineSegments {
  26333. constructor(object) {
  26334. const bones = getBoneList(object);
  26335. const geometry = new BufferGeometry();
  26336. const vertices = [];
  26337. const colors = [];
  26338. const color1 = new Color(0, 0, 1);
  26339. const color2 = new Color(0, 1, 0);
  26340. for (let i = 0; i < bones.length; i++) {
  26341. const bone = bones[i];
  26342. if (bone.parent && bone.parent.isBone) {
  26343. vertices.push(0, 0, 0);
  26344. vertices.push(0, 0, 0);
  26345. colors.push(color1.r, color1.g, color1.b);
  26346. colors.push(color2.r, color2.g, color2.b);
  26347. }
  26348. }
  26349. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  26350. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  26351. const material = new LineBasicMaterial({
  26352. vertexColors: true,
  26353. depthTest: false,
  26354. depthWrite: false,
  26355. toneMapped: false,
  26356. transparent: true
  26357. });
  26358. super(geometry, material);
  26359. this.type = 'SkeletonHelper';
  26360. this.isSkeletonHelper = true;
  26361. this.root = object;
  26362. this.bones = bones;
  26363. this.matrix = object.matrixWorld;
  26364. this.matrixAutoUpdate = false;
  26365. }
  26366. updateMatrixWorld(force) {
  26367. const bones = this.bones;
  26368. const geometry = this.geometry;
  26369. const position = geometry.getAttribute('position');
  26370. _matrixWorldInv.copy(this.root.matrixWorld).invert();
  26371. for (let i = 0, j = 0; i < bones.length; i++) {
  26372. const bone = bones[i];
  26373. if (bone.parent && bone.parent.isBone) {
  26374. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.matrixWorld);
  26375. _vector$2.setFromMatrixPosition(_boneMatrix);
  26376. position.setXYZ(j, _vector$2.x, _vector$2.y, _vector$2.z);
  26377. _boneMatrix.multiplyMatrices(_matrixWorldInv, bone.parent.matrixWorld);
  26378. _vector$2.setFromMatrixPosition(_boneMatrix);
  26379. position.setXYZ(j + 1, _vector$2.x, _vector$2.y, _vector$2.z);
  26380. j += 2;
  26381. }
  26382. }
  26383. geometry.getAttribute('position').needsUpdate = true;
  26384. super.updateMatrixWorld(force);
  26385. }
  26386. }
  26387. function getBoneList(object) {
  26388. const boneList = [];
  26389. if (object && object.isBone) {
  26390. boneList.push(object);
  26391. }
  26392. for (let i = 0; i < object.children.length; i++) {
  26393. boneList.push.apply(boneList, getBoneList(object.children[i]));
  26394. }
  26395. return boneList;
  26396. }
  26397. class PointLightHelper extends Mesh {
  26398. constructor(light, sphereSize, color) {
  26399. const geometry = new SphereGeometry(sphereSize, 4, 2);
  26400. const material = new MeshBasicMaterial({
  26401. wireframe: true,
  26402. fog: false,
  26403. toneMapped: false
  26404. });
  26405. super(geometry, material);
  26406. this.light = light;
  26407. this.light.updateMatrixWorld();
  26408. this.color = color;
  26409. this.type = 'PointLightHelper';
  26410. this.matrix = this.light.matrixWorld;
  26411. this.matrixAutoUpdate = false;
  26412. this.update();
  26413. /*
  26414. // TODO: delete this comment?
  26415. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  26416. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  26417. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  26418. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  26419. const d = light.distance;
  26420. if ( d === 0.0 ) {
  26421. this.lightDistance.visible = false;
  26422. } else {
  26423. this.lightDistance.scale.set( d, d, d );
  26424. }
  26425. this.add( this.lightDistance );
  26426. */
  26427. }
  26428. dispose() {
  26429. this.geometry.dispose();
  26430. this.material.dispose();
  26431. }
  26432. update() {
  26433. if (this.color !== undefined) {
  26434. this.material.color.set(this.color);
  26435. } else {
  26436. this.material.color.copy(this.light.color);
  26437. }
  26438. /*
  26439. const d = this.light.distance;
  26440. if ( d === 0.0 ) {
  26441. this.lightDistance.visible = false;
  26442. } else {
  26443. this.lightDistance.visible = true;
  26444. this.lightDistance.scale.set( d, d, d );
  26445. }
  26446. */
  26447. }
  26448. }
  26449. const _vector$1 = /*@__PURE__*/new Vector3();
  26450. const _color1 = /*@__PURE__*/new Color();
  26451. const _color2 = /*@__PURE__*/new Color();
  26452. class HemisphereLightHelper extends Object3D {
  26453. constructor(light, size, color) {
  26454. super();
  26455. this.light = light;
  26456. this.light.updateMatrixWorld();
  26457. this.matrix = light.matrixWorld;
  26458. this.matrixAutoUpdate = false;
  26459. this.color = color;
  26460. const geometry = new OctahedronGeometry(size);
  26461. geometry.rotateY(Math.PI * 0.5);
  26462. this.material = new MeshBasicMaterial({
  26463. wireframe: true,
  26464. fog: false,
  26465. toneMapped: false
  26466. });
  26467. if (this.color === undefined) this.material.vertexColors = true;
  26468. const position = geometry.getAttribute('position');
  26469. const colors = new Float32Array(position.count * 3);
  26470. geometry.setAttribute('color', new BufferAttribute(colors, 3));
  26471. this.add(new Mesh(geometry, this.material));
  26472. this.update();
  26473. }
  26474. dispose() {
  26475. this.children[0].geometry.dispose();
  26476. this.children[0].material.dispose();
  26477. }
  26478. update() {
  26479. const mesh = this.children[0];
  26480. if (this.color !== undefined) {
  26481. this.material.color.set(this.color);
  26482. } else {
  26483. const colors = mesh.geometry.getAttribute('color');
  26484. _color1.copy(this.light.color);
  26485. _color2.copy(this.light.groundColor);
  26486. for (let i = 0, l = colors.count; i < l; i++) {
  26487. const color = i < l / 2 ? _color1 : _color2;
  26488. colors.setXYZ(i, color.r, color.g, color.b);
  26489. }
  26490. colors.needsUpdate = true;
  26491. }
  26492. mesh.lookAt(_vector$1.setFromMatrixPosition(this.light.matrixWorld).negate());
  26493. }
  26494. }
  26495. class GridHelper extends LineSegments {
  26496. constructor(size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888) {
  26497. color1 = new Color(color1);
  26498. color2 = new Color(color2);
  26499. const center = divisions / 2;
  26500. const step = size / divisions;
  26501. const halfSize = size / 2;
  26502. const vertices = [],
  26503. colors = [];
  26504. for (let i = 0, j = 0, k = -halfSize; i <= divisions; i++, k += step) {
  26505. vertices.push(-halfSize, 0, k, halfSize, 0, k);
  26506. vertices.push(k, 0, -halfSize, k, 0, halfSize);
  26507. const color = i === center ? color1 : color2;
  26508. color.toArray(colors, j);
  26509. j += 3;
  26510. color.toArray(colors, j);
  26511. j += 3;
  26512. color.toArray(colors, j);
  26513. j += 3;
  26514. color.toArray(colors, j);
  26515. j += 3;
  26516. }
  26517. const geometry = new BufferGeometry();
  26518. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  26519. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  26520. const material = new LineBasicMaterial({
  26521. vertexColors: true,
  26522. toneMapped: false
  26523. });
  26524. super(geometry, material);
  26525. this.type = 'GridHelper';
  26526. }
  26527. }
  26528. class PolarGridHelper extends LineSegments {
  26529. constructor(radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888) {
  26530. color1 = new Color(color1);
  26531. color2 = new Color(color2);
  26532. const vertices = [];
  26533. const colors = []; // create the radials
  26534. for (let i = 0; i <= radials; i++) {
  26535. const v = i / radials * (Math.PI * 2);
  26536. const x = Math.sin(v) * radius;
  26537. const z = Math.cos(v) * radius;
  26538. vertices.push(0, 0, 0);
  26539. vertices.push(x, 0, z);
  26540. const color = i & 1 ? color1 : color2;
  26541. colors.push(color.r, color.g, color.b);
  26542. colors.push(color.r, color.g, color.b);
  26543. } // create the circles
  26544. for (let i = 0; i <= circles; i++) {
  26545. const color = i & 1 ? color1 : color2;
  26546. const r = radius - radius / circles * i;
  26547. for (let j = 0; j < divisions; j++) {
  26548. // first vertex
  26549. let v = j / divisions * (Math.PI * 2);
  26550. let x = Math.sin(v) * r;
  26551. let z = Math.cos(v) * r;
  26552. vertices.push(x, 0, z);
  26553. colors.push(color.r, color.g, color.b); // second vertex
  26554. v = (j + 1) / divisions * (Math.PI * 2);
  26555. x = Math.sin(v) * r;
  26556. z = Math.cos(v) * r;
  26557. vertices.push(x, 0, z);
  26558. colors.push(color.r, color.g, color.b);
  26559. }
  26560. }
  26561. const geometry = new BufferGeometry();
  26562. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  26563. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  26564. const material = new LineBasicMaterial({
  26565. vertexColors: true,
  26566. toneMapped: false
  26567. });
  26568. super(geometry, material);
  26569. this.type = 'PolarGridHelper';
  26570. }
  26571. }
  26572. const _v1 = /*@__PURE__*/new Vector3();
  26573. const _v2 = /*@__PURE__*/new Vector3();
  26574. const _v3 = /*@__PURE__*/new Vector3();
  26575. class DirectionalLightHelper extends Object3D {
  26576. constructor(light, size, color) {
  26577. super();
  26578. this.light = light;
  26579. this.light.updateMatrixWorld();
  26580. this.matrix = light.matrixWorld;
  26581. this.matrixAutoUpdate = false;
  26582. this.color = color;
  26583. if (size === undefined) size = 1;
  26584. let geometry = new BufferGeometry();
  26585. geometry.setAttribute('position', new Float32BufferAttribute([-size, size, 0, size, size, 0, size, -size, 0, -size, -size, 0, -size, size, 0], 3));
  26586. const material = new LineBasicMaterial({
  26587. fog: false,
  26588. toneMapped: false
  26589. });
  26590. this.lightPlane = new Line(geometry, material);
  26591. this.add(this.lightPlane);
  26592. geometry = new BufferGeometry();
  26593. geometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 0, 1], 3));
  26594. this.targetLine = new Line(geometry, material);
  26595. this.add(this.targetLine);
  26596. this.update();
  26597. }
  26598. dispose() {
  26599. this.lightPlane.geometry.dispose();
  26600. this.lightPlane.material.dispose();
  26601. this.targetLine.geometry.dispose();
  26602. this.targetLine.material.dispose();
  26603. }
  26604. update() {
  26605. _v1.setFromMatrixPosition(this.light.matrixWorld);
  26606. _v2.setFromMatrixPosition(this.light.target.matrixWorld);
  26607. _v3.subVectors(_v2, _v1);
  26608. this.lightPlane.lookAt(_v2);
  26609. if (this.color !== undefined) {
  26610. this.lightPlane.material.color.set(this.color);
  26611. this.targetLine.material.color.set(this.color);
  26612. } else {
  26613. this.lightPlane.material.color.copy(this.light.color);
  26614. this.targetLine.material.color.copy(this.light.color);
  26615. }
  26616. this.targetLine.lookAt(_v2);
  26617. this.targetLine.scale.z = _v3.length();
  26618. }
  26619. }
  26620. const _vector = /*@__PURE__*/new Vector3();
  26621. const _camera = /*@__PURE__*/new Camera();
  26622. /**
  26623. * - shows frustum, line of sight and up of the camera
  26624. * - suitable for fast updates
  26625. * - based on frustum visualization in lightgl.js shadowmap example
  26626. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  26627. */
  26628. class CameraHelper extends LineSegments {
  26629. constructor(camera) {
  26630. const geometry = new BufferGeometry();
  26631. const material = new LineBasicMaterial({
  26632. color: 0xffffff,
  26633. vertexColors: true,
  26634. toneMapped: false
  26635. });
  26636. const vertices = [];
  26637. const colors = [];
  26638. const pointMap = {}; // colors
  26639. const colorFrustum = new Color(0xffaa00);
  26640. const colorCone = new Color(0xff0000);
  26641. const colorUp = new Color(0x00aaff);
  26642. const colorTarget = new Color(0xffffff);
  26643. const colorCross = new Color(0x333333); // near
  26644. addLine('n1', 'n2', colorFrustum);
  26645. addLine('n2', 'n4', colorFrustum);
  26646. addLine('n4', 'n3', colorFrustum);
  26647. addLine('n3', 'n1', colorFrustum); // far
  26648. addLine('f1', 'f2', colorFrustum);
  26649. addLine('f2', 'f4', colorFrustum);
  26650. addLine('f4', 'f3', colorFrustum);
  26651. addLine('f3', 'f1', colorFrustum); // sides
  26652. addLine('n1', 'f1', colorFrustum);
  26653. addLine('n2', 'f2', colorFrustum);
  26654. addLine('n3', 'f3', colorFrustum);
  26655. addLine('n4', 'f4', colorFrustum); // cone
  26656. addLine('p', 'n1', colorCone);
  26657. addLine('p', 'n2', colorCone);
  26658. addLine('p', 'n3', colorCone);
  26659. addLine('p', 'n4', colorCone); // up
  26660. addLine('u1', 'u2', colorUp);
  26661. addLine('u2', 'u3', colorUp);
  26662. addLine('u3', 'u1', colorUp); // target
  26663. addLine('c', 't', colorTarget);
  26664. addLine('p', 'c', colorCross); // cross
  26665. addLine('cn1', 'cn2', colorCross);
  26666. addLine('cn3', 'cn4', colorCross);
  26667. addLine('cf1', 'cf2', colorCross);
  26668. addLine('cf3', 'cf4', colorCross);
  26669. function addLine(a, b, color) {
  26670. addPoint(a, color);
  26671. addPoint(b, color);
  26672. }
  26673. function addPoint(id, color) {
  26674. vertices.push(0, 0, 0);
  26675. colors.push(color.r, color.g, color.b);
  26676. if (pointMap[id] === undefined) {
  26677. pointMap[id] = [];
  26678. }
  26679. pointMap[id].push(vertices.length / 3 - 1);
  26680. }
  26681. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  26682. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  26683. super(geometry, material);
  26684. this.type = 'CameraHelper';
  26685. this.camera = camera;
  26686. if (this.camera.updateProjectionMatrix) this.camera.updateProjectionMatrix();
  26687. this.matrix = camera.matrixWorld;
  26688. this.matrixAutoUpdate = false;
