three.js 1.1 MB

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  1. (function (global, factory) {
  2. typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
  3. typeof define === 'function' && define.amd ? define(['exports'], factory) :
  4. (global = global || self, factory(global.THREE = {}));
  5. }(this, function (exports) { 'use strict';
  6. // Polyfills
  7. if ( Number.EPSILON === undefined ) {
  8. Number.EPSILON = Math.pow( 2, - 52 );
  9. }
  10. if ( Number.isInteger === undefined ) {
  11. // Missing in IE
  12. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
  13. Number.isInteger = function ( value ) {
  14. return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
  15. };
  16. }
  17. //
  18. if ( Math.sign === undefined ) {
  19. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
  20. Math.sign = function ( x ) {
  21. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
  22. };
  23. }
  24. if ( 'name' in Function.prototype === false ) {
  25. // Missing in IE
  26. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
  27. Object.defineProperty( Function.prototype, 'name', {
  28. get: function () {
  29. return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
  30. }
  31. } );
  32. }
  33. if ( Object.assign === undefined ) {
  34. // Missing in IE
  35. // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
  36. Object.assign = function ( target ) {
  37. if ( target === undefined || target === null ) {
  38. throw new TypeError( 'Cannot convert undefined or null to object' );
  39. }
  40. var output = Object( target );
  41. for ( var index = 1; index < arguments.length; index ++ ) {
  42. var source = arguments[ index ];
  43. if ( source !== undefined && source !== null ) {
  44. for ( var nextKey in source ) {
  45. if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
  46. output[ nextKey ] = source[ nextKey ];
  47. }
  48. }
  49. }
  50. }
  51. return output;
  52. };
  53. }
  54. var REVISION = '110dev';
  55. var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  56. var TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  57. var CullFaceNone = 0;
  58. var CullFaceBack = 1;
  59. var CullFaceFront = 2;
  60. var CullFaceFrontBack = 3;
  61. var FrontFaceDirectionCW = 0;
  62. var FrontFaceDirectionCCW = 1;
  63. var BasicShadowMap = 0;
  64. var PCFShadowMap = 1;
  65. var PCFSoftShadowMap = 2;
  66. var VSMShadowMap = 3;
  67. var FrontSide = 0;
  68. var BackSide = 1;
  69. var DoubleSide = 2;
  70. var FlatShading = 1;
  71. var SmoothShading = 2;
  72. var NoColors = 0;
  73. var FaceColors = 1;
  74. var VertexColors = 2;
  75. var NoBlending = 0;
  76. var NormalBlending = 1;
  77. var AdditiveBlending = 2;
  78. var SubtractiveBlending = 3;
  79. var MultiplyBlending = 4;
  80. var CustomBlending = 5;
  81. var AddEquation = 100;
  82. var SubtractEquation = 101;
  83. var ReverseSubtractEquation = 102;
  84. var MinEquation = 103;
  85. var MaxEquation = 104;
  86. var ZeroFactor = 200;
  87. var OneFactor = 201;
  88. var SrcColorFactor = 202;
  89. var OneMinusSrcColorFactor = 203;
  90. var SrcAlphaFactor = 204;
  91. var OneMinusSrcAlphaFactor = 205;
  92. var DstAlphaFactor = 206;
  93. var OneMinusDstAlphaFactor = 207;
  94. var DstColorFactor = 208;
  95. var OneMinusDstColorFactor = 209;
  96. var SrcAlphaSaturateFactor = 210;
  97. var NeverDepth = 0;
  98. var AlwaysDepth = 1;
  99. var LessDepth = 2;
  100. var LessEqualDepth = 3;
  101. var EqualDepth = 4;
  102. var GreaterEqualDepth = 5;
  103. var GreaterDepth = 6;
  104. var NotEqualDepth = 7;
  105. var MultiplyOperation = 0;
  106. var MixOperation = 1;
  107. var AddOperation = 2;
  108. var NoToneMapping = 0;
  109. var LinearToneMapping = 1;
  110. var ReinhardToneMapping = 2;
  111. var Uncharted2ToneMapping = 3;
  112. var CineonToneMapping = 4;
  113. var ACESFilmicToneMapping = 5;
  114. var UVMapping = 300;
  115. var CubeReflectionMapping = 301;
  116. var CubeRefractionMapping = 302;
  117. var EquirectangularReflectionMapping = 303;
  118. var EquirectangularRefractionMapping = 304;
  119. var SphericalReflectionMapping = 305;
  120. var CubeUVReflectionMapping = 306;
  121. var CubeUVRefractionMapping = 307;
  122. var RepeatWrapping = 1000;
  123. var ClampToEdgeWrapping = 1001;
  124. var MirroredRepeatWrapping = 1002;
  125. var NearestFilter = 1003;
  126. var NearestMipmapNearestFilter = 1004;
  127. var NearestMipMapNearestFilter = 1004;
  128. var NearestMipmapLinearFilter = 1005;
  129. var NearestMipMapLinearFilter = 1005;
  130. var LinearFilter = 1006;
  131. var LinearMipmapNearestFilter = 1007;
  132. var LinearMipMapNearestFilter = 1007;
  133. var LinearMipmapLinearFilter = 1008;
  134. var LinearMipMapLinearFilter = 1008;
  135. var UnsignedByteType = 1009;
  136. var ByteType = 1010;
  137. var ShortType = 1011;
  138. var UnsignedShortType = 1012;
  139. var IntType = 1013;
  140. var UnsignedIntType = 1014;
  141. var FloatType = 1015;
  142. var HalfFloatType = 1016;
  143. var UnsignedShort4444Type = 1017;
  144. var UnsignedShort5551Type = 1018;
  145. var UnsignedShort565Type = 1019;
  146. var UnsignedInt248Type = 1020;
  147. var AlphaFormat = 1021;
  148. var RGBFormat = 1022;
  149. var RGBAFormat = 1023;
  150. var LuminanceFormat = 1024;
  151. var LuminanceAlphaFormat = 1025;
  152. var RGBEFormat = RGBAFormat;
  153. var DepthFormat = 1026;
  154. var DepthStencilFormat = 1027;
  155. var RedFormat = 1028;
  156. var RGB_S3TC_DXT1_Format = 33776;
  157. var RGBA_S3TC_DXT1_Format = 33777;
  158. var RGBA_S3TC_DXT3_Format = 33778;
  159. var RGBA_S3TC_DXT5_Format = 33779;
  160. var RGB_PVRTC_4BPPV1_Format = 35840;
  161. var RGB_PVRTC_2BPPV1_Format = 35841;
  162. var RGBA_PVRTC_4BPPV1_Format = 35842;
  163. var RGBA_PVRTC_2BPPV1_Format = 35843;
  164. var RGB_ETC1_Format = 36196;
  165. var RGBA_ASTC_4x4_Format = 37808;
  166. var RGBA_ASTC_5x4_Format = 37809;
  167. var RGBA_ASTC_5x5_Format = 37810;
  168. var RGBA_ASTC_6x5_Format = 37811;
  169. var RGBA_ASTC_6x6_Format = 37812;
  170. var RGBA_ASTC_8x5_Format = 37813;
  171. var RGBA_ASTC_8x6_Format = 37814;
  172. var RGBA_ASTC_8x8_Format = 37815;
  173. var RGBA_ASTC_10x5_Format = 37816;
  174. var RGBA_ASTC_10x6_Format = 37817;
  175. var RGBA_ASTC_10x8_Format = 37818;
  176. var RGBA_ASTC_10x10_Format = 37819;
  177. var RGBA_ASTC_12x10_Format = 37820;
  178. var RGBA_ASTC_12x12_Format = 37821;
  179. var LoopOnce = 2200;
  180. var LoopRepeat = 2201;
  181. var LoopPingPong = 2202;
  182. var InterpolateDiscrete = 2300;
  183. var InterpolateLinear = 2301;
  184. var InterpolateSmooth = 2302;
  185. var ZeroCurvatureEnding = 2400;
  186. var ZeroSlopeEnding = 2401;
  187. var WrapAroundEnding = 2402;
  188. var TrianglesDrawMode = 0;
  189. var TriangleStripDrawMode = 1;
  190. var TriangleFanDrawMode = 2;
  191. var LinearEncoding = 3000;
  192. var sRGBEncoding = 3001;
  193. var GammaEncoding = 3007;
  194. var RGBEEncoding = 3002;
  195. var LogLuvEncoding = 3003;
  196. var RGBM7Encoding = 3004;
  197. var RGBM16Encoding = 3005;
  198. var RGBDEncoding = 3006;
  199. var BasicDepthPacking = 3200;
  200. var RGBADepthPacking = 3201;
  201. var TangentSpaceNormalMap = 0;
  202. var ObjectSpaceNormalMap = 1;
  203. var ZeroStencilOp = 0;
  204. var KeepStencilOp = 7680;
  205. var ReplaceStencilOp = 7681;
  206. var IncrementStencilOp = 7682;
  207. var DecrementStencilOp = 7683;
  208. var IncrementWrapStencilOp = 34055;
  209. var DecrementWrapStencilOp = 34056;
  210. var InvertStencilOp = 5386;
  211. var NeverStencilFunc = 512;
  212. var LessStencilFunc = 513;
  213. var EqualStencilFunc = 514;
  214. var LessEqualStencilFunc = 515;
  215. var GreaterStencilFunc = 516;
  216. var NotEqualStencilFunc = 517;
  217. var GreaterEqualStencilFunc = 518;
  218. var AlwaysStencilFunc = 519;
  219. var StaticDrawUsage = 35044;
  220. var DynamicDrawUsage = 35048;
  221. var StreamDrawUsage = 35040;
  222. var StaticReadUsage = 35045;
  223. var DynamicReadUsage = 35049;
  224. var StreamReadUsage = 35041;
  225. var StaticCopyUsage = 35046;
  226. var DynamicCopyUsage = 35050;
  227. var StreamCopyUsage = 35042;
  228. /**
  229. * https://github.com/mrdoob/eventdispatcher.js/
  230. */
  231. function EventDispatcher() {}
  232. Object.assign( EventDispatcher.prototype, {
  233. addEventListener: function ( type, listener ) {
  234. if ( this._listeners === undefined ) { this._listeners = {}; }
  235. var listeners = this._listeners;
  236. if ( listeners[ type ] === undefined ) {
  237. listeners[ type ] = [];
  238. }
  239. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  240. listeners[ type ].push( listener );
  241. }
  242. },
  243. hasEventListener: function ( type, listener ) {
  244. if ( this._listeners === undefined ) { return false; }
  245. var listeners = this._listeners;
  246. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  247. },
  248. removeEventListener: function ( type, listener ) {
  249. if ( this._listeners === undefined ) { return; }
  250. var listeners = this._listeners;
  251. var listenerArray = listeners[ type ];
  252. if ( listenerArray !== undefined ) {
  253. var index = listenerArray.indexOf( listener );
  254. if ( index !== - 1 ) {
  255. listenerArray.splice( index, 1 );
  256. }
  257. }
  258. },
  259. dispatchEvent: function ( event ) {
  260. if ( this._listeners === undefined ) { return; }
  261. var listeners = this._listeners;
  262. var listenerArray = listeners[ event.type ];
  263. if ( listenerArray !== undefined ) {
  264. event.target = this;
  265. var array = listenerArray.slice( 0 );
  266. for ( var i = 0, l = array.length; i < l; i ++ ) {
  267. array[ i ].call( this, event );
  268. }
  269. }
  270. }
  271. } );
  272. /**
  273. * @author alteredq / http://alteredqualia.com/
  274. * @author mrdoob / http://mrdoob.com/
  275. */
  276. var _lut = [];
  277. for ( var i = 0; i < 256; i ++ ) {
  278. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  279. }
  280. var _Math = {
  281. DEG2RAD: Math.PI / 180,
  282. RAD2DEG: 180 / Math.PI,
  283. generateUUID: function () {
  284. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  285. var d0 = Math.random() * 0xffffffff | 0;
  286. var d1 = Math.random() * 0xffffffff | 0;
  287. var d2 = Math.random() * 0xffffffff | 0;
  288. var d3 = Math.random() * 0xffffffff | 0;
  289. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  290. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  291. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  292. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  293. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  294. return uuid.toUpperCase();
  295. },
  296. clamp: function ( value, min, max ) {
  297. return Math.max( min, Math.min( max, value ) );
  298. },
  299. // compute euclidian modulo of m % n
  300. // https://en.wikipedia.org/wiki/Modulo_operation
  301. euclideanModulo: function ( n, m ) {
  302. return ( ( n % m ) + m ) % m;
  303. },
  304. // Linear mapping from range <a1, a2> to range <b1, b2>
  305. mapLinear: function ( x, a1, a2, b1, b2 ) {
  306. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  307. },
  308. // https://en.wikipedia.org/wiki/Linear_interpolation
  309. lerp: function ( x, y, t ) {
  310. return ( 1 - t ) * x + t * y;
  311. },
  312. // http://en.wikipedia.org/wiki/Smoothstep
  313. smoothstep: function ( x, min, max ) {
  314. if ( x <= min ) { return 0; }
  315. if ( x >= max ) { return 1; }
  316. x = ( x - min ) / ( max - min );
  317. return x * x * ( 3 - 2 * x );
  318. },
  319. smootherstep: function ( x, min, max ) {
  320. if ( x <= min ) { return 0; }
  321. if ( x >= max ) { return 1; }
  322. x = ( x - min ) / ( max - min );
  323. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  324. },
  325. // Random integer from <low, high> interval
  326. randInt: function ( low, high ) {
  327. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  328. },
  329. // Random float from <low, high> interval
  330. randFloat: function ( low, high ) {
  331. return low + Math.random() * ( high - low );
  332. },
  333. // Random float from <-range/2, range/2> interval
  334. randFloatSpread: function ( range ) {
  335. return range * ( 0.5 - Math.random() );
  336. },
  337. degToRad: function ( degrees ) {
  338. return degrees * _Math.DEG2RAD;
  339. },
  340. radToDeg: function ( radians ) {
  341. return radians * _Math.RAD2DEG;
  342. },
  343. isPowerOfTwo: function ( value ) {
  344. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  345. },
  346. ceilPowerOfTwo: function ( value ) {
  347. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  348. },
  349. floorPowerOfTwo: function ( value ) {
  350. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  351. }
  352. };
  353. /**
  354. * @author mrdoob / http://mrdoob.com/
  355. * @author philogb / http://blog.thejit.org/
  356. * @author egraether / http://egraether.com/
  357. * @author zz85 / http://www.lab4games.net/zz85/blog
  358. */
  359. function Vector2( x, y ) {
  360. this.x = x || 0;
  361. this.y = y || 0;
  362. }
  363. Object.defineProperties( Vector2.prototype, {
  364. "width": {
  365. get: function () {
  366. return this.x;
  367. },
  368. set: function ( value ) {
  369. this.x = value;
  370. }
  371. },
  372. "height": {
  373. get: function () {
  374. return this.y;
  375. },
  376. set: function ( value ) {
  377. this.y = value;
  378. }
  379. }
  380. } );
  381. Object.assign( Vector2.prototype, {
  382. isVector2: true,
  383. set: function ( x, y ) {
  384. this.x = x;
  385. this.y = y;
  386. return this;
  387. },
  388. setScalar: function ( scalar ) {
  389. this.x = scalar;
  390. this.y = scalar;
  391. return this;
  392. },
  393. setX: function ( x ) {
  394. this.x = x;
  395. return this;
  396. },
  397. setY: function ( y ) {
  398. this.y = y;
  399. return this;
  400. },
  401. setComponent: function ( index, value ) {
  402. switch ( index ) {
  403. case 0: this.x = value; break;
  404. case 1: this.y = value; break;
  405. default: throw new Error( 'index is out of range: ' + index );
  406. }
  407. return this;
  408. },
  409. getComponent: function ( index ) {
  410. switch ( index ) {
  411. case 0: return this.x;
  412. case 1: return this.y;
  413. default: throw new Error( 'index is out of range: ' + index );
  414. }
  415. },
  416. clone: function () {
  417. return new this.constructor( this.x, this.y );
  418. },
  419. copy: function ( v ) {
  420. this.x = v.x;
  421. this.y = v.y;
  422. return this;
  423. },
  424. add: function ( v, w ) {
  425. if ( w !== undefined ) {
  426. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  427. return this.addVectors( v, w );
  428. }
  429. this.x += v.x;
  430. this.y += v.y;
  431. return this;
  432. },
  433. addScalar: function ( s ) {
  434. this.x += s;
  435. this.y += s;
  436. return this;
  437. },
  438. addVectors: function ( a, b ) {
  439. this.x = a.x + b.x;
  440. this.y = a.y + b.y;
  441. return this;
  442. },
  443. addScaledVector: function ( v, s ) {
  444. this.x += v.x * s;
  445. this.y += v.y * s;
  446. return this;
  447. },
  448. sub: function ( v, w ) {
  449. if ( w !== undefined ) {
  450. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  451. return this.subVectors( v, w );
  452. }
  453. this.x -= v.x;
  454. this.y -= v.y;
  455. return this;
  456. },
  457. subScalar: function ( s ) {
  458. this.x -= s;
  459. this.y -= s;
  460. return this;
  461. },
  462. subVectors: function ( a, b ) {
  463. this.x = a.x - b.x;
  464. this.y = a.y - b.y;
  465. return this;
  466. },
  467. multiply: function ( v ) {
  468. this.x *= v.x;
  469. this.y *= v.y;
  470. return this;
  471. },
  472. multiplyScalar: function ( scalar ) {
  473. this.x *= scalar;
  474. this.y *= scalar;
  475. return this;
  476. },
  477. divide: function ( v ) {
  478. this.x /= v.x;
  479. this.y /= v.y;
  480. return this;
  481. },
  482. divideScalar: function ( scalar ) {
  483. return this.multiplyScalar( 1 / scalar );
  484. },
  485. applyMatrix3: function ( m ) {
  486. var x = this.x, y = this.y;
  487. var e = m.elements;
  488. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  489. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  490. return this;
  491. },
  492. min: function ( v ) {
  493. this.x = Math.min( this.x, v.x );
  494. this.y = Math.min( this.y, v.y );
  495. return this;
  496. },
  497. max: function ( v ) {
  498. this.x = Math.max( this.x, v.x );
  499. this.y = Math.max( this.y, v.y );
  500. return this;
  501. },
  502. clamp: function ( min, max ) {
  503. // assumes min < max, componentwise
  504. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  505. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  506. return this;
  507. },
  508. clampScalar: function ( minVal, maxVal ) {
  509. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  510. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  511. return this;
  512. },
  513. clampLength: function ( min, max ) {
  514. var length = this.length();
  515. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  516. },
  517. floor: function () {
  518. this.x = Math.floor( this.x );
  519. this.y = Math.floor( this.y );
  520. return this;
  521. },
  522. ceil: function () {
  523. this.x = Math.ceil( this.x );
  524. this.y = Math.ceil( this.y );
  525. return this;
  526. },
  527. round: function () {
  528. this.x = Math.round( this.x );
  529. this.y = Math.round( this.y );
  530. return this;
  531. },
  532. roundToZero: function () {
  533. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  534. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  535. return this;
  536. },
  537. negate: function () {
  538. this.x = - this.x;
  539. this.y = - this.y;
  540. return this;
  541. },
  542. dot: function ( v ) {
  543. return this.x * v.x + this.y * v.y;
  544. },
  545. cross: function ( v ) {
  546. return this.x * v.y - this.y * v.x;
  547. },
  548. lengthSq: function () {
  549. return this.x * this.x + this.y * this.y;
  550. },
  551. length: function () {
  552. return Math.sqrt( this.x * this.x + this.y * this.y );
  553. },
  554. manhattanLength: function () {
  555. return Math.abs( this.x ) + Math.abs( this.y );
  556. },
  557. normalize: function () {
  558. return this.divideScalar( this.length() || 1 );
  559. },
  560. angle: function () {
  561. // computes the angle in radians with respect to the positive x-axis
  562. var angle = Math.atan2( this.y, this.x );
  563. if ( angle < 0 ) { angle += 2 * Math.PI; }
  564. return angle;
  565. },
  566. distanceTo: function ( v ) {
  567. return Math.sqrt( this.distanceToSquared( v ) );
  568. },
  569. distanceToSquared: function ( v ) {
  570. var dx = this.x - v.x, dy = this.y - v.y;
  571. return dx * dx + dy * dy;
  572. },
  573. manhattanDistanceTo: function ( v ) {
  574. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  575. },
  576. setLength: function ( length ) {
  577. return this.normalize().multiplyScalar( length );
  578. },
  579. lerp: function ( v, alpha ) {
  580. this.x += ( v.x - this.x ) * alpha;
  581. this.y += ( v.y - this.y ) * alpha;
  582. return this;
  583. },
  584. lerpVectors: function ( v1, v2, alpha ) {
  585. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  586. },
  587. equals: function ( v ) {
  588. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  589. },
  590. fromArray: function ( array, offset ) {
  591. if ( offset === undefined ) { offset = 0; }
  592. this.x = array[ offset ];
  593. this.y = array[ offset + 1 ];
  594. return this;
  595. },
  596. toArray: function ( array, offset ) {
  597. if ( array === undefined ) { array = []; }
  598. if ( offset === undefined ) { offset = 0; }
  599. array[ offset ] = this.x;
  600. array[ offset + 1 ] = this.y;
  601. return array;
  602. },
  603. fromBufferAttribute: function ( attribute, index, offset ) {
  604. if ( offset !== undefined ) {
  605. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  606. }
  607. this.x = attribute.getX( index );
  608. this.y = attribute.getY( index );
  609. return this;
  610. },
  611. rotateAround: function ( center, angle ) {
  612. var c = Math.cos( angle ), s = Math.sin( angle );
  613. var x = this.x - center.x;
  614. var y = this.y - center.y;
  615. this.x = x * c - y * s + center.x;
  616. this.y = x * s + y * c + center.y;
  617. return this;
  618. }
  619. } );
  620. /**
  621. * @author mikael emtinger / http://gomo.se/
  622. * @author alteredq / http://alteredqualia.com/
  623. * @author WestLangley / http://github.com/WestLangley
  624. * @author bhouston / http://clara.io
  625. */
  626. function Quaternion( x, y, z, w ) {
  627. this._x = x || 0;
  628. this._y = y || 0;
  629. this._z = z || 0;
  630. this._w = ( w !== undefined ) ? w : 1;
  631. }
  632. Object.assign( Quaternion, {
  633. slerp: function ( qa, qb, qm, t ) {
  634. return qm.copy( qa ).slerp( qb, t );
  635. },
  636. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  637. // fuzz-free, array-based Quaternion SLERP operation
  638. var x0 = src0[ srcOffset0 + 0 ],
  639. y0 = src0[ srcOffset0 + 1 ],
  640. z0 = src0[ srcOffset0 + 2 ],
  641. w0 = src0[ srcOffset0 + 3 ],
  642. x1 = src1[ srcOffset1 + 0 ],
  643. y1 = src1[ srcOffset1 + 1 ],
  644. z1 = src1[ srcOffset1 + 2 ],
  645. w1 = src1[ srcOffset1 + 3 ];
  646. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  647. var s = 1 - t,
  648. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  649. dir = ( cos >= 0 ? 1 : - 1 ),
  650. sqrSin = 1 - cos * cos;
  651. // Skip the Slerp for tiny steps to avoid numeric problems:
  652. if ( sqrSin > Number.EPSILON ) {
  653. var sin = Math.sqrt( sqrSin ),
  654. len = Math.atan2( sin, cos * dir );
  655. s = Math.sin( s * len ) / sin;
  656. t = Math.sin( t * len ) / sin;
  657. }
  658. var tDir = t * dir;
  659. x0 = x0 * s + x1 * tDir;
  660. y0 = y0 * s + y1 * tDir;
  661. z0 = z0 * s + z1 * tDir;
  662. w0 = w0 * s + w1 * tDir;
  663. // Normalize in case we just did a lerp:
  664. if ( s === 1 - t ) {
  665. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  666. x0 *= f;
  667. y0 *= f;
  668. z0 *= f;
  669. w0 *= f;
  670. }
  671. }
  672. dst[ dstOffset ] = x0;
  673. dst[ dstOffset + 1 ] = y0;
  674. dst[ dstOffset + 2 ] = z0;
  675. dst[ dstOffset + 3 ] = w0;
  676. }
  677. } );
  678. Object.defineProperties( Quaternion.prototype, {
  679. x: {
  680. get: function () {
  681. return this._x;
  682. },
  683. set: function ( value ) {
  684. this._x = value;
  685. this._onChangeCallback();
  686. }
  687. },
  688. y: {
  689. get: function () {
  690. return this._y;
  691. },
  692. set: function ( value ) {
  693. this._y = value;
  694. this._onChangeCallback();
  695. }
  696. },
  697. z: {
  698. get: function () {
  699. return this._z;
  700. },
  701. set: function ( value ) {
  702. this._z = value;
  703. this._onChangeCallback();
  704. }
  705. },
  706. w: {
  707. get: function () {
  708. return this._w;
  709. },
  710. set: function ( value ) {
  711. this._w = value;
  712. this._onChangeCallback();
  713. }
  714. }
  715. } );
  716. Object.assign( Quaternion.prototype, {
  717. isQuaternion: true,
  718. set: function ( x, y, z, w ) {
  719. this._x = x;
  720. this._y = y;
  721. this._z = z;
  722. this._w = w;
  723. this._onChangeCallback();
  724. return this;
  725. },
  726. clone: function () {
  727. return new this.constructor( this._x, this._y, this._z, this._w );
  728. },
  729. copy: function ( quaternion ) {
  730. this._x = quaternion.x;
  731. this._y = quaternion.y;
  732. this._z = quaternion.z;
  733. this._w = quaternion.w;
  734. this._onChangeCallback();
  735. return this;
  736. },
  737. setFromEuler: function ( euler, update ) {
  738. if ( ! ( euler && euler.isEuler ) ) {
  739. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  740. }
  741. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  742. // http://www.mathworks.com/matlabcentral/fileexchange/
  743. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  744. // content/SpinCalc.m
  745. var cos = Math.cos;
  746. var sin = Math.sin;
  747. var c1 = cos( x / 2 );
  748. var c2 = cos( y / 2 );
  749. var c3 = cos( z / 2 );
  750. var s1 = sin( x / 2 );
  751. var s2 = sin( y / 2 );
  752. var s3 = sin( z / 2 );
  753. if ( order === 'XYZ' ) {
  754. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  755. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  756. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  757. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  758. } else if ( order === 'YXZ' ) {
  759. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  760. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  761. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  762. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  763. } else if ( order === 'ZXY' ) {
  764. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  765. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  766. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  767. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  768. } else if ( order === 'ZYX' ) {
  769. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  770. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  771. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  772. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  773. } else if ( order === 'YZX' ) {
  774. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  775. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  776. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  777. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  778. } else if ( order === 'XZY' ) {
  779. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  780. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  781. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  782. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  783. }
  784. if ( update !== false ) { this._onChangeCallback(); }
  785. return this;
  786. },
  787. setFromAxisAngle: function ( axis, angle ) {