  26689. this.pointMap = pointMap;
  26690. this.update();
  26691. }
  26692. update() {
  26693. const geometry = this.geometry;
  26694. const pointMap = this.pointMap;
  26695. const w = 1,
  26696. h = 1; // we need just camera projection matrix inverse
  26697. // world matrix must be identity
  26698. _camera.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse); // center / target
  26699. setPoint('c', pointMap, geometry, _camera, 0, 0, -1);
  26700. setPoint('t', pointMap, geometry, _camera, 0, 0, 1); // near
  26701. setPoint('n1', pointMap, geometry, _camera, -w, -h, -1);
  26702. setPoint('n2', pointMap, geometry, _camera, w, -h, -1);
  26703. setPoint('n3', pointMap, geometry, _camera, -w, h, -1);
  26704. setPoint('n4', pointMap, geometry, _camera, w, h, -1); // far
  26705. setPoint('f1', pointMap, geometry, _camera, -w, -h, 1);
  26706. setPoint('f2', pointMap, geometry, _camera, w, -h, 1);
  26707. setPoint('f3', pointMap, geometry, _camera, -w, h, 1);
  26708. setPoint('f4', pointMap, geometry, _camera, w, h, 1); // up
  26709. setPoint('u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, -1);
  26710. setPoint('u2', pointMap, geometry, _camera, -w * 0.7, h * 1.1, -1);
  26711. setPoint('u3', pointMap, geometry, _camera, 0, h * 2, -1); // cross
  26712. setPoint('cf1', pointMap, geometry, _camera, -w, 0, 1);
  26713. setPoint('cf2', pointMap, geometry, _camera, w, 0, 1);
  26714. setPoint('cf3', pointMap, geometry, _camera, 0, -h, 1);
  26715. setPoint('cf4', pointMap, geometry, _camera, 0, h, 1);
  26716. setPoint('cn1', pointMap, geometry, _camera, -w, 0, -1);
  26717. setPoint('cn2', pointMap, geometry, _camera, w, 0, -1);
  26718. setPoint('cn3', pointMap, geometry, _camera, 0, -h, -1);
  26719. setPoint('cn4', pointMap, geometry, _camera, 0, h, -1);
  26720. geometry.getAttribute('position').needsUpdate = true;
  26721. }
  26722. dispose() {
  26723. this.geometry.dispose();
  26724. this.material.dispose();
  26725. }
  26726. }
  26727. function setPoint(point, pointMap, geometry, camera, x, y, z) {
  26728. _vector.set(x, y, z).unproject(camera);
  26729. const points = pointMap[point];
  26730. if (points !== undefined) {
  26731. const position = geometry.getAttribute('position');
  26732. for (let i = 0, l = points.length; i < l; i++) {
  26733. position.setXYZ(points[i], _vector.x, _vector.y, _vector.z);
  26734. }
  26735. }
  26736. }
  26737. const _box = /*@__PURE__*/new Box3();
  26738. class BoxHelper extends LineSegments {
  26739. constructor(object, color = 0xffff00) {
  26740. 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]);
  26741. const positions = new Float32Array(8 * 3);
  26742. const geometry = new BufferGeometry();
  26743. geometry.setIndex(new BufferAttribute(indices, 1));
  26744. geometry.setAttribute('position', new BufferAttribute(positions, 3));
  26745. super(geometry, new LineBasicMaterial({
  26746. color: color,
  26747. toneMapped: false
  26748. }));
  26749. this.object = object;
  26750. this.type = 'BoxHelper';
  26751. this.matrixAutoUpdate = false;
  26752. this.update();
  26753. }
  26754. update(object) {
  26755. if (object !== undefined) {
  26756. console.warn('THREE.BoxHelper: .update() has no longer arguments.');
  26757. }
  26758. if (this.object !== undefined) {
  26759. _box.setFromObject(this.object);
  26760. }
  26761. if (_box.isEmpty()) return;
  26762. const min = _box.min;
  26763. const max = _box.max;
  26764. /*
  26765. 5____4
  26766. 1/___0/|
  26767. | 6__|_7
  26768. 2/___3/
  26769. 0: max.x, max.y, max.z
  26770. 1: min.x, max.y, max.z
  26771. 2: min.x, min.y, max.z
  26772. 3: max.x, min.y, max.z
  26773. 4: max.x, max.y, min.z
  26774. 5: min.x, max.y, min.z
  26775. 6: min.x, min.y, min.z
  26776. 7: max.x, min.y, min.z
  26777. */
  26778. const position = this.geometry.attributes.position;
  26779. const array = position.array;
  26780. array[0] = max.x;
  26781. array[1] = max.y;
  26782. array[2] = max.z;
  26783. array[3] = min.x;
  26784. array[4] = max.y;
  26785. array[5] = max.z;
  26786. array[6] = min.x;
  26787. array[7] = min.y;
  26788. array[8] = max.z;
  26789. array[9] = max.x;
  26790. array[10] = min.y;
  26791. array[11] = max.z;
  26792. array[12] = max.x;
  26793. array[13] = max.y;
  26794. array[14] = min.z;
  26795. array[15] = min.x;
  26796. array[16] = max.y;
  26797. array[17] = min.z;
  26798. array[18] = min.x;
  26799. array[19] = min.y;
  26800. array[20] = min.z;
  26801. array[21] = max.x;
  26802. array[22] = min.y;
  26803. array[23] = min.z;
  26804. position.needsUpdate = true;
  26805. this.geometry.computeBoundingSphere();
  26806. }
  26807. setFromObject(object) {
  26808. this.object = object;
  26809. this.update();
  26810. return this;
  26811. }
  26812. copy(source) {
  26813. LineSegments.prototype.copy.call(this, source);
  26814. this.object = source.object;
  26815. return this;
  26816. }
  26817. }
  26818. class Box3Helper extends LineSegments {
  26819. constructor(box, color = 0xffff00) {
  26820. 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]);
  26821. 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];
  26822. const geometry = new BufferGeometry();
  26823. geometry.setIndex(new BufferAttribute(indices, 1));
  26824. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  26825. super(geometry, new LineBasicMaterial({
  26826. color: color,
  26827. toneMapped: false
  26828. }));
  26829. this.box = box;
  26830. this.type = 'Box3Helper';
  26831. this.geometry.computeBoundingSphere();
  26832. }
  26833. updateMatrixWorld(force) {
  26834. const box = this.box;
  26835. if (box.isEmpty()) return;
  26836. box.getCenter(this.position);
  26837. box.getSize(this.scale);
  26838. this.scale.multiplyScalar(0.5);
  26839. super.updateMatrixWorld(force);
  26840. }
  26841. }
  26842. class PlaneHelper extends Line {
  26843. constructor(plane, size = 1, hex = 0xffff00) {
  26844. const color = hex;
  26845. 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];
  26846. const geometry = new BufferGeometry();
  26847. geometry.setAttribute('position', new Float32BufferAttribute(positions, 3));
  26848. geometry.computeBoundingSphere();
  26849. super(geometry, new LineBasicMaterial({
  26850. color: color,
  26851. toneMapped: false
  26852. }));
  26853. this.type = 'PlaneHelper';
  26854. this.plane = plane;
  26855. this.size = size;
  26856. const positions2 = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1];
  26857. const geometry2 = new BufferGeometry();
  26858. geometry2.setAttribute('position', new Float32BufferAttribute(positions2, 3));
  26859. geometry2.computeBoundingSphere();
  26860. this.add(new Mesh(geometry2, new MeshBasicMaterial({
  26861. color: color,
  26862. opacity: 0.2,
  26863. transparent: true,
  26864. depthWrite: false,
  26865. toneMapped: false
  26866. })));
  26867. }
  26868. updateMatrixWorld(force) {
  26869. let scale = -this.plane.constant;
  26870. if (Math.abs(scale) < 1e-8) scale = 1e-8; // sign does not matter
  26871. this.scale.set(0.5 * this.size, 0.5 * this.size, scale);
  26872. this.children[0].material.side = scale < 0 ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  26873. this.lookAt(this.plane.normal);
  26874. super.updateMatrixWorld(force);
  26875. }
  26876. }
  26877. const _axis = /*@__PURE__*/new Vector3();
  26878. let _lineGeometry, _coneGeometry;
  26879. class ArrowHelper extends Object3D {
  26880. // dir is assumed to be normalized
  26881. 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) {
  26882. super();
  26883. this.type = 'ArrowHelper';
  26884. if (_lineGeometry === undefined) {
  26885. _lineGeometry = new BufferGeometry();
  26886. _lineGeometry.setAttribute('position', new Float32BufferAttribute([0, 0, 0, 0, 1, 0], 3));
  26887. _coneGeometry = new CylinderGeometry(0, 0.5, 1, 5, 1);
  26888. _coneGeometry.translate(0, -0.5, 0);
  26889. }
  26890. this.position.copy(origin);
  26891. this.line = new Line(_lineGeometry, new LineBasicMaterial({
  26892. color: color,
  26893. toneMapped: false
  26894. }));
  26895. this.line.matrixAutoUpdate = false;
  26896. this.add(this.line);
  26897. this.cone = new Mesh(_coneGeometry, new MeshBasicMaterial({
  26898. color: color,
  26899. toneMapped: false
  26900. }));
  26901. this.cone.matrixAutoUpdate = false;
  26902. this.add(this.cone);
  26903. this.setDirection(dir);
  26904. this.setLength(length, headLength, headWidth);
  26905. }
  26906. setDirection(dir) {
  26907. // dir is assumed to be normalized
  26908. if (dir.y > 0.99999) {
  26909. this.quaternion.set(0, 0, 0, 1);
  26910. } else if (dir.y < -0.99999) {
  26911. this.quaternion.set(1, 0, 0, 0);
  26912. } else {
  26913. _axis.set(dir.z, 0, -dir.x).normalize();
  26914. const radians = Math.acos(dir.y);
  26915. this.quaternion.setFromAxisAngle(_axis, radians);
  26916. }
  26917. }
  26918. setLength(length, headLength = length * 0.2, headWidth = headLength * 0.2) {
  26919. this.line.scale.set(1, Math.max(0.0001, length - headLength), 1); // see #17458
  26920. this.line.updateMatrix();
  26921. this.cone.scale.set(headWidth, headLength, headWidth);
  26922. this.cone.position.y = length;
  26923. this.cone.updateMatrix();
  26924. }
  26925. setColor(color) {
  26926. this.line.material.color.set(color);
  26927. this.cone.material.color.set(color);
  26928. }
  26929. copy(source) {
  26930. super.copy(source, false);
  26931. this.line.copy(source.line);
  26932. this.cone.copy(source.cone);
  26933. return this;
  26934. }
  26935. }
  26936. class AxesHelper extends LineSegments {
  26937. constructor(size = 1) {
  26938. const vertices = [0, 0, 0, size, 0, 0, 0, 0, 0, 0, size, 0, 0, 0, 0, 0, 0, size];
  26939. const colors = [1, 0, 0, 1, 0.6, 0, 0, 1, 0, 0.6, 1, 0, 0, 0, 1, 0, 0.6, 1];
  26940. const geometry = new BufferGeometry();
  26941. geometry.setAttribute('position', new Float32BufferAttribute(vertices, 3));
  26942. geometry.setAttribute('color', new Float32BufferAttribute(colors, 3));
  26943. const material = new LineBasicMaterial({
  26944. vertexColors: true,
  26945. toneMapped: false
  26946. });
  26947. super(geometry, material);
  26948. this.type = 'AxesHelper';
  26949. }
  26950. dispose() {
  26951. this.geometry.dispose();
  26952. this.material.dispose();
  26953. }
  26954. }
  26955. const _floatView = new Float32Array(1);
  26956. const _int32View = new Int32Array(_floatView.buffer);
  26957. class DataUtils {
  26958. // Converts float32 to float16 (stored as uint16 value).
  26959. static toHalfFloat(val) {
  26960. // Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410
  26961. /* This method is faster than the OpenEXR implementation (very often
  26962. * used, eg. in Ogre), with the additional benefit of rounding, inspired
  26963. * by James Tursa?s half-precision code. */
  26964. _floatView[0] = val;
  26965. const x = _int32View[0];
  26966. let bits = x >> 16 & 0x8000;
  26967. /* Get the sign */
  26968. let m = x >> 12 & 0x07ff;
  26969. /* Keep one extra bit for rounding */
  26970. const e = x >> 23 & 0xff;
  26971. /* Using int is faster here */
  26972. /* If zero, or denormal, or exponent underflows too much for a denormal
  26973. * half, return signed zero. */
  26974. if (e < 103) return bits;
  26975. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  26976. if (e > 142) {
  26977. bits |= 0x7c00;
  26978. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  26979. * not Inf, so make sure we set one mantissa bit too. */
  26980. bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;
  26981. return bits;
  26982. }
  26983. /* If exponent underflows but not too much, return a denormal */
  26984. if (e < 113) {
  26985. m |= 0x0800;
  26986. /* Extra rounding may overflow and set mantissa to 0 and exponent
  26987. * to 1, which is OK. */
  26988. bits |= (m >> 114 - e) + (m >> 113 - e & 1);
  26989. return bits;
  26990. }
  26991. bits |= e - 112 << 10 | m >> 1;
  26992. /* Extra rounding. An overflow will set mantissa to 0 and increment
  26993. * the exponent, which is OK. */
  26994. bits += m & 1;
  26995. return bits;
  26996. }
  26997. }
  26998. const LOD_MIN = 4;
  26999. const LOD_MAX = 8;
  27000. const SIZE_MAX = Math.pow(2, LOD_MAX); // The standard deviations (radians) associated with the extra mips. These are
  27001. // chosen to approximate a Trowbridge-Reitz distribution function times the
  27002. // geometric shadowing function. These sigma values squared must match the
  27003. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  27004. const EXTRA_LOD_SIGMA = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582];
  27005. 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
  27006. // samples and exit early, but not recompile the shader.
  27007. const MAX_SAMPLES = 20;
  27008. const ENCODINGS = {
  27009. [LinearEncoding]: 0,
  27010. [sRGBEncoding]: 1,
  27011. [RGBEEncoding]: 2,
  27012. [RGBM7Encoding]: 3,
  27013. [RGBM16Encoding]: 4,
  27014. [RGBDEncoding]: 5,
  27015. [GammaEncoding]: 6
  27016. };
  27017. const backgroundMaterial = new MeshBasicMaterial({
  27018. side: BackSide,
  27019. depthWrite: false,
  27020. depthTest: false
  27021. });
  27022. const backgroundBox = new Mesh(new BoxGeometry(), backgroundMaterial);
  27023. const _flatCamera = /*@__PURE__*/new OrthographicCamera();
  27024. const {
  27025. _lodPlanes,
  27026. _sizeLods,
  27027. _sigmas
  27028. } = /*@__PURE__*/_createPlanes();
  27029. const _clearColor = /*@__PURE__*/new Color();
  27030. let _oldTarget = null; // Golden Ratio
  27031. const PHI = (1 + Math.sqrt(5)) / 2;
  27032. const INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the
  27033. // same axis), used as axis directions evenly spread on a sphere.
  27034. 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)];
  27035. /**
  27036. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  27037. * (PMREM) from a cubeMap environment texture. This allows different levels of
  27038. * blur to be quickly accessed based on material roughness. It is packed into a
  27039. * special CubeUV format that allows us to perform custom interpolation so that
  27040. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  27041. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  27042. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  27043. * higher roughness levels. In this way we maintain resolution to smoothly
  27044. * interpolate diffuse lighting while limiting sampling computation.
  27045. *
  27046. * Paper: Fast, Accurate Image-Based Lighting
  27047. * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
  27048. */
  27049. function convertLinearToRGBE(color) {
  27050. const maxComponent = Math.max(color.r, color.g, color.b);
  27051. const fExp = Math.min(Math.max(Math.ceil(Math.log2(maxComponent)), -128.0), 127.0);
  27052. color.multiplyScalar(Math.pow(2.0, -fExp));
  27053. const alpha = (fExp + 128.0) / 255.0;
  27054. return alpha;
  27055. }
  27056. class PMREMGenerator {
  27057. constructor(renderer) {
  27058. this._renderer = renderer;
  27059. this._pingPongRenderTarget = null;
  27060. this._blurMaterial = _getBlurShader(MAX_SAMPLES);
  27061. this._equirectShader = null;
  27062. this._cubemapShader = null;
  27063. this._compileMaterial(this._blurMaterial);
  27064. }
  27065. /**
  27066. * Generates a PMREM from a supplied Scene, which can be faster than using an
  27067. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  27068. * in radians to be applied to the scene before PMREM generation. Optional near
  27069. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  27070. * is placed at the origin).
  27071. */
  27072. fromScene(scene, sigma = 0, near = 0.1, far = 100) {
  27073. _oldTarget = this._renderer.getRenderTarget();
  27074. const cubeUVRenderTarget = this._allocateTargets();
  27075. this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget);
  27076. if (sigma > 0) {
  27077. this._blur(cubeUVRenderTarget, 0, 0, sigma);
  27078. }
  27079. this._applyPMREM(cubeUVRenderTarget);
  27080. this._cleanup(cubeUVRenderTarget);
  27081. return cubeUVRenderTarget;
  27082. }
  27083. /**
  27084. * Generates a PMREM from an equirectangular texture, which can be either LDR
  27085. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  27086. * as this matches best with the 256 x 256 cubemap output.
  27087. */
  27088. fromEquirectangular(equirectangular) {
  27089. return this._fromTexture(equirectangular);
  27090. }
  27091. /**
  27092. * Generates a PMREM from an cubemap texture, which can be either LDR
  27093. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  27094. * as this matches best with the 256 x 256 cubemap output.
  27095. */
  27096. fromCubemap(cubemap) {
  27097. return this._fromTexture(cubemap);
  27098. }
  27099. /**
  27100. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  27101. * your texture's network fetch for increased concurrency.
  27102. */
  27103. compileCubemapShader() {
  27104. if (this._cubemapShader === null) {
  27105. this._cubemapShader = _getCubemapShader();
  27106. this._compileMaterial(this._cubemapShader);
  27107. }
  27108. }
  27109. /**
  27110. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  27111. * your texture's network fetch for increased concurrency.
  27112. */
  27113. compileEquirectangularShader() {
  27114. if (this._equirectShader === null) {
  27115. this._equirectShader = _getEquirectShader();
  27116. this._compileMaterial(this._equirectShader);
  27117. }
  27118. }
  27119. /**
  27120. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  27121. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  27122. * one of them will cause any others to also become unusable.
  27123. */
  27124. dispose() {
  27125. this._blurMaterial.dispose();
  27126. if (this._cubemapShader !== null) this._cubemapShader.dispose();
  27127. if (this._equirectShader !== null) this._equirectShader.dispose();
  27128. for (let i = 0; i < _lodPlanes.length; i++) {
  27129. _lodPlanes[i].dispose();
  27130. }
  27131. } // private interface
  27132. _cleanup(outputTarget) {
  27133. this._pingPongRenderTarget.dispose();
  27134. this._renderer.setRenderTarget(_oldTarget);
  27135. outputTarget.scissorTest = false;
  27136. _setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
  27137. }
  27138. _fromTexture(texture) {
  27139. _oldTarget = this._renderer.getRenderTarget();
  27140. const cubeUVRenderTarget = this._allocateTargets(texture);
  27141. this._textureToCubeUV(texture, cubeUVRenderTarget);
  27142. this._applyPMREM(cubeUVRenderTarget);
  27143. this._cleanup(cubeUVRenderTarget);
  27144. return cubeUVRenderTarget;
  27145. }
  27146. _allocateTargets(texture) {
  27147. // warning: null texture is valid
  27148. const params = {
  27149. magFilter: NearestFilter,
  27150. minFilter: NearestFilter,
  27151. generateMipmaps: false,
  27152. type: UnsignedByteType,
  27153. format: RGBEFormat,
  27154. encoding: _isLDR(texture) ? texture.encoding : RGBEEncoding,
  27155. depthBuffer: false
  27156. };
  27157. const cubeUVRenderTarget = _createRenderTarget(params);
  27158. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  27159. this._pingPongRenderTarget = _createRenderTarget(params);
  27160. return cubeUVRenderTarget;
  27161. }
  27162. _compileMaterial(material) {
  27163. const tmpMesh = new Mesh(_lodPlanes[0], material);
  27164. this._renderer.compile(tmpMesh, _flatCamera);
  27165. }
  27166. _sceneToCubeUV(scene, near, far, cubeUVRenderTarget) {
  27167. const fov = 90;
  27168. const aspect = 1;
  27169. const cubeCamera = new PerspectiveCamera(fov, aspect, near, far);
  27170. const upSign = [1, -1, 1, 1, 1, 1];
  27171. const forwardSign = [1, 1, 1, -1, -1, -1];
  27172. const renderer = this._renderer;
  27173. const originalAutoClear = renderer.autoClear;
  27174. const outputEncoding = renderer.outputEncoding;
  27175. const toneMapping = renderer.toneMapping;
  27176. renderer.getClearColor(_clearColor);
  27177. renderer.toneMapping = NoToneMapping;
  27178. renderer.outputEncoding = LinearEncoding;
  27179. renderer.autoClear = false;
  27180. let useSolidColor = false;
  27181. const background = scene.background;
  27182. if (background) {
  27183. if (background.isColor) {
  27184. backgroundMaterial.color.copy(background).convertSRGBToLinear();
  27185. scene.background = null;
  27186. const alpha = convertLinearToRGBE(backgroundMaterial.color);
  27187. backgroundMaterial.opacity = alpha;
  27188. useSolidColor = true;
  27189. }
  27190. } else {
  27191. backgroundMaterial.color.copy(_clearColor).convertSRGBToLinear();
  27192. const alpha = convertLinearToRGBE(backgroundMaterial.color);
  27193. backgroundMaterial.opacity = alpha;
  27194. useSolidColor = true;
  27195. }
  27196. for (let i = 0; i < 6; i++) {
  27197. const col = i % 3;
  27198. if (col == 0) {
  27199. cubeCamera.up.set(0, upSign[i], 0);
  27200. cubeCamera.lookAt(forwardSign[i], 0, 0);
  27201. } else if (col == 1) {
  27202. cubeCamera.up.set(0, 0, upSign[i]);
  27203. cubeCamera.lookAt(0, forwardSign[i], 0);
  27204. } else {
  27205. cubeCamera.up.set(0, upSign[i], 0);
  27206. cubeCamera.lookAt(0, 0, forwardSign[i]);
  27207. }
  27208. _setViewport(cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX);
  27209. renderer.setRenderTarget(cubeUVRenderTarget);
  27210. if (useSolidColor) {
  27211. renderer.render(backgroundBox, cubeCamera);
  27212. }
  27213. renderer.render(scene, cubeCamera);
  27214. }
  27215. renderer.toneMapping = toneMapping;
  27216. renderer.outputEncoding = outputEncoding;
  27217. renderer.autoClear = originalAutoClear;
  27218. }
  27219. _textureToCubeUV(texture, cubeUVRenderTarget) {
  27220. const renderer = this._renderer;
  27221. if (texture.isCubeTexture) {
  27222. if (this._cubemapShader == null) {
  27223. this._cubemapShader = _getCubemapShader();
  27224. }
  27225. } else {
  27226. if (this._equirectShader == null) {
  27227. this._equirectShader = _getEquirectShader();
  27228. }
  27229. }
  27230. const material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  27231. const mesh = new Mesh(_lodPlanes[0], material);
  27232. const uniforms = material.uniforms;
  27233. uniforms['envMap'].value = texture;
  27234. if (!texture.isCubeTexture) {
  27235. uniforms['texelSize'].value.set(1.0 / texture.image.width, 1.0 / texture.image.height);
  27236. }
  27237. uniforms['inputEncoding'].value = ENCODINGS[texture.encoding];
  27238. uniforms['outputEncoding'].value = ENCODINGS[cubeUVRenderTarget.texture.encoding];
  27239. _setViewport(cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX);
  27240. renderer.setRenderTarget(cubeUVRenderTarget);
  27241. renderer.render(mesh, _flatCamera);
  27242. }
  27243. _applyPMREM(cubeUVRenderTarget) {
  27244. const renderer = this._renderer;
  27245. const autoClear = renderer.autoClear;
  27246. renderer.autoClear = false;
  27247. for (let i = 1; i < TOTAL_LODS; i++) {
  27248. const sigma = Math.sqrt(_sigmas[i] * _sigmas[i] - _sigmas[i - 1] * _sigmas[i - 1]);
  27249. const poleAxis = _axisDirections[(i - 1) % _axisDirections.length];
  27250. this._blur(cubeUVRenderTarget, i - 1, i, sigma, poleAxis);
  27251. }
  27252. renderer.autoClear = autoClear;
  27253. }
  27254. /**
  27255. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  27256. * vertically and horizontally, but this breaks down on a cube. Here we apply
  27257. * the blur latitudinally (around the poles), and then longitudinally (towards
  27258. * the poles) to approximate the orthogonally-separable blur. It is least
  27259. * accurate at the poles, but still does a decent job.
  27260. */
  27261. _blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
  27262. const pingPongRenderTarget = this._pingPongRenderTarget;
  27263. this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis);
  27264. this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis);
  27265. }
  27266. _halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
  27267. const renderer = this._renderer;
  27268. const blurMaterial = this._blurMaterial;
  27269. if (direction !== 'latitudinal' && direction !== 'longitudinal') {
  27270. console.error('blur direction must be either latitudinal or longitudinal!');
  27271. } // Number of standard deviations at which to cut off the discrete approximation.
  27272. const STANDARD_DEVIATIONS = 3;
  27273. const blurMesh = new Mesh(_lodPlanes[lodOut], blurMaterial);
  27274. const blurUniforms = blurMaterial.uniforms;
  27275. const pixels = _sizeLods[lodIn] - 1;
  27276. const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / (2 * MAX_SAMPLES - 1);
  27277. const sigmaPixels = sigmaRadians / radiansPerPixel;
  27278. const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
  27279. if (samples > MAX_SAMPLES) {
  27280. console.warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);
  27281. }
  27282. const weights = [];
  27283. let sum = 0;
  27284. for (let i = 0; i < MAX_SAMPLES; ++i) {
  27285. const x = i / sigmaPixels;
  27286. const weight = Math.exp(-x * x / 2);
  27287. weights.push(weight);
  27288. if (i == 0) {
  27289. sum += weight;
  27290. } else if (i < samples) {
  27291. sum += 2 * weight;
  27292. }
  27293. }
  27294. for (let i = 0; i < weights.length; i++) {
  27295. weights[i] = weights[i] / sum;
  27296. }
  27297. blurUniforms['envMap'].value = targetIn.texture;
  27298. blurUniforms['samples'].value = samples;
  27299. blurUniforms['weights'].value = weights;
  27300. blurUniforms['latitudinal'].value = direction === 'latitudinal';
  27301. if (poleAxis) {
  27302. blurUniforms['poleAxis'].value = poleAxis;
  27303. }
  27304. blurUniforms['dTheta'].value = radiansPerPixel;
  27305. blurUniforms['mipInt'].value = LOD_MAX - lodIn;
  27306. blurUniforms['inputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
  27307. blurUniforms['outputEncoding'].value = ENCODINGS[targetIn.texture.encoding];
  27308. const outputSize = _sizeLods[lodOut];
  27309. const x = 3 * Math.max(0, SIZE_MAX - 2 * outputSize);
  27310. const y = (lodOut === 0 ? 0 : 2 * SIZE_MAX) + 2 * outputSize * (lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0);
  27311. _setViewport(targetOut, x, y, 3 * outputSize, 2 * outputSize);
  27312. renderer.setRenderTarget(targetOut);
  27313. renderer.render(blurMesh, _flatCamera);
  27314. }
  27315. }
  27316. function _isLDR(texture) {
  27317. if (texture === undefined || texture.type !== UnsignedByteType) return false;
  27318. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  27319. }
  27320. function _createPlanes() {
  27321. const _lodPlanes = [];
  27322. const _sizeLods = [];
  27323. const _sigmas = [];
  27324. let lod = LOD_MAX;
  27325. for (let i = 0; i < TOTAL_LODS; i++) {
  27326. const sizeLod = Math.pow(2, lod);
  27327. _sizeLods.push(sizeLod);
  27328. let sigma = 1.0 / sizeLod;
  27329. if (i > LOD_MAX - LOD_MIN) {
  27330. sigma = EXTRA_LOD_SIGMA[i - LOD_MAX + LOD_MIN - 1];
  27331. } else if (i == 0) {
  27332. sigma = 0;
  27333. }
  27334. _sigmas.push(sigma);
  27335. const texelSize = 1.0 / (sizeLod - 1);
  27336. const min = -texelSize / 2;
  27337. const max = 1 + texelSize / 2;
  27338. const uv1 = [min, min, max, min, max, max, min, min, max, max, min, max];
  27339. const cubeFaces = 6;
  27340. const vertices = 6;
  27341. const positionSize = 3;
  27342. const uvSize = 2;
  27343. const faceIndexSize = 1;
  27344. const position = new Float32Array(positionSize * vertices * cubeFaces);
  27345. const uv = new Float32Array(uvSize * vertices * cubeFaces);
  27346. const faceIndex = new Float32Array(faceIndexSize * vertices * cubeFaces);
  27347. for (let face = 0; face < cubeFaces; face++) {
  27348. const x = face % 3 * 2 / 3 - 1;
  27349. const y = face > 2 ? 0 : -1;
  27350. 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];
  27351. position.set(coordinates, positionSize * vertices * face);
  27352. uv.set(uv1, uvSize * vertices * face);
  27353. const fill = [face, face, face, face, face, face];
  27354. faceIndex.set(fill, faceIndexSize * vertices * face);
  27355. }
  27356. const planes = new BufferGeometry();
  27357. planes.setAttribute('position', new BufferAttribute(position, positionSize));
  27358. planes.setAttribute('uv', new BufferAttribute(uv, uvSize));
  27359. planes.setAttribute('faceIndex', new BufferAttribute(faceIndex, faceIndexSize));
  27360. _lodPlanes.push(planes);
  27361. if (lod > LOD_MIN) {
  27362. lod--;
  27363. }
  27364. }
  27365. return {
  27366. _lodPlanes,
  27367. _sizeLods,
  27368. _sigmas
  27369. };
  27370. }
  27371. function _createRenderTarget(params) {
  27372. const cubeUVRenderTarget = new WebGLRenderTarget(3 * SIZE_MAX, 3 * SIZE_MAX, params);
  27373. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  27374. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  27375. cubeUVRenderTarget.scissorTest = true;
  27376. return cubeUVRenderTarget;
  27377. }
  27378. function _setViewport(target, x, y, width, height) {
  27379. target.viewport.set(x, y, width, height);
  27380. target.scissor.set(x, y, width, height);
  27381. }
  27382. function _getBlurShader(maxSamples) {
  27383. const weights = new Float32Array(maxSamples);
  27384. const poleAxis = new Vector3(0, 1, 0);
  27385. const shaderMaterial = new RawShaderMaterial({
  27386. name: 'SphericalGaussianBlur',
  27387. defines: {
  27388. 'n': maxSamples
  27389. },
  27390. uniforms: {
  27391. 'envMap': {