  788. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  789. // assumes axis is normalized
  790. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  791. this._x = axis.x * s;
  792. this._y = axis.y * s;
  793. this._z = axis.z * s;
  794. this._w = Math.cos( halfAngle );
  795. this._onChangeCallback();
  796. return this;
  797. },
  798. setFromRotationMatrix: function ( m ) {
  799. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  800. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  801. var te = m.elements,
  802. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  803. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  804. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  805. trace = m11 + m22 + m33,
  806. s;
  807. if ( trace > 0 ) {
  808. s = 0.5 / Math.sqrt( trace + 1.0 );
  809. this._w = 0.25 / s;
  810. this._x = ( m32 - m23 ) * s;
  811. this._y = ( m13 - m31 ) * s;
  812. this._z = ( m21 - m12 ) * s;
  813. } else if ( m11 > m22 && m11 > m33 ) {
  814. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  815. this._w = ( m32 - m23 ) / s;
  816. this._x = 0.25 * s;
  817. this._y = ( m12 + m21 ) / s;
  818. this._z = ( m13 + m31 ) / s;
  819. } else if ( m22 > m33 ) {
  820. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  821. this._w = ( m13 - m31 ) / s;
  822. this._x = ( m12 + m21 ) / s;
  823. this._y = 0.25 * s;
  824. this._z = ( m23 + m32 ) / s;
  825. } else {
  826. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  827. this._w = ( m21 - m12 ) / s;
  828. this._x = ( m13 + m31 ) / s;
  829. this._y = ( m23 + m32 ) / s;
  830. this._z = 0.25 * s;
  831. }
  832. this._onChangeCallback();
  833. return this;
  834. },
  835. setFromUnitVectors: function ( vFrom, vTo ) {
  836. // assumes direction vectors vFrom and vTo are normalized
  837. var EPS = 0.000001;
  838. var r = vFrom.dot( vTo ) + 1;
  839. if ( r < EPS ) {
  840. r = 0;
  841. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  842. this._x = - vFrom.y;
  843. this._y = vFrom.x;
  844. this._z = 0;
  845. this._w = r;
  846. } else {
  847. this._x = 0;
  848. this._y = - vFrom.z;
  849. this._z = vFrom.y;
  850. this._w = r;
  851. }
  852. } else {
  853. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  854. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  855. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  856. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  857. this._w = r;
  858. }
  859. return this.normalize();
  860. },
  861. angleTo: function ( q ) {
  862. return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
  863. },
  864. rotateTowards: function ( q, step ) {
  865. var angle = this.angleTo( q );
  866. if ( angle === 0 ) { return this; }
  867. var t = Math.min( 1, step / angle );
  868. this.slerp( q, t );
  869. return this;
  870. },
  871. inverse: function () {
  872. // quaternion is assumed to have unit length
  873. return this.conjugate();
  874. },
  875. conjugate: function () {
  876. this._x *= - 1;
  877. this._y *= - 1;
  878. this._z *= - 1;
  879. this._onChangeCallback();
  880. return this;
  881. },
  882. dot: function ( v ) {
  883. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  884. },
  885. lengthSq: function () {
  886. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  887. },
  888. length: function () {
  889. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  890. },
  891. normalize: function () {
  892. var l = this.length();
  893. if ( l === 0 ) {
  894. this._x = 0;
  895. this._y = 0;
  896. this._z = 0;
  897. this._w = 1;
  898. } else {
  899. l = 1 / l;
  900. this._x = this._x * l;
  901. this._y = this._y * l;
  902. this._z = this._z * l;
  903. this._w = this._w * l;
  904. }
  905. this._onChangeCallback();
  906. return this;
  907. },
  908. multiply: function ( q, p ) {
  909. if ( p !== undefined ) {
  910. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  911. return this.multiplyQuaternions( q, p );
  912. }
  913. return this.multiplyQuaternions( this, q );
  914. },
  915. premultiply: function ( q ) {
  916. return this.multiplyQuaternions( q, this );
  917. },
  918. multiplyQuaternions: function ( a, b ) {
  919. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  920. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  921. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  922. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  923. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  924. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  925. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  926. this._onChangeCallback();
  927. return this;
  928. },
  929. slerp: function ( qb, t ) {
  930. if ( t === 0 ) { return this; }
  931. if ( t === 1 ) { return this.copy( qb ); }
  932. var x = this._x, y = this._y, z = this._z, w = this._w;
  933. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  934. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  935. if ( cosHalfTheta < 0 ) {
  936. this._w = - qb._w;
  937. this._x = - qb._x;
  938. this._y = - qb._y;
  939. this._z = - qb._z;
  940. cosHalfTheta = - cosHalfTheta;
  941. } else {
  942. this.copy( qb );
  943. }
  944. if ( cosHalfTheta >= 1.0 ) {
  945. this._w = w;
  946. this._x = x;
  947. this._y = y;
  948. this._z = z;
  949. return this;
  950. }
  951. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  952. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  953. var s = 1 - t;
  954. this._w = s * w + t * this._w;
  955. this._x = s * x + t * this._x;
  956. this._y = s * y + t * this._y;
  957. this._z = s * z + t * this._z;
  958. this.normalize();
  959. this._onChangeCallback();
  960. return this;
  961. }
  962. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  963. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  964. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  965. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  966. this._w = ( w * ratioA + this._w * ratioB );
  967. this._x = ( x * ratioA + this._x * ratioB );
  968. this._y = ( y * ratioA + this._y * ratioB );
  969. this._z = ( z * ratioA + this._z * ratioB );
  970. this._onChangeCallback();
  971. return this;
  972. },
  973. equals: function ( quaternion ) {
  974. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  975. },
  976. fromArray: function ( array, offset ) {
  977. if ( offset === undefined ) { offset = 0; }
  978. this._x = array[ offset ];
  979. this._y = array[ offset + 1 ];
  980. this._z = array[ offset + 2 ];
  981. this._w = array[ offset + 3 ];
  982. this._onChangeCallback();
  983. return this;
  984. },
  985. toArray: function ( array, offset ) {
  986. if ( array === undefined ) { array = []; }
  987. if ( offset === undefined ) { offset = 0; }
  988. array[ offset ] = this._x;
  989. array[ offset + 1 ] = this._y;
  990. array[ offset + 2 ] = this._z;
  991. array[ offset + 3 ] = this._w;
  992. return array;
  993. },
  994. _onChange: function ( callback ) {
  995. this._onChangeCallback = callback;
  996. return this;
  997. },
  998. _onChangeCallback: function () {}
  999. } );
  1000. /**
  1001. * @author mrdoob / http://mrdoob.com/
  1002. * @author kile / http://kile.stravaganza.org/
  1003. * @author philogb / http://blog.thejit.org/
  1004. * @author mikael emtinger / http://gomo.se/
  1005. * @author egraether / http://egraether.com/
  1006. * @author WestLangley / http://github.com/WestLangley
  1007. */
  1008. var _vector = new Vector3();
  1009. var _quaternion = new Quaternion();
  1010. function Vector3( x, y, z ) {
  1011. this.x = x || 0;
  1012. this.y = y || 0;
  1013. this.z = z || 0;
  1014. }
  1015. Object.assign( Vector3.prototype, {
  1016. isVector3: true,
  1017. set: function ( x, y, z ) {
  1018. this.x = x;
  1019. this.y = y;
  1020. this.z = z;
  1021. return this;
  1022. },
  1023. setScalar: function ( scalar ) {
  1024. this.x = scalar;
  1025. this.y = scalar;
  1026. this.z = scalar;
  1027. return this;
  1028. },
  1029. setX: function ( x ) {
  1030. this.x = x;
  1031. return this;
  1032. },
  1033. setY: function ( y ) {
  1034. this.y = y;
  1035. return this;
  1036. },
  1037. setZ: function ( z ) {
  1038. this.z = z;
  1039. return this;
  1040. },
  1041. setComponent: function ( index, value ) {
  1042. switch ( index ) {
  1043. case 0: this.x = value; break;
  1044. case 1: this.y = value; break;
  1045. case 2: this.z = value; break;
  1046. default: throw new Error( 'index is out of range: ' + index );
  1047. }
  1048. return this;
  1049. },
  1050. getComponent: function ( index ) {
  1051. switch ( index ) {
  1052. case 0: return this.x;
  1053. case 1: return this.y;
  1054. case 2: return this.z;
  1055. default: throw new Error( 'index is out of range: ' + index );
  1056. }
  1057. },
  1058. clone: function () {
  1059. return new this.constructor( this.x, this.y, this.z );
  1060. },
  1061. copy: function ( v ) {
  1062. this.x = v.x;
  1063. this.y = v.y;
  1064. this.z = v.z;
  1065. return this;
  1066. },
  1067. add: function ( v, w ) {
  1068. if ( w !== undefined ) {
  1069. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1070. return this.addVectors( v, w );
  1071. }
  1072. this.x += v.x;
  1073. this.y += v.y;
  1074. this.z += v.z;
  1075. return this;
  1076. },
  1077. addScalar: function ( s ) {
  1078. this.x += s;
  1079. this.y += s;
  1080. this.z += s;
  1081. return this;
  1082. },
  1083. addVectors: function ( a, b ) {
  1084. this.x = a.x + b.x;
  1085. this.y = a.y + b.y;
  1086. this.z = a.z + b.z;
  1087. return this;
  1088. },
  1089. addScaledVector: function ( v, s ) {
  1090. this.x += v.x * s;
  1091. this.y += v.y * s;
  1092. this.z += v.z * s;
  1093. return this;
  1094. },
  1095. sub: function ( v, w ) {
  1096. if ( w !== undefined ) {
  1097. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1098. return this.subVectors( v, w );
  1099. }
  1100. this.x -= v.x;
  1101. this.y -= v.y;
  1102. this.z -= v.z;
  1103. return this;
  1104. },
  1105. subScalar: function ( s ) {
  1106. this.x -= s;
  1107. this.y -= s;
  1108. this.z -= s;
  1109. return this;
  1110. },
  1111. subVectors: function ( a, b ) {
  1112. this.x = a.x - b.x;
  1113. this.y = a.y - b.y;
  1114. this.z = a.z - b.z;
  1115. return this;
  1116. },
  1117. multiply: function ( v, w ) {
  1118. if ( w !== undefined ) {
  1119. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  1120. return this.multiplyVectors( v, w );
  1121. }
  1122. this.x *= v.x;
  1123. this.y *= v.y;
  1124. this.z *= v.z;
  1125. return this;
  1126. },
  1127. multiplyScalar: function ( scalar ) {
  1128. this.x *= scalar;
  1129. this.y *= scalar;
  1130. this.z *= scalar;
  1131. return this;
  1132. },
  1133. multiplyVectors: function ( a, b ) {
  1134. this.x = a.x * b.x;
  1135. this.y = a.y * b.y;
  1136. this.z = a.z * b.z;
  1137. return this;
  1138. },
  1139. applyEuler: function ( euler ) {
  1140. if ( ! ( euler && euler.isEuler ) ) {
  1141. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1142. }
  1143. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  1144. },
  1145. applyAxisAngle: function ( axis, angle ) {
  1146. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  1147. },
  1148. applyMatrix3: function ( m ) {
  1149. var x = this.x, y = this.y, z = this.z;
  1150. var e = m.elements;
  1151. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1152. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1153. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1154. return this;
  1155. },
  1156. applyMatrix4: function ( m ) {
  1157. var x = this.x, y = this.y, z = this.z;
  1158. var e = m.elements;
  1159. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  1160. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  1161. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  1162. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  1163. return this;
  1164. },
  1165. applyQuaternion: function ( q ) {
  1166. var x = this.x, y = this.y, z = this.z;
  1167. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  1168. // calculate quat * vector
  1169. var ix = qw * x + qy * z - qz * y;
  1170. var iy = qw * y + qz * x - qx * z;
  1171. var iz = qw * z + qx * y - qy * x;
  1172. var iw = - qx * x - qy * y - qz * z;
  1173. // calculate result * inverse quat
  1174. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1175. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1176. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1177. return this;
  1178. },
  1179. project: function ( camera ) {
  1180. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  1181. },
  1182. unproject: function ( camera ) {
  1183. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  1184. },
  1185. transformDirection: function ( m ) {
  1186. // input: THREE.Matrix4 affine matrix
  1187. // vector interpreted as a direction
  1188. var x = this.x, y = this.y, z = this.z;
  1189. var e = m.elements;
  1190. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1191. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1192. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1193. return this.normalize();
  1194. },
  1195. divide: function ( v ) {
  1196. this.x /= v.x;
  1197. this.y /= v.y;
  1198. this.z /= v.z;
  1199. return this;
  1200. },
  1201. divideScalar: function ( scalar ) {
  1202. return this.multiplyScalar( 1 / scalar );
  1203. },
  1204. min: function ( v ) {
  1205. this.x = Math.min( this.x, v.x );
  1206. this.y = Math.min( this.y, v.y );
  1207. this.z = Math.min( this.z, v.z );
  1208. return this;
  1209. },
  1210. max: function ( v ) {
  1211. this.x = Math.max( this.x, v.x );
  1212. this.y = Math.max( this.y, v.y );
  1213. this.z = Math.max( this.z, v.z );
  1214. return this;
  1215. },
  1216. clamp: function ( min, max ) {
  1217. // assumes min < max, componentwise
  1218. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1219. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1220. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1221. return this;
  1222. },
  1223. clampScalar: function ( minVal, maxVal ) {
  1224. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1225. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1226. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1227. return this;
  1228. },
  1229. clampLength: function ( min, max ) {
  1230. var length = this.length();
  1231. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1232. },
  1233. floor: function () {
  1234. this.x = Math.floor( this.x );
  1235. this.y = Math.floor( this.y );
  1236. this.z = Math.floor( this.z );
  1237. return this;
  1238. },
  1239. ceil: function () {
  1240. this.x = Math.ceil( this.x );
  1241. this.y = Math.ceil( this.y );
  1242. this.z = Math.ceil( this.z );
  1243. return this;
  1244. },
  1245. round: function () {
  1246. this.x = Math.round( this.x );
  1247. this.y = Math.round( this.y );
  1248. this.z = Math.round( this.z );
  1249. return this;
  1250. },
  1251. roundToZero: function () {
  1252. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1253. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1254. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1255. return this;
  1256. },
  1257. negate: function () {
  1258. this.x = - this.x;
  1259. this.y = - this.y;
  1260. this.z = - this.z;
  1261. return this;
  1262. },
  1263. dot: function ( v ) {
  1264. return this.x * v.x + this.y * v.y + this.z * v.z;
  1265. },
  1266. // TODO lengthSquared?
  1267. lengthSq: function () {
  1268. return this.x * this.x + this.y * this.y + this.z * this.z;
  1269. },
  1270. length: function () {
  1271. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1272. },
  1273. manhattanLength: function () {
  1274. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1275. },
  1276. normalize: function () {
  1277. return this.divideScalar( this.length() || 1 );
  1278. },
  1279. setLength: function ( length ) {
  1280. return this.normalize().multiplyScalar( length );
  1281. },
  1282. lerp: function ( v, alpha ) {
  1283. this.x += ( v.x - this.x ) * alpha;
  1284. this.y += ( v.y - this.y ) * alpha;
  1285. this.z += ( v.z - this.z ) * alpha;
  1286. return this;
  1287. },
  1288. lerpVectors: function ( v1, v2, alpha ) {
  1289. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  1290. },
  1291. cross: function ( v, w ) {
  1292. if ( w !== undefined ) {
  1293. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1294. return this.crossVectors( v, w );
  1295. }
  1296. return this.crossVectors( this, v );
  1297. },
  1298. crossVectors: function ( a, b ) {
  1299. var ax = a.x, ay = a.y, az = a.z;
  1300. var bx = b.x, by = b.y, bz = b.z;
  1301. this.x = ay * bz - az * by;
  1302. this.y = az * bx - ax * bz;
  1303. this.z = ax * by - ay * bx;
  1304. return this;
  1305. },
  1306. projectOnVector: function ( v ) {
  1307. // v cannot be the zero v
  1308. var scalar = v.dot( this ) / v.lengthSq();
  1309. return this.copy( v ).multiplyScalar( scalar );
  1310. },
  1311. projectOnPlane: function ( planeNormal ) {
  1312. _vector.copy( this ).projectOnVector( planeNormal );
  1313. return this.sub( _vector );
  1314. },
  1315. reflect: function ( normal ) {
  1316. // reflect incident vector off plane orthogonal to normal
  1317. // normal is assumed to have unit length
  1318. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1319. },
  1320. angleTo: function ( v ) {
  1321. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  1322. if ( denominator === 0 ) { console.error( 'THREE.Vector3: angleTo() can\'t handle zero length vectors.' ); }
  1323. var theta = this.dot( v ) / denominator;
  1324. // clamp, to handle numerical problems
  1325. return Math.acos( _Math.clamp( theta, - 1, 1 ) );
  1326. },
  1327. distanceTo: function ( v ) {
  1328. return Math.sqrt( this.distanceToSquared( v ) );
  1329. },
  1330. distanceToSquared: function ( v ) {
  1331. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  1332. return dx * dx + dy * dy + dz * dz;
  1333. },
  1334. manhattanDistanceTo: function ( v ) {
  1335. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  1336. },
  1337. setFromSpherical: function ( s ) {
  1338. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  1339. },
  1340. setFromSphericalCoords: function ( radius, phi, theta ) {
  1341. var sinPhiRadius = Math.sin( phi ) * radius;
  1342. this.x = sinPhiRadius * Math.sin( theta );
  1343. this.y = Math.cos( phi ) * radius;
  1344. this.z = sinPhiRadius * Math.cos( theta );
  1345. return this;
  1346. },
  1347. setFromCylindrical: function ( c ) {
  1348. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  1349. },
  1350. setFromCylindricalCoords: function ( radius, theta, y ) {
  1351. this.x = radius * Math.sin( theta );
  1352. this.y = y;
  1353. this.z = radius * Math.cos( theta );
  1354. return this;
  1355. },
  1356. setFromMatrixPosition: function ( m ) {
  1357. var e = m.elements;
  1358. this.x = e[ 12 ];
  1359. this.y = e[ 13 ];
  1360. this.z = e[ 14 ];
  1361. return this;
  1362. },
  1363. setFromMatrixScale: function ( m ) {
  1364. var sx = this.setFromMatrixColumn( m, 0 ).length();
  1365. var sy = this.setFromMatrixColumn( m, 1 ).length();
  1366. var sz = this.setFromMatrixColumn( m, 2 ).length();
  1367. this.x = sx;
  1368. this.y = sy;
  1369. this.z = sz;
  1370. return this;
  1371. },
  1372. setFromMatrixColumn: function ( m, index ) {
  1373. return this.fromArray( m.elements, index * 4 );
  1374. },
  1375. equals: function ( v ) {
  1376. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1377. },
  1378. fromArray: function ( array, offset ) {
  1379. if ( offset === undefined ) { offset = 0; }
  1380. this.x = array[ offset ];
  1381. this.y = array[ offset + 1 ];
  1382. this.z = array[ offset + 2 ];
  1383. return this;
  1384. },
  1385. toArray: function ( array, offset ) {
  1386. if ( array === undefined ) { array = []; }
  1387. if ( offset === undefined ) { offset = 0; }
  1388. array[ offset ] = this.x;
  1389. array[ offset + 1 ] = this.y;
  1390. array[ offset + 2 ] = this.z;
  1391. return array;
  1392. },
  1393. fromBufferAttribute: function ( attribute, index, offset ) {
  1394. if ( offset !== undefined ) {
  1395. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  1396. }
  1397. this.x = attribute.getX( index );
  1398. this.y = attribute.getY( index );
  1399. this.z = attribute.getZ( index );
  1400. return this;
  1401. }
  1402. } );
  1403. /**
  1404. * @author alteredq / http://alteredqualia.com/
  1405. * @author WestLangley / http://github.com/WestLangley
  1406. * @author bhouston / http://clara.io
  1407. * @author tschw
  1408. */
  1409. var _vector$1 = new Vector3();
  1410. function Matrix3() {
  1411. this.elements = [
  1412. 1, 0, 0,
  1413. 0, 1, 0,
  1414. 0, 0, 1
  1415. ];
  1416. if ( arguments.length > 0 ) {
  1417. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  1418. }
  1419. }
  1420. Object.assign( Matrix3.prototype, {
  1421. isMatrix3: true,
  1422. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  1423. var te = this.elements;
  1424. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  1425. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  1426. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  1427. return this;
  1428. },
  1429. identity: function () {
  1430. this.set(
  1431. 1, 0, 0,
  1432. 0, 1, 0,
  1433. 0, 0, 1
  1434. );
  1435. return this;
  1436. },
  1437. clone: function () {
  1438. return new this.constructor().fromArray( this.elements );
  1439. },
  1440. copy: function ( m ) {
  1441. var te = this.elements;
  1442. var me = m.elements;
  1443. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  1444. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  1445. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  1446. return this;
  1447. },
  1448. setFromMatrix4: function ( m ) {
  1449. var me = m.elements;
  1450. this.set(
  1451. me[ 0 ], me[ 4 ], me[ 8 ],
  1452. me[ 1 ], me[ 5 ], me[ 9 ],
  1453. me[ 2 ], me[ 6 ], me[ 10 ]
  1454. );
  1455. return this;
  1456. },
  1457. applyToBufferAttribute: function ( attribute ) {
  1458. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  1459. _vector$1.x = attribute.getX( i );
  1460. _vector$1.y = attribute.getY( i );
  1461. _vector$1.z = attribute.getZ( i );
  1462. _vector$1.applyMatrix3( this );
  1463. attribute.setXYZ( i, _vector$1.x, _vector$1.y, _vector$1.z );
  1464. }
  1465. return attribute;
  1466. },
  1467. multiply: function ( m ) {
  1468. return this.multiplyMatrices( this, m );
  1469. },
  1470. premultiply: function ( m ) {
  1471. return this.multiplyMatrices( m, this );
  1472. },
  1473. multiplyMatrices: function ( a, b ) {
  1474. var ae = a.elements;
  1475. var be = b.elements;
  1476. var te = this.elements;
  1477. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  1478. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  1479. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  1480. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  1481. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  1482. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  1483. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  1484. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  1485. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  1486. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  1487. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  1488. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  1489. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  1490. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  1491. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  1492. return this;
  1493. },
  1494. multiplyScalar: function ( s ) {
  1495. var te = this.elements;
  1496. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  1497. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  1498. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  1499. return this;
  1500. },
  1501. determinant: function () {
  1502. var te = this.elements;
  1503. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  1504. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  1505. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  1506. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  1507. },
  1508. getInverse: function ( matrix, throwOnDegenerate ) {
  1509. if ( matrix && matrix.isMatrix4 ) {
  1510. console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
  1511. }
  1512. var me = matrix.elements,
  1513. te = this.elements,
  1514. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  1515. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  1516. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  1517. t11 = n33 * n22 - n32 * n23,
  1518. t12 = n32 * n13 - n33 * n12,
  1519. t13 = n23 * n12 - n22 * n13,
  1520. det = n11 * t11 + n21 * t12 + n31 * t13;
  1521. if ( det === 0 ) {
  1522. var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
  1523. if ( throwOnDegenerate === true ) {
  1524. throw new Error( msg );
  1525. } else {
  1526. console.warn( msg );
  1527. }
  1528. return this.identity();
  1529. }
  1530. var detInv = 1 / det;
  1531. te[ 0 ] = t11 * detInv;
  1532. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  1533. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  1534. te[ 3 ] = t12 * detInv;
  1535. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  1536. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  1537. te[ 6 ] = t13 * detInv;
  1538. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  1539. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  1540. return this;
  1541. },
  1542. transpose: function () {
  1543. var tmp, m = this.elements;
  1544. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  1545. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  1546. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  1547. return this;
  1548. },
  1549. getNormalMatrix: function ( matrix4 ) {
  1550. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  1551. },
  1552. transposeIntoArray: function ( r ) {