  27392. value: null
  27393. },
  27394. 'samples': {
  27395. value: 1
  27396. },
  27397. 'weights': {
  27398. value: weights
  27399. },
  27400. 'latitudinal': {
  27401. value: false
  27402. },
  27403. 'dTheta': {
  27404. value: 0
  27405. },
  27406. 'mipInt': {
  27407. value: 0
  27408. },
  27409. 'poleAxis': {
  27410. value: poleAxis
  27411. },
  27412. 'inputEncoding': {
  27413. value: ENCODINGS[LinearEncoding]
  27414. },
  27415. 'outputEncoding': {
  27416. value: ENCODINGS[LinearEncoding]
  27417. }
  27418. },
  27419. vertexShader: _getCommonVertexShader(),
  27420. fragmentShader:
  27421. /* glsl */
  27422. `
  27423. precision mediump float;
  27424. precision mediump int;
  27425. varying vec3 vOutputDirection;
  27426. uniform sampler2D envMap;
  27427. uniform int samples;
  27428. uniform float weights[ n ];
  27429. uniform bool latitudinal;
  27430. uniform float dTheta;
  27431. uniform float mipInt;
  27432. uniform vec3 poleAxis;
  27433. ${_getEncodings()}
  27434. #define ENVMAP_TYPE_CUBE_UV
  27435. #include <cube_uv_reflection_fragment>
  27436. vec3 getSample( float theta, vec3 axis ) {
  27437. float cosTheta = cos( theta );
  27438. // Rodrigues' axis-angle rotation
  27439. vec3 sampleDirection = vOutputDirection * cosTheta
  27440. + cross( axis, vOutputDirection ) * sin( theta )
  27441. + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
  27442. return bilinearCubeUV( envMap, sampleDirection, mipInt );
  27443. }
  27444. void main() {
  27445. vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
  27446. if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
  27447. axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
  27448. }
  27449. axis = normalize( axis );
  27450. gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
  27451. gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
  27452. for ( int i = 1; i < n; i++ ) {
  27453. if ( i >= samples ) {
  27454. break;
  27455. }
  27456. float theta = dTheta * float( i );
  27457. gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
  27458. gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
  27459. }
  27460. gl_FragColor = linearToOutputTexel( gl_FragColor );
  27461. }
  27462. `,
  27463. blending: NoBlending,
  27464. depthTest: false,
  27465. depthWrite: false
  27466. });
  27467. return shaderMaterial;
  27468. }
  27469. function _getEquirectShader() {
  27470. const texelSize = new Vector2(1, 1);
  27471. const shaderMaterial = new RawShaderMaterial({
  27472. name: 'EquirectangularToCubeUV',
  27473. uniforms: {
  27474. 'envMap': {
  27475. value: null
  27476. },
  27477. 'texelSize': {
  27478. value: texelSize
  27479. },
  27480. 'inputEncoding': {
  27481. value: ENCODINGS[LinearEncoding]
  27482. },
  27483. 'outputEncoding': {
  27484. value: ENCODINGS[LinearEncoding]
  27485. }
  27486. },
  27487. vertexShader: _getCommonVertexShader(),
  27488. fragmentShader:
  27489. /* glsl */
  27490. `
  27491. precision mediump float;
  27492. precision mediump int;
  27493. varying vec3 vOutputDirection;
  27494. uniform sampler2D envMap;
  27495. uniform vec2 texelSize;
  27496. ${_getEncodings()}
  27497. #include <common>
  27498. void main() {
  27499. gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
  27500. vec3 outputDirection = normalize( vOutputDirection );
  27501. vec2 uv = equirectUv( outputDirection );
  27502. vec2 f = fract( uv / texelSize - 0.5 );
  27503. uv -= f * texelSize;
  27504. vec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  27505. uv.x += texelSize.x;
  27506. vec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  27507. uv.y += texelSize.y;
  27508. vec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  27509. uv.x -= texelSize.x;
  27510. vec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;
  27511. vec3 tm = mix( tl, tr, f.x );
  27512. vec3 bm = mix( bl, br, f.x );
  27513. gl_FragColor.rgb = mix( tm, bm, f.y );
  27514. gl_FragColor = linearToOutputTexel( gl_FragColor );
  27515. }
  27516. `,
  27517. blending: NoBlending,
  27518. depthTest: false,
  27519. depthWrite: false
  27520. });
  27521. return shaderMaterial;
  27522. }
  27523. function _getCubemapShader() {
  27524. const shaderMaterial = new RawShaderMaterial({
  27525. name: 'CubemapToCubeUV',
  27526. uniforms: {
  27527. 'envMap': {
  27528. value: null
  27529. },
  27530. 'inputEncoding': {
  27531. value: ENCODINGS[LinearEncoding]
  27532. },
  27533. 'outputEncoding': {
  27534. value: ENCODINGS[LinearEncoding]
  27535. }
  27536. },
  27537. vertexShader: _getCommonVertexShader(),
  27538. fragmentShader:
  27539. /* glsl */
  27540. `
  27541. precision mediump float;
  27542. precision mediump int;
  27543. varying vec3 vOutputDirection;
  27544. uniform samplerCube envMap;
  27545. ${_getEncodings()}
  27546. void main() {
  27547. gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
  27548. gl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;
  27549. gl_FragColor = linearToOutputTexel( gl_FragColor );
  27550. }
  27551. `,
  27552. blending: NoBlending,
  27553. depthTest: false,
  27554. depthWrite: false
  27555. });
  27556. return shaderMaterial;
  27557. }
  27558. function _getCommonVertexShader() {
  27559. return (
  27560. /* glsl */
  27561. `
  27562. precision mediump float;
  27563. precision mediump int;
  27564. attribute vec3 position;
  27565. attribute vec2 uv;
  27566. attribute float faceIndex;
  27567. varying vec3 vOutputDirection;
  27568. // RH coordinate system; PMREM face-indexing convention
  27569. vec3 getDirection( vec2 uv, float face ) {
  27570. uv = 2.0 * uv - 1.0;
  27571. vec3 direction = vec3( uv, 1.0 );
  27572. if ( face == 0.0 ) {
  27573. direction = direction.zyx; // ( 1, v, u ) pos x
  27574. } else if ( face == 1.0 ) {
  27575. direction = direction.xzy;
  27576. direction.xz *= -1.0; // ( -u, 1, -v ) pos y
  27577. } else if ( face == 2.0 ) {
  27578. direction.x *= -1.0; // ( -u, v, 1 ) pos z
  27579. } else if ( face == 3.0 ) {
  27580. direction = direction.zyx;
  27581. direction.xz *= -1.0; // ( -1, v, -u ) neg x
  27582. } else if ( face == 4.0 ) {
  27583. direction = direction.xzy;
  27584. direction.xy *= -1.0; // ( -u, -1, v ) neg y
  27585. } else if ( face == 5.0 ) {
  27586. direction.z *= -1.0; // ( u, v, -1 ) neg z
  27587. }
  27588. return direction;
  27589. }
  27590. void main() {
  27591. vOutputDirection = getDirection( uv, faceIndex );
  27592. gl_Position = vec4( position, 1.0 );
  27593. }
  27594. `
  27595. );
  27596. }
  27597. function _getEncodings() {
  27598. return (
  27599. /* glsl */
  27600. `
  27601. uniform int inputEncoding;
  27602. uniform int outputEncoding;
  27603. #include <encodings_pars_fragment>
  27604. vec4 inputTexelToLinear( vec4 value ) {
  27605. if ( inputEncoding == 0 ) {
  27606. return value;
  27607. } else if ( inputEncoding == 1 ) {
  27608. return sRGBToLinear( value );
  27609. } else if ( inputEncoding == 2 ) {
  27610. return RGBEToLinear( value );
  27611. } else if ( inputEncoding == 3 ) {
  27612. return RGBMToLinear( value, 7.0 );
  27613. } else if ( inputEncoding == 4 ) {
  27614. return RGBMToLinear( value, 16.0 );
  27615. } else if ( inputEncoding == 5 ) {
  27616. return RGBDToLinear( value, 256.0 );
  27617. } else {
  27618. return GammaToLinear( value, 2.2 );
  27619. }
  27620. }
  27621. vec4 linearToOutputTexel( vec4 value ) {
  27622. if ( outputEncoding == 0 ) {
  27623. return value;
  27624. } else if ( outputEncoding == 1 ) {
  27625. return LinearTosRGB( value );
  27626. } else if ( outputEncoding == 2 ) {
  27627. return LinearToRGBE( value );
  27628. } else if ( outputEncoding == 3 ) {
  27629. return LinearToRGBM( value, 7.0 );
  27630. } else if ( outputEncoding == 4 ) {
  27631. return LinearToRGBM( value, 16.0 );
  27632. } else if ( outputEncoding == 5 ) {
  27633. return LinearToRGBD( value, 256.0 );
  27634. } else {
  27635. return LinearToGamma( value, 2.2 );
  27636. }
  27637. }
  27638. vec4 envMapTexelToLinear( vec4 color ) {
  27639. return inputTexelToLinear( color );
  27640. }
  27641. `
  27642. );
  27643. }
  27644. const LineStrip = 0;
  27645. const LinePieces = 1;
  27646. const NoColors = 0;
  27647. const FaceColors = 1;
  27648. const VertexColors = 2;
  27649. function MeshFaceMaterial(materials) {
  27650. console.warn('THREE.MeshFaceMaterial has been removed. Use an Array instead.');
  27651. return materials;
  27652. }
  27653. function MultiMaterial(materials = []) {
  27654. console.warn('THREE.MultiMaterial has been removed. Use an Array instead.');
  27655. materials.isMultiMaterial = true;
  27656. materials.materials = materials;
  27657. materials.clone = function () {
  27658. return materials.slice();
  27659. };
  27660. return materials;
  27661. }
  27662. function PointCloud(geometry, material) {
  27663. console.warn('THREE.PointCloud has been renamed to THREE.Points.');
  27664. return new Points(geometry, material);
  27665. }
  27666. function Particle(material) {
  27667. console.warn('THREE.Particle has been renamed to THREE.Sprite.');
  27668. return new Sprite(material);
  27669. }
  27670. function ParticleSystem(geometry, material) {
  27671. console.warn('THREE.ParticleSystem has been renamed to THREE.Points.');
  27672. return new Points(geometry, material);
  27673. }
  27674. function PointCloudMaterial(parameters) {
  27675. console.warn('THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.');
  27676. return new PointsMaterial(parameters);
  27677. }
  27678. function ParticleBasicMaterial(parameters) {
  27679. console.warn('THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.');
  27680. return new PointsMaterial(parameters);
  27681. }
  27682. function ParticleSystemMaterial(parameters) {
  27683. console.warn('THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.');
  27684. return new PointsMaterial(parameters);
  27685. }
  27686. function Vertex(x, y, z) {
  27687. console.warn('THREE.Vertex has been removed. Use THREE.Vector3 instead.');
  27688. return new Vector3(x, y, z);
  27689. } //
  27690. function DynamicBufferAttribute(array, itemSize) {
  27691. console.warn('THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.');
  27692. return new BufferAttribute(array, itemSize).setUsage(DynamicDrawUsage);
  27693. }
  27694. function Int8Attribute(array, itemSize) {
  27695. console.warn('THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.');
  27696. return new Int8BufferAttribute(array, itemSize);
  27697. }
  27698. function Uint8Attribute(array, itemSize) {
  27699. console.warn('THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.');
  27700. return new Uint8BufferAttribute(array, itemSize);
  27701. }
  27702. function Uint8ClampedAttribute(array, itemSize) {
  27703. console.warn('THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.');
  27704. return new Uint8ClampedBufferAttribute(array, itemSize);
  27705. }
  27706. function Int16Attribute(array, itemSize) {
  27707. console.warn('THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.');
  27708. return new Int16BufferAttribute(array, itemSize);
  27709. }
  27710. function Uint16Attribute(array, itemSize) {
  27711. console.warn('THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.');
  27712. return new Uint16BufferAttribute(array, itemSize);
  27713. }
  27714. function Int32Attribute(array, itemSize) {
  27715. console.warn('THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.');
  27716. return new Int32BufferAttribute(array, itemSize);
  27717. }
  27718. function Uint32Attribute(array, itemSize) {
  27719. console.warn('THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.');
  27720. return new Uint32BufferAttribute(array, itemSize);
  27721. }
  27722. function Float32Attribute(array, itemSize) {
  27723. console.warn('THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.');
  27724. return new Float32BufferAttribute(array, itemSize);
  27725. }
  27726. function Float64Attribute(array, itemSize) {
  27727. console.warn('THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.');
  27728. return new Float64BufferAttribute(array, itemSize);
  27729. } //
  27730. Curve.create = function (construct, getPoint) {
  27731. console.log('THREE.Curve.create() has been deprecated');
  27732. construct.prototype = Object.create(Curve.prototype);
  27733. construct.prototype.constructor = construct;
  27734. construct.prototype.getPoint = getPoint;
  27735. return construct;
  27736. }; //
  27737. Path.prototype.fromPoints = function (points) {
  27738. console.warn('THREE.Path: .fromPoints() has been renamed to .setFromPoints().');
  27739. return this.setFromPoints(points);
  27740. }; //
  27741. function AxisHelper(size) {
  27742. console.warn('THREE.AxisHelper has been renamed to THREE.AxesHelper.');
  27743. return new AxesHelper(size);
  27744. }
  27745. function BoundingBoxHelper(object, color) {
  27746. console.warn('THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.');
  27747. return new BoxHelper(object, color);
  27748. }
  27749. function EdgesHelper(object, hex) {
  27750. console.warn('THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.');
  27751. return new LineSegments(new EdgesGeometry(object.geometry), new LineBasicMaterial({
  27752. color: hex !== undefined ? hex : 0xffffff
  27753. }));
  27754. }
  27755. GridHelper.prototype.setColors = function () {
  27756. console.error('THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.');
  27757. };
  27758. SkeletonHelper.prototype.update = function () {
  27759. console.error('THREE.SkeletonHelper: update() no longer needs to be called.');
  27760. };
  27761. function WireframeHelper(object, hex) {
  27762. console.warn('THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.');
  27763. return new LineSegments(new WireframeGeometry(object.geometry), new LineBasicMaterial({
  27764. color: hex !== undefined ? hex : 0xffffff
  27765. }));
  27766. } //
  27767. Loader.prototype.extractUrlBase = function (url) {
  27768. console.warn('THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.');
  27769. return LoaderUtils.extractUrlBase(url);
  27770. };
  27771. Loader.Handlers = {
  27772. add: function ()
  27773. /* regex, loader */
  27774. {
  27775. console.error('THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.');
  27776. },
  27777. get: function ()
  27778. /* file */
  27779. {
  27780. console.error('THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.');
  27781. }
  27782. };
  27783. function XHRLoader(manager) {
  27784. console.warn('THREE.XHRLoader has been renamed to THREE.FileLoader.');
  27785. return new FileLoader(manager);
  27786. }
  27787. function BinaryTextureLoader(manager) {
  27788. console.warn('THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.');
  27789. return new DataTextureLoader(manager);
  27790. } //
  27791. Box2.prototype.center = function (optionalTarget) {
  27792. console.warn('THREE.Box2: .center() has been renamed to .getCenter().');
  27793. return this.getCenter(optionalTarget);
  27794. };
  27795. Box2.prototype.empty = function () {
  27796. console.warn('THREE.Box2: .empty() has been renamed to .isEmpty().');
  27797. return this.isEmpty();
  27798. };
  27799. Box2.prototype.isIntersectionBox = function (box) {
  27800. console.warn('THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().');
  27801. return this.intersectsBox(box);
  27802. };
  27803. Box2.prototype.size = function (optionalTarget) {
  27804. console.warn('THREE.Box2: .size() has been renamed to .getSize().');
  27805. return this.getSize(optionalTarget);
  27806. }; //
  27807. Box3.prototype.center = function (optionalTarget) {
  27808. console.warn('THREE.Box3: .center() has been renamed to .getCenter().');
  27809. return this.getCenter(optionalTarget);
  27810. };
  27811. Box3.prototype.empty = function () {
  27812. console.warn('THREE.Box3: .empty() has been renamed to .isEmpty().');
  27813. return this.isEmpty();
  27814. };
  27815. Box3.prototype.isIntersectionBox = function (box) {
  27816. console.warn('THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().');
  27817. return this.intersectsBox(box);
  27818. };
  27819. Box3.prototype.isIntersectionSphere = function (sphere) {
  27820. console.warn('THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  27821. return this.intersectsSphere(sphere);
  27822. };
  27823. Box3.prototype.size = function (optionalTarget) {
  27824. console.warn('THREE.Box3: .size() has been renamed to .getSize().');
  27825. return this.getSize(optionalTarget);
  27826. }; //
  27827. Sphere.prototype.empty = function () {
  27828. console.warn('THREE.Sphere: .empty() has been renamed to .isEmpty().');
  27829. return this.isEmpty();
  27830. }; //
  27831. Frustum.prototype.setFromMatrix = function (m) {
  27832. console.warn('THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().');
  27833. return this.setFromProjectionMatrix(m);
  27834. }; //
  27835. Line3.prototype.center = function (optionalTarget) {
  27836. console.warn('THREE.Line3: .center() has been renamed to .getCenter().');
  27837. return this.getCenter(optionalTarget);
  27838. }; //
  27839. Matrix3.prototype.flattenToArrayOffset = function (array, offset) {
  27840. console.warn('THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  27841. return this.toArray(array, offset);
  27842. };
  27843. Matrix3.prototype.multiplyVector3 = function (vector) {
  27844. console.warn('THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.');
  27845. return vector.applyMatrix3(this);
  27846. };
  27847. Matrix3.prototype.multiplyVector3Array = function ()
  27848. /* a */
  27849. {
  27850. console.error('THREE.Matrix3: .multiplyVector3Array() has been removed.');
  27851. };
  27852. Matrix3.prototype.applyToBufferAttribute = function (attribute) {
  27853. console.warn('THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.');
  27854. return attribute.applyMatrix3(this);
  27855. };
  27856. Matrix3.prototype.applyToVector3Array = function ()
  27857. /* array, offset, length */
  27858. {
  27859. console.error('THREE.Matrix3: .applyToVector3Array() has been removed.');
  27860. };
  27861. Matrix3.prototype.getInverse = function (matrix) {
  27862. console.warn('THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  27863. return this.copy(matrix).invert();
  27864. }; //
  27865. Matrix4.prototype.extractPosition = function (m) {
  27866. console.warn('THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().');
  27867. return this.copyPosition(m);
  27868. };
  27869. Matrix4.prototype.flattenToArrayOffset = function (array, offset) {
  27870. console.warn('THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.');
  27871. return this.toArray(array, offset);
  27872. };
  27873. Matrix4.prototype.getPosition = function () {
  27874. console.warn('THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.');
  27875. return new Vector3().setFromMatrixColumn(this, 3);
  27876. };
  27877. Matrix4.prototype.setRotationFromQuaternion = function (q) {
  27878. console.warn('THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().');
  27879. return this.makeRotationFromQuaternion(q);
  27880. };
  27881. Matrix4.prototype.multiplyToArray = function () {
  27882. console.warn('THREE.Matrix4: .multiplyToArray() has been removed.');
  27883. };
  27884. Matrix4.prototype.multiplyVector3 = function (vector) {
  27885. console.warn('THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  27886. return vector.applyMatrix4(this);
  27887. };
  27888. Matrix4.prototype.multiplyVector4 = function (vector) {
  27889. console.warn('THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  27890. return vector.applyMatrix4(this);
  27891. };
  27892. Matrix4.prototype.multiplyVector3Array = function ()
  27893. /* a */
  27894. {
  27895. console.error('THREE.Matrix4: .multiplyVector3Array() has been removed.');
  27896. };
  27897. Matrix4.prototype.rotateAxis = function (v) {
  27898. console.warn('THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.');
  27899. v.transformDirection(this);
  27900. };
  27901. Matrix4.prototype.crossVector = function (vector) {
  27902. console.warn('THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.');
  27903. return vector.applyMatrix4(this);
  27904. };
  27905. Matrix4.prototype.translate = function () {
  27906. console.error('THREE.Matrix4: .translate() has been removed.');
  27907. };
  27908. Matrix4.prototype.rotateX = function () {
  27909. console.error('THREE.Matrix4: .rotateX() has been removed.');
  27910. };
  27911. Matrix4.prototype.rotateY = function () {
  27912. console.error('THREE.Matrix4: .rotateY() has been removed.');
  27913. };
  27914. Matrix4.prototype.rotateZ = function () {
  27915. console.error('THREE.Matrix4: .rotateZ() has been removed.');
  27916. };
  27917. Matrix4.prototype.rotateByAxis = function () {
  27918. console.error('THREE.Matrix4: .rotateByAxis() has been removed.');
  27919. };
  27920. Matrix4.prototype.applyToBufferAttribute = function (attribute) {
  27921. console.warn('THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.');
  27922. return attribute.applyMatrix4(this);
  27923. };
  27924. Matrix4.prototype.applyToVector3Array = function ()
  27925. /* array, offset, length */
  27926. {
  27927. console.error('THREE.Matrix4: .applyToVector3Array() has been removed.');
  27928. };
  27929. Matrix4.prototype.makeFrustum = function (left, right, bottom, top, near, far) {
  27930. console.warn('THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.');
  27931. return this.makePerspective(left, right, top, bottom, near, far);
  27932. };
  27933. Matrix4.prototype.getInverse = function (matrix) {
  27934. console.warn('THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.');
  27935. return this.copy(matrix).invert();
  27936. }; //
  27937. Plane.prototype.isIntersectionLine = function (line) {
  27938. console.warn('THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().');
  27939. return this.intersectsLine(line);
  27940. }; //
  27941. Quaternion.prototype.multiplyVector3 = function (vector) {
  27942. console.warn('THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.');
  27943. return vector.applyQuaternion(this);
  27944. };
  27945. Quaternion.prototype.inverse = function () {
  27946. console.warn('THREE.Quaternion: .inverse() has been renamed to invert().');
  27947. return this.invert();
  27948. }; //
  27949. Ray.prototype.isIntersectionBox = function (box) {
  27950. console.warn('THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().');
  27951. return this.intersectsBox(box);
  27952. };
  27953. Ray.prototype.isIntersectionPlane = function (plane) {
  27954. console.warn('THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().');
  27955. return this.intersectsPlane(plane);
  27956. };
  27957. Ray.prototype.isIntersectionSphere = function (sphere) {
  27958. console.warn('THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().');
  27959. return this.intersectsSphere(sphere);
  27960. }; //
  27961. Triangle.prototype.area = function () {
  27962. console.warn('THREE.Triangle: .area() has been renamed to .getArea().');
  27963. return this.getArea();
  27964. };
  27965. Triangle.prototype.barycoordFromPoint = function (point, target) {
  27966. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  27967. return this.getBarycoord(point, target);
  27968. };
  27969. Triangle.prototype.midpoint = function (target) {
  27970. console.warn('THREE.Triangle: .midpoint() has been renamed to .getMidpoint().');
  27971. return this.getMidpoint(target);
  27972. };
  27973. Triangle.prototypenormal = function (target) {
  27974. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  27975. return this.getNormal(target);
  27976. };
  27977. Triangle.prototype.plane = function (target) {
  27978. console.warn('THREE.Triangle: .plane() has been renamed to .getPlane().');
  27979. return this.getPlane(target);
  27980. };
  27981. Triangle.barycoordFromPoint = function (point, a, b, c, target) {
  27982. console.warn('THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().');
  27983. return Triangle.getBarycoord(point, a, b, c, target);
  27984. };
  27985. Triangle.normal = function (a, b, c, target) {
  27986. console.warn('THREE.Triangle: .normal() has been renamed to .getNormal().');
  27987. return Triangle.getNormal(a, b, c, target);
  27988. }; //
  27989. Shape.prototype.extractAllPoints = function (divisions) {
  27990. console.warn('THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.');
  27991. return this.extractPoints(divisions);
  27992. };
  27993. Shape.prototype.extrude = function (options) {
  27994. console.warn('THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.');
  27995. return new ExtrudeGeometry(this, options);
  27996. };
  27997. Shape.prototype.makeGeometry = function (options) {
  27998. console.warn('THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.');
  27999. return new ShapeGeometry(this, options);
  28000. }; //
  28001. Vector2.prototype.fromAttribute = function (attribute, index, offset) {
  28002. console.warn('THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28003. return this.fromBufferAttribute(attribute, index, offset);
  28004. };
  28005. Vector2.prototype.distanceToManhattan = function (v) {
  28006. console.warn('THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  28007. return this.manhattanDistanceTo(v);
  28008. };
  28009. Vector2.prototype.lengthManhattan = function () {
  28010. console.warn('THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().');
  28011. return this.manhattanLength();
  28012. }; //
  28013. Vector3.prototype.setEulerFromRotationMatrix = function () {
  28014. console.error('THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.');
  28015. };
  28016. Vector3.prototype.setEulerFromQuaternion = function () {
  28017. console.error('THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.');
  28018. };
  28019. Vector3.prototype.getPositionFromMatrix = function (m) {
  28020. console.warn('THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().');
  28021. return this.setFromMatrixPosition(m);
  28022. };
  28023. Vector3.prototype.getScaleFromMatrix = function (m) {
  28024. console.warn('THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().');
  28025. return this.setFromMatrixScale(m);
  28026. };
  28027. Vector3.prototype.getColumnFromMatrix = function (index, matrix) {
  28028. console.warn('THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().');
  28029. return this.setFromMatrixColumn(matrix, index);
  28030. };
  28031. Vector3.prototype.applyProjection = function (m) {
  28032. console.warn('THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.');
  28033. return this.applyMatrix4(m);
  28034. };
  28035. Vector3.prototype.fromAttribute = function (attribute, index, offset) {
  28036. console.warn('THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28037. return this.fromBufferAttribute(attribute, index, offset);
  28038. };
  28039. Vector3.prototype.distanceToManhattan = function (v) {
  28040. console.warn('THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().');
  28041. return this.manhattanDistanceTo(v);
  28042. };
  28043. Vector3.prototype.lengthManhattan = function () {
  28044. console.warn('THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().');
  28045. return this.manhattanLength();
  28046. }; //
  28047. Vector4.prototype.fromAttribute = function (attribute, index, offset) {
  28048. console.warn('THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().');
  28049. return this.fromBufferAttribute(attribute, index, offset);
  28050. };
  28051. Vector4.prototype.lengthManhattan = function () {
  28052. console.warn('THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().');
  28053. return this.manhattanLength();
  28054. }; //
  28055. Object3D.prototype.getChildByName = function (name) {
  28056. console.warn('THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().');
  28057. return this.getObjectByName(name);
  28058. };
  28059. Object3D.prototype.renderDepth = function () {
  28060. console.warn('THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.');
  28061. };
  28062. Object3D.prototype.translate = function (distance, axis) {
  28063. console.warn('THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.');
  28064. return this.translateOnAxis(axis, distance);
  28065. };
  28066. Object3D.prototype.getWorldRotation = function () {
  28067. console.error('THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.');
  28068. };
  28069. Object3D.prototype.applyMatrix = function (matrix) {
  28070. console.warn('THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().');
  28071. return this.applyMatrix4(matrix);
  28072. };
  28073. Object.defineProperties(Object3D.prototype, {
  28074. eulerOrder: {
  28075. get: function () {
  28076. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  28077. return this.rotation.order;
  28078. },
  28079. set: function (value) {
  28080. console.warn('THREE.Object3D: .eulerOrder is now .rotation.order.');
  28081. this.rotation.order = value;
  28082. }
  28083. },
  28084. useQuaternion: {
  28085. get: function () {
  28086. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  28087. },
  28088. set: function () {
  28089. console.warn('THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.');
  28090. }
  28091. }
  28092. });
  28093. Mesh.prototype.setDrawMode = function () {
  28094. console.error('THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  28095. };
  28096. Object.defineProperties(Mesh.prototype, {
  28097. drawMode: {
  28098. get: function () {
  28099. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.');
  28100. return TrianglesDrawMode;
  28101. },
  28102. set: function () {
  28103. console.error('THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.');
  28104. }
  28105. }
  28106. });
  28107. SkinnedMesh.prototype.initBones = function () {
  28108. console.error('THREE.SkinnedMesh: initBones() has been removed.');
  28109. }; //
  28110. PerspectiveCamera.prototype.setLens = function (focalLength, filmGauge) {
  28111. console.warn('THREE.PerspectiveCamera.setLens is deprecated. ' + 'Use .setFocalLength and .filmGauge for a photographic setup.');
  28112. if (filmGauge !== undefined) this.filmGauge = filmGauge;
  28113. this.setFocalLength(focalLength);
  28114. }; //
  28115. Object.defineProperties(Light.prototype, {
  28116. onlyShadow: {
  28117. set: function () {
  28118. console.warn('THREE.Light: .onlyShadow has been removed.');
  28119. }
  28120. },
  28121. shadowCameraFov: {
  28122. set: function (value) {
  28123. console.warn('THREE.Light: .shadowCameraFov is now .shadow.camera.fov.');
  28124. this.shadow.camera.fov = value;
  28125. }
  28126. },
  28127. shadowCameraLeft: {
  28128. set: function (value) {
  28129. console.warn('THREE.Light: .shadowCameraLeft is now .shadow.camera.left.');
  28130. this.shadow.camera.left = value;
  28131. }
  28132. },
  28133. shadowCameraRight: {
  28134. set: function (value) {
  28135. console.warn('THREE.Light: .shadowCameraRight is now .shadow.camera.right.');
  28136. this.shadow.camera.right = value;
  28137. }
  28138. },
  28139. shadowCameraTop: {
  28140. set: function (value) {