  1553. var m = this.elements;
  1554. r[ 0 ] = m[ 0 ];
  1555. r[ 1 ] = m[ 3 ];
  1556. r[ 2 ] = m[ 6 ];
  1557. r[ 3 ] = m[ 1 ];
  1558. r[ 4 ] = m[ 4 ];
  1559. r[ 5 ] = m[ 7 ];
  1560. r[ 6 ] = m[ 2 ];
  1561. r[ 7 ] = m[ 5 ];
  1562. r[ 8 ] = m[ 8 ];
  1563. return this;
  1564. },
  1565. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  1566. var c = Math.cos( rotation );
  1567. var s = Math.sin( rotation );
  1568. this.set(
  1569. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  1570. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  1571. 0, 0, 1
  1572. );
  1573. },
  1574. scale: function ( sx, sy ) {
  1575. var te = this.elements;
  1576. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  1577. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  1578. return this;
  1579. },
  1580. rotate: function ( theta ) {
  1581. var c = Math.cos( theta );
  1582. var s = Math.sin( theta );
  1583. var te = this.elements;
  1584. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  1585. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  1586. te[ 0 ] = c * a11 + s * a21;
  1587. te[ 3 ] = c * a12 + s * a22;
  1588. te[ 6 ] = c * a13 + s * a23;
  1589. te[ 1 ] = - s * a11 + c * a21;
  1590. te[ 4 ] = - s * a12 + c * a22;
  1591. te[ 7 ] = - s * a13 + c * a23;
  1592. return this;
  1593. },
  1594. translate: function ( tx, ty ) {
  1595. var te = this.elements;
  1596. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  1597. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  1598. return this;
  1599. },
  1600. equals: function ( matrix ) {
  1601. var te = this.elements;
  1602. var me = matrix.elements;
  1603. for ( var i = 0; i < 9; i ++ ) {
  1604. if ( te[ i ] !== me[ i ] ) { return false; }
  1605. }
  1606. return true;
  1607. },
  1608. fromArray: function ( array, offset ) {
  1609. if ( offset === undefined ) { offset = 0; }
  1610. for ( var i = 0; i < 9; i ++ ) {
  1611. this.elements[ i ] = array[ i + offset ];
  1612. }
  1613. return this;
  1614. },
  1615. toArray: function ( array, offset ) {
  1616. if ( array === undefined ) { array = []; }
  1617. if ( offset === undefined ) { offset = 0; }
  1618. var te = this.elements;
  1619. array[ offset ] = te[ 0 ];
  1620. array[ offset + 1 ] = te[ 1 ];
  1621. array[ offset + 2 ] = te[ 2 ];
  1622. array[ offset + 3 ] = te[ 3 ];
  1623. array[ offset + 4 ] = te[ 4 ];
  1624. array[ offset + 5 ] = te[ 5 ];
  1625. array[ offset + 6 ] = te[ 6 ];
  1626. array[ offset + 7 ] = te[ 7 ];
  1627. array[ offset + 8 ] = te[ 8 ];
  1628. return array;
  1629. }
  1630. } );
  1631. /**
  1632. * @author mrdoob / http://mrdoob.com/
  1633. * @author alteredq / http://alteredqualia.com/
  1634. * @author szimek / https://github.com/szimek/
  1635. */
  1636. var _canvas;
  1637. var ImageUtils = {
  1638. getDataURL: function ( image ) {
  1639. var canvas;
  1640. if ( typeof HTMLCanvasElement == 'undefined' ) {
  1641. return image.src;
  1642. } else if ( image instanceof HTMLCanvasElement ) {
  1643. canvas = image;
  1644. } else {
  1645. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  1646. _canvas.width = image.width;
  1647. _canvas.height = image.height;
  1648. var context = _canvas.getContext( '2d' );
  1649. if ( image instanceof ImageData ) {
  1650. context.putImageData( image, 0, 0 );
  1651. } else {
  1652. context.drawImage( image, 0, 0, image.width, image.height );
  1653. }
  1654. canvas = _canvas;
  1655. }
  1656. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  1657. return canvas.toDataURL( 'image/jpeg', 0.6 );
  1658. } else {
  1659. return canvas.toDataURL( 'image/png' );
  1660. }
  1661. }
  1662. };
  1663. /**
  1664. * @author mrdoob / http://mrdoob.com/
  1665. * @author alteredq / http://alteredqualia.com/
  1666. * @author szimek / https://github.com/szimek/
  1667. */
  1668. var textureId = 0;
  1669. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  1670. Object.defineProperty( this, 'id', { value: textureId ++ } );
  1671. this.uuid = _Math.generateUUID();
  1672. this.name = '';
  1673. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  1674. this.mipmaps = [];
  1675. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  1676. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  1677. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  1678. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  1679. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  1680. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  1681. this.format = format !== undefined ? format : RGBAFormat;
  1682. this.type = type !== undefined ? type : UnsignedByteType;
  1683. this.offset = new Vector2( 0, 0 );
  1684. this.repeat = new Vector2( 1, 1 );
  1685. this.center = new Vector2( 0, 0 );
  1686. this.rotation = 0;
  1687. this.matrixAutoUpdate = true;
  1688. this.matrix = new Matrix3();
  1689. this.generateMipmaps = true;
  1690. this.premultiplyAlpha = false;
  1691. this.flipY = true;
  1692. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  1693. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  1694. //
  1695. // Also changing the encoding after already used by a Material will not automatically make the Material
  1696. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  1697. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  1698. this.version = 0;
  1699. this.onUpdate = null;
  1700. }
  1701. Texture.DEFAULT_IMAGE = undefined;
  1702. Texture.DEFAULT_MAPPING = UVMapping;
  1703. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1704. constructor: Texture,
  1705. isTexture: true,
  1706. updateMatrix: function () {
  1707. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  1708. },
  1709. clone: function () {
  1710. return new this.constructor().copy( this );
  1711. },
  1712. copy: function ( source ) {
  1713. this.name = source.name;
  1714. this.image = source.image;
  1715. this.mipmaps = source.mipmaps.slice( 0 );
  1716. this.mapping = source.mapping;
  1717. this.wrapS = source.wrapS;
  1718. this.wrapT = source.wrapT;
  1719. this.magFilter = source.magFilter;
  1720. this.minFilter = source.minFilter;
  1721. this.anisotropy = source.anisotropy;
  1722. this.format = source.format;
  1723. this.type = source.type;
  1724. this.offset.copy( source.offset );
  1725. this.repeat.copy( source.repeat );
  1726. this.center.copy( source.center );
  1727. this.rotation = source.rotation;
  1728. this.matrixAutoUpdate = source.matrixAutoUpdate;
  1729. this.matrix.copy( source.matrix );
  1730. this.generateMipmaps = source.generateMipmaps;
  1731. this.premultiplyAlpha = source.premultiplyAlpha;
  1732. this.flipY = source.flipY;
  1733. this.unpackAlignment = source.unpackAlignment;
  1734. this.encoding = source.encoding;
  1735. return this;
  1736. },
  1737. toJSON: function ( meta ) {
  1738. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  1739. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  1740. return meta.textures[ this.uuid ];
  1741. }
  1742. var output = {
  1743. metadata: {
  1744. version: 4.5,
  1745. type: 'Texture',
  1746. generator: 'Texture.toJSON'
  1747. },
  1748. uuid: this.uuid,
  1749. name: this.name,
  1750. mapping: this.mapping,
  1751. repeat: [ this.repeat.x, this.repeat.y ],
  1752. offset: [ this.offset.x, this.offset.y ],
  1753. center: [ this.center.x, this.center.y ],
  1754. rotation: this.rotation,
  1755. wrap: [ this.wrapS, this.wrapT ],
  1756. format: this.format,
  1757. type: this.type,
  1758. encoding: this.encoding,
  1759. minFilter: this.minFilter,
  1760. magFilter: this.magFilter,
  1761. anisotropy: this.anisotropy,
  1762. flipY: this.flipY,
  1763. premultiplyAlpha: this.premultiplyAlpha,
  1764. unpackAlignment: this.unpackAlignment
  1765. };
  1766. if ( this.image !== undefined ) {
  1767. // TODO: Move to THREE.Image
  1768. var image = this.image;
  1769. if ( image.uuid === undefined ) {
  1770. image.uuid = _Math.generateUUID(); // UGH
  1771. }
  1772. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1773. var url;
  1774. if ( Array.isArray( image ) ) {
  1775. // process array of images e.g. CubeTexture
  1776. url = [];
  1777. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1778. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1779. }
  1780. } else {
  1781. // process single image
  1782. url = ImageUtils.getDataURL( image );
  1783. }
  1784. meta.images[ image.uuid ] = {
  1785. uuid: image.uuid,
  1786. url: url
  1787. };
  1788. }
  1789. output.image = image.uuid;
  1790. }
  1791. if ( ! isRootObject ) {
  1792. meta.textures[ this.uuid ] = output;
  1793. }
  1794. return output;
  1795. },
  1796. dispose: function () {
  1797. this.dispatchEvent( { type: 'dispose' } );
  1798. },
  1799. transformUv: function ( uv ) {
  1800. if ( this.mapping !== UVMapping ) { return uv; }
  1801. uv.applyMatrix3( this.matrix );
  1802. if ( uv.x < 0 || uv.x > 1 ) {
  1803. switch ( this.wrapS ) {
  1804. case RepeatWrapping:
  1805. uv.x = uv.x - Math.floor( uv.x );
  1806. break;
  1807. case ClampToEdgeWrapping:
  1808. uv.x = uv.x < 0 ? 0 : 1;
  1809. break;
  1810. case MirroredRepeatWrapping:
  1811. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1812. uv.x = Math.ceil( uv.x ) - uv.x;
  1813. } else {
  1814. uv.x = uv.x - Math.floor( uv.x );
  1815. }
  1816. break;
  1817. }
  1818. }
  1819. if ( uv.y < 0 || uv.y > 1 ) {
  1820. switch ( this.wrapT ) {
  1821. case RepeatWrapping:
  1822. uv.y = uv.y - Math.floor( uv.y );
  1823. break;
  1824. case ClampToEdgeWrapping:
  1825. uv.y = uv.y < 0 ? 0 : 1;
  1826. break;
  1827. case MirroredRepeatWrapping:
  1828. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1829. uv.y = Math.ceil( uv.y ) - uv.y;
  1830. } else {
  1831. uv.y = uv.y - Math.floor( uv.y );
  1832. }
  1833. break;
  1834. }
  1835. }
  1836. if ( this.flipY ) {
  1837. uv.y = 1 - uv.y;
  1838. }
  1839. return uv;
  1840. }
  1841. } );
  1842. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1843. set: function ( value ) {
  1844. if ( value === true ) { this.version ++; }
  1845. }
  1846. } );
  1847. /**
  1848. * @author supereggbert / http://www.paulbrunt.co.uk/
  1849. * @author philogb / http://blog.thejit.org/
  1850. * @author mikael emtinger / http://gomo.se/
  1851. * @author egraether / http://egraether.com/
  1852. * @author WestLangley / http://github.com/WestLangley
  1853. */
  1854. function Vector4( x, y, z, w ) {
  1855. this.x = x || 0;
  1856. this.y = y || 0;
  1857. this.z = z || 0;
  1858. this.w = ( w !== undefined ) ? w : 1;
  1859. }
  1860. Object.defineProperties( Vector4.prototype, {
  1861. "width": {
  1862. get: function () {
  1863. return this.z;
  1864. },
  1865. set: function ( value ) {
  1866. this.z = value;
  1867. }
  1868. },
  1869. "height": {
  1870. get: function () {
  1871. return this.w;
  1872. },
  1873. set: function ( value ) {
  1874. this.w = value;
  1875. }
  1876. }
  1877. } );
  1878. Object.assign( Vector4.prototype, {
  1879. isVector4: true,
  1880. set: function ( x, y, z, w ) {
  1881. this.x = x;
  1882. this.y = y;
  1883. this.z = z;
  1884. this.w = w;
  1885. return this;
  1886. },
  1887. setScalar: function ( scalar ) {
  1888. this.x = scalar;
  1889. this.y = scalar;
  1890. this.z = scalar;
  1891. this.w = scalar;
  1892. return this;
  1893. },
  1894. setX: function ( x ) {
  1895. this.x = x;
  1896. return this;
  1897. },
  1898. setY: function ( y ) {
  1899. this.y = y;
  1900. return this;
  1901. },
  1902. setZ: function ( z ) {
  1903. this.z = z;
  1904. return this;
  1905. },
  1906. setW: function ( w ) {
  1907. this.w = w;
  1908. return this;
  1909. },
  1910. setComponent: function ( index, value ) {
  1911. switch ( index ) {
  1912. case 0: this.x = value; break;
  1913. case 1: this.y = value; break;
  1914. case 2: this.z = value; break;
  1915. case 3: this.w = value; break;
  1916. default: throw new Error( 'index is out of range: ' + index );
  1917. }
  1918. return this;
  1919. },
  1920. getComponent: function ( index ) {
  1921. switch ( index ) {
  1922. case 0: return this.x;
  1923. case 1: return this.y;
  1924. case 2: return this.z;
  1925. case 3: return this.w;
  1926. default: throw new Error( 'index is out of range: ' + index );
  1927. }
  1928. },
  1929. clone: function () {
  1930. return new this.constructor( this.x, this.y, this.z, this.w );
  1931. },
  1932. copy: function ( v ) {
  1933. this.x = v.x;
  1934. this.y = v.y;
  1935. this.z = v.z;
  1936. this.w = ( v.w !== undefined ) ? v.w : 1;
  1937. return this;
  1938. },
  1939. add: function ( v, w ) {
  1940. if ( w !== undefined ) {
  1941. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1942. return this.addVectors( v, w );
  1943. }
  1944. this.x += v.x;
  1945. this.y += v.y;
  1946. this.z += v.z;
  1947. this.w += v.w;
  1948. return this;
  1949. },
  1950. addScalar: function ( s ) {
  1951. this.x += s;
  1952. this.y += s;
  1953. this.z += s;
  1954. this.w += s;
  1955. return this;
  1956. },
  1957. addVectors: function ( a, b ) {
  1958. this.x = a.x + b.x;
  1959. this.y = a.y + b.y;
  1960. this.z = a.z + b.z;
  1961. this.w = a.w + b.w;
  1962. return this;
  1963. },
  1964. addScaledVector: function ( v, s ) {
  1965. this.x += v.x * s;
  1966. this.y += v.y * s;
  1967. this.z += v.z * s;
  1968. this.w += v.w * s;
  1969. return this;
  1970. },
  1971. sub: function ( v, w ) {
  1972. if ( w !== undefined ) {
  1973. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1974. return this.subVectors( v, w );
  1975. }
  1976. this.x -= v.x;
  1977. this.y -= v.y;
  1978. this.z -= v.z;
  1979. this.w -= v.w;
  1980. return this;
  1981. },
  1982. subScalar: function ( s ) {
  1983. this.x -= s;
  1984. this.y -= s;
  1985. this.z -= s;
  1986. this.w -= s;
  1987. return this;
  1988. },
  1989. subVectors: function ( a, b ) {
  1990. this.x = a.x - b.x;
  1991. this.y = a.y - b.y;
  1992. this.z = a.z - b.z;
  1993. this.w = a.w - b.w;
  1994. return this;
  1995. },
  1996. multiplyScalar: function ( scalar ) {
  1997. this.x *= scalar;
  1998. this.y *= scalar;
  1999. this.z *= scalar;
  2000. this.w *= scalar;
  2001. return this;
  2002. },
  2003. applyMatrix4: function ( m ) {
  2004. var x = this.x, y = this.y, z = this.z, w = this.w;
  2005. var e = m.elements;
  2006. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  2007. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  2008. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  2009. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  2010. return this;
  2011. },
  2012. divideScalar: function ( scalar ) {
  2013. return this.multiplyScalar( 1 / scalar );
  2014. },
  2015. setAxisAngleFromQuaternion: function ( q ) {
  2016. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  2017. // q is assumed to be normalized
  2018. this.w = 2 * Math.acos( q.w );
  2019. var s = Math.sqrt( 1 - q.w * q.w );
  2020. if ( s < 0.0001 ) {
  2021. this.x = 1;
  2022. this.y = 0;
  2023. this.z = 0;
  2024. } else {
  2025. this.x = q.x / s;
  2026. this.y = q.y / s;
  2027. this.z = q.z / s;
  2028. }
  2029. return this;
  2030. },
  2031. setAxisAngleFromRotationMatrix: function ( m ) {
  2032. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  2033. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2034. var angle, x, y, z, // variables for result
  2035. epsilon = 0.01, // margin to allow for rounding errors
  2036. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  2037. te = m.elements,
  2038. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  2039. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  2040. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  2041. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  2042. ( Math.abs( m13 - m31 ) < epsilon ) &&
  2043. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  2044. // singularity found
  2045. // first check for identity matrix which must have +1 for all terms
  2046. // in leading diagonal and zero in other terms
  2047. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  2048. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  2049. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  2050. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  2051. // this singularity is identity matrix so angle = 0
  2052. this.set( 1, 0, 0, 0 );
  2053. return this; // zero angle, arbitrary axis
  2054. }
  2055. // otherwise this singularity is angle = 180
  2056. angle = Math.PI;
  2057. var xx = ( m11 + 1 ) / 2;
  2058. var yy = ( m22 + 1 ) / 2;
  2059. var zz = ( m33 + 1 ) / 2;
  2060. var xy = ( m12 + m21 ) / 4;
  2061. var xz = ( m13 + m31 ) / 4;
  2062. var yz = ( m23 + m32 ) / 4;
  2063. if ( ( xx > yy ) && ( xx > zz ) ) {
  2064. // m11 is the largest diagonal term
  2065. if ( xx < epsilon ) {
  2066. x = 0;
  2067. y = 0.707106781;
  2068. z = 0.707106781;
  2069. } else {
  2070. x = Math.sqrt( xx );
  2071. y = xy / x;
  2072. z = xz / x;
  2073. }
  2074. } else if ( yy > zz ) {
  2075. // m22 is the largest diagonal term
  2076. if ( yy < epsilon ) {
  2077. x = 0.707106781;
  2078. y = 0;
  2079. z = 0.707106781;
  2080. } else {
  2081. y = Math.sqrt( yy );
  2082. x = xy / y;
  2083. z = yz / y;
  2084. }
  2085. } else {
  2086. // m33 is the largest diagonal term so base result on this
  2087. if ( zz < epsilon ) {
  2088. x = 0.707106781;
  2089. y = 0.707106781;
  2090. z = 0;
  2091. } else {
  2092. z = Math.sqrt( zz );
  2093. x = xz / z;
  2094. y = yz / z;
  2095. }
  2096. }
  2097. this.set( x, y, z, angle );
  2098. return this; // return 180 deg rotation
  2099. }
  2100. // as we have reached here there are no singularities so we can handle normally
  2101. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  2102. ( m13 - m31 ) * ( m13 - m31 ) +
  2103. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  2104. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  2105. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  2106. // caught by singularity test above, but I've left it in just in case
  2107. this.x = ( m32 - m23 ) / s;
  2108. this.y = ( m13 - m31 ) / s;
  2109. this.z = ( m21 - m12 ) / s;
  2110. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  2111. return this;
  2112. },
  2113. min: function ( v ) {
  2114. this.x = Math.min( this.x, v.x );
  2115. this.y = Math.min( this.y, v.y );
  2116. this.z = Math.min( this.z, v.z );
  2117. this.w = Math.min( this.w, v.w );
  2118. return this;
  2119. },
  2120. max: function ( v ) {
  2121. this.x = Math.max( this.x, v.x );
  2122. this.y = Math.max( this.y, v.y );
  2123. this.z = Math.max( this.z, v.z );
  2124. this.w = Math.max( this.w, v.w );
  2125. return this;
  2126. },
  2127. clamp: function ( min, max ) {
  2128. // assumes min < max, componentwise
  2129. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2130. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2131. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2132. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  2133. return this;
  2134. },
  2135. clampScalar: function ( minVal, maxVal ) {
  2136. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2137. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2138. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2139. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  2140. return this;
  2141. },
  2142. clampLength: function ( min, max ) {
  2143. var length = this.length();
  2144. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2145. },
  2146. floor: function () {
  2147. this.x = Math.floor( this.x );
  2148. this.y = Math.floor( this.y );
  2149. this.z = Math.floor( this.z );
  2150. this.w = Math.floor( this.w );
  2151. return this;
  2152. },
  2153. ceil: function () {
  2154. this.x = Math.ceil( this.x );
  2155. this.y = Math.ceil( this.y );
  2156. this.z = Math.ceil( this.z );
  2157. this.w = Math.ceil( this.w );
  2158. return this;
  2159. },
  2160. round: function () {
  2161. this.x = Math.round( this.x );
  2162. this.y = Math.round( this.y );
  2163. this.z = Math.round( this.z );
  2164. this.w = Math.round( this.w );
  2165. return this;
  2166. },
  2167. roundToZero: function () {
  2168. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2169. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2170. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2171. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  2172. return this;
  2173. },
  2174. negate: function () {
  2175. this.x = - this.x;
  2176. this.y = - this.y;
  2177. this.z = - this.z;
  2178. this.w = - this.w;
  2179. return this;
  2180. },
  2181. dot: function ( v ) {
  2182. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  2183. },
  2184. lengthSq: function () {
  2185. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  2186. },
  2187. length: function () {
  2188. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  2189. },
  2190. manhattanLength: function () {
  2191. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  2192. },
  2193. normalize: function () {
  2194. return this.divideScalar( this.length() || 1 );
  2195. },
  2196. setLength: function ( length ) {
  2197. return this.normalize().multiplyScalar( length );
  2198. },
  2199. lerp: function ( v, alpha ) {
  2200. this.x += ( v.x - this.x ) * alpha;
  2201. this.y += ( v.y - this.y ) * alpha;
  2202. this.z += ( v.z - this.z ) * alpha;
  2203. this.w += ( v.w - this.w ) * alpha;
  2204. return this;
  2205. },
  2206. lerpVectors: function ( v1, v2, alpha ) {
  2207. return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  2208. },
  2209. equals: function ( v ) {
  2210. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  2211. },
  2212. fromArray: function ( array, offset ) {
  2213. if ( offset === undefined ) { offset = 0; }
  2214. this.x = array[ offset ];
  2215. this.y = array[ offset + 1 ];
  2216. this.z = array[ offset + 2 ];
  2217. this.w = array[ offset + 3 ];
  2218. return this;
  2219. },
  2220. toArray: function ( array, offset ) {
  2221. if ( array === undefined ) { array = []; }
  2222. if ( offset === undefined ) { offset = 0; }
  2223. array[ offset ] = this.x;
  2224. array[ offset + 1 ] = this.y;
  2225. array[ offset + 2 ] = this.z;
  2226. array[ offset + 3 ] = this.w;
  2227. return array;
  2228. },
  2229. fromBufferAttribute: function ( attribute, index, offset ) {
  2230. if ( offset !== undefined ) {
  2231. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  2232. }
  2233. this.x = attribute.getX( index );
  2234. this.y = attribute.getY( index );
  2235. this.z = attribute.getZ( index );
  2236. this.w = attribute.getW( index );
  2237. return this;
  2238. }
  2239. } );
  2240. /**
  2241. * @author szimek / https://github.com/szimek/
  2242. * @author alteredq / http://alteredqualia.com/
  2243. * @author Marius Kintel / https://github.com/kintel
  2244. */
  2245. /*
  2246. In options, we can specify:
  2247. * Texture parameters for an auto-generated target texture
  2248. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  2249. */
  2250. function WebGLRenderTarget( width, height, options ) {
  2251. this.width = width;
  2252. this.height = height;
  2253. this.scissor = new Vector4( 0, 0, width, height );
  2254. this.scissorTest = false;
  2255. this.viewport = new Vector4( 0, 0, width, height );
  2256. options = options || {};
  2257. this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  2258. this.texture.image = {};
  2259. this.texture.image.width = width;
  2260. this.texture.image.height = height;
  2261. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  2262. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  2263. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  2264. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  2265. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  2266. }
  2267. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  2268. constructor: WebGLRenderTarget,
  2269. isWebGLRenderTarget: true,
  2270. setSize: function ( width, height ) {
  2271. if ( this.width !== width || this.height !== height ) {
  2272. this.width = width;
  2273. this.height = height;
  2274. this.texture.image.width = width;
  2275. this.texture.image.height = height;
  2276. this.dispose();
  2277. }
  2278. this.viewport.set( 0, 0, width, height );
  2279. this.scissor.set( 0, 0, width, height );
  2280. },
  2281. clone: function () {
  2282. return new this.constructor().copy( this );
  2283. },
  2284. copy: function ( source ) {
  2285. this.width = source.width;
  2286. this.height = source.height;
  2287. this.viewport.copy( source.viewport );
  2288. this.texture = source.texture.clone();
  2289. this.depthBuffer = source.depthBuffer;
  2290. this.stencilBuffer = source.stencilBuffer;
  2291. this.depthTexture = source.depthTexture;
  2292. return this;
  2293. },
  2294. dispose: function () {
  2295. this.dispatchEvent( { type: 'dispose' } );
  2296. }
  2297. } );
  2298. /**
  2299. * @author Mugen87 / https://github.com/Mugen87
  2300. * @author Matt DesLauriers / @mattdesl
  2301. */
  2302. function WebGLMultisampleRenderTarget( width, height, options ) {
  2303. WebGLRenderTarget.call( this, width, height, options );
  2304. this.samples = 4;
  2305. }
  2306. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  2307. constructor: WebGLMultisampleRenderTarget,
  2308. isWebGLMultisampleRenderTarget: true,
  2309. copy: function ( source ) {
  2310. WebGLRenderTarget.prototype.copy.call( this, source );
  2311. this.samples = source.samples;
  2312. return this;
  2313. }
  2314. } );
  2315. var _v1 = new Vector3();
  2316. var _m1 = new Matrix4();
  2317. var _zero = new Vector3( 0, 0, 0 );
  2318. var _one = new Vector3( 1, 1, 1 );
  2319. var _x = new Vector3();
  2320. var _y = new Vector3();
  2321. var _z = new Vector3();
  2322. /**
  2323. * @author mrdoob / http://mrdoob.com/
  2324. * @author supereggbert / http://www.paulbrunt.co.uk/
  2325. * @author philogb / http://blog.thejit.org/
  2326. * @author jordi_ros / http://plattsoft.com
  2327. * @author D1plo1d / http://github.com/D1plo1d
  2328. * @author alteredq / http://alteredqualia.com/