  28141. console.warn('THREE.Light: .shadowCameraTop is now .shadow.camera.top.');
  28142. this.shadow.camera.top = value;
  28143. }
  28144. },
  28145. shadowCameraBottom: {
  28146. set: function (value) {
  28147. console.warn('THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.');
  28148. this.shadow.camera.bottom = value;
  28149. }
  28150. },
  28151. shadowCameraNear: {
  28152. set: function (value) {
  28153. console.warn('THREE.Light: .shadowCameraNear is now .shadow.camera.near.');
  28154. this.shadow.camera.near = value;
  28155. }
  28156. },
  28157. shadowCameraFar: {
  28158. set: function (value) {
  28159. console.warn('THREE.Light: .shadowCameraFar is now .shadow.camera.far.');
  28160. this.shadow.camera.far = value;
  28161. }
  28162. },
  28163. shadowCameraVisible: {
  28164. set: function () {
  28165. console.warn('THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.');
  28166. }
  28167. },
  28168. shadowBias: {
  28169. set: function (value) {
  28170. console.warn('THREE.Light: .shadowBias is now .shadow.bias.');
  28171. this.shadow.bias = value;
  28172. }
  28173. },
  28174. shadowDarkness: {
  28175. set: function () {
  28176. console.warn('THREE.Light: .shadowDarkness has been removed.');
  28177. }
  28178. },
  28179. shadowMapWidth: {
  28180. set: function (value) {
  28181. console.warn('THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.');
  28182. this.shadow.mapSize.width = value;
  28183. }
  28184. },
  28185. shadowMapHeight: {
  28186. set: function (value) {
  28187. console.warn('THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.');
  28188. this.shadow.mapSize.height = value;
  28189. }
  28190. }
  28191. }); //
  28192. Object.defineProperties(BufferAttribute.prototype, {
  28193. length: {
  28194. get: function () {
  28195. console.warn('THREE.BufferAttribute: .length has been deprecated. Use .count instead.');
  28196. return this.array.length;
  28197. }
  28198. },
  28199. dynamic: {
  28200. get: function () {
  28201. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  28202. return this.usage === DynamicDrawUsage;
  28203. },
  28204. set: function ()
  28205. /* value */
  28206. {
  28207. console.warn('THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.');
  28208. this.setUsage(DynamicDrawUsage);
  28209. }
  28210. }
  28211. });
  28212. BufferAttribute.prototype.setDynamic = function (value) {
  28213. console.warn('THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.');
  28214. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  28215. return this;
  28216. };
  28217. BufferAttribute.prototype.copyIndicesArray = function ()
  28218. /* indices */
  28219. {
  28220. console.error('THREE.BufferAttribute: .copyIndicesArray() has been removed.');
  28221. }, BufferAttribute.prototype.setArray = function ()
  28222. /* array */
  28223. {
  28224. console.error('THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  28225. }; //
  28226. BufferGeometry.prototype.addIndex = function (index) {
  28227. console.warn('THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().');
  28228. this.setIndex(index);
  28229. };
  28230. BufferGeometry.prototype.addAttribute = function (name, attribute) {
  28231. console.warn('THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().');
  28232. if (!(attribute && attribute.isBufferAttribute) && !(attribute && attribute.isInterleavedBufferAttribute)) {
  28233. console.warn('THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).');
  28234. return this.setAttribute(name, new BufferAttribute(arguments[1], arguments[2]));
  28235. }
  28236. if (name === 'index') {
  28237. console.warn('THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.');
  28238. this.setIndex(attribute);
  28239. return this;
  28240. }
  28241. return this.setAttribute(name, attribute);
  28242. };
  28243. BufferGeometry.prototype.addDrawCall = function (start, count, indexOffset) {
  28244. if (indexOffset !== undefined) {
  28245. console.warn('THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.');
  28246. }
  28247. console.warn('THREE.BufferGeometry: .addDrawCall() is now .addGroup().');
  28248. this.addGroup(start, count);
  28249. };
  28250. BufferGeometry.prototype.clearDrawCalls = function () {
  28251. console.warn('THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().');
  28252. this.clearGroups();
  28253. };
  28254. BufferGeometry.prototype.computeOffsets = function () {
  28255. console.warn('THREE.BufferGeometry: .computeOffsets() has been removed.');
  28256. };
  28257. BufferGeometry.prototype.removeAttribute = function (name) {
  28258. console.warn('THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().');
  28259. return this.deleteAttribute(name);
  28260. };
  28261. BufferGeometry.prototype.applyMatrix = function (matrix) {
  28262. console.warn('THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().');
  28263. return this.applyMatrix4(matrix);
  28264. };
  28265. Object.defineProperties(BufferGeometry.prototype, {
  28266. drawcalls: {
  28267. get: function () {
  28268. console.error('THREE.BufferGeometry: .drawcalls has been renamed to .groups.');
  28269. return this.groups;
  28270. }
  28271. },
  28272. offsets: {
  28273. get: function () {
  28274. console.warn('THREE.BufferGeometry: .offsets has been renamed to .groups.');
  28275. return this.groups;
  28276. }
  28277. }
  28278. });
  28279. InterleavedBuffer.prototype.setDynamic = function (value) {
  28280. console.warn('THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.');
  28281. this.setUsage(value === true ? DynamicDrawUsage : StaticDrawUsage);
  28282. return this;
  28283. };
  28284. InterleavedBuffer.prototype.setArray = function ()
  28285. /* array */
  28286. {
  28287. console.error('THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers');
  28288. }; //
  28289. ExtrudeGeometry.prototype.getArrays = function () {
  28290. console.error('THREE.ExtrudeGeometry: .getArrays() has been removed.');
  28291. };
  28292. ExtrudeGeometry.prototype.addShapeList = function () {
  28293. console.error('THREE.ExtrudeGeometry: .addShapeList() has been removed.');
  28294. };
  28295. ExtrudeGeometry.prototype.addShape = function () {
  28296. console.error('THREE.ExtrudeGeometry: .addShape() has been removed.');
  28297. }; //
  28298. Scene.prototype.dispose = function () {
  28299. console.error('THREE.Scene: .dispose() has been removed.');
  28300. }; //
  28301. Uniform.prototype.onUpdate = function () {
  28302. console.warn('THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.');
  28303. return this;
  28304. }; //
  28305. Object.defineProperties(Material.prototype, {
  28306. wrapAround: {
  28307. get: function () {
  28308. console.warn('THREE.Material: .wrapAround has been removed.');
  28309. },
  28310. set: function () {
  28311. console.warn('THREE.Material: .wrapAround has been removed.');
  28312. }
  28313. },
  28314. overdraw: {
  28315. get: function () {
  28316. console.warn('THREE.Material: .overdraw has been removed.');
  28317. },
  28318. set: function () {
  28319. console.warn('THREE.Material: .overdraw has been removed.');
  28320. }
  28321. },
  28322. wrapRGB: {
  28323. get: function () {
  28324. console.warn('THREE.Material: .wrapRGB has been removed.');
  28325. return new Color();
  28326. }
  28327. },
  28328. shading: {
  28329. get: function () {
  28330. console.error('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  28331. },
  28332. set: function (value) {
  28333. console.warn('THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.');
  28334. this.flatShading = value === FlatShading;
  28335. }
  28336. },
  28337. stencilMask: {
  28338. get: function () {
  28339. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  28340. return this.stencilFuncMask;
  28341. },
  28342. set: function (value) {
  28343. console.warn('THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.');
  28344. this.stencilFuncMask = value;
  28345. }
  28346. }
  28347. });
  28348. Object.defineProperties(ShaderMaterial.prototype, {
  28349. derivatives: {
  28350. get: function () {
  28351. console.warn('THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  28352. return this.extensions.derivatives;
  28353. },
  28354. set: function (value) {
  28355. console.warn('THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.');
  28356. this.extensions.derivatives = value;
  28357. }
  28358. }
  28359. }); //
  28360. WebGLRenderer.prototype.clearTarget = function (renderTarget, color, depth, stencil) {
  28361. console.warn('THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.');
  28362. this.setRenderTarget(renderTarget);
  28363. this.clear(color, depth, stencil);
  28364. };
  28365. WebGLRenderer.prototype.animate = function (callback) {
  28366. console.warn('THREE.WebGLRenderer: .animate() is now .setAnimationLoop().');
  28367. this.setAnimationLoop(callback);
  28368. };
  28369. WebGLRenderer.prototype.getCurrentRenderTarget = function () {
  28370. console.warn('THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().');
  28371. return this.getRenderTarget();
  28372. };
  28373. WebGLRenderer.prototype.getMaxAnisotropy = function () {
  28374. console.warn('THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().');
  28375. return this.capabilities.getMaxAnisotropy();
  28376. };
  28377. WebGLRenderer.prototype.getPrecision = function () {
  28378. console.warn('THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.');
  28379. return this.capabilities.precision;
  28380. };
  28381. WebGLRenderer.prototype.resetGLState = function () {
  28382. console.warn('THREE.WebGLRenderer: .resetGLState() is now .state.reset().');
  28383. return this.state.reset();
  28384. };
  28385. WebGLRenderer.prototype.supportsFloatTextures = function () {
  28386. console.warn('THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).');
  28387. return this.extensions.get('OES_texture_float');
  28388. };
  28389. WebGLRenderer.prototype.supportsHalfFloatTextures = function () {
  28390. console.warn('THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).');
  28391. return this.extensions.get('OES_texture_half_float');
  28392. };
  28393. WebGLRenderer.prototype.supportsStandardDerivatives = function () {
  28394. console.warn('THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).');
  28395. return this.extensions.get('OES_standard_derivatives');
  28396. };
  28397. WebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {
  28398. console.warn('THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).');
  28399. return this.extensions.get('WEBGL_compressed_texture_s3tc');
  28400. };
  28401. WebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {
  28402. console.warn('THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).');
  28403. return this.extensions.get('WEBGL_compressed_texture_pvrtc');
  28404. };
  28405. WebGLRenderer.prototype.supportsBlendMinMax = function () {
  28406. console.warn('THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).');
  28407. return this.extensions.get('EXT_blend_minmax');
  28408. };
  28409. WebGLRenderer.prototype.supportsVertexTextures = function () {
  28410. console.warn('THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.');
  28411. return this.capabilities.vertexTextures;
  28412. };
  28413. WebGLRenderer.prototype.supportsInstancedArrays = function () {
  28414. console.warn('THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).');
  28415. return this.extensions.get('ANGLE_instanced_arrays');
  28416. };
  28417. WebGLRenderer.prototype.enableScissorTest = function (boolean) {
  28418. console.warn('THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().');
  28419. this.setScissorTest(boolean);
  28420. };
  28421. WebGLRenderer.prototype.initMaterial = function () {
  28422. console.warn('THREE.WebGLRenderer: .initMaterial() has been removed.');
  28423. };
  28424. WebGLRenderer.prototype.addPrePlugin = function () {
  28425. console.warn('THREE.WebGLRenderer: .addPrePlugin() has been removed.');
  28426. };
  28427. WebGLRenderer.prototype.addPostPlugin = function () {
  28428. console.warn('THREE.WebGLRenderer: .addPostPlugin() has been removed.');
  28429. };
  28430. WebGLRenderer.prototype.updateShadowMap = function () {
  28431. console.warn('THREE.WebGLRenderer: .updateShadowMap() has been removed.');
  28432. };
  28433. WebGLRenderer.prototype.setFaceCulling = function () {
  28434. console.warn('THREE.WebGLRenderer: .setFaceCulling() has been removed.');
  28435. };
  28436. WebGLRenderer.prototype.allocTextureUnit = function () {
  28437. console.warn('THREE.WebGLRenderer: .allocTextureUnit() has been removed.');
  28438. };
  28439. WebGLRenderer.prototype.setTexture = function () {
  28440. console.warn('THREE.WebGLRenderer: .setTexture() has been removed.');
  28441. };
  28442. WebGLRenderer.prototype.setTexture2D = function () {
  28443. console.warn('THREE.WebGLRenderer: .setTexture2D() has been removed.');
  28444. };
  28445. WebGLRenderer.prototype.setTextureCube = function () {
  28446. console.warn('THREE.WebGLRenderer: .setTextureCube() has been removed.');
  28447. };
  28448. WebGLRenderer.prototype.getActiveMipMapLevel = function () {
  28449. console.warn('THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().');
  28450. return this.getActiveMipmapLevel();
  28451. };
  28452. Object.defineProperties(WebGLRenderer.prototype, {
  28453. shadowMapEnabled: {
  28454. get: function () {
  28455. return this.shadowMap.enabled;
  28456. },
  28457. set: function (value) {
  28458. console.warn('THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.');
  28459. this.shadowMap.enabled = value;
  28460. }
  28461. },
  28462. shadowMapType: {
  28463. get: function () {
  28464. return this.shadowMap.type;
  28465. },
  28466. set: function (value) {
  28467. console.warn('THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.');
  28468. this.shadowMap.type = value;
  28469. }
  28470. },
  28471. shadowMapCullFace: {
  28472. get: function () {
  28473. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  28474. return undefined;
  28475. },
  28476. set: function ()
  28477. /* value */
  28478. {
  28479. console.warn('THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.');
  28480. }
  28481. },
  28482. context: {
  28483. get: function () {
  28484. console.warn('THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.');
  28485. return this.getContext();
  28486. }
  28487. },
  28488. vr: {
  28489. get: function () {
  28490. console.warn('THREE.WebGLRenderer: .vr has been renamed to .xr');
  28491. return this.xr;
  28492. }
  28493. },
  28494. gammaInput: {
  28495. get: function () {
  28496. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  28497. return false;
  28498. },
  28499. set: function () {
  28500. console.warn('THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.');
  28501. }
  28502. },
  28503. gammaOutput: {
  28504. get: function () {
  28505. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  28506. return false;
  28507. },
  28508. set: function (value) {
  28509. console.warn('THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.');
  28510. this.outputEncoding = value === true ? sRGBEncoding : LinearEncoding;
  28511. }
  28512. },
  28513. toneMappingWhitePoint: {
  28514. get: function () {
  28515. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  28516. return 1.0;
  28517. },
  28518. set: function () {
  28519. console.warn('THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.');
  28520. }
  28521. }
  28522. });
  28523. Object.defineProperties(WebGLShadowMap.prototype, {
  28524. cullFace: {
  28525. get: function () {
  28526. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  28527. return undefined;
  28528. },
  28529. set: function ()
  28530. /* cullFace */
  28531. {
  28532. console.warn('THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.');
  28533. }
  28534. },
  28535. renderReverseSided: {
  28536. get: function () {
  28537. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  28538. return undefined;
  28539. },
  28540. set: function () {
  28541. console.warn('THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.');
  28542. }
  28543. },
  28544. renderSingleSided: {
  28545. get: function () {
  28546. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  28547. return undefined;
  28548. },
  28549. set: function () {
  28550. console.warn('THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.');
  28551. }
  28552. }
  28553. });
  28554. function WebGLRenderTargetCube(width, height, options) {
  28555. console.warn('THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).');
  28556. return new WebGLCubeRenderTarget(width, options);
  28557. } //
  28558. Object.defineProperties(WebGLRenderTarget.prototype, {
  28559. wrapS: {
  28560. get: function () {
  28561. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  28562. return this.texture.wrapS;
  28563. },
  28564. set: function (value) {
  28565. console.warn('THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.');
  28566. this.texture.wrapS = value;
  28567. }
  28568. },
  28569. wrapT: {
  28570. get: function () {
  28571. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  28572. return this.texture.wrapT;
  28573. },
  28574. set: function (value) {
  28575. console.warn('THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.');
  28576. this.texture.wrapT = value;
  28577. }
  28578. },
  28579. magFilter: {
  28580. get: function () {
  28581. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  28582. return this.texture.magFilter;
  28583. },
  28584. set: function (value) {
  28585. console.warn('THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.');
  28586. this.texture.magFilter = value;
  28587. }
  28588. },
  28589. minFilter: {
  28590. get: function () {
  28591. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  28592. return this.texture.minFilter;
  28593. },
  28594. set: function (value) {
  28595. console.warn('THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.');
  28596. this.texture.minFilter = value;
  28597. }
  28598. },
  28599. anisotropy: {
  28600. get: function () {
  28601. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  28602. return this.texture.anisotropy;
  28603. },
  28604. set: function (value) {
  28605. console.warn('THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.');
  28606. this.texture.anisotropy = value;
  28607. }
  28608. },
  28609. offset: {
  28610. get: function () {
  28611. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  28612. return this.texture.offset;
  28613. },
  28614. set: function (value) {
  28615. console.warn('THREE.WebGLRenderTarget: .offset is now .texture.offset.');
  28616. this.texture.offset = value;
  28617. }
  28618. },
  28619. repeat: {
  28620. get: function () {
  28621. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  28622. return this.texture.repeat;
  28623. },
  28624. set: function (value) {
  28625. console.warn('THREE.WebGLRenderTarget: .repeat is now .texture.repeat.');
  28626. this.texture.repeat = value;
  28627. }
  28628. },
  28629. format: {
  28630. get: function () {
  28631. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  28632. return this.texture.format;
  28633. },
  28634. set: function (value) {
  28635. console.warn('THREE.WebGLRenderTarget: .format is now .texture.format.');
  28636. this.texture.format = value;
  28637. }
  28638. },
  28639. type: {
  28640. get: function () {
  28641. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  28642. return this.texture.type;
  28643. },
  28644. set: function (value) {
  28645. console.warn('THREE.WebGLRenderTarget: .type is now .texture.type.');
  28646. this.texture.type = value;
  28647. }
  28648. },
  28649. generateMipmaps: {
  28650. get: function () {
  28651. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  28652. return this.texture.generateMipmaps;
  28653. },
  28654. set: function (value) {
  28655. console.warn('THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.');
  28656. this.texture.generateMipmaps = value;
  28657. }
  28658. }
  28659. }); //
  28660. Audio.prototype.load = function (file) {
  28661. console.warn('THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.');
  28662. const scope = this;
  28663. const audioLoader = new AudioLoader();
  28664. audioLoader.load(file, function (buffer) {
  28665. scope.setBuffer(buffer);
  28666. });
  28667. return this;
  28668. };
  28669. AudioAnalyser.prototype.getData = function () {
  28670. console.warn('THREE.AudioAnalyser: .getData() is now .getFrequencyData().');
  28671. return this.getFrequencyData();
  28672. }; //
  28673. CubeCamera.prototype.updateCubeMap = function (renderer, scene) {
  28674. console.warn('THREE.CubeCamera: .updateCubeMap() is now .update().');
  28675. return this.update(renderer, scene);
  28676. };
  28677. CubeCamera.prototype.clear = function (renderer, color, depth, stencil) {
  28678. console.warn('THREE.CubeCamera: .clear() is now .renderTarget.clear().');
  28679. return this.renderTarget.clear(renderer, color, depth, stencil);
  28680. };
  28681. ImageUtils.crossOrigin = undefined;
  28682. ImageUtils.loadTexture = function (url, mapping, onLoad, onError) {
  28683. console.warn('THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.');
  28684. const loader = new TextureLoader();
  28685. loader.setCrossOrigin(this.crossOrigin);
  28686. const texture = loader.load(url, onLoad, undefined, onError);
  28687. if (mapping) texture.mapping = mapping;
  28688. return texture;
  28689. };
  28690. ImageUtils.loadTextureCube = function (urls, mapping, onLoad, onError) {
  28691. console.warn('THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.');
  28692. const loader = new CubeTextureLoader();
  28693. loader.setCrossOrigin(this.crossOrigin);
  28694. const texture = loader.load(urls, onLoad, undefined, onError);
  28695. if (mapping) texture.mapping = mapping;
  28696. return texture;
  28697. };
  28698. ImageUtils.loadCompressedTexture = function () {
  28699. console.error('THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.');
  28700. };
  28701. ImageUtils.loadCompressedTextureCube = function () {
  28702. console.error('THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.');
  28703. }; //
  28704. function CanvasRenderer() {
  28705. console.error('THREE.CanvasRenderer has been removed');
  28706. } //
  28707. function JSONLoader() {
  28708. console.error('THREE.JSONLoader has been removed.');
  28709. } //
  28710. const SceneUtils = {
  28711. createMultiMaterialObject: function ()
  28712. /* geometry, materials */
  28713. {
  28714. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  28715. },
  28716. detach: function ()
  28717. /* child, parent, scene */
  28718. {
  28719. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  28720. },
  28721. attach: function ()
  28722. /* child, scene, parent */
  28723. {
  28724. console.error('THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js');
  28725. }
  28726. }; //
  28727. function LensFlare() {
  28728. console.error('THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js');
  28729. }
  28730. if (typeof __THREE_DEVTOOLS__ !== 'undefined') {
  28731. /* eslint-disable no-undef */
  28732. __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent('register', {
  28733. detail: {
  28734. revision: REVISION
  28735. }
  28736. }));
  28737. /* eslint-enable no-undef */
  28738. }
  28739. if (typeof window !== 'undefined') {
  28740. if (window.__THREE__) {
  28741. console.warn('WARNING: Multiple instances of Three.js being imported.');
  28742. } else {
  28743. window.__THREE__ = REVISION;
  28744. }
  28745. }
  28746. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  28747. exports.AddEquation = AddEquation;
  28748. exports.AddOperation = AddOperation;
  28749. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  28750. exports.AdditiveBlending = AdditiveBlending;
  28751. exports.AlphaFormat = AlphaFormat;
  28752. exports.AlwaysDepth = AlwaysDepth;
  28753. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  28754. exports.AmbientLight = AmbientLight;
  28755. exports.AmbientLightProbe = AmbientLightProbe;
  28756. exports.AnimationClip = AnimationClip;
  28757. exports.AnimationLoader = AnimationLoader;
  28758. exports.AnimationMixer = AnimationMixer;
  28759. exports.AnimationObjectGroup = AnimationObjectGroup;
  28760. exports.AnimationUtils = AnimationUtils;
  28761. exports.ArcCurve = ArcCurve;
  28762. exports.ArrayCamera = ArrayCamera;
  28763. exports.ArrowHelper = ArrowHelper;
  28764. exports.Audio = Audio;
  28765. exports.AudioAnalyser = AudioAnalyser;
  28766. exports.AudioContext = AudioContext;
  28767. exports.AudioListener = AudioListener;
  28768. exports.AudioLoader = AudioLoader;
  28769. exports.AxesHelper = AxesHelper;
  28770. exports.AxisHelper = AxisHelper;
  28771. exports.BackSide = BackSide;
  28772. exports.BasicDepthPacking = BasicDepthPacking;
  28773. exports.BasicShadowMap = BasicShadowMap;
  28774. exports.BinaryTextureLoader = BinaryTextureLoader;
  28775. exports.Bone = Bone;
  28776. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  28777. exports.BoundingBoxHelper = BoundingBoxHelper;
  28778. exports.Box2 = Box2;
  28779. exports.Box3 = Box3;
  28780. exports.Box3Helper = Box3Helper;
  28781. exports.BoxBufferGeometry = BoxGeometry;
  28782. exports.BoxGeometry = BoxGeometry;
  28783. exports.BoxHelper = BoxHelper;
  28784. exports.BufferAttribute = BufferAttribute;
  28785. exports.BufferGeometry = BufferGeometry;
  28786. exports.BufferGeometryLoader = BufferGeometryLoader;
  28787. exports.ByteType = ByteType;
  28788. exports.Cache = Cache;
  28789. exports.Camera = Camera;
  28790. exports.CameraHelper = CameraHelper;
  28791. exports.CanvasRenderer = CanvasRenderer;
  28792. exports.CanvasTexture = CanvasTexture;
  28793. exports.CatmullRomCurve3 = CatmullRomCurve3;
  28794. exports.CineonToneMapping = CineonToneMapping;
  28795. exports.CircleBufferGeometry = CircleGeometry;
  28796. exports.CircleGeometry = CircleGeometry;
  28797. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  28798. exports.Clock = Clock;
  28799. exports.Color = Color;
  28800. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  28801. exports.CompressedTexture = CompressedTexture;
  28802. exports.CompressedTextureLoader = CompressedTextureLoader;
  28803. exports.ConeBufferGeometry = ConeGeometry;
  28804. exports.ConeGeometry = ConeGeometry;
  28805. exports.CubeCamera = CubeCamera;
  28806. exports.CubeReflectionMapping = CubeReflectionMapping;
  28807. exports.CubeRefractionMapping = CubeRefractionMapping;
  28808. exports.CubeTexture = CubeTexture;
  28809. exports.CubeTextureLoader = CubeTextureLoader;
  28810. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  28811. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  28812. exports.CubicBezierCurve = CubicBezierCurve;
  28813. exports.CubicBezierCurve3 = CubicBezierCurve3;
  28814. exports.CubicInterpolant = CubicInterpolant;
  28815. exports.CullFaceBack = CullFaceBack;
  28816. exports.CullFaceFront = CullFaceFront;
  28817. exports.CullFaceFrontBack = CullFaceFrontBack;
  28818. exports.CullFaceNone = CullFaceNone;
  28819. exports.Curve = Curve;
  28820. exports.CurvePath = CurvePath;
  28821. exports.CustomBlending = CustomBlending;
  28822. exports.CustomToneMapping = CustomToneMapping;
  28823. exports.CylinderBufferGeometry = CylinderGeometry;
  28824. exports.CylinderGeometry = CylinderGeometry;
  28825. exports.Cylindrical = Cylindrical;
  28826. exports.DataTexture = DataTexture;
  28827. exports.DataTexture2DArray = DataTexture2DArray;
  28828. exports.DataTexture3D = DataTexture3D;
  28829. exports.DataTextureLoader = DataTextureLoader;
  28830. exports.DataUtils = DataUtils;
  28831. exports.DecrementStencilOp = DecrementStencilOp;
  28832. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  28833. exports.DefaultLoadingManager = DefaultLoadingManager;
  28834. exports.DepthFormat = DepthFormat;
  28835. exports.DepthStencilFormat = DepthStencilFormat;
  28836. exports.DepthTexture = DepthTexture;
  28837. exports.DirectionalLight = DirectionalLight;
  28838. exports.DirectionalLightHelper = DirectionalLightHelper;
  28839. exports.DiscreteInterpolant = DiscreteInterpolant;
  28840. exports.DodecahedronBufferGeometry = DodecahedronGeometry;
  28841. exports.DodecahedronGeometry = DodecahedronGeometry;
  28842. exports.DoubleSide = DoubleSide;
  28843. exports.DstAlphaFactor = DstAlphaFactor;
  28844. exports.DstColorFactor = DstColorFactor;
  28845. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  28846. exports.DynamicCopyUsage = DynamicCopyUsage;
  28847. exports.DynamicDrawUsage = DynamicDrawUsage;
  28848. exports.DynamicReadUsage = DynamicReadUsage;
  28849. exports.EdgesGeometry = EdgesGeometry;
  28850. exports.EdgesHelper = EdgesHelper;
  28851. exports.EllipseCurve = EllipseCurve;
  28852. exports.EqualDepth = EqualDepth;
  28853. exports.EqualStencilFunc = EqualStencilFunc;
  28854. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  28855. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  28856. exports.Euler = Euler;
  28857. exports.EventDispatcher = EventDispatcher;
  28858. exports.ExtrudeBufferGeometry = ExtrudeGeometry;
  28859. exports.ExtrudeGeometry = ExtrudeGeometry;
  28860. exports.FaceColors = FaceColors;
  28861. exports.FileLoader = FileLoader;
  28862. exports.FlatShading = FlatShading;
  28863. exports.Float16BufferAttribute = Float16BufferAttribute;
  28864. exports.Float32Attribute = Float32Attribute;
  28865. exports.Float32BufferAttribute = Float32BufferAttribute;
  28866. exports.Float64Attribute = Float64Attribute;
  28867. exports.Float64BufferAttribute = Float64BufferAttribute;
  28868. exports.FloatType = FloatType;
  28869. exports.Fog = Fog;
  28870. exports.FogExp2 = FogExp2;
  28871. exports.Font = Font;
  28872. exports.FontLoader = FontLoader;
  28873. exports.FrontSide = FrontSide;
  28874. exports.Frustum = Frustum;
  28875. exports.GLBufferAttribute = GLBufferAttribute;
  28876. exports.GLSL1 = GLSL1;
  28877. exports.GLSL3 = GLSL3;
  28878. exports.GammaEncoding = GammaEncoding;
  28879. exports.GreaterDepth = GreaterDepth;
  28880. exports.GreaterEqualDepth = GreaterEqualDepth;
  28881. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  28882. exports.GreaterStencilFunc = GreaterStencilFunc;
  28883. exports.GridHelper = GridHelper;
  28884. exports.Group = Group;
  28885. exports.HalfFloatType = HalfFloatType;
  28886. exports.HemisphereLight = HemisphereLight;
  28887. exports.HemisphereLightHelper = HemisphereLightHelper;
  28888. exports.HemisphereLightProbe = HemisphereLightProbe;
  28889. exports.IcosahedronBufferGeometry = IcosahedronGeometry;
  28890. exports.IcosahedronGeometry = IcosahedronGeometry;
  28891. exports.ImageBitmapLoader = ImageBitmapLoader;
  28892. exports.ImageLoader = ImageLoader;
  28893. exports.ImageUtils = ImageUtils;
  28894. exports.ImmediateRenderObject = ImmediateRenderObject;
  28895. exports.IncrementStencilOp = IncrementStencilOp;