  2329. * @author mikael emtinger / http://gomo.se/
  2330. * @author timknip / http://www.floorplanner.com/
  2331. * @author bhouston / http://clara.io
  2332. * @author WestLangley / http://github.com/WestLangley
  2333. */
  2334. function Matrix4() {
  2335. this.elements = [
  2336. 1, 0, 0, 0,
  2337. 0, 1, 0, 0,
  2338. 0, 0, 1, 0,
  2339. 0, 0, 0, 1
  2340. ];
  2341. if ( arguments.length > 0 ) {
  2342. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2343. }
  2344. }
  2345. Object.assign( Matrix4.prototype, {
  2346. isMatrix4: true,
  2347. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2348. var te = this.elements;
  2349. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2350. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2351. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2352. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2353. return this;
  2354. },
  2355. identity: function () {
  2356. this.set(
  2357. 1, 0, 0, 0,
  2358. 0, 1, 0, 0,
  2359. 0, 0, 1, 0,
  2360. 0, 0, 0, 1
  2361. );
  2362. return this;
  2363. },
  2364. clone: function () {
  2365. return new Matrix4().fromArray( this.elements );
  2366. },
  2367. copy: function ( m ) {
  2368. var te = this.elements;
  2369. var me = m.elements;
  2370. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2371. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2372. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2373. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2374. return this;
  2375. },
  2376. copyPosition: function ( m ) {
  2377. var te = this.elements, me = m.elements;
  2378. te[ 12 ] = me[ 12 ];
  2379. te[ 13 ] = me[ 13 ];
  2380. te[ 14 ] = me[ 14 ];
  2381. return this;
  2382. },
  2383. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2384. xAxis.setFromMatrixColumn( this, 0 );
  2385. yAxis.setFromMatrixColumn( this, 1 );
  2386. zAxis.setFromMatrixColumn( this, 2 );
  2387. return this;
  2388. },
  2389. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2390. this.set(
  2391. xAxis.x, yAxis.x, zAxis.x, 0,
  2392. xAxis.y, yAxis.y, zAxis.y, 0,
  2393. xAxis.z, yAxis.z, zAxis.z, 0,
  2394. 0, 0, 0, 1
  2395. );
  2396. return this;
  2397. },
  2398. extractRotation: function ( m ) {
  2399. // this method does not support reflection matrices
  2400. var te = this.elements;
  2401. var me = m.elements;
  2402. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2403. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2404. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2405. te[ 0 ] = me[ 0 ] * scaleX;
  2406. te[ 1 ] = me[ 1 ] * scaleX;
  2407. te[ 2 ] = me[ 2 ] * scaleX;
  2408. te[ 3 ] = 0;
  2409. te[ 4 ] = me[ 4 ] * scaleY;
  2410. te[ 5 ] = me[ 5 ] * scaleY;
  2411. te[ 6 ] = me[ 6 ] * scaleY;
  2412. te[ 7 ] = 0;
  2413. te[ 8 ] = me[ 8 ] * scaleZ;
  2414. te[ 9 ] = me[ 9 ] * scaleZ;
  2415. te[ 10 ] = me[ 10 ] * scaleZ;
  2416. te[ 11 ] = 0;
  2417. te[ 12 ] = 0;
  2418. te[ 13 ] = 0;
  2419. te[ 14 ] = 0;
  2420. te[ 15 ] = 1;
  2421. return this;
  2422. },
  2423. makeRotationFromEuler: function ( euler ) {
  2424. if ( ! ( euler && euler.isEuler ) ) {
  2425. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2426. }
  2427. var te = this.elements;
  2428. var x = euler.x, y = euler.y, z = euler.z;
  2429. var a = Math.cos( x ), b = Math.sin( x );
  2430. var c = Math.cos( y ), d = Math.sin( y );
  2431. var e = Math.cos( z ), f = Math.sin( z );
  2432. if ( euler.order === 'XYZ' ) {
  2433. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2434. te[ 0 ] = c * e;
  2435. te[ 4 ] = - c * f;
  2436. te[ 8 ] = d;
  2437. te[ 1 ] = af + be * d;
  2438. te[ 5 ] = ae - bf * d;
  2439. te[ 9 ] = - b * c;
  2440. te[ 2 ] = bf - ae * d;
  2441. te[ 6 ] = be + af * d;
  2442. te[ 10 ] = a * c;
  2443. } else if ( euler.order === 'YXZ' ) {
  2444. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2445. te[ 0 ] = ce + df * b;
  2446. te[ 4 ] = de * b - cf;
  2447. te[ 8 ] = a * d;
  2448. te[ 1 ] = a * f;
  2449. te[ 5 ] = a * e;
  2450. te[ 9 ] = - b;
  2451. te[ 2 ] = cf * b - de;
  2452. te[ 6 ] = df + ce * b;
  2453. te[ 10 ] = a * c;
  2454. } else if ( euler.order === 'ZXY' ) {
  2455. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2456. te[ 0 ] = ce - df * b;
  2457. te[ 4 ] = - a * f;
  2458. te[ 8 ] = de + cf * b;
  2459. te[ 1 ] = cf + de * b;
  2460. te[ 5 ] = a * e;
  2461. te[ 9 ] = df - ce * b;
  2462. te[ 2 ] = - a * d;
  2463. te[ 6 ] = b;
  2464. te[ 10 ] = a * c;
  2465. } else if ( euler.order === 'ZYX' ) {
  2466. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2467. te[ 0 ] = c * e;
  2468. te[ 4 ] = be * d - af;
  2469. te[ 8 ] = ae * d + bf;
  2470. te[ 1 ] = c * f;
  2471. te[ 5 ] = bf * d + ae;
  2472. te[ 9 ] = af * d - be;
  2473. te[ 2 ] = - d;
  2474. te[ 6 ] = b * c;
  2475. te[ 10 ] = a * c;
  2476. } else if ( euler.order === 'YZX' ) {
  2477. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2478. te[ 0 ] = c * e;
  2479. te[ 4 ] = bd - ac * f;
  2480. te[ 8 ] = bc * f + ad;
  2481. te[ 1 ] = f;
  2482. te[ 5 ] = a * e;
  2483. te[ 9 ] = - b * e;
  2484. te[ 2 ] = - d * e;
  2485. te[ 6 ] = ad * f + bc;
  2486. te[ 10 ] = ac - bd * f;
  2487. } else if ( euler.order === 'XZY' ) {
  2488. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2489. te[ 0 ] = c * e;
  2490. te[ 4 ] = - f;
  2491. te[ 8 ] = d * e;
  2492. te[ 1 ] = ac * f + bd;
  2493. te[ 5 ] = a * e;
  2494. te[ 9 ] = ad * f - bc;
  2495. te[ 2 ] = bc * f - ad;
  2496. te[ 6 ] = b * e;
  2497. te[ 10 ] = bd * f + ac;
  2498. }
  2499. // bottom row
  2500. te[ 3 ] = 0;
  2501. te[ 7 ] = 0;
  2502. te[ 11 ] = 0;
  2503. // last column
  2504. te[ 12 ] = 0;
  2505. te[ 13 ] = 0;
  2506. te[ 14 ] = 0;
  2507. te[ 15 ] = 1;
  2508. return this;
  2509. },
  2510. makeRotationFromQuaternion: function ( q ) {
  2511. return this.compose( _zero, q, _one );
  2512. },
  2513. lookAt: function ( eye, target, up ) {
  2514. var te = this.elements;
  2515. _z.subVectors( eye, target );
  2516. if ( _z.lengthSq() === 0 ) {
  2517. // eye and target are in the same position
  2518. _z.z = 1;
  2519. }
  2520. _z.normalize();
  2521. _x.crossVectors( up, _z );
  2522. if ( _x.lengthSq() === 0 ) {
  2523. // up and z are parallel
  2524. if ( Math.abs( up.z ) === 1 ) {
  2525. _z.x += 0.0001;
  2526. } else {
  2527. _z.z += 0.0001;
  2528. }
  2529. _z.normalize();
  2530. _x.crossVectors( up, _z );
  2531. }
  2532. _x.normalize();
  2533. _y.crossVectors( _z, _x );
  2534. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2535. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2536. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2537. return this;
  2538. },
  2539. multiply: function ( m, n ) {
  2540. if ( n !== undefined ) {
  2541. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2542. return this.multiplyMatrices( m, n );
  2543. }
  2544. return this.multiplyMatrices( this, m );
  2545. },
  2546. premultiply: function ( m ) {
  2547. return this.multiplyMatrices( m, this );
  2548. },
  2549. multiplyMatrices: function ( a, b ) {
  2550. var ae = a.elements;
  2551. var be = b.elements;
  2552. var te = this.elements;
  2553. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2554. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2555. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2556. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2557. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2558. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2559. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2560. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2561. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2562. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2563. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2564. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2565. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2566. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2567. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2568. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2569. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2570. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2571. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2572. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2573. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2574. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2575. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2576. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2577. return this;
  2578. },
  2579. multiplyScalar: function ( s ) {
  2580. var te = this.elements;
  2581. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2582. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2583. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2584. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2585. return this;
  2586. },
  2587. applyToBufferAttribute: function ( attribute ) {
  2588. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  2589. _v1.x = attribute.getX( i );
  2590. _v1.y = attribute.getY( i );
  2591. _v1.z = attribute.getZ( i );
  2592. _v1.applyMatrix4( this );
  2593. attribute.setXYZ( i, _v1.x, _v1.y, _v1.z );
  2594. }
  2595. return attribute;
  2596. },
  2597. determinant: function () {
  2598. var te = this.elements;
  2599. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2600. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2601. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2602. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2603. //TODO: make this more efficient
  2604. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2605. return (
  2606. n41 * (
  2607. + n14 * n23 * n32
  2608. - n13 * n24 * n32
  2609. - n14 * n22 * n33
  2610. + n12 * n24 * n33
  2611. + n13 * n22 * n34
  2612. - n12 * n23 * n34
  2613. ) +
  2614. n42 * (
  2615. + n11 * n23 * n34
  2616. - n11 * n24 * n33
  2617. + n14 * n21 * n33
  2618. - n13 * n21 * n34
  2619. + n13 * n24 * n31
  2620. - n14 * n23 * n31
  2621. ) +
  2622. n43 * (
  2623. + n11 * n24 * n32
  2624. - n11 * n22 * n34
  2625. - n14 * n21 * n32
  2626. + n12 * n21 * n34
  2627. + n14 * n22 * n31
  2628. - n12 * n24 * n31
  2629. ) +
  2630. n44 * (
  2631. - n13 * n22 * n31
  2632. - n11 * n23 * n32
  2633. + n11 * n22 * n33
  2634. + n13 * n21 * n32
  2635. - n12 * n21 * n33
  2636. + n12 * n23 * n31
  2637. )
  2638. );
  2639. },
  2640. transpose: function () {
  2641. var te = this.elements;
  2642. var tmp;
  2643. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2644. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2645. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2646. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2647. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2648. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2649. return this;
  2650. },
  2651. setPosition: function ( x, y, z ) {
  2652. var te = this.elements;
  2653. if ( x.isVector3 ) {
  2654. te[ 12 ] = x.x;
  2655. te[ 13 ] = x.y;
  2656. te[ 14 ] = x.z;
  2657. } else {
  2658. te[ 12 ] = x;
  2659. te[ 13 ] = y;
  2660. te[ 14 ] = z;
  2661. }
  2662. return this;
  2663. },
  2664. getInverse: function ( m, throwOnDegenerate ) {
  2665. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2666. var te = this.elements,
  2667. me = m.elements,
  2668. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2669. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2670. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2671. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2672. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2673. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2674. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2675. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2676. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2677. if ( det === 0 ) {
  2678. var msg = "THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0";
  2679. if ( throwOnDegenerate === true ) {
  2680. throw new Error( msg );
  2681. } else {
  2682. console.warn( msg );
  2683. }
  2684. return this.identity();
  2685. }
  2686. var detInv = 1 / det;
  2687. te[ 0 ] = t11 * detInv;
  2688. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2689. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2690. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2691. te[ 4 ] = t12 * detInv;
  2692. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2693. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2694. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2695. te[ 8 ] = t13 * detInv;
  2696. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2697. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2698. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2699. te[ 12 ] = t14 * detInv;
  2700. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2701. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2702. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2703. return this;
  2704. },
  2705. scale: function ( v ) {
  2706. var te = this.elements;
  2707. var x = v.x, y = v.y, z = v.z;
  2708. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2709. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2710. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2711. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2712. return this;
  2713. },
  2714. getMaxScaleOnAxis: function () {
  2715. var te = this.elements;
  2716. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2717. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2718. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2719. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2720. },
  2721. makeTranslation: function ( x, y, z ) {
  2722. this.set(
  2723. 1, 0, 0, x,
  2724. 0, 1, 0, y,
  2725. 0, 0, 1, z,
  2726. 0, 0, 0, 1
  2727. );
  2728. return this;
  2729. },
  2730. makeRotationX: function ( theta ) {
  2731. var c = Math.cos( theta ), s = Math.sin( theta );
  2732. this.set(
  2733. 1, 0, 0, 0,
  2734. 0, c, - s, 0,
  2735. 0, s, c, 0,
  2736. 0, 0, 0, 1
  2737. );
  2738. return this;
  2739. },
  2740. makeRotationY: function ( theta ) {
  2741. var c = Math.cos( theta ), s = Math.sin( theta );
  2742. this.set(
  2743. c, 0, s, 0,
  2744. 0, 1, 0, 0,
  2745. - s, 0, c, 0,
  2746. 0, 0, 0, 1
  2747. );
  2748. return this;
  2749. },
  2750. makeRotationZ: function ( theta ) {
  2751. var c = Math.cos( theta ), s = Math.sin( theta );
  2752. this.set(
  2753. c, - s, 0, 0,
  2754. s, c, 0, 0,
  2755. 0, 0, 1, 0,
  2756. 0, 0, 0, 1
  2757. );
  2758. return this;
  2759. },
  2760. makeRotationAxis: function ( axis, angle ) {
  2761. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2762. var c = Math.cos( angle );
  2763. var s = Math.sin( angle );
  2764. var t = 1 - c;
  2765. var x = axis.x, y = axis.y, z = axis.z;
  2766. var tx = t * x, ty = t * y;
  2767. this.set(
  2768. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2769. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2770. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2771. 0, 0, 0, 1
  2772. );
  2773. return this;
  2774. },
  2775. makeScale: function ( x, y, z ) {
  2776. this.set(
  2777. x, 0, 0, 0,
  2778. 0, y, 0, 0,
  2779. 0, 0, z, 0,
  2780. 0, 0, 0, 1
  2781. );
  2782. return this;
  2783. },
  2784. makeShear: function ( x, y, z ) {
  2785. this.set(
  2786. 1, y, z, 0,
  2787. x, 1, z, 0,
  2788. x, y, 1, 0,
  2789. 0, 0, 0, 1
  2790. );
  2791. return this;
  2792. },
  2793. compose: function ( position, quaternion, scale ) {
  2794. var te = this.elements;
  2795. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2796. var x2 = x + x, y2 = y + y, z2 = z + z;
  2797. var xx = x * x2, xy = x * y2, xz = x * z2;
  2798. var yy = y * y2, yz = y * z2, zz = z * z2;
  2799. var wx = w * x2, wy = w * y2, wz = w * z2;
  2800. var sx = scale.x, sy = scale.y, sz = scale.z;
  2801. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2802. te[ 1 ] = ( xy + wz ) * sx;
  2803. te[ 2 ] = ( xz - wy ) * sx;
  2804. te[ 3 ] = 0;
  2805. te[ 4 ] = ( xy - wz ) * sy;
  2806. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2807. te[ 6 ] = ( yz + wx ) * sy;
  2808. te[ 7 ] = 0;
  2809. te[ 8 ] = ( xz + wy ) * sz;
  2810. te[ 9 ] = ( yz - wx ) * sz;
  2811. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2812. te[ 11 ] = 0;
  2813. te[ 12 ] = position.x;
  2814. te[ 13 ] = position.y;
  2815. te[ 14 ] = position.z;
  2816. te[ 15 ] = 1;
  2817. return this;
  2818. },
  2819. decompose: function ( position, quaternion, scale ) {
  2820. var te = this.elements;
  2821. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2822. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2823. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2824. // if determine is negative, we need to invert one scale
  2825. var det = this.determinant();
  2826. if ( det < 0 ) { sx = - sx; }
  2827. position.x = te[ 12 ];
  2828. position.y = te[ 13 ];
  2829. position.z = te[ 14 ];
  2830. // scale the rotation part
  2831. _m1.copy( this );
  2832. var invSX = 1 / sx;
  2833. var invSY = 1 / sy;
  2834. var invSZ = 1 / sz;
  2835. _m1.elements[ 0 ] *= invSX;
  2836. _m1.elements[ 1 ] *= invSX;
  2837. _m1.elements[ 2 ] *= invSX;
  2838. _m1.elements[ 4 ] *= invSY;
  2839. _m1.elements[ 5 ] *= invSY;
  2840. _m1.elements[ 6 ] *= invSY;
  2841. _m1.elements[ 8 ] *= invSZ;
  2842. _m1.elements[ 9 ] *= invSZ;
  2843. _m1.elements[ 10 ] *= invSZ;
  2844. quaternion.setFromRotationMatrix( _m1 );
  2845. scale.x = sx;
  2846. scale.y = sy;
  2847. scale.z = sz;
  2848. return this;
  2849. },
  2850. makePerspective: function ( left, right, top, bottom, near, far ) {
  2851. if ( far === undefined ) {
  2852. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2853. }
  2854. var te = this.elements;
  2855. var x = 2 * near / ( right - left );
  2856. var y = 2 * near / ( top - bottom );
  2857. var a = ( right + left ) / ( right - left );
  2858. var b = ( top + bottom ) / ( top - bottom );
  2859. var c = - ( far + near ) / ( far - near );
  2860. var d = - 2 * far * near / ( far - near );
  2861. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2862. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2863. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2864. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2865. return this;
  2866. },
  2867. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2868. var te = this.elements;
  2869. var w = 1.0 / ( right - left );
  2870. var h = 1.0 / ( top - bottom );
  2871. var p = 1.0 / ( far - near );
  2872. var x = ( right + left ) * w;
  2873. var y = ( top + bottom ) * h;
  2874. var z = ( far + near ) * p;
  2875. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2876. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2877. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2878. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2879. return this;
  2880. },
  2881. equals: function ( matrix ) {
  2882. var te = this.elements;
  2883. var me = matrix.elements;
  2884. for ( var i = 0; i < 16; i ++ ) {
  2885. if ( te[ i ] !== me[ i ] ) { return false; }
  2886. }
  2887. return true;
  2888. },
  2889. fromArray: function ( array, offset ) {
  2890. if ( offset === undefined ) { offset = 0; }
  2891. for ( var i = 0; i < 16; i ++ ) {
  2892. this.elements[ i ] = array[ i + offset ];
  2893. }
  2894. return this;
  2895. },
  2896. toArray: function ( array, offset ) {
  2897. if ( array === undefined ) { array = []; }
  2898. if ( offset === undefined ) { offset = 0; }
  2899. var te = this.elements;
  2900. array[ offset ] = te[ 0 ];
  2901. array[ offset + 1 ] = te[ 1 ];
  2902. array[ offset + 2 ] = te[ 2 ];
  2903. array[ offset + 3 ] = te[ 3 ];
  2904. array[ offset + 4 ] = te[ 4 ];
  2905. array[ offset + 5 ] = te[ 5 ];
  2906. array[ offset + 6 ] = te[ 6 ];
  2907. array[ offset + 7 ] = te[ 7 ];
  2908. array[ offset + 8 ] = te[ 8 ];
  2909. array[ offset + 9 ] = te[ 9 ];
  2910. array[ offset + 10 ] = te[ 10 ];
  2911. array[ offset + 11 ] = te[ 11 ];
  2912. array[ offset + 12 ] = te[ 12 ];
  2913. array[ offset + 13 ] = te[ 13 ];
  2914. array[ offset + 14 ] = te[ 14 ];
  2915. array[ offset + 15 ] = te[ 15 ];
  2916. return array;
  2917. }
  2918. } );
  2919. /**
  2920. * @author mrdoob / http://mrdoob.com/
  2921. * @author WestLangley / http://github.com/WestLangley
  2922. * @author bhouston / http://clara.io
  2923. */
  2924. var _matrix = new Matrix4();
  2925. var _quaternion$1 = new Quaternion();
  2926. function Euler( x, y, z, order ) {
  2927. this._x = x || 0;
  2928. this._y = y || 0;
  2929. this._z = z || 0;
  2930. this._order = order || Euler.DefaultOrder;
  2931. }
  2932. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2933. Euler.DefaultOrder = 'XYZ';
  2934. Object.defineProperties( Euler.prototype, {
  2935. x: {
  2936. get: function () {
  2937. return this._x;
  2938. },
  2939. set: function ( value ) {
  2940. this._x = value;
  2941. this._onChangeCallback();
  2942. }
  2943. },
  2944. y: {
  2945. get: function () {
  2946. return this._y;
  2947. },
  2948. set: function ( value ) {
  2949. this._y = value;
  2950. this._onChangeCallback();
  2951. }
  2952. },
  2953. z: {
  2954. get: function () {
  2955. return this._z;
  2956. },
  2957. set: function ( value ) {
  2958. this._z = value;
  2959. this._onChangeCallback();
  2960. }
  2961. },
  2962. order: {
  2963. get: function () {
  2964. return this._order;
  2965. },
  2966. set: function ( value ) {
  2967. this._order = value;
  2968. this._onChangeCallback();
  2969. }
  2970. }
  2971. } );
  2972. Object.assign( Euler.prototype, {
  2973. isEuler: true,
  2974. set: function ( x, y, z, order ) {
  2975. this._x = x;
  2976. this._y = y;
  2977. this._z = z;
  2978. this._order = order || this._order;
  2979. this._onChangeCallback();
  2980. return this;
  2981. },
  2982. clone: function () {
  2983. return new this.constructor( this._x, this._y, this._z, this._order );
  2984. },
  2985. copy: function ( euler ) {
  2986. this._x = euler._x;
  2987. this._y = euler._y;
  2988. this._z = euler._z;
  2989. this._order = euler._order;
  2990. this._onChangeCallback();
  2991. return this;
  2992. },
  2993. setFromRotationMatrix: function ( m, order, update ) {
  2994. var clamp = _Math.clamp;
  2995. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  2996. var te = m.elements;
  2997. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  2998. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  2999. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3000. order = order || this._order;
  3001. if ( order === 'XYZ' ) {
  3002. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3003. if ( Math.abs( m13 ) < 0.9999999 ) {
  3004. this._x = Math.atan2( - m23, m33 );
  3005. this._z = Math.atan2( - m12, m11 );
  3006. } else {
  3007. this._x = Math.atan2( m32, m22 );
  3008. this._z = 0;
  3009. }
  3010. } else if ( order === 'YXZ' ) {
  3011. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3012. if ( Math.abs( m23 ) < 0.9999999 ) {
  3013. this._y = Math.atan2( m13, m33 );
  3014. this._z = Math.atan2( m21, m22 );
  3015. } else {
  3016. this._y = Math.atan2( - m31, m11 );
  3017. this._z = 0;
  3018. }
  3019. } else if ( order === 'ZXY' ) {
  3020. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3021. if ( Math.abs( m32 ) < 0.9999999 ) {
  3022. this._y = Math.atan2( - m31, m33 );
  3023. this._z = Math.atan2( - m12, m22 );
  3024. } else {
  3025. this._y = 0;
  3026. this._z = Math.atan2( m21, m11 );
  3027. }
  3028. } else if ( order === 'ZYX' ) {
  3029. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3030. if ( Math.abs( m31 ) < 0.9999999 ) {
  3031. this._x = Math.atan2( m32, m33 );
  3032. this._z = Math.atan2( m21, m11 );
  3033. } else {
  3034. this._x = 0;
  3035. this._z = Math.atan2( - m12, m22 );
  3036. }
  3037. } else if ( order === 'YZX' ) {
  3038. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3039. if ( Math.abs( m21 ) < 0.9999999 ) {
  3040. this._x = Math.atan2( - m23, m22 );
  3041. this._y = Math.atan2( - m31, m11 );
  3042. } else {
  3043. this._x = 0;
  3044. this._y = Math.atan2( m13, m33 );
  3045. }
  3046. } else if ( order === 'XZY' ) {
  3047. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3048. if ( Math.abs( m12 ) < 0.9999999 ) {
  3049. this._x = Math.atan2( m32, m22 );
  3050. this._y = Math.atan2( m13, m11 );
  3051. } else {
  3052. this._x = Math.atan2( - m23, m33 );
  3053. this._y = 0;
  3054. }
  3055. } else {
  3056. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );
  3057. }
  3058. this._order = order;
  3059. if ( update !== false ) { this._onChangeCallback(); }
  3060. return this;
  3061. },
  3062. setFromQuaternion: function ( q, order, update ) {
  3063. _matrix.makeRotationFromQuaternion( q );
  3064. return this.setFromRotationMatrix( _matrix, order, update );
  3065. },
  3066. setFromVector3: function ( v, order ) {
  3067. return this.set( v.x, v.y, v.z, order || this._order );
  3068. },
  3069. reorder: function ( newOrder ) {
  3070. // WARNING: this discards revolution information -bhouston
  3071. _quaternion$1.setFromEuler( this );
  3072. return this.setFromQuaternion( _quaternion$1, newOrder );
  3073. },
  3074. equals: function ( euler ) {
  3075. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3076. },
  3077. fromArray: function ( array ) {
  3078. this._x = array[ 0 ];
  3079. this._y = array[ 1 ];
  3080. this._z = array[ 2 ];
  3081. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3082. this._onChangeCallback();
  3083. return this;
  3084. },
  3085. toArray: function ( array, offset ) {
  3086. if ( array === undefined ) { array = []; }
  3087. if ( offset === undefined ) { offset = 0; }
  3088. array[ offset ] = this._x;
  3089. array[ offset + 1 ] = this._y;
  3090. array[ offset + 2 ] = this._z;
  3091. array[ offset + 3 ] = this._order;
  3092. return array;
  3093. },
  3094. toVector3: function ( optionalResult ) {
  3095. if ( optionalResult ) {
  3096. return optionalResult.set( this._x, this._y, this._z );
  3097. } else {
  3098. return new Vector3( this._x, this._y, this._z );
  3099. }
  3100. },
  3101. _onChange: function ( callback ) {
  3102. this._onChangeCallback = callback;
  3103. return this;
  3104. },
  3105. _onChangeCallback: function () {}
  3106. } );
  3107. /**
  3108. * @author mrdoob / http://mrdoob.com/
  3109. */
  3110. function Layers() {
  3111. this.mask = 1 | 0;
  3112. }
  3113. Object.assign( Layers.prototype, {
  3114. set: function ( channel ) {
  3115. this.mask = 1 << channel | 0;
  3116. },
  3117. enable: function ( channel ) {
  3118. this.mask |= 1 << channel | 0;
  3119. },
  3120. enableAll: function () {
  3121. this.mask = 0xffffffff | 0;
  3122. },
  3123. toggle: function ( channel ) {
  3124. this.mask ^= 1 << channel | 0;
  3125. },
  3126. disable: function ( channel ) {
  3127. this.mask &= ~ ( 1 << channel | 0 );
  3128. },
  3129. disableAll: function () {
  3130. this.mask = 0;
  3131. },
  3132. test: function ( layers ) {
  3133. return ( this.mask & layers.mask ) !== 0;
  3134. }
  3135. } );
  3136. var _object3DId = 0;
  3137. var _v1$1 = new Vector3();
  3138. var _q1 = new Quaternion();
  3139. var _m1$1 = new Matrix4();
  3140. var _target = new Vector3();
  3141. var _position = new Vector3();
  3142. var _scale = new Vector3();
  3143. var _quaternion$2 = new Quaternion();
  3144. var _xAxis = new Vector3( 1, 0, 0 );
  3145. var _yAxis = new Vector3( 0, 1, 0 );
  3146. var _zAxis = new Vector3( 0, 0, 1 );
  3147. var _addedEvent = { type: 'added' };
  3148. var _removedEvent = { type: 'removed' };
  3149. /**
  3150. * @author mrdoob / http://mrdoob.com/
  3151. * @author mikael emtinger / http://gomo.se/
  3152. * @author alteredq / http://alteredqualia.com/
  3153. * @author WestLangley / http://github.com/WestLangley
  3154. * @author elephantatwork / www.elephantatwork.ch
  3155. */
  3156. function Object3D() {
  3157. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3158. this.uuid = _Math.generateUUID();
  3159. this.name = '';
  3160. this.type = 'Object3D';
  3161. this.parent = null;
  3162. this.children = [];
  3163. this.up = Object3D.DefaultUp.clone();
  3164. var position = new Vector3();
  3165. var rotation = new Euler();
  3166. var quaternion = new Quaternion();
  3167. var scale = new Vector3( 1, 1, 1 );
  3168. function onRotationChange() {
  3169. quaternion.setFromEuler( rotation, false );
  3170. }
  3171. function onQuaternionChange() {
  3172. rotation.setFromQuaternion( quaternion, undefined, false );
  3173. }
  3174. rotation._onChange( onRotationChange );
  3175. quaternion._onChange( onQuaternionChange );
  3176. Object.defineProperties( this, {
  3177. position: {
  3178. configurable: true,
  3179. enumerable: true,
  3180. value: position
  3181. },
  3182. rotation: {
  3183. configurable: true,
  3184. enumerable: true,
  3185. value: rotation
  3186. },
  3187. quaternion: {
  3188. configurable: true,
  3189. enumerable: true,
  3190. value: quaternion
  3191. },
  3192. scale: {
  3193. configurable: true,
  3194. enumerable: true,
  3195. value: scale
  3196. },
  3197. modelViewMatrix: {
  3198. value: new Matrix4()
  3199. },
  3200. normalMatrix: {
  3201. value: new Matrix3()
  3202. }
  3203. } );
  3204. this.matrix = new Matrix4();
  3205. this.matrixWorld = new Matrix4();
  3206. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3207. this.matrixWorldNeedsUpdate = false;
  3208. this.layers = new Layers();
  3209. this.visible = true;
  3210. this.castShadow = false;
  3211. this.receiveShadow = false;
  3212. this.frustumCulled = true;
  3213. this.renderOrder = 0;
  3214. this.userData = {};
  3215. }
  3216. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3217. Object3D.DefaultMatrixAutoUpdate = true;
  3218. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3219. constructor: Object3D,
  3220. isObject3D: true,
  3221. onBeforeRender: function () {},
  3222. onAfterRender: function () {},
  3223. applyMatrix: function ( matrix ) {
  3224. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3225. this.matrix.premultiply( matrix );
  3226. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3227. },
  3228. applyQuaternion: function ( q ) {
  3229. this.quaternion.premultiply( q );
  3230. return this;
  3231. },
  3232. setRotationFromAxisAngle: function ( axis, angle ) {
  3233. // assumes axis is normalized
  3234. this.quaternion.setFromAxisAngle( axis, angle );
  3235. },
  3236. setRotationFromEuler: function ( euler ) {
  3237. this.quaternion.setFromEuler( euler, true );
  3238. },
  3239. setRotationFromMatrix: function ( m ) {
  3240. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3241. this.quaternion.setFromRotationMatrix( m );
  3242. },
  3243. setRotationFromQuaternion: function ( q ) {
  3244. // assumes q is normalized
  3245. this.quaternion.copy( q );
  3246. },
  3247. rotateOnAxis: function ( axis, angle ) {
  3248. // rotate object on axis in object space
  3249. // axis is assumed to be normalized
  3250. _q1.setFromAxisAngle( axis, angle );
  3251. this.quaternion.multiply( _q1 );
  3252. return this;
  3253. },
  3254. rotateOnWorldAxis: function ( axis, angle ) {
  3255. // rotate object on axis in world space
  3256. // axis is assumed to be normalized
  3257. // method assumes no rotated parent
  3258. _q1.setFromAxisAngle( axis, angle );
  3259. this.quaternion.premultiply( _q1 );
  3260. return this;
  3261. },
  3262. rotateX: function ( angle ) {
  3263. return this.rotateOnAxis( _xAxis, angle );
  3264. },
  3265. rotateY: function ( angle ) {
  3266. return this.rotateOnAxis( _yAxis, angle );
  3267. },
  3268. rotateZ: function ( angle ) {
  3269. return this.rotateOnAxis( _zAxis, angle );
  3270. },
  3271. translateOnAxis: function ( axis, distance ) {
  3272. // translate object by distance along axis in object space
  3273. // axis is assumed to be normalized
  3274. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3275. this.position.add( _v1$1.multiplyScalar( distance ) );
  3276. return this;
  3277. },
  3278. translateX: function ( distance ) {
  3279. return this.translateOnAxis( _xAxis, distance );
  3280. },
  3281. translateY: function ( distance ) {
  3282. return this.translateOnAxis( _yAxis, distance );
  3283. },
  3284. translateZ: function ( distance ) {
  3285. return this.translateOnAxis( _zAxis, distance );
  3286. },
  3287. localToWorld: function ( vector ) {
  3288. return vector.applyMatrix4( this.matrixWorld );
  3289. },
  3290. worldToLocal: function ( vector ) {
  3291. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3292. },
  3293. lookAt: function ( x, y, z ) {
  3294. // This method does not support objects having non-uniformly-scaled parent(s)
  3295. if ( x.isVector3 ) {
  3296. _target.copy( x );
  3297. } else {
  3298. _target.set( x, y, z );
  3299. }
  3300. var parent = this.parent;
  3301. this.updateWorldMatrix( true, false );
  3302. _position.setFromMatrixPosition( this.matrixWorld );
  3303. if ( this.isCamera || this.isLight ) {
  3304. _m1$1.lookAt( _position, _target, this.up );
  3305. } else {
  3306. _m1$1.lookAt( _target, _position, this.up );
  3307. }
  3308. this.quaternion.setFromRotationMatrix( _m1$1 );
  3309. if ( parent ) {
  3310. _m1$1.extractRotation( parent.matrixWorld );
  3311. _q1.setFromRotationMatrix( _m1$1 );
  3312. this.quaternion.premultiply( _q1.inverse() );
  3313. }
  3314. },
  3315. add: function ( object ) {
  3316. if ( arguments.length > 1 ) {
  3317. for ( var i = 0; i < arguments.length; i ++ ) {
  3318. this.add( arguments[ i ] );
  3319. }
  3320. return this;
  3321. }
  3322. if ( object === this ) {
  3323. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3324. return this;
  3325. }
  3326. if ( ( object && object.isObject3D ) ) {
  3327. if ( object.parent !== null ) {
  3328. object.parent.remove( object );
  3329. }
  3330. object.parent = this;
  3331. this.children.push( object );
  3332. object.dispatchEvent( _addedEvent );
  3333. } else {
  3334. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3335. }
  3336. return this;
  3337. },
  3338. remove: function ( object ) {
  3339. if ( arguments.length > 1 ) {
  3340. for ( var i = 0; i < arguments.length; i ++ ) {
  3341. this.remove( arguments[ i ] );
  3342. }
  3343. return this;
  3344. }
  3345. var index = this.children.indexOf( object );
  3346. if ( index !== - 1 ) {
  3347. object.parent = null;
  3348. this.children.splice( index, 1 );
  3349. object.dispatchEvent( _removedEvent );
  3350. }
  3351. return this;
  3352. },
  3353. attach: function ( object ) {
  3354. // adds object as a child of this, while maintaining the object's world transform
  3355. this.updateWorldMatrix( true, false );
  3356. _m1$1.getInverse( this.matrixWorld );
  3357. if ( object.parent !== null ) {
  3358. object.parent.updateWorldMatrix( true, false );
  3359. _m1$1.multiply( object.parent.matrixWorld );
  3360. }
  3361. object.applyMatrix( _m1$1 );
  3362. object.updateWorldMatrix( false, false );
  3363. this.add( object );
  3364. return this;
  3365. },
  3366. getObjectById: function ( id ) {
  3367. return this.getObjectByProperty( 'id', id );
  3368. },
  3369. getObjectByName: function ( name ) {
  3370. return this.getObjectByProperty( 'name', name );
  3371. },
  3372. getObjectByProperty: function ( name, value ) {
  3373. if ( this[ name ] === value ) { return this; }
  3374. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3375. var child = this.children[ i ];
  3376. var object = child.getObjectByProperty( name, value );
  3377. if ( object !== undefined ) {
  3378. return object;
  3379. }
  3380. }
  3381. return undefined;
  3382. },
  3383. getWorldPosition: function ( target ) {
  3384. if ( target === undefined ) {
  3385. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3386. target = new Vector3();
  3387. }
  3388. this.updateMatrixWorld( true );
  3389. return target.setFromMatrixPosition( this.matrixWorld );
  3390. },
  3391. getWorldQuaternion: function ( target ) {
  3392. if ( target === undefined ) {
  3393. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3394. target = new Quaternion();
  3395. }
  3396. this.updateMatrixWorld( true );
  3397. this.matrixWorld.decompose( _position, target, _scale );
  3398. return target;
  3399. },
  3400. getWorldScale: function ( target ) {
  3401. if ( target === undefined ) {
  3402. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3403. target = new Vector3();
  3404. }
  3405. this.updateMatrixWorld( true );
  3406. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3407. return target;
  3408. },
  3409. getWorldDirection: function ( target ) {
  3410. if ( target === undefined ) {
  3411. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3412. target = new Vector3();
  3413. }
  3414. this.updateMatrixWorld( true );
  3415. var e = this.matrixWorld.elements;
  3416. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3417. },
  3418. raycast: function () {},
  3419. traverse: function ( callback ) {
  3420. callback( this );
  3421. var children = this.children;
  3422. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3423. children[ i ].traverse( callback );
  3424. }
  3425. },
  3426. traverseVisible: function ( callback ) {
  3427. if ( this.visible === false ) { return; }
  3428. callback( this );
  3429. var children = this.children;
  3430. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3431. children[ i ].traverseVisible( callback );
  3432. }
  3433. },
  3434. traverseAncestors: function ( callback ) {
  3435. var parent = this.parent;
  3436. if ( parent !== null ) {
  3437. callback( parent );
  3438. parent.traverseAncestors( callback );
  3439. }
  3440. },
  3441. updateMatrix: function () {
  3442. this.matrix.compose( this.position, this.quaternion, this.scale );
  3443. this.matrixWorldNeedsUpdate = true;
  3444. },
  3445. updateMatrixWorld: function ( force ) {
  3446. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3447. if ( this.matrixWorldNeedsUpdate || force ) {
  3448. if ( this.parent === null ) {
  3449. this.matrixWorld.copy( this.matrix );
  3450. } else {
  3451. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3452. }
  3453. this.matrixWorldNeedsUpdate = false;
  3454. force = true;
  3455. }
  3456. // update children
  3457. var children = this.children;
  3458. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3459. children[ i ].updateMatrixWorld( force );
  3460. }
  3461. },
  3462. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3463. var parent = this.parent;
  3464. if ( updateParents === true && parent !== null ) {
  3465. parent.updateWorldMatrix( true, false );
  3466. }
  3467. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3468. if ( this.parent === null ) {
  3469. this.matrixWorld.copy( this.matrix );
  3470. } else {
  3471. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3472. }
  3473. // update children
  3474. if ( updateChildren === true ) {
  3475. var children = this.children;
  3476. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3477. children[ i ].updateWorldMatrix( false, true );
  3478. }
  3479. }
  3480. },
  3481. toJSON: function ( meta ) {
  3482. // meta is a string when called from JSON.stringify
  3483. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3484. var output = {};
  3485. // meta is a hash used to collect geometries, materials.
  3486. // not providing it implies that this is the root object
  3487. // being serialized.
  3488. if ( isRootObject ) {
  3489. // initialize meta obj
  3490. meta = {
  3491. geometries: {},
  3492. materials: {},
  3493. textures: {},
  3494. images: {},
  3495. shapes: {}
  3496. };
  3497. output.metadata = {
  3498. version: 4.5,
  3499. type: 'Object',
  3500. generator: 'Object3D.toJSON'
  3501. };
  3502. }
  3503. // standard Object3D serialization
  3504. var object = {};
  3505. object.uuid = this.uuid;
  3506. object.type = this.type;
  3507. if ( this.name !== '' ) { object.name = this.name; }
  3508. if ( this.castShadow === true ) { object.castShadow = true; }
  3509. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3510. if ( this.visible === false ) { object.visible = false; }
  3511. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3512. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3513. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3514. object.layers = this.layers.mask;
  3515. object.matrix = this.matrix.toArray();
  3516. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3517. // object specific properties
  3518. if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) { object.drawMode = this.drawMode; }
  3519. //
  3520. function serialize( library, element ) {
  3521. if ( library[ element.uuid ] === undefined ) {
  3522. library[ element.uuid ] = element.toJSON( meta );
  3523. }
  3524. return element.uuid;
  3525. }
  3526. if ( this.isMesh || this.isLine || this.isPoints ) {
  3527. object.geometry = serialize( meta.geometries, this.geometry );
  3528. var parameters = this.geometry.parameters;
  3529. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3530. var shapes = parameters.shapes;
  3531. if ( Array.isArray( shapes ) ) {
  3532. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3533. var shape = shapes[ i ];
  3534. serialize( meta.shapes, shape );
  3535. }
  3536. } else {
  3537. serialize( meta.shapes, shapes );
  3538. }
  3539. }
  3540. }
  3541. if ( this.material !== undefined ) {
  3542. if ( Array.isArray( this.material ) ) {
  3543. var uuids = [];
  3544. for ( var i = 0, l = this.material.length; i < l; i ++ ) {
  3545. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  3546. }
  3547. object.material = uuids;
  3548. } else {
  3549. object.material = serialize( meta.materials, this.material );
  3550. }
  3551. }
  3552. //
  3553. if ( this.children.length > 0 ) {
  3554. object.children = [];
  3555. for ( var i = 0; i < this.children.length; i ++ ) {
  3556. object.children.push( this.children[ i ].toJSON( meta ).object );
  3557. }
  3558. }
  3559. if ( isRootObject ) {
  3560. var geometries = extractFromCache( meta.geometries );
  3561. var materials = extractFromCache( meta.materials );
  3562. var textures = extractFromCache( meta.textures );
  3563. var images = extractFromCache( meta.images );
  3564. var shapes = extractFromCache( meta.shapes );
  3565. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3566. if ( materials.length > 0 ) { output.materials = materials; }
  3567. if ( textures.length > 0 ) { output.textures = textures; }
  3568. if ( images.length > 0 ) { output.images = images; }
  3569. if ( shapes.length > 0 ) { output.shapes = shapes; }
  3570. }
  3571. output.object = object;
  3572. return output;
  3573. // extract data from the cache hash
  3574. // remove metadata on each item
  3575. // and return as array
  3576. function extractFromCache( cache ) {
  3577. var values = [];
  3578. for ( var key in cache ) {
  3579. var data = cache[ key ];
  3580. delete data.metadata;
  3581. values.push( data );
  3582. }
  3583. return values;
  3584. }
  3585. },
  3586. clone: function ( recursive ) {
  3587. return new this.constructor().copy( this, recursive );
  3588. },
  3589. copy: function ( source, recursive ) {
  3590. if ( recursive === undefined ) { recursive = true; }
  3591. this.name = source.name;
  3592. this.up.copy( source.up );
  3593. this.position.copy( source.position );
  3594. this.quaternion.copy( source.quaternion );
  3595. this.scale.copy( source.scale );
  3596. this.matrix.copy( source.matrix );
  3597. this.matrixWorld.copy( source.matrixWorld );
  3598. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3599. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3600. this.layers.mask = source.layers.mask;
  3601. this.visible = source.visible;
  3602. this.castShadow = source.castShadow;
  3603. this.receiveShadow = source.receiveShadow;
  3604. this.frustumCulled = source.frustumCulled;
  3605. this.renderOrder = source.renderOrder;
  3606. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3607. if ( recursive === true ) {
  3608. for ( var i = 0; i < source.children.length; i ++ ) {
  3609. var child = source.children[ i ];
  3610. this.add( child.clone() );
  3611. }
  3612. }
  3613. return this;
  3614. }
  3615. } );
  3616. /**
  3617. * @author mrdoob / http://mrdoob.com/
  3618. */
  3619. function Scene() {
  3620. Object3D.call( this );
  3621. this.type = 'Scene';
  3622. this.background = null;
  3623. this.fog = null;
  3624. this.overrideMaterial = null;
  3625. this.autoUpdate = true; // checked by the renderer
  3626. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3627. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3628. }
  3629. }
  3630. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3631. constructor: Scene,
  3632. isScene: true,
  3633. copy: function ( source, recursive ) {
  3634. Object3D.prototype.copy.call( this, source, recursive );
  3635. if ( source.background !== null ) { this.background = source.background.clone(); }
  3636. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3637. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3638. this.autoUpdate = source.autoUpdate;
  3639. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3640. return this;
  3641. },
  3642. toJSON: function ( meta ) {
  3643. var data = Object3D.prototype.toJSON.call( this, meta );
  3644. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3645. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3646. return data;
  3647. },
  3648. dispose: function () {
  3649. this.dispatchEvent( { type: 'dispose' } );
  3650. }
  3651. } );
  3652. var _points = [
  3653. new Vector3(),
  3654. new Vector3(),
  3655. new Vector3(),
  3656. new Vector3(),
  3657. new Vector3(),
  3658. new Vector3(),
  3659. new Vector3(),
  3660. new Vector3()
  3661. ];
  3662. var _vector$2 = new Vector3();
  3663. // triangle centered vertices
  3664. var _v0 = new Vector3();
  3665. var _v1$2 = new Vector3();
  3666. var _v2 = new Vector3();
  3667. // triangle edge vectors
  3668. var _f0 = new Vector3();
  3669. var _f1 = new Vector3();
  3670. var _f2 = new Vector3();
  3671. var _center = new Vector3();
  3672. var _extents = new Vector3();
  3673. var _triangleNormal = new Vector3();
  3674. var _testAxis = new Vector3();
  3675. /**
  3676. * @author bhouston / http://clara.io
  3677. * @author WestLangley / http://github.com/WestLangley
  3678. */
  3679. function Box3( min, max ) {
  3680. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3681. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3682. }
  3683. Object.assign( Box3.prototype, {
  3684. isBox3: true,
  3685. set: function ( min, max ) {
  3686. this.min.copy( min );
  3687. this.max.copy( max );
  3688. return this;
  3689. },
  3690. setFromArray: function ( array ) {
  3691. var minX = + Infinity;
  3692. var minY = + Infinity;
  3693. var minZ = + Infinity;
  3694. var maxX = - Infinity;
  3695. var maxY = - Infinity;
  3696. var maxZ = - Infinity;
  3697. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3698. var x = array[ i ];
  3699. var y = array[ i + 1 ];
  3700. var z = array[ i + 2 ];
  3701. if ( x < minX ) { minX = x; }
  3702. if ( y < minY ) { minY = y; }
  3703. if ( z < minZ ) { minZ = z; }
  3704. if ( x > maxX ) { maxX = x; }
  3705. if ( y > maxY ) { maxY = y; }
  3706. if ( z > maxZ ) { maxZ = z; }
  3707. }
  3708. this.min.set( minX, minY, minZ );
  3709. this.max.set( maxX, maxY, maxZ );
  3710. return this;
  3711. },
  3712. setFromBufferAttribute: function ( attribute ) {
  3713. var minX = + Infinity;
  3714. var minY = + Infinity;
  3715. var minZ = + Infinity;
  3716. var maxX = - Infinity;
  3717. var maxY = - Infinity;
  3718. var maxZ = - Infinity;
  3719. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3720. var x = attribute.getX( i );
  3721. var y = attribute.getY( i );
  3722. var z = attribute.getZ( i );
  3723. if ( x < minX ) { minX = x; }
  3724. if ( y < minY ) { minY = y; }
  3725. if ( z < minZ ) { minZ = z; }
  3726. if ( x > maxX ) { maxX = x; }
  3727. if ( y > maxY ) { maxY = y; }
  3728. if ( z > maxZ ) { maxZ = z; }
  3729. }
  3730. this.min.set( minX, minY, minZ );
  3731. this.max.set( maxX, maxY, maxZ );
  3732. return this;
  3733. },
  3734. setFromPoints: function ( points ) {
  3735. this.makeEmpty();
  3736. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3737. this.expandByPoint( points[ i ] );
  3738. }
  3739. return this;
  3740. },
  3741. setFromCenterAndSize: function ( center, size ) {
  3742. var halfSize = _vector$2.copy( size ).multiplyScalar( 0.5 );
  3743. this.min.copy( center ).sub( halfSize );
  3744. this.max.copy( center ).add( halfSize );
  3745. return this;
  3746. },
  3747. setFromObject: function ( object ) {
  3748. this.makeEmpty();
  3749. return this.expandByObject( object );
  3750. },
  3751. clone: function () {
  3752. return new this.constructor().copy( this );
  3753. },
  3754. copy: function ( box ) {
  3755. this.min.copy( box.min );
  3756. this.max.copy( box.max );
  3757. return this;
  3758. },
  3759. makeEmpty: function () {
  3760. this.min.x = this.min.y = this.min.z = + Infinity;
  3761. this.max.x = this.max.y = this.max.z = - Infinity;
  3762. return this;
  3763. },
  3764. isEmpty: function () {
  3765. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3766. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3767. },
  3768. getCenter: function ( target ) {
  3769. if ( target === undefined ) {
  3770. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3771. target = new Vector3();
  3772. }
  3773. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3774. },
  3775. getSize: function ( target ) {
  3776. if ( target === undefined ) {
  3777. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3778. target = new Vector3();
  3779. }
  3780. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3781. },
  3782. expandByPoint: function ( point ) {
  3783. this.min.min( point );
  3784. this.max.max( point );
  3785. return this;
  3786. },
  3787. expandByVector: function ( vector ) {
  3788. this.min.sub( vector );
  3789. this.max.add( vector );
  3790. return this;
  3791. },
  3792. expandByScalar: function ( scalar ) {
  3793. this.min.addScalar( - scalar );
  3794. this.max.addScalar( scalar );
  3795. return this;
  3796. },
  3797. expandByObject: function ( object ) {
  3798. var i, l;
  3799. // Computes the world-axis-aligned bounding box of an object (including its children),
  3800. // accounting for both the object's, and children's, world transforms
  3801. object.updateWorldMatrix( false, false );
  3802. var geometry = object.geometry;
  3803. if ( geometry !== undefined ) {
  3804. if ( geometry.isGeometry ) {
  3805. var vertices = geometry.vertices;
  3806. for ( i = 0, l = vertices.length; i < l; i ++ ) {
  3807. _vector$2.copy( vertices[ i ] );
  3808. _vector$2.applyMatrix4( object.matrixWorld );
  3809. this.expandByPoint( _vector$2 );
  3810. }
  3811. } else if ( geometry.isBufferGeometry ) {
  3812. var attribute = geometry.attributes.position;
  3813. if ( attribute !== undefined ) {
  3814. for ( i = 0, l = attribute.count; i < l; i ++ ) {
  3815. _vector$2.fromBufferAttribute( attribute, i ).applyMatrix4( object.matrixWorld );
  3816. this.expandByPoint( _vector$2 );
  3817. }
  3818. }
  3819. }
  3820. }
  3821. //
  3822. var children = object.children;
  3823. for ( i = 0, l = children.length; i < l; i ++ ) {
  3824. this.expandByObject( children[ i ] );
  3825. }
  3826. return this;
  3827. },
  3828. containsPoint: function ( point ) {
  3829. return point.x < this.min.x || point.x > this.max.x ||
  3830. point.y < this.min.y || point.y > this.max.y ||
  3831. point.z < this.min.z || point.z > this.max.z ? false : true;
  3832. },
  3833. containsBox: function ( box ) {
  3834. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3835. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3836. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3837. },
  3838. getParameter: function ( point, target ) {
  3839. // This can potentially have a divide by zero if the box
  3840. // has a size dimension of 0.
  3841. if ( target === undefined ) {
  3842. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3843. target = new Vector3();
  3844. }
  3845. return target.set(
  3846. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3847. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3848. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3849. );
  3850. },
  3851. intersectsBox: function ( box ) {
  3852. // using 6 splitting planes to rule out intersections.
  3853. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3854. box.max.y < this.min.y || box.min.y > this.max.y ||
  3855. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3856. },
  3857. intersectsSphere: function ( sphere ) {
  3858. // Find the point on the AABB closest to the sphere center.
  3859. this.clampPoint( sphere.center, _vector$2 );
  3860. // If that point is inside the sphere, the AABB and sphere intersect.
  3861. return _vector$2.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3862. },
  3863. intersectsPlane: function ( plane ) {
  3864. // We compute the minimum and maximum dot product values. If those values
  3865. // are on the same side (back or front) of the plane, then there is no intersection.
  3866. var min, max;
  3867. if ( plane.normal.x > 0 ) {
  3868. min = plane.normal.x * this.min.x;
  3869. max = plane.normal.x * this.max.x;
  3870. } else {
  3871. min = plane.normal.x * this.max.x;
  3872. max = plane.normal.x * this.min.x;
  3873. }
  3874. if ( plane.normal.y > 0 ) {
  3875. min += plane.normal.y * this.min.y;
  3876. max += plane.normal.y * this.max.y;
  3877. } else {
  3878. min += plane.normal.y * this.max.y;
  3879. max += plane.normal.y * this.min.y;
  3880. }
  3881. if ( plane.normal.z > 0 ) {
  3882. min += plane.normal.z * this.min.z;
  3883. max += plane.normal.z * this.max.z;
  3884. } else {
  3885. min += plane.normal.z * this.max.z;
  3886. max += plane.normal.z * this.min.z;
  3887. }
  3888. return ( min <= - plane.constant && max >= - plane.constant );
  3889. },
  3890. intersectsTriangle: function ( triangle ) {
  3891. if ( this.isEmpty() ) {
  3892. return false;
  3893. }
  3894. // compute box center and extents
  3895. this.getCenter( _center );
  3896. _extents.subVectors( this.max, _center );
  3897. // translate triangle to aabb origin
  3898. _v0.subVectors( triangle.a, _center );
  3899. _v1$2.subVectors( triangle.b, _center );
  3900. _v2.subVectors( triangle.c, _center );
  3901. // compute edge vectors for triangle
  3902. _f0.subVectors( _v1$2, _v0 );
  3903. _f1.subVectors( _v2, _v1$2 );
  3904. _f2.subVectors( _v0, _v2 );
  3905. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3906. // 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
  3907. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3908. var axes = [
  3909. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3910. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3911. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3912. ];
  3913. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3914. return false;
  3915. }
  3916. // test 3 face normals from the aabb
  3917. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3918. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3919. return false;
  3920. }
  3921. // finally testing the face normal of the triangle
  3922. // use already existing triangle edge vectors here
  3923. _triangleNormal.crossVectors( _f0, _f1 );
  3924. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3925. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3926. },
  3927. clampPoint: function ( point, target ) {
  3928. if ( target === undefined ) {
  3929. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3930. target = new Vector3();
  3931. }
  3932. return target.copy( point ).clamp( this.min, this.max );
  3933. },
  3934. distanceToPoint: function ( point ) {
  3935. var clampedPoint = _vector$2.copy( point ).clamp( this.min, this.max );
  3936. return clampedPoint.sub( point ).length();
  3937. },
  3938. getBoundingSphere: function ( target ) {
  3939. if ( target === undefined ) {
  3940. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3941. //target = new Sphere(); // removed to avoid cyclic dependency
  3942. }
  3943. this.getCenter( target.center );
  3944. target.radius = this.getSize( _vector$2 ).length() * 0.5;
  3945. return target;
  3946. },
  3947. intersect: function ( box ) {
  3948. this.min.max( box.min );
  3949. this.max.min( box.max );
  3950. // 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.
  3951. if ( this.isEmpty() ) { this.makeEmpty(); }
  3952. return this;
  3953. },
  3954. union: function ( box ) {
  3955. this.min.min( box.min );
  3956. this.max.max( box.max );
  3957. return this;
  3958. },
  3959. applyMatrix4: function ( matrix ) {
  3960. // transform of empty box is an empty box.
  3961. if ( this.isEmpty() ) { return this; }
  3962. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  3963. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  3964. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  3965. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  3966. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  3967. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  3968. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  3969. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  3970. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  3971. this.setFromPoints( _points );
  3972. return this;
  3973. },
  3974. translate: function ( offset ) {
  3975. this.min.add( offset );
  3976. this.max.add( offset );
  3977. return this;
  3978. },
  3979. equals: function ( box ) {
  3980. return box.min.equals( this.min ) && box.max.equals( this.max );
  3981. }
  3982. } );
  3983. function satForAxes( axes, v0, v1, v2, extents ) {
  3984. var i, j;
  3985. for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  3986. _testAxis.fromArray( axes, i );
  3987. // project the aabb onto the seperating axis
  3988. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  3989. // project all 3 vertices of the triangle onto the seperating axis
  3990. var p0 = v0.dot( _testAxis );
  3991. var p1 = v1.dot( _testAxis );
  3992. var p2 = v2.dot( _testAxis );
  3993. // actual test, basically see if either of the most extreme of the triangle points intersects r
  3994. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  3995. // points of the projected triangle are outside the projected half-length of the aabb
  3996. // the axis is seperating and we can exit
  3997. return false;
  3998. }
  3999. }
  4000. return true;
  4001. }
  4002. var _box = new Box3();
  4003. /**
  4004. * @author bhouston / http://clara.io
  4005. * @author mrdoob / http://mrdoob.com/
  4006. */
  4007. function Sphere( center, radius ) {
  4008. this.center = ( center !== undefined ) ? center : new Vector3();
  4009. this.radius = ( radius !== undefined ) ? radius : 0;
  4010. }
  4011. Object.assign( Sphere.prototype, {
  4012. set: function ( center, radius ) {
  4013. this.center.copy( center );
  4014. this.radius = radius;
  4015. return this;
  4016. },
  4017. setFromPoints: function ( points, optionalCenter ) {
  4018. var center = this.center;
  4019. if ( optionalCenter !== undefined ) {
  4020. center.copy( optionalCenter );
  4021. } else {
  4022. _box.setFromPoints( points ).getCenter( center );
  4023. }
  4024. var maxRadiusSq = 0;
  4025. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4026. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4027. }
  4028. this.radius = Math.sqrt( maxRadiusSq );
  4029. return this;
  4030. },
  4031. clone: function () {
  4032. return new this.constructor().copy( this );
  4033. },
  4034. copy: function ( sphere ) {
  4035. this.center.copy( sphere.center );
  4036. this.radius = sphere.radius;
  4037. return this;
  4038. },
  4039. empty: function () {
  4040. return ( this.radius <= 0 );
  4041. },
  4042. containsPoint: function ( point ) {
  4043. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4044. },
  4045. distanceToPoint: function ( point ) {
  4046. return ( point.distanceTo( this.center ) - this.radius );
  4047. },
  4048. intersectsSphere: function ( sphere ) {
  4049. var radiusSum = this.radius + sphere.radius;
  4050. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4051. },
  4052. intersectsBox: function ( box ) {
  4053. return box.intersectsSphere( this );
  4054. },
  4055. intersectsPlane: function ( plane ) {
  4056. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4057. },
  4058. clampPoint: function ( point, target ) {
  4059. var deltaLengthSq = this.center.distanceToSquared( point );
  4060. if ( target === undefined ) {
  4061. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4062. target = new Vector3();
  4063. }
  4064. target.copy( point );
  4065. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4066. target.sub( this.center ).normalize();
  4067. target.multiplyScalar( this.radius ).add( this.center );
  4068. }
  4069. return target;
  4070. },
  4071. getBoundingBox: function ( target ) {
  4072. if ( target === undefined ) {
  4073. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4074. target = new Box3();
  4075. }
  4076. target.set( this.center, this.center );
  4077. target.expandByScalar( this.radius );
  4078. return target;
  4079. },
  4080. applyMatrix4: function ( matrix ) {
  4081. this.center.applyMatrix4( matrix );
  4082. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4083. return this;
  4084. },
  4085. translate: function ( offset ) {
  4086. this.center.add( offset );
  4087. return this;
  4088. },
  4089. equals: function ( sphere ) {
  4090. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4091. }
  4092. } );
  4093. var _vector$3 = new Vector3();
  4094. var _segCenter = new Vector3();
  4095. var _segDir = new Vector3();
  4096. var _diff = new Vector3();
  4097. var _edge1 = new Vector3();
  4098. var _edge2 = new Vector3();
  4099. var _normal = new Vector3();
  4100. /**
  4101. * @author bhouston / http://clara.io
  4102. */
  4103. function Ray( origin, direction ) {
  4104. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4105. this.direction = ( direction !== undefined ) ? direction : new Vector3();
  4106. }
  4107. Object.assign( Ray.prototype, {
  4108. set: function ( origin, direction ) {
  4109. this.origin.copy( origin );
  4110. this.direction.copy( direction );
  4111. return this;
  4112. },
  4113. clone: function () {
  4114. return new this.constructor().copy( this );
  4115. },
  4116. copy: function ( ray ) {
  4117. this.origin.copy( ray.origin );
  4118. this.direction.copy( ray.direction );
  4119. return this;
  4120. },
  4121. at: function ( t, target ) {
  4122. if ( target === undefined ) {
  4123. console.warn( 'THREE.Ray: .at() target is now required' );
  4124. target = new Vector3();
  4125. }
  4126. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4127. },
  4128. lookAt: function ( v ) {
  4129. this.direction.copy( v ).sub( this.origin ).normalize();
  4130. return this;
  4131. },
  4132. recast: function ( t ) {
  4133. this.origin.copy( this.at( t, _vector$3 ) );
  4134. return this;
  4135. },
  4136. closestPointToPoint: function ( point, target ) {
  4137. if ( target === undefined ) {
  4138. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4139. target = new Vector3();
  4140. }
  4141. target.subVectors( point, this.origin );
  4142. var directionDistance = target.dot( this.direction );
  4143. if ( directionDistance < 0 ) {
  4144. return target.copy( this.origin );
  4145. }
  4146. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4147. },
  4148. distanceToPoint: function ( point ) {
  4149. return Math.sqrt( this.distanceSqToPoint( point ) );
  4150. },
  4151. distanceSqToPoint: function ( point ) {
  4152. var directionDistance = _vector$3.subVectors( point, this.origin ).dot( this.direction );
  4153. // point behind the ray
  4154. if ( directionDistance < 0 ) {
  4155. return this.origin.distanceToSquared( point );
  4156. }
  4157. _vector$3.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4158. return _vector$3.distanceToSquared( point );
  4159. },
  4160. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4161. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4162. // It returns the min distance between the ray and the segment
  4163. // defined by v0 and v1
  4164. // It can also set two optional targets :
  4165. // - The closest point on the ray
  4166. // - The closest point on the segment
  4167. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4168. _segDir.copy( v1 ).sub( v0 ).normalize();
  4169. _diff.copy( this.origin ).sub( _segCenter );
  4170. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4171. var a01 = - this.direction.dot( _segDir );
  4172. var b0 = _diff.dot( this.direction );
  4173. var b1 = - _diff.dot( _segDir );
  4174. var c = _diff.lengthSq();
  4175. var det = Math.abs( 1 - a01 * a01 );
  4176. var s0, s1, sqrDist, extDet;
  4177. if ( det > 0 ) {
  4178. // The ray and segment are not parallel.
  4179. s0 = a01 * b1 - b0;
  4180. s1 = a01 * b0 - b1;
  4181. extDet = segExtent * det;
  4182. if ( s0 >= 0 ) {
  4183. if ( s1 >= - extDet ) {
  4184. if ( s1 <= extDet ) {
  4185. // region 0
  4186. // Minimum at interior points of ray and segment.
  4187. var invDet = 1 / det;
  4188. s0 *= invDet;
  4189. s1 *= invDet;
  4190. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4191. } else {
  4192. // region 1
  4193. s1 = segExtent;
  4194. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4195. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4196. }
  4197. } else {
  4198. // region 5
  4199. s1 = - segExtent;
  4200. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4201. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4202. }
  4203. } else {
  4204. if ( s1 <= - extDet ) {
  4205. // region 4
  4206. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4207. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4208. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4209. } else if ( s1 <= extDet ) {
  4210. // region 3
  4211. s0 = 0;
  4212. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4213. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4214. } else {
  4215. // region 2
  4216. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4217. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4218. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4219. }
  4220. }
  4221. } else {
  4222. // Ray and segment are parallel.
  4223. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4224. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4225. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4226. }
  4227. if ( optionalPointOnRay ) {
  4228. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4229. }
  4230. if ( optionalPointOnSegment ) {
  4231. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4232. }
  4233. return sqrDist;
  4234. },
  4235. intersectSphere: function ( sphere, target ) {
  4236. _vector$3.subVectors( sphere.center, this.origin );
  4237. var tca = _vector$3.dot( this.direction );
  4238. var d2 = _vector$3.dot( _vector$3 ) - tca * tca;
  4239. var radius2 = sphere.radius * sphere.radius;
  4240. if ( d2 > radius2 ) { return null; }
  4241. var thc = Math.sqrt( radius2 - d2 );
  4242. // t0 = first intersect point - entrance on front of sphere
  4243. var t0 = tca - thc;
  4244. // t1 = second intersect point - exit point on back of sphere
  4245. var t1 = tca + thc;
  4246. // test to see if both t0 and t1 are behind the ray - if so, return null
  4247. if ( t0 < 0 && t1 < 0 ) { return null; }
  4248. // test to see if t0 is behind the ray:
  4249. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4250. // in order to always return an intersect point that is in front of the ray.
  4251. if ( t0 < 0 ) { return this.at( t1, target ); }
  4252. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4253. return this.at( t0, target );
  4254. },
  4255. intersectsSphere: function ( sphere ) {
  4256. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4257. },
  4258. distanceToPlane: function ( plane ) {
  4259. var denominator = plane.normal.dot( this.direction );
  4260. if ( denominator === 0 ) {
  4261. // line is coplanar, return origin
  4262. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4263. return 0;
  4264. }
  4265. // Null is preferable to undefined since undefined means.... it is undefined
  4266. return null;
  4267. }
  4268. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4269. // Return if the ray never intersects the plane
  4270. return t >= 0 ? t : null;
  4271. },
  4272. intersectPlane: function ( plane, target ) {
  4273. var t = this.distanceToPlane( plane );
  4274. if ( t === null ) {
  4275. return null;
  4276. }
  4277. return this.at( t, target );
  4278. },
  4279. intersectsPlane: function ( plane ) {
  4280. // check if the ray lies on the plane first
  4281. var distToPoint = plane.distanceToPoint( this.origin );
  4282. if ( distToPoint === 0 ) {
  4283. return true;
  4284. }
  4285. var denominator = plane.normal.dot( this.direction );
  4286. if ( denominator * distToPoint < 0 ) {
  4287. return true;
  4288. }
  4289. // ray origin is behind the plane (and is pointing behind it)
  4290. return false;
  4291. },
  4292. intersectBox: function ( box, target ) {
  4293. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4294. var invdirx = 1 / this.direction.x,
  4295. invdiry = 1 / this.direction.y,
  4296. invdirz = 1 / this.direction.z;
  4297. var origin = this.origin;
  4298. if ( invdirx >= 0 ) {
  4299. tmin = ( box.min.x - origin.x ) * invdirx;
  4300. tmax = ( box.max.x - origin.x ) * invdirx;
  4301. } else {
  4302. tmin = ( box.max.x - origin.x ) * invdirx;
  4303. tmax = ( box.min.x - origin.x ) * invdirx;
  4304. }
  4305. if ( invdiry >= 0 ) {
  4306. tymin = ( box.min.y - origin.y ) * invdiry;
  4307. tymax = ( box.max.y - origin.y ) * invdiry;
  4308. } else {
  4309. tymin = ( box.max.y - origin.y ) * invdiry;
  4310. tymax = ( box.min.y - origin.y ) * invdiry;
  4311. }
  4312. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4313. // These lines also handle the case where tmin or tmax is NaN
  4314. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4315. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4316. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4317. if ( invdirz >= 0 ) {
  4318. tzmin = ( box.min.z - origin.z ) * invdirz;
  4319. tzmax = ( box.max.z - origin.z ) * invdirz;
  4320. } else {
  4321. tzmin = ( box.max.z - origin.z ) * invdirz;
  4322. tzmax = ( box.min.z - origin.z ) * invdirz;
  4323. }
  4324. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4325. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4326. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4327. //return point closest to the ray (positive side)
  4328. if ( tmax < 0 ) { return null; }
  4329. return this.at( tmin >= 0 ? tmin : tmax, target );
  4330. },
  4331. intersectsBox: function ( box ) {
  4332. return this.intersectBox( box, _vector$3 ) !== null;
  4333. },
  4334. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4335. // Compute the offset origin, edges, and normal.
  4336. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4337. _edge1.subVectors( b, a );
  4338. _edge2.subVectors( c, a );
  4339. _normal.crossVectors( _edge1, _edge2 );
  4340. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4341. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4342. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4343. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4344. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4345. var DdN = this.direction.dot( _normal );
  4346. var sign;
  4347. if ( DdN > 0 ) {
  4348. if ( backfaceCulling ) { return null; }
  4349. sign = 1;
  4350. } else if ( DdN < 0 ) {
  4351. sign = - 1;
  4352. DdN = - DdN;
  4353. } else {
  4354. return null;
  4355. }
  4356. _diff.subVectors( this.origin, a );
  4357. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4358. // b1 < 0, no intersection
  4359. if ( DdQxE2 < 0 ) {
  4360. return null;
  4361. }
  4362. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4363. // b2 < 0, no intersection
  4364. if ( DdE1xQ < 0 ) {
  4365. return null;
  4366. }
  4367. // b1+b2 > 1, no intersection
  4368. if ( DdQxE2 + DdE1xQ > DdN ) {
  4369. return null;
  4370. }
  4371. // Line intersects triangle, check if ray does.
  4372. var QdN = - sign * _diff.dot( _normal );
  4373. // t < 0, no intersection
  4374. if ( QdN < 0 ) {
  4375. return null;
  4376. }
  4377. // Ray intersects triangle.
  4378. return this.at( QdN / DdN, target );
  4379. },
  4380. applyMatrix4: function ( matrix4 ) {
  4381. this.origin.applyMatrix4( matrix4 );
  4382. this.direction.transformDirection( matrix4 );
  4383. return this;
  4384. },
  4385. equals: function ( ray ) {
  4386. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4387. }
  4388. } );
  4389. /**
  4390. * @author bhouston / http://clara.io
  4391. * @author mrdoob / http://mrdoob.com/
  4392. */
  4393. var _v0$1 = new Vector3();
  4394. var _v1$3 = new Vector3();
  4395. var _v2$1 = new Vector3();
  4396. var _v3 = new Vector3();
  4397. var _vab = new Vector3();
  4398. var _vac = new Vector3();
  4399. var _vbc = new Vector3();
  4400. var _vap = new Vector3();
  4401. var _vbp = new Vector3();
  4402. var _vcp = new Vector3();
  4403. function Triangle( a, b, c ) {
  4404. this.a = ( a !== undefined ) ? a : new Vector3();
  4405. this.b = ( b !== undefined ) ? b : new Vector3();
  4406. this.c = ( c !== undefined ) ? c : new Vector3();
  4407. }
  4408. Object.assign( Triangle, {
  4409. getNormal: function ( a, b, c, target ) {
  4410. if ( target === undefined ) {
  4411. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4412. target = new Vector3();
  4413. }
  4414. target.subVectors( c, b );
  4415. _v0$1.subVectors( a, b );
  4416. target.cross( _v0$1 );
  4417. var targetLengthSq = target.lengthSq();
  4418. if ( targetLengthSq > 0 ) {
  4419. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4420. }
  4421. return target.set( 0, 0, 0 );
  4422. },
  4423. // static/instance method to calculate barycentric coordinates
  4424. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4425. getBarycoord: function ( point, a, b, c, target ) {
  4426. _v0$1.subVectors( c, a );
  4427. _v1$3.subVectors( b, a );
  4428. _v2$1.subVectors( point, a );
  4429. var dot00 = _v0$1.dot( _v0$1 );
  4430. var dot01 = _v0$1.dot( _v1$3 );
  4431. var dot02 = _v0$1.dot( _v2$1 );
  4432. var dot11 = _v1$3.dot( _v1$3 );
  4433. var dot12 = _v1$3.dot( _v2$1 );
  4434. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4435. if ( target === undefined ) {
  4436. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4437. target = new Vector3();
  4438. }
  4439. // collinear or singular triangle
  4440. if ( denom === 0 ) {
  4441. // arbitrary location outside of triangle?
  4442. // not sure if this is the best idea, maybe should be returning undefined
  4443. return target.set( - 2, - 1, - 1 );
  4444. }
  4445. var invDenom = 1 / denom;
  4446. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4447. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4448. // barycentric coordinates must always sum to 1
  4449. return target.set( 1 - u - v, v, u );
  4450. },
  4451. containsPoint: function ( point, a, b, c ) {
  4452. Triangle.getBarycoord( point, a, b, c, _v3 );
  4453. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4454. },
  4455. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4456. this.getBarycoord( point, p1, p2, p3, _v3 );
  4457. target.set( 0, 0 );
  4458. target.addScaledVector( uv1, _v3.x );
  4459. target.addScaledVector( uv2, _v3.y );
  4460. target.addScaledVector( uv3, _v3.z );
  4461. return target;
  4462. },
  4463. isFrontFacing: function ( a, b, c, direction ) {
  4464. _v0$1.subVectors( c, b );
  4465. _v1$3.subVectors( a, b );
  4466. // strictly front facing
  4467. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4468. }
  4469. } );
  4470. Object.assign( Triangle.prototype, {
  4471. set: function ( a, b, c ) {
  4472. this.a.copy( a );
  4473. this.b.copy( b );
  4474. this.c.copy( c );
  4475. return this;
  4476. },
  4477. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4478. this.a.copy( points[ i0 ] );
  4479. this.b.copy( points[ i1 ] );
  4480. this.c.copy( points[ i2 ] );
  4481. return this;
  4482. },
  4483. clone: function () {
  4484. return new this.constructor().copy( this );
  4485. },
  4486. copy: function ( triangle ) {
  4487. this.a.copy( triangle.a );
  4488. this.b.copy( triangle.b );
  4489. this.c.copy( triangle.c );
  4490. return this;
  4491. },
  4492. getArea: function () {
  4493. _v0$1.subVectors( this.c, this.b );
  4494. _v1$3.subVectors( this.a, this.b );
  4495. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4496. },
  4497. getMidpoint: function ( target ) {
  4498. if ( target === undefined ) {
  4499. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4500. target = new Vector3();
  4501. }
  4502. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4503. },
  4504. getNormal: function ( target ) {
  4505. return Triangle.getNormal( this.a, this.b, this.c, target );
  4506. },
  4507. getPlane: function ( target ) {
  4508. if ( target === undefined ) {
  4509. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4510. target = new Vector3();
  4511. }
  4512. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4513. },
  4514. getBarycoord: function ( point, target ) {
  4515. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4516. },
  4517. getUV: function ( point, uv1, uv2, uv3, target ) {
  4518. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4519. },
  4520. containsPoint: function ( point ) {
  4521. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4522. },
  4523. isFrontFacing: function ( direction ) {
  4524. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4525. },
  4526. intersectsBox: function ( box ) {
  4527. return box.intersectsTriangle( this );
  4528. },
  4529. closestPointToPoint: function ( p, target ) {
  4530. if ( target === undefined ) {
  4531. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4532. target = new Vector3();
  4533. }
  4534. var a = this.a, b = this.b, c = this.c;
  4535. var v, w;
  4536. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4537. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4538. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4539. // basically, we're distinguishing which of the voronoi regions of the triangle
  4540. // the point lies in with the minimum amount of redundant computation.
  4541. _vab.subVectors( b, a );
  4542. _vac.subVectors( c, a );
  4543. _vap.subVectors( p, a );
  4544. var d1 = _vab.dot( _vap );
  4545. var d2 = _vac.dot( _vap );
  4546. if ( d1 <= 0 && d2 <= 0 ) {
  4547. // vertex region of A; barycentric coords (1, 0, 0)
  4548. return target.copy( a );
  4549. }
  4550. _vbp.subVectors( p, b );
  4551. var d3 = _vab.dot( _vbp );
  4552. var d4 = _vac.dot( _vbp );
  4553. if ( d3 >= 0 && d4 <= d3 ) {
  4554. // vertex region of B; barycentric coords (0, 1, 0)
  4555. return target.copy( b );
  4556. }
  4557. var vc = d1 * d4 - d3 * d2;
  4558. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4559. v = d1 / ( d1 - d3 );
  4560. // edge region of AB; barycentric coords (1-v, v, 0)
  4561. return target.copy( a ).addScaledVector( _vab, v );
  4562. }
  4563. _vcp.subVectors( p, c );
  4564. var d5 = _vab.dot( _vcp );
  4565. var d6 = _vac.dot( _vcp );
  4566. if ( d6 >= 0 && d5 <= d6 ) {
  4567. // vertex region of C; barycentric coords (0, 0, 1)
  4568. return target.copy( c );
  4569. }
  4570. var vb = d5 * d2 - d1 * d6;
  4571. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4572. w = d2 / ( d2 - d6 );
  4573. // edge region of AC; barycentric coords (1-w, 0, w)
  4574. return target.copy( a ).addScaledVector( _vac, w );
  4575. }
  4576. var va = d3 * d6 - d5 * d4;
  4577. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4578. _vbc.subVectors( c, b );
  4579. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4580. // edge region of BC; barycentric coords (0, 1-w, w)
  4581. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4582. }
  4583. // face region
  4584. var denom = 1 / ( va + vb + vc );
  4585. // u = va * denom
  4586. v = vb * denom;
  4587. w = vc * denom;
  4588. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4589. },
  4590. equals: function ( triangle ) {
  4591. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4592. }
  4593. } );
  4594. /**
  4595. * @author mrdoob / http://mrdoob.com/
  4596. */
  4597. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4598. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4599. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4600. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4601. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4602. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4603. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4604. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4605. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4606. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4607. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4608. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4609. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4610. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4611. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4612. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4613. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4614. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4615. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4616. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4617. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4618. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4619. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4620. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4621. var _hslA = { h: 0, s: 0, l: 0 };
  4622. var _hslB = { h: 0, s: 0, l: 0 };
  4623. function Color( r, g, b ) {
  4624. if ( g === undefined && b === undefined ) {
  4625. // r is THREE.Color, hex or string
  4626. return this.set( r );
  4627. }
  4628. return this.setRGB( r, g, b );
  4629. }
  4630. function hue2rgb( p, q, t ) {
  4631. if ( t < 0 ) { t += 1; }
  4632. if ( t > 1 ) { t -= 1; }
  4633. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4634. if ( t < 1 / 2 ) { return q; }
  4635. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4636. return p;
  4637. }
  4638. function SRGBToLinear( c ) {
  4639. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4640. }
  4641. function LinearToSRGB( c ) {
  4642. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4643. }
  4644. Object.assign( Color.prototype, {
  4645. isColor: true,
  4646. r: 1, g: 1, b: 1,
  4647. set: function ( value ) {
  4648. if ( value && value.isColor ) {
  4649. this.copy( value );
  4650. } else if ( typeof value === 'number' ) {
  4651. this.setHex( value );
  4652. } else if ( typeof value === 'string' ) {
  4653. this.setStyle( value );
  4654. }
  4655. return this;
  4656. },
  4657. setScalar: function ( scalar ) {
  4658. this.r = scalar;
  4659. this.g = scalar;
  4660. this.b = scalar;
  4661. return this;
  4662. },
  4663. setHex: function ( hex ) {
  4664. hex = Math.floor( hex );
  4665. this.r = ( hex >> 16 & 255 ) / 255;
  4666. this.g = ( hex >> 8 & 255 ) / 255;
  4667. this.b = ( hex & 255 ) / 255;
  4668. return this;
  4669. },
  4670. setRGB: function ( r, g, b ) {
  4671. this.r = r;
  4672. this.g = g;
  4673. this.b = b;
  4674. return this;
  4675. },
  4676. setHSL: function ( h, s, l ) {
  4677. // h,s,l ranges are in 0.0 - 1.0
  4678. h = _Math.euclideanModulo( h, 1 );
  4679. s = _Math.clamp( s, 0, 1 );
  4680. l = _Math.clamp( l, 0, 1 );
  4681. if ( s === 0 ) {
  4682. this.r = this.g = this.b = l;
  4683. } else {
  4684. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4685. var q = ( 2 * l ) - p;
  4686. this.r = hue2rgb( q, p, h + 1 / 3 );
  4687. this.g = hue2rgb( q, p, h );
  4688. this.b = hue2rgb( q, p, h - 1 / 3 );
  4689. }
  4690. return this;
  4691. },
  4692. setStyle: function ( style ) {
  4693. function handleAlpha( string ) {
  4694. if ( string === undefined ) { return; }
  4695. if ( parseFloat( string ) < 1 ) {
  4696. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4697. }
  4698. }
  4699. var m;
  4700. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4701. // rgb / hsl
  4702. var color;
  4703. var name = m[ 1 ];
  4704. var components = m[ 2 ];
  4705. switch ( name ) {
  4706. case 'rgb':
  4707. case 'rgba':
  4708. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4709. // rgb(255,0,0) rgba(255,0,0,0.5)
  4710. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4711. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4712. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4713. handleAlpha( color[ 5 ] );
  4714. return this;
  4715. }
  4716. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4717. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4718. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4719. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4720. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4721. handleAlpha( color[ 5 ] );
  4722. return this;
  4723. }
  4724. break;
  4725. case 'hsl':
  4726. case 'hsla':
  4727. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4728. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4729. var h = parseFloat( color[ 1 ] ) / 360;
  4730. var s = parseInt( color[ 2 ], 10 ) / 100;
  4731. var l = parseInt( color[ 3 ], 10 ) / 100;
  4732. handleAlpha( color[ 5 ] );
  4733. return this.setHSL( h, s, l );
  4734. }
  4735. break;
  4736. }
  4737. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4738. // hex color
  4739. var hex = m[ 1 ];
  4740. var size = hex.length;
  4741. if ( size === 3 ) {
  4742. // #ff0
  4743. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4744. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4745. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4746. return this;
  4747. } else if ( size === 6 ) {
  4748. // #ff0000
  4749. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4750. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4751. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4752. return this;
  4753. }
  4754. }
  4755. if ( style && style.length > 0 ) {
  4756. return this.setColorName( style );
  4757. }
  4758. return this;
  4759. },
  4760. setColorName: function ( style ) {
  4761. // color keywords
  4762. var hex = _colorKeywords[ style ];
  4763. if ( hex !== undefined ) {
  4764. // red
  4765. this.setHex( hex );
  4766. } else {
  4767. // unknown color
  4768. console.warn( 'THREE.Color: Unknown color ' + style );
  4769. }
  4770. return this;
  4771. },
  4772. clone: function () {
  4773. return new this.constructor( this.r, this.g, this.b );
  4774. },
  4775. copy: function ( color ) {
  4776. this.r = color.r;
  4777. this.g = color.g;
  4778. this.b = color.b;
  4779. return this;
  4780. },
  4781. copyGammaToLinear: function ( color, gammaFactor ) {
  4782. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4783. this.r = Math.pow( color.r, gammaFactor );
  4784. this.g = Math.pow( color.g, gammaFactor );
  4785. this.b = Math.pow( color.b, gammaFactor );
  4786. return this;
  4787. },
  4788. copyLinearToGamma: function ( color, gammaFactor ) {
  4789. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4790. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4791. this.r = Math.pow( color.r, safeInverse );
  4792. this.g = Math.pow( color.g, safeInverse );
  4793. this.b = Math.pow( color.b, safeInverse );
  4794. return this;
  4795. },
  4796. convertGammaToLinear: function ( gammaFactor ) {
  4797. this.copyGammaToLinear( this, gammaFactor );
  4798. return this;
  4799. },
  4800. convertLinearToGamma: function ( gammaFactor ) {
  4801. this.copyLinearToGamma( this, gammaFactor );
  4802. return this;
  4803. },
  4804. copySRGBToLinear: function ( color ) {
  4805. this.r = SRGBToLinear( color.r );
  4806. this.g = SRGBToLinear( color.g );
  4807. this.b = SRGBToLinear( color.b );
  4808. return this;
  4809. },
  4810. copyLinearToSRGB: function ( color ) {
  4811. this.r = LinearToSRGB( color.r );
  4812. this.g = LinearToSRGB( color.g );
  4813. this.b = LinearToSRGB( color.b );
  4814. return this;
  4815. },
  4816. convertSRGBToLinear: function () {
  4817. this.copySRGBToLinear( this );
  4818. return this;
  4819. },
  4820. convertLinearToSRGB: function () {
  4821. this.copyLinearToSRGB( this );
  4822. return this;
  4823. },
  4824. getHex: function () {
  4825. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4826. },
  4827. getHexString: function () {
  4828. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4829. },
  4830. getHSL: function ( target ) {
  4831. // h,s,l ranges are in 0.0 - 1.0
  4832. if ( target === undefined ) {
  4833. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4834. target = { h: 0, s: 0, l: 0 };
  4835. }
  4836. var r = this.r, g = this.g, b = this.b;
  4837. var max = Math.max( r, g, b );
  4838. var min = Math.min( r, g, b );
  4839. var hue, saturation;
  4840. var lightness = ( min + max ) / 2.0;
  4841. if ( min === max ) {
  4842. hue = 0;
  4843. saturation = 0;
  4844. } else {
  4845. var delta = max - min;
  4846. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  4847. switch ( max ) {
  4848. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  4849. case g: hue = ( b - r ) / delta + 2; break;
  4850. case b: hue = ( r - g ) / delta + 4; break;
  4851. }
  4852. hue /= 6;
  4853. }
  4854. target.h = hue;
  4855. target.s = saturation;
  4856. target.l = lightness;
  4857. return target;
  4858. },
  4859. getStyle: function () {
  4860. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  4861. },
  4862. offsetHSL: function ( h, s, l ) {
  4863. this.getHSL( _hslA );
  4864. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  4865. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  4866. return this;
  4867. },
  4868. add: function ( color ) {
  4869. this.r += color.r;
  4870. this.g += color.g;
  4871. this.b += color.b;
  4872. return this;
  4873. },
  4874. addColors: function ( color1, color2 ) {
  4875. this.r = color1.r + color2.r;
  4876. this.g = color1.g + color2.g;
  4877. this.b = color1.b + color2.b;
  4878. return this;
  4879. },
  4880. addScalar: function ( s ) {
  4881. this.r += s;
  4882. this.g += s;
  4883. this.b += s;
  4884. return this;
  4885. },
  4886. sub: function ( color ) {
  4887. this.r = Math.max( 0, this.r - color.r );
  4888. this.g = Math.max( 0, this.g - color.g );
  4889. this.b = Math.max( 0, this.b - color.b );
  4890. return this;
  4891. },
  4892. multiply: function ( color ) {
  4893. this.r *= color.r;
  4894. this.g *= color.g;
  4895. this.b *= color.b;
  4896. return this;
  4897. },
  4898. multiplyScalar: function ( s ) {
  4899. this.r *= s;
  4900. this.g *= s;
  4901. this.b *= s;
  4902. return this;
  4903. },
  4904. lerp: function ( color, alpha ) {
  4905. this.r += ( color.r - this.r ) * alpha;
  4906. this.g += ( color.g - this.g ) * alpha;
  4907. this.b += ( color.b - this.b ) * alpha;
  4908. return this;
  4909. },
  4910. lerpHSL: function ( color, alpha ) {
  4911. this.getHSL( _hslA );
  4912. color.getHSL( _hslB );
  4913. var h = _Math.lerp( _hslA.h, _hslB.h, alpha );
  4914. var s = _Math.lerp( _hslA.s, _hslB.s, alpha );
  4915. var l = _Math.lerp( _hslA.l, _hslB.l, alpha );
  4916. this.setHSL( h, s, l );
  4917. return this;
  4918. },
  4919. equals: function ( c ) {
  4920. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  4921. },
  4922. fromArray: function ( array, offset ) {
  4923. if ( offset === undefined ) { offset = 0; }
  4924. this.r = array[ offset ];
  4925. this.g = array[ offset + 1 ];
  4926. this.b = array[ offset + 2 ];
  4927. return this;
  4928. },
  4929. toArray: function ( array, offset ) {
  4930. if ( array === undefined ) { array = []; }
  4931. if ( offset === undefined ) { offset = 0; }
  4932. array[ offset ] = this.r;
  4933. array[ offset + 1 ] = this.g;
  4934. array[ offset + 2 ] = this.b;
  4935. return array;
  4936. },
  4937. toJSON: function () {
  4938. return this.getHex();
  4939. }
  4940. } );
  4941. Color.NAMES = _colorKeywords;
  4942. /**
  4943. * @author mrdoob / http://mrdoob.com/
  4944. * @author alteredq / http://alteredqualia.com/
  4945. */
  4946. function Face3( a, b, c, normal, color, materialIndex ) {
  4947. this.a = a;
  4948. this.b = b;
  4949. this.c = c;
  4950. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  4951. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  4952. this.color = ( color && color.isColor ) ? color : new Color();
  4953. this.vertexColors = Array.isArray( color ) ? color : [];
  4954. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4955. }
  4956. Object.assign( Face3.prototype, {
  4957. clone: function () {
  4958. return new this.constructor().copy( this );
  4959. },
  4960. copy: function ( source ) {
  4961. this.a = source.a;
  4962. this.b = source.b;
  4963. this.c = source.c;
  4964. this.normal.copy( source.normal );
  4965. this.color.copy( source.color );
  4966. this.materialIndex = source.materialIndex;
  4967. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  4968. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  4969. }
  4970. for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
  4971. this.vertexColors[ i ] = source.vertexColors[ i ].clone();
  4972. }
  4973. return this;
  4974. }
  4975. } );
  4976. /**
  4977. * @author mrdoob / http://mrdoob.com/
  4978. * @author alteredq / http://alteredqualia.com/
  4979. */
  4980. var materialId = 0;
  4981. function Material() {
  4982. Object.defineProperty( this, 'id', { value: materialId ++ } );
  4983. this.uuid = _Math.generateUUID();
  4984. this.name = '';
  4985. this.type = 'Material';
  4986. this.fog = true;
  4987. this.blending = NormalBlending;
  4988. this.side = FrontSide;
  4989. this.flatShading = false;
  4990. this.vertexTangents = false;
  4991. this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
  4992. this.opacity = 1;
  4993. this.transparent = false;
  4994. this.blendSrc = SrcAlphaFactor;
  4995. this.blendDst = OneMinusSrcAlphaFactor;
  4996. this.blendEquation = AddEquation;
  4997. this.blendSrcAlpha = null;
  4998. this.blendDstAlpha = null;
  4999. this.blendEquationAlpha = null;
  5000. this.depthFunc = LessEqualDepth;
  5001. this.depthTest = true;
  5002. this.depthWrite = true;
  5003. this.stencilWriteMask = 0xff;
  5004. this.stencilFunc = AlwaysStencilFunc;
  5005. this.stencilRef = 0;
  5006. this.stencilFuncMask = 0xff;
  5007. this.stencilFail = KeepStencilOp;
  5008. this.stencilZFail = KeepStencilOp;
  5009. this.stencilZPass = KeepStencilOp;
  5010. this.stencilWrite = false;
  5011. this.clippingPlanes = null;
  5012. this.clipIntersection = false;
  5013. this.clipShadows = false;
  5014. this.shadowSide = null;
  5015. this.colorWrite = true;
  5016. this.precision = null; // override the renderer's default precision for this material
  5017. this.polygonOffset = false;
  5018. this.polygonOffsetFactor = 0;
  5019. this.polygonOffsetUnits = 0;
  5020. this.dithering = false;
  5021. this.alphaTest = 0;
  5022. this.premultipliedAlpha = false;
  5023. this.visible = true;
  5024. this.toneMapped = true;
  5025. this.userData = {};
  5026. this.needsUpdate = true;
  5027. }
  5028. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5029. constructor: Material,
  5030. isMaterial: true,
  5031. onBeforeCompile: function () {},
  5032. setValues: function ( values ) {
  5033. if ( values === undefined ) { return; }
  5034. for ( var key in values ) {
  5035. var newValue = values[ key ];
  5036. if ( newValue === undefined ) {
  5037. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5038. continue;
  5039. }
  5040. // for backward compatability if shading is set in the constructor
  5041. if ( key === 'shading' ) {
  5042. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5043. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5044. continue;
  5045. }
  5046. var currentValue = this[ key ];
  5047. if ( currentValue === undefined ) {
  5048. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5049. continue;
  5050. }
  5051. if ( currentValue && currentValue.isColor ) {
  5052. currentValue.set( newValue );
  5053. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5054. currentValue.copy( newValue );
  5055. } else {
  5056. this[ key ] = newValue;
  5057. }
  5058. }
  5059. },
  5060. toJSON: function ( meta ) {
  5061. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5062. if ( isRoot ) {
  5063. meta = {
  5064. textures: {},
  5065. images: {}
  5066. };
  5067. }
  5068. var data = {
  5069. metadata: {
  5070. version: 4.5,
  5071. type: 'Material',
  5072. generator: 'Material.toJSON'
  5073. }
  5074. };
  5075. // standard Material serialization
  5076. data.uuid = this.uuid;
  5077. data.type = this.type;
  5078. if ( this.name !== '' ) { data.name = this.name; }
  5079. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5080. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5081. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5082. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5083. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5084. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5085. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5086. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5087. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5088. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5089. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5090. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5091. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5092. }
  5093. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5094. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5095. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5096. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5097. if ( this.aoMap && this.aoMap.isTexture ) {
  5098. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5099. data.aoMapIntensity = this.aoMapIntensity;
  5100. }
  5101. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5102. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5103. data.bumpScale = this.bumpScale;
  5104. }
  5105. if ( this.normalMap && this.normalMap.isTexture ) {
  5106. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5107. data.normalMapType = this.normalMapType;
  5108. data.normalScale = this.normalScale.toArray();
  5109. }
  5110. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5111. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5112. data.displacementScale = this.displacementScale;
  5113. data.displacementBias = this.displacementBias;
  5114. }
  5115. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5116. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5117. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5118. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5119. if ( this.envMap && this.envMap.isTexture ) {
  5120. data.envMap = this.envMap.toJSON( meta ).uuid;
  5121. data.reflectivity = this.reflectivity; // Scale behind envMap
  5122. data.refractionRatio = this.refractionRatio;
  5123. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5124. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5125. }
  5126. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5127. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5128. }
  5129. if ( this.size !== undefined ) { data.size = this.size; }
  5130. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5131. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5132. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5133. if ( this.side !== FrontSide ) { data.side = this.side; }
  5134. if ( this.vertexColors !== NoColors ) { data.vertexColors = this.vertexColors; }
  5135. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5136. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5137. data.depthFunc = this.depthFunc;
  5138. data.depthTest = this.depthTest;
  5139. data.depthWrite = this.depthWrite;
  5140. data.stencilWrite = this.stencilWrite;
  5141. data.stencilWriteMask = this.stencilWriteMask;
  5142. data.stencilFunc = this.stencilFunc;
  5143. data.stencilRef = this.stencilRef;
  5144. data.stencilFuncMask = this.stencilFuncMask;
  5145. data.stencilFail = this.stencilFail;
  5146. data.stencilZFail = this.stencilZFail;
  5147. data.stencilZPass = this.stencilZPass;
  5148. // rotation (SpriteMaterial)
  5149. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5150. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5151. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5152. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5153. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5154. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5155. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5156. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5157. if ( this.dithering === true ) { data.dithering = true; }
  5158. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5159. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5160. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5161. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5162. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5163. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5164. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5165. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5166. if ( this.skinning === true ) { data.skinning = true; }
  5167. if ( this.visible === false ) { data.visible = false; }
  5168. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5169. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5170. // TODO: Copied from Object3D.toJSON
  5171. function extractFromCache( cache ) {
  5172. var values = [];
  5173. for ( var key in cache ) {
  5174. var data = cache[ key ];
  5175. delete data.metadata;
  5176. values.push( data );
  5177. }
  5178. return values;
  5179. }
  5180. if ( isRoot ) {
  5181. var textures = extractFromCache( meta.textures );
  5182. var images = extractFromCache( meta.images );
  5183. if ( textures.length > 0 ) { data.textures = textures; }
  5184. if ( images.length > 0 ) { data.images = images; }
  5185. }
  5186. return data;
  5187. },
  5188. clone: function () {
  5189. return new this.constructor().copy( this );
  5190. },
  5191. copy: function ( source ) {
  5192. this.name = source.name;
  5193. this.fog = source.fog;
  5194. this.blending = source.blending;
  5195. this.side = source.side;
  5196. this.flatShading = source.flatShading;
  5197. this.vertexColors = source.vertexColors;
  5198. this.opacity = source.opacity;
  5199. this.transparent = source.transparent;
  5200. this.blendSrc = source.blendSrc;
  5201. this.blendDst = source.blendDst;
  5202. this.blendEquation = source.blendEquation;
  5203. this.blendSrcAlpha = source.blendSrcAlpha;
  5204. this.blendDstAlpha = source.blendDstAlpha;
  5205. this.blendEquationAlpha = source.blendEquationAlpha;
  5206. this.depthFunc = source.depthFunc;
  5207. this.depthTest = source.depthTest;
  5208. this.depthWrite = source.depthWrite;
  5209. this.stencilWrite = source.stencilWrite;
  5210. this.stencilWriteMask = source.stencilWriteMask;
  5211. this.stencilFunc = source.stencilFunc;
  5212. this.stencilRef = source.stencilRef;
  5213. this.stencilFuncMask = source.stencilFuncMask;
  5214. this.stencilFail = source.stencilFail;
  5215. this.stencilZFail = source.stencilZFail;
  5216. this.stencilZPass = source.stencilZPass;
  5217. this.colorWrite = source.colorWrite;
  5218. this.precision = source.precision;
  5219. this.polygonOffset = source.polygonOffset;
  5220. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5221. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5222. this.dithering = source.dithering;
  5223. this.alphaTest = source.alphaTest;
  5224. this.premultipliedAlpha = source.premultipliedAlpha;
  5225. this.visible = source.visible;
  5226. this.toneMapped = source.toneMapped;
  5227. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5228. this.clipShadows = source.clipShadows;
  5229. this.clipIntersection = source.clipIntersection;
  5230. var srcPlanes = source.clippingPlanes,
  5231. dstPlanes = null;
  5232. if ( srcPlanes !== null ) {
  5233. var n = srcPlanes.length;
  5234. dstPlanes = new Array( n );
  5235. for ( var i = 0; i !== n; ++ i )
  5236. { dstPlanes[ i ] = srcPlanes[ i ].clone(); }
  5237. }
  5238. this.clippingPlanes = dstPlanes;
  5239. this.shadowSide = source.shadowSide;
  5240. return this;
  5241. },
  5242. dispose: function () {
  5243. this.dispatchEvent( { type: 'dispose' } );
  5244. }
  5245. } );
  5246. /**
  5247. * @author mrdoob / http://mrdoob.com/
  5248. * @author alteredq / http://alteredqualia.com/
  5249. *
  5250. * parameters = {
  5251. * color: <hex>,
  5252. * opacity: <float>,
  5253. * map: new THREE.Texture( <Image> ),
  5254. *
  5255. * lightMap: new THREE.Texture( <Image> ),
  5256. * lightMapIntensity: <float>
  5257. *
  5258. * aoMap: new THREE.Texture( <Image> ),
  5259. * aoMapIntensity: <float>
  5260. *
  5261. * specularMap: new THREE.Texture( <Image> ),
  5262. *
  5263. * alphaMap: new THREE.Texture( <Image> ),
  5264. *
  5265. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5266. * combine: THREE.Multiply,
  5267. * reflectivity: <float>,
  5268. * refractionRatio: <float>,
  5269. *
  5270. * depthTest: <bool>,
  5271. * depthWrite: <bool>,
  5272. *
  5273. * wireframe: <boolean>,
  5274. * wireframeLinewidth: <float>,
  5275. *
  5276. * skinning: <bool>,
  5277. * morphTargets: <bool>
  5278. * }
  5279. */
  5280. function MeshBasicMaterial( parameters ) {
  5281. Material.call( this );
  5282. this.type = 'MeshBasicMaterial';
  5283. this.color = new Color( 0xffffff ); // emissive
  5284. this.map = null;
  5285. this.lightMap = null;
  5286. this.lightMapIntensity = 1.0;
  5287. this.aoMap = null;
  5288. this.aoMapIntensity = 1.0;
  5289. this.specularMap = null;
  5290. this.alphaMap = null;
  5291. this.envMap = null;
  5292. this.combine = MultiplyOperation;
  5293. this.reflectivity = 1;
  5294. this.refractionRatio = 0.98;
  5295. this.wireframe = false;
  5296. this.wireframeLinewidth = 1;
  5297. this.wireframeLinecap = 'round';
  5298. this.wireframeLinejoin = 'round';
  5299. this.skinning = false;
  5300. this.morphTargets = false;
  5301. this.setValues( parameters );
  5302. }
  5303. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5304. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5305. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5306. MeshBasicMaterial.prototype.copy = function ( source ) {
  5307. Material.prototype.copy.call( this, source );
  5308. this.color.copy( source.color );
  5309. this.map = source.map;
  5310. this.lightMap = source.lightMap;
  5311. this.lightMapIntensity = source.lightMapIntensity;
  5312. this.aoMap = source.aoMap;
  5313. this.aoMapIntensity = source.aoMapIntensity;
  5314. this.specularMap = source.specularMap;
  5315. this.alphaMap = source.alphaMap;
  5316. this.envMap = source.envMap;
  5317. this.combine = source.combine;
  5318. this.reflectivity = source.reflectivity;
  5319. this.refractionRatio = source.refractionRatio;
  5320. this.wireframe = source.wireframe;
  5321. this.wireframeLinewidth = source.wireframeLinewidth;
  5322. this.wireframeLinecap = source.wireframeLinecap;
  5323. this.wireframeLinejoin = source.wireframeLinejoin;
  5324. this.skinning = source.skinning;
  5325. this.morphTargets = source.morphTargets;
  5326. return this;
  5327. };
  5328. /**
  5329. * @author mrdoob / http://mrdoob.com/
  5330. */
  5331. function BufferAttribute( array, itemSize, normalized ) {
  5332. if ( Array.isArray( array ) ) {
  5333. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5334. }
  5335. this.name = '';
  5336. this.array = array;
  5337. this.itemSize = itemSize;
  5338. this.count = array !== undefined ? array.length / itemSize : 0;
  5339. this.normalized = normalized === true;
  5340. this.usage = StaticDrawUsage;
  5341. this.updateRange = { offset: 0, count: - 1 };
  5342. this.version = 0;
  5343. }
  5344. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5345. set: function ( value ) {
  5346. if ( value === true ) { this.version ++; }
  5347. }
  5348. } );
  5349. Object.assign( BufferAttribute.prototype, {
  5350. isBufferAttribute: true,
  5351. onUploadCallback: function () {},
  5352. setUsage: function ( value ) {
  5353. this.usage = value;
  5354. return this;
  5355. },
  5356. copy: function ( source ) {
  5357. this.name = source.name;
  5358. this.array = new source.array.constructor( source.array );
  5359. this.itemSize = source.itemSize;
  5360. this.count = source.count;
  5361. this.normalized = source.normalized;
  5362. this.usage = source.usage;
  5363. return this;
  5364. },
  5365. copyAt: function ( index1, attribute, index2 ) {
  5366. index1 *= this.itemSize;
  5367. index2 *= attribute.itemSize;
  5368. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5369. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5370. }
  5371. return this;
  5372. },
  5373. copyArray: function ( array ) {
  5374. this.array.set( array );
  5375. return this;
  5376. },
  5377. copyColorsArray: function ( colors ) {
  5378. var array = this.array, offset = 0;
  5379. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5380. var color = colors[ i ];
  5381. if ( color === undefined ) {
  5382. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5383. color = new Color();
  5384. }
  5385. array[ offset ++ ] = color.r;
  5386. array[ offset ++ ] = color.g;
  5387. array[ offset ++ ] = color.b;
  5388. }
  5389. return this;
  5390. },
  5391. copyVector2sArray: function ( vectors ) {
  5392. var array = this.array, offset = 0;
  5393. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5394. var vector = vectors[ i ];
  5395. if ( vector === undefined ) {
  5396. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5397. vector = new Vector2();
  5398. }
  5399. array[ offset ++ ] = vector.x;
  5400. array[ offset ++ ] = vector.y;
  5401. }
  5402. return this;
  5403. },
  5404. copyVector3sArray: function ( vectors ) {
  5405. var array = this.array, offset = 0;
  5406. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5407. var vector = vectors[ i ];
  5408. if ( vector === undefined ) {
  5409. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5410. vector = new Vector3();
  5411. }
  5412. array[ offset ++ ] = vector.x;
  5413. array[ offset ++ ] = vector.y;
  5414. array[ offset ++ ] = vector.z;
  5415. }
  5416. return this;
  5417. },
  5418. copyVector4sArray: function ( vectors ) {
  5419. var array = this.array, offset = 0;
  5420. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5421. var vector = vectors[ i ];
  5422. if ( vector === undefined ) {
  5423. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5424. vector = new Vector4();
  5425. }
  5426. array[ offset ++ ] = vector.x;
  5427. array[ offset ++ ] = vector.y;
  5428. array[ offset ++ ] = vector.z;
  5429. array[ offset ++ ] = vector.w;
  5430. }
  5431. return this;
  5432. },
  5433. set: function ( value, offset ) {
  5434. if ( offset === undefined ) { offset = 0; }
  5435. this.array.set( value, offset );
  5436. return this;
  5437. },
  5438. getX: function ( index ) {
  5439. return this.array[ index * this.itemSize ];
  5440. },
  5441. setX: function ( index, x ) {
  5442. this.array[ index * this.itemSize ] = x;
  5443. return this;
  5444. },
  5445. getY: function ( index ) {
  5446. return this.array[ index * this.itemSize + 1 ];
  5447. },
  5448. setY: function ( index, y ) {
  5449. this.array[ index * this.itemSize + 1 ] = y;
  5450. return this;
  5451. },
  5452. getZ: function ( index ) {
  5453. return this.array[ index * this.itemSize + 2 ];
  5454. },
  5455. setZ: function ( index, z ) {
  5456. this.array[ index * this.itemSize + 2 ] = z;
  5457. return this;
  5458. },
  5459. getW: function ( index ) {
  5460. return this.array[ index * this.itemSize + 3 ];
  5461. },
  5462. setW: function ( index, w ) {
  5463. this.array[ index * this.itemSize + 3 ] = w;
  5464. return this;
  5465. },
  5466. setXY: function ( index, x, y ) {
  5467. index *= this.itemSize;
  5468. this.array[ index + 0 ] = x;
  5469. this.array[ index + 1 ] = y;
  5470. return this;
  5471. },
  5472. setXYZ: function ( index, x, y, z ) {
  5473. index *= this.itemSize;
  5474. this.array[ index + 0 ] = x;
  5475. this.array[ index + 1 ] = y;
  5476. this.array[ index + 2 ] = z;
  5477. return this;
  5478. },
  5479. setXYZW: function ( index, x, y, z, w ) {
  5480. index *= this.itemSize;
  5481. this.array[ index + 0 ] = x;
  5482. this.array[ index + 1 ] = y;
  5483. this.array[ index + 2 ] = z;
  5484. this.array[ index + 3 ] = w;
  5485. return this;
  5486. },
  5487. onUpload: function ( callback ) {
  5488. this.onUploadCallback = callback;
  5489. return this;
  5490. },
  5491. clone: function () {
  5492. return new this.constructor( this.array, this.itemSize ).copy( this );
  5493. },
  5494. toJSON: function () {
  5495. return {
  5496. itemSize: this.itemSize,
  5497. type: this.array.constructor.name,
  5498. array: Array.prototype.slice.call( this.array ),
  5499. normalized: this.normalized
  5500. };
  5501. }
  5502. } );
  5503. //
  5504. function Int8BufferAttribute( array, itemSize, normalized ) {
  5505. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5506. }
  5507. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5508. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5509. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5510. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5511. }
  5512. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5513. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5514. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5515. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5516. }
  5517. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5518. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5519. function Int16BufferAttribute( array, itemSize, normalized ) {
  5520. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5521. }
  5522. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5523. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5524. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5525. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5526. }
  5527. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5528. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5529. function Int32BufferAttribute( array, itemSize, normalized ) {
  5530. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5531. }
  5532. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5533. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5534. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5535. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5536. }
  5537. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5538. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5539. function Float32BufferAttribute( array, itemSize, normalized ) {
  5540. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5541. }
  5542. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5543. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5544. function Float64BufferAttribute( array, itemSize, normalized ) {
  5545. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5546. }
  5547. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5548. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5549. /**
  5550. * @author mrdoob / http://mrdoob.com/
  5551. */
  5552. function DirectGeometry() {
  5553. this.vertices = [];
  5554. this.normals = [];
  5555. this.colors = [];
  5556. this.uvs = [];
  5557. this.uvs2 = [];
  5558. this.groups = [];
  5559. this.morphTargets = {};
  5560. this.skinWeights = [];
  5561. this.skinIndices = [];
  5562. // this.lineDistances = [];
  5563. this.boundingBox = null;
  5564. this.boundingSphere = null;
  5565. // update flags
  5566. this.verticesNeedUpdate = false;
  5567. this.normalsNeedUpdate = false;
  5568. this.colorsNeedUpdate = false;
  5569. this.uvsNeedUpdate = false;
  5570. this.groupsNeedUpdate = false;
  5571. }
  5572. Object.assign( DirectGeometry.prototype, {
  5573. computeGroups: function ( geometry ) {
  5574. var group;
  5575. var groups = [];
  5576. var materialIndex = undefined;
  5577. var faces = geometry.faces;
  5578. for ( var i = 0; i < faces.length; i ++ ) {
  5579. var face = faces[ i ];
  5580. // materials
  5581. if ( face.materialIndex !== materialIndex ) {
  5582. materialIndex = face.materialIndex;
  5583. if ( group !== undefined ) {
  5584. group.count = ( i * 3 ) - group.start;
  5585. groups.push( group );
  5586. }
  5587. group = {
  5588. start: i * 3,
  5589. materialIndex: materialIndex
  5590. };
  5591. }
  5592. }
  5593. if ( group !== undefined ) {
  5594. group.count = ( i * 3 ) - group.start;
  5595. groups.push( group );
  5596. }
  5597. this.groups = groups;
  5598. },
  5599. fromGeometry: function ( geometry ) {
  5600. var faces = geometry.faces;
  5601. var vertices = geometry.vertices;
  5602. var faceVertexUvs = geometry.faceVertexUvs;
  5603. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5604. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5605. // morphs
  5606. var morphTargets = geometry.morphTargets;
  5607. var morphTargetsLength = morphTargets.length;
  5608. var morphTargetsPosition;
  5609. if ( morphTargetsLength > 0 ) {
  5610. morphTargetsPosition = [];
  5611. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5612. morphTargetsPosition[ i ] = {
  5613. name: morphTargets[ i ].name,
  5614. data: []
  5615. };
  5616. }
  5617. this.morphTargets.position = morphTargetsPosition;
  5618. }
  5619. var morphNormals = geometry.morphNormals;
  5620. var morphNormalsLength = morphNormals.length;
  5621. var morphTargetsNormal;
  5622. if ( morphNormalsLength > 0 ) {
  5623. morphTargetsNormal = [];
  5624. for ( var i = 0; i < morphNormalsLength; i ++ ) {
  5625. morphTargetsNormal[ i ] = {
  5626. name: morphNormals[ i ].name,
  5627. data: []
  5628. };
  5629. }
  5630. this.morphTargets.normal = morphTargetsNormal;
  5631. }
  5632. // skins
  5633. var skinIndices = geometry.skinIndices;
  5634. var skinWeights = geometry.skinWeights;
  5635. var hasSkinIndices = skinIndices.length === vertices.length;
  5636. var hasSkinWeights = skinWeights.length === vertices.length;
  5637. //
  5638. if ( vertices.length > 0 && faces.length === 0 ) {
  5639. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5640. }
  5641. for ( var i = 0; i < faces.length; i ++ ) {
  5642. var face = faces[ i ];
  5643. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5644. var vertexNormals = face.vertexNormals;
  5645. if ( vertexNormals.length === 3 ) {
  5646. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5647. } else {
  5648. var normal = face.normal;
  5649. this.normals.push( normal, normal, normal );
  5650. }
  5651. var vertexColors = face.vertexColors;
  5652. if ( vertexColors.length === 3 ) {
  5653. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5654. } else {
  5655. var color = face.color;
  5656. this.colors.push( color, color, color );
  5657. }
  5658. if ( hasFaceVertexUv === true ) {
  5659. var vertexUvs = faceVertexUvs[ 0 ][ i ];
  5660. if ( vertexUvs !== undefined ) {
  5661. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5662. } else {
  5663. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
  5664. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5665. }
  5666. }
  5667. if ( hasFaceVertexUv2 === true ) {
  5668. var vertexUvs = faceVertexUvs[ 1 ][ i ];
  5669. if ( vertexUvs !== undefined ) {
  5670. this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5671. } else {
  5672. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
  5673. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5674. }
  5675. }
  5676. // morphs
  5677. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5678. var morphTarget = morphTargets[ j ].vertices;
  5679. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5680. }
  5681. for ( var j = 0; j < morphNormalsLength; j ++ ) {
  5682. var morphNormal = morphNormals[ j ].vertexNormals[ i ];
  5683. morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5684. }
  5685. // skins
  5686. if ( hasSkinIndices ) {
  5687. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5688. }
  5689. if ( hasSkinWeights ) {
  5690. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5691. }
  5692. }
  5693. this.computeGroups( geometry );
  5694. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5695. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5696. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5697. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5698. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5699. if ( geometry.boundingSphere !== null ) {
  5700. this.boundingSphere = geometry.boundingSphere.clone();
  5701. }
  5702. if ( geometry.boundingBox !== null ) {
  5703. this.boundingBox = geometry.boundingBox.clone();
  5704. }
  5705. return this;
  5706. }
  5707. } );
  5708. /**
  5709. * @author mrdoob / http://mrdoob.com/
  5710. */
  5711. function arrayMax( array ) {
  5712. if ( array.length === 0 ) { return - Infinity; }
  5713. var max = array[ 0 ];
  5714. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5715. if ( array[ i ] > max ) { max = array[ i ]; }
  5716. }
  5717. return max;
  5718. }
  5719. /**
  5720. * @author alteredq / http://alteredqualia.com/
  5721. * @author mrdoob / http://mrdoob.com/
  5722. */
  5723. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5724. var _m1$2 = new Matrix4();
  5725. var _obj = new Object3D();
  5726. var _offset = new Vector3();
  5727. var _box$1 = new Box3();
  5728. var _boxMorphTargets = new Box3();
  5729. var _vector$4 = new Vector3();
  5730. function BufferGeometry() {
  5731. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5732. this.uuid = _Math.generateUUID();
  5733. this.name = '';
  5734. this.type = 'BufferGeometry';
  5735. this.index = null;
  5736. this.attributes = {};
  5737. this.morphAttributes = {};
  5738. this.groups = [];
  5739. this.boundingBox = null;
  5740. this.boundingSphere = null;
  5741. this.drawRange = { start: 0, count: Infinity };
  5742. this.userData = {};
  5743. }
  5744. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5745. constructor: BufferGeometry,
  5746. isBufferGeometry: true,
  5747. getIndex: function () {
  5748. return this.index;
  5749. },
  5750. setIndex: function ( index ) {
  5751. if ( Array.isArray( index ) ) {
  5752. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5753. } else {
  5754. this.index = index;
  5755. }
  5756. },
  5757. addAttribute: function ( name, attribute ) {
  5758. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  5759. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5760. return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  5761. }
  5762. if ( name === 'index' ) {
  5763. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  5764. this.setIndex( attribute );
  5765. return this;
  5766. }
  5767. return this.setAttribute( name, attribute );
  5768. },
  5769. getAttribute: function ( name ) {
  5770. return this.attributes[ name ];
  5771. },
  5772. setAttribute: function ( name, attribute ) {
  5773. this.attributes[ name ] = attribute;
  5774. return this;
  5775. },
  5776. removeAttribute: function ( name ) {
  5777. delete this.attributes[ name ];
  5778. return this;
  5779. },
  5780. addGroup: function ( start, count, materialIndex ) {
  5781. this.groups.push( {
  5782. start: start,
  5783. count: count,
  5784. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5785. } );
  5786. },
  5787. clearGroups: function () {
  5788. this.groups = [];
  5789. },
  5790. setDrawRange: function ( start, count ) {
  5791. this.drawRange.start = start;
  5792. this.drawRange.count = count;
  5793. },
  5794. applyMatrix: function ( matrix ) {
  5795. var position = this.attributes.position;
  5796. if ( position !== undefined ) {
  5797. matrix.applyToBufferAttribute( position );
  5798. position.needsUpdate = true;
  5799. }
  5800. var normal = this.attributes.normal;
  5801. if ( normal !== undefined ) {
  5802. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5803. normalMatrix.applyToBufferAttribute( normal );
  5804. normal.needsUpdate = true;
  5805. }
  5806. var tangent = this.attributes.tangent;
  5807. if ( tangent !== undefined ) {
  5808. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  5809. // Tangent is vec4, but the '.w' component is a sign value (+1/-1).
  5810. normalMatrix.applyToBufferAttribute( tangent );
  5811. tangent.needsUpdate = true;
  5812. }
  5813. if ( this.boundingBox !== null ) {
  5814. this.computeBoundingBox();
  5815. }
  5816. if ( this.boundingSphere !== null ) {
  5817. this.computeBoundingSphere();
  5818. }
  5819. return this;
  5820. },
  5821. rotateX: function ( angle ) {
  5822. // rotate geometry around world x-axis
  5823. _m1$2.makeRotationX( angle );
  5824. this.applyMatrix( _m1$2 );
  5825. return this;
  5826. },
  5827. rotateY: function ( angle ) {
  5828. // rotate geometry around world y-axis
  5829. _m1$2.makeRotationY( angle );
  5830. this.applyMatrix( _m1$2 );
  5831. return this;
  5832. },
  5833. rotateZ: function ( angle ) {
  5834. // rotate geometry around world z-axis
  5835. _m1$2.makeRotationZ( angle );
  5836. this.applyMatrix( _m1$2 );
  5837. return this;
  5838. },
  5839. translate: function ( x, y, z ) {
  5840. // translate geometry
  5841. _m1$2.makeTranslation( x, y, z );
  5842. this.applyMatrix( _m1$2 );
  5843. return this;
  5844. },
  5845. scale: function ( x, y, z ) {
  5846. // scale geometry
  5847. _m1$2.makeScale( x, y, z );
  5848. this.applyMatrix( _m1$2 );
  5849. return this;
  5850. },
  5851. lookAt: function ( vector ) {
  5852. _obj.lookAt( vector );
  5853. _obj.updateMatrix();
  5854. this.applyMatrix( _obj.matrix );
  5855. return this;
  5856. },
  5857. center: function () {
  5858. this.computeBoundingBox();
  5859. this.boundingBox.getCenter( _offset ).negate();
  5860. this.translate( _offset.x, _offset.y, _offset.z );
  5861. return this;
  5862. },
  5863. setFromObject: function ( object ) {
  5864. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  5865. var geometry = object.geometry;
  5866. if ( object.isPoints || object.isLine ) {
  5867. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  5868. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  5869. this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  5870. this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  5871. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  5872. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  5873. this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  5874. }
  5875. if ( geometry.boundingSphere !== null ) {
  5876. this.boundingSphere = geometry.boundingSphere.clone();
  5877. }
  5878. if ( geometry.boundingBox !== null ) {
  5879. this.boundingBox = geometry.boundingBox.clone();
  5880. }
  5881. } else if ( object.isMesh ) {
  5882. if ( geometry && geometry.isGeometry ) {
  5883. this.fromGeometry( geometry );
  5884. }
  5885. }
  5886. return this;
  5887. },
  5888. setFromPoints: function ( points ) {
  5889. var position = [];
  5890. for ( var i = 0, l = points.length; i < l; i ++ ) {
  5891. var point = points[ i ];
  5892. position.push( point.x, point.y, point.z || 0 );
  5893. }
  5894. this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  5895. return this;
  5896. },
  5897. updateFromObject: function ( object ) {
  5898. var geometry = object.geometry;
  5899. if ( object.isMesh ) {
  5900. var direct = geometry.__directGeometry;
  5901. if ( geometry.elementsNeedUpdate === true ) {
  5902. direct = undefined;
  5903. geometry.elementsNeedUpdate = false;
  5904. }
  5905. if ( direct === undefined ) {
  5906. return this.fromGeometry( geometry );
  5907. }
  5908. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5909. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5910. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5911. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5912. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5913. geometry.verticesNeedUpdate = false;
  5914. geometry.normalsNeedUpdate = false;
  5915. geometry.colorsNeedUpdate = false;
  5916. geometry.uvsNeedUpdate = false;
  5917. geometry.groupsNeedUpdate = false;
  5918. geometry = direct;
  5919. }
  5920. var attribute;
  5921. if ( geometry.verticesNeedUpdate === true ) {
  5922. attribute = this.attributes.position;
  5923. if ( attribute !== undefined ) {
  5924. attribute.copyVector3sArray( geometry.vertices );
  5925. attribute.needsUpdate = true;
  5926. }
  5927. geometry.verticesNeedUpdate = false;
  5928. }
  5929. if ( geometry.normalsNeedUpdate === true ) {
  5930. attribute = this.attributes.normal;
  5931. if ( attribute !== undefined ) {
  5932. attribute.copyVector3sArray( geometry.normals );
  5933. attribute.needsUpdate = true;
  5934. }
  5935. geometry.normalsNeedUpdate = false;
  5936. }
  5937. if ( geometry.colorsNeedUpdate === true ) {
  5938. attribute = this.attributes.color;
  5939. if ( attribute !== undefined ) {
  5940. attribute.copyColorsArray( geometry.colors );
  5941. attribute.needsUpdate = true;
  5942. }
  5943. geometry.colorsNeedUpdate = false;
  5944. }
  5945. if ( geometry