  28896. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  28897. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  28898. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  28899. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  28900. exports.InstancedMesh = InstancedMesh;
  28901. exports.Int16Attribute = Int16Attribute;
  28902. exports.Int16BufferAttribute = Int16BufferAttribute;
  28903. exports.Int32Attribute = Int32Attribute;
  28904. exports.Int32BufferAttribute = Int32BufferAttribute;
  28905. exports.Int8Attribute = Int8Attribute;
  28906. exports.Int8BufferAttribute = Int8BufferAttribute;
  28907. exports.IntType = IntType;
  28908. exports.InterleavedBuffer = InterleavedBuffer;
  28909. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  28910. exports.Interpolant = Interpolant;
  28911. exports.InterpolateDiscrete = InterpolateDiscrete;
  28912. exports.InterpolateLinear = InterpolateLinear;
  28913. exports.InterpolateSmooth = InterpolateSmooth;
  28914. exports.InvertStencilOp = InvertStencilOp;
  28915. exports.JSONLoader = JSONLoader;
  28916. exports.KeepStencilOp = KeepStencilOp;
  28917. exports.KeyframeTrack = KeyframeTrack;
  28918. exports.LOD = LOD;
  28919. exports.LatheBufferGeometry = LatheGeometry;
  28920. exports.LatheGeometry = LatheGeometry;
  28921. exports.Layers = Layers;
  28922. exports.LensFlare = LensFlare;
  28923. exports.LessDepth = LessDepth;
  28924. exports.LessEqualDepth = LessEqualDepth;
  28925. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  28926. exports.LessStencilFunc = LessStencilFunc;
  28927. exports.Light = Light;
  28928. exports.LightProbe = LightProbe;
  28929. exports.Line = Line;
  28930. exports.Line3 = Line3;
  28931. exports.LineBasicMaterial = LineBasicMaterial;
  28932. exports.LineCurve = LineCurve;
  28933. exports.LineCurve3 = LineCurve3;
  28934. exports.LineDashedMaterial = LineDashedMaterial;
  28935. exports.LineLoop = LineLoop;
  28936. exports.LinePieces = LinePieces;
  28937. exports.LineSegments = LineSegments;
  28938. exports.LineStrip = LineStrip;
  28939. exports.LinearEncoding = LinearEncoding;
  28940. exports.LinearFilter = LinearFilter;
  28941. exports.LinearInterpolant = LinearInterpolant;
  28942. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  28943. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  28944. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  28945. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  28946. exports.LinearToneMapping = LinearToneMapping;
  28947. exports.Loader = Loader;
  28948. exports.LoaderUtils = LoaderUtils;
  28949. exports.LoadingManager = LoadingManager;
  28950. exports.LogLuvEncoding = LogLuvEncoding;
  28951. exports.LoopOnce = LoopOnce;
  28952. exports.LoopPingPong = LoopPingPong;
  28953. exports.LoopRepeat = LoopRepeat;
  28954. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  28955. exports.LuminanceFormat = LuminanceFormat;
  28956. exports.MOUSE = MOUSE;
  28957. exports.Material = Material;
  28958. exports.MaterialLoader = MaterialLoader;
  28959. exports.Math = MathUtils;
  28960. exports.MathUtils = MathUtils;
  28961. exports.Matrix3 = Matrix3;
  28962. exports.Matrix4 = Matrix4;
  28963. exports.MaxEquation = MaxEquation;
  28964. exports.Mesh = Mesh;
  28965. exports.MeshBasicMaterial = MeshBasicMaterial;
  28966. exports.MeshDepthMaterial = MeshDepthMaterial;
  28967. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  28968. exports.MeshFaceMaterial = MeshFaceMaterial;
  28969. exports.MeshLambertMaterial = MeshLambertMaterial;
  28970. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  28971. exports.MeshNormalMaterial = MeshNormalMaterial;
  28972. exports.MeshPhongMaterial = MeshPhongMaterial;
  28973. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  28974. exports.MeshStandardMaterial = MeshStandardMaterial;
  28975. exports.MeshToonMaterial = MeshToonMaterial;
  28976. exports.MinEquation = MinEquation;
  28977. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  28978. exports.MixOperation = MixOperation;
  28979. exports.MultiMaterial = MultiMaterial;
  28980. exports.MultiplyBlending = MultiplyBlending;
  28981. exports.MultiplyOperation = MultiplyOperation;
  28982. exports.NearestFilter = NearestFilter;
  28983. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  28984. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  28985. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  28986. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  28987. exports.NeverDepth = NeverDepth;
  28988. exports.NeverStencilFunc = NeverStencilFunc;
  28989. exports.NoBlending = NoBlending;
  28990. exports.NoColors = NoColors;
  28991. exports.NoToneMapping = NoToneMapping;
  28992. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  28993. exports.NormalBlending = NormalBlending;
  28994. exports.NotEqualDepth = NotEqualDepth;
  28995. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  28996. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  28997. exports.Object3D = Object3D;
  28998. exports.ObjectLoader = ObjectLoader;
  28999. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29000. exports.OctahedronBufferGeometry = OctahedronGeometry;
  29001. exports.OctahedronGeometry = OctahedronGeometry;
  29002. exports.OneFactor = OneFactor;
  29003. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29004. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29005. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29006. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29007. exports.OrthographicCamera = OrthographicCamera;
  29008. exports.PCFShadowMap = PCFShadowMap;
  29009. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29010. exports.PMREMGenerator = PMREMGenerator;
  29011. exports.ParametricBufferGeometry = ParametricGeometry;
  29012. exports.ParametricGeometry = ParametricGeometry;
  29013. exports.Particle = Particle;
  29014. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29015. exports.ParticleSystem = ParticleSystem;
  29016. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29017. exports.Path = Path;
  29018. exports.PerspectiveCamera = PerspectiveCamera;
  29019. exports.Plane = Plane;
  29020. exports.PlaneBufferGeometry = PlaneGeometry;
  29021. exports.PlaneGeometry = PlaneGeometry;
  29022. exports.PlaneHelper = PlaneHelper;
  29023. exports.PointCloud = PointCloud;
  29024. exports.PointCloudMaterial = PointCloudMaterial;
  29025. exports.PointLight = PointLight;
  29026. exports.PointLightHelper = PointLightHelper;
  29027. exports.Points = Points;
  29028. exports.PointsMaterial = PointsMaterial;
  29029. exports.PolarGridHelper = PolarGridHelper;
  29030. exports.PolyhedronBufferGeometry = PolyhedronGeometry;
  29031. exports.PolyhedronGeometry = PolyhedronGeometry;
  29032. exports.PositionalAudio = PositionalAudio;
  29033. exports.PropertyBinding = PropertyBinding;
  29034. exports.PropertyMixer = PropertyMixer;
  29035. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29036. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29037. exports.Quaternion = Quaternion;
  29038. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29039. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29040. exports.REVISION = REVISION;
  29041. exports.RGBADepthPacking = RGBADepthPacking;
  29042. exports.RGBAFormat = RGBAFormat;
  29043. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  29044. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29045. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29046. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29047. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29048. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29049. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29050. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29051. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29052. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29053. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29054. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29055. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29056. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29057. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29058. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  29059. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  29060. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29061. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29062. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29063. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29064. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29065. exports.RGBDEncoding = RGBDEncoding;
  29066. exports.RGBEEncoding = RGBEEncoding;
  29067. exports.RGBEFormat = RGBEFormat;
  29068. exports.RGBFormat = RGBFormat;
  29069. exports.RGBIntegerFormat = RGBIntegerFormat;
  29070. exports.RGBM16Encoding = RGBM16Encoding;
  29071. exports.RGBM7Encoding = RGBM7Encoding;
  29072. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29073. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  29074. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29075. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29076. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29077. exports.RGFormat = RGFormat;
  29078. exports.RGIntegerFormat = RGIntegerFormat;
  29079. exports.RawShaderMaterial = RawShaderMaterial;
  29080. exports.Ray = Ray;
  29081. exports.Raycaster = Raycaster;
  29082. exports.RectAreaLight = RectAreaLight;
  29083. exports.RedFormat = RedFormat;
  29084. exports.RedIntegerFormat = RedIntegerFormat;
  29085. exports.ReinhardToneMapping = ReinhardToneMapping;
  29086. exports.RepeatWrapping = RepeatWrapping;
  29087. exports.ReplaceStencilOp = ReplaceStencilOp;
  29088. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29089. exports.RingBufferGeometry = RingGeometry;
  29090. exports.RingGeometry = RingGeometry;
  29091. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  29092. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  29093. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  29094. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  29095. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  29096. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  29097. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  29098. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  29099. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  29100. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  29101. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  29102. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  29103. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  29104. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  29105. exports.Scene = Scene;
  29106. exports.SceneUtils = SceneUtils;
  29107. exports.ShaderChunk = ShaderChunk;
  29108. exports.ShaderLib = ShaderLib;
  29109. exports.ShaderMaterial = ShaderMaterial;
  29110. exports.ShadowMaterial = ShadowMaterial;
  29111. exports.Shape = Shape;
  29112. exports.ShapeBufferGeometry = ShapeGeometry;
  29113. exports.ShapeGeometry = ShapeGeometry;
  29114. exports.ShapePath = ShapePath;
  29115. exports.ShapeUtils = ShapeUtils;
  29116. exports.ShortType = ShortType;
  29117. exports.Skeleton = Skeleton;
  29118. exports.SkeletonHelper = SkeletonHelper;
  29119. exports.SkinnedMesh = SkinnedMesh;
  29120. exports.SmoothShading = SmoothShading;
  29121. exports.Sphere = Sphere;
  29122. exports.SphereBufferGeometry = SphereGeometry;
  29123. exports.SphereGeometry = SphereGeometry;
  29124. exports.Spherical = Spherical;
  29125. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29126. exports.SplineCurve = SplineCurve;
  29127. exports.SpotLight = SpotLight;
  29128. exports.SpotLightHelper = SpotLightHelper;
  29129. exports.Sprite = Sprite;
  29130. exports.SpriteMaterial = SpriteMaterial;
  29131. exports.SrcAlphaFactor = SrcAlphaFactor;
  29132. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29133. exports.SrcColorFactor = SrcColorFactor;
  29134. exports.StaticCopyUsage = StaticCopyUsage;
  29135. exports.StaticDrawUsage = StaticDrawUsage;
  29136. exports.StaticReadUsage = StaticReadUsage;
  29137. exports.StereoCamera = StereoCamera;
  29138. exports.StreamCopyUsage = StreamCopyUsage;
  29139. exports.StreamDrawUsage = StreamDrawUsage;
  29140. exports.StreamReadUsage = StreamReadUsage;
  29141. exports.StringKeyframeTrack = StringKeyframeTrack;
  29142. exports.SubtractEquation = SubtractEquation;
  29143. exports.SubtractiveBlending = SubtractiveBlending;
  29144. exports.TOUCH = TOUCH;
  29145. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29146. exports.TetrahedronBufferGeometry = TetrahedronGeometry;
  29147. exports.TetrahedronGeometry = TetrahedronGeometry;
  29148. exports.TextBufferGeometry = TextGeometry;
  29149. exports.TextGeometry = TextGeometry;
  29150. exports.Texture = Texture;
  29151. exports.TextureLoader = TextureLoader;
  29152. exports.TorusBufferGeometry = TorusGeometry;
  29153. exports.TorusGeometry = TorusGeometry;
  29154. exports.TorusKnotBufferGeometry = TorusKnotGeometry;
  29155. exports.TorusKnotGeometry = TorusKnotGeometry;
  29156. exports.Triangle = Triangle;
  29157. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29158. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29159. exports.TrianglesDrawMode = TrianglesDrawMode;
  29160. exports.TubeBufferGeometry = TubeGeometry;
  29161. exports.TubeGeometry = TubeGeometry;
  29162. exports.UVMapping = UVMapping;
  29163. exports.Uint16Attribute = Uint16Attribute;
  29164. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29165. exports.Uint32Attribute = Uint32Attribute;
  29166. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29167. exports.Uint8Attribute = Uint8Attribute;
  29168. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29169. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29170. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29171. exports.Uniform = Uniform;
  29172. exports.UniformsLib = UniformsLib;
  29173. exports.UniformsUtils = UniformsUtils;
  29174. exports.UnsignedByteType = UnsignedByteType;
  29175. exports.UnsignedInt248Type = UnsignedInt248Type;
  29176. exports.UnsignedIntType = UnsignedIntType;
  29177. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29178. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29179. exports.UnsignedShort565Type = UnsignedShort565Type;
  29180. exports.UnsignedShortType = UnsignedShortType;
  29181. exports.VSMShadowMap = VSMShadowMap;
  29182. exports.Vector2 = Vector2;
  29183. exports.Vector3 = Vector3;
  29184. exports.Vector4 = Vector4;
  29185. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29186. exports.Vertex = Vertex;
  29187. exports.VertexColors = VertexColors;
  29188. exports.VideoTexture = VideoTexture;
  29189. exports.WebGL1Renderer = WebGL1Renderer;
  29190. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  29191. exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets;
  29192. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29193. exports.WebGLRenderTarget = WebGLRenderTarget;
  29194. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29195. exports.WebGLRenderer = WebGLRenderer;
  29196. exports.WebGLUtils = WebGLUtils;
  29197. exports.WireframeGeometry = WireframeGeometry;
  29198. exports.WireframeHelper = WireframeHelper;
  29199. exports.WrapAroundEnding = WrapAroundEnding;
  29200. exports.XHRLoader = XHRLoader;
  29201. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29202. exports.ZeroFactor = ZeroFactor;
  29203. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29204. exports.ZeroStencilOp = ZeroStencilOp;
  29205. exports.sRGBEncoding = sRGBEncoding;
  29206. Object.defineProperty(exports, '__esModule', { value: true });
  29207. })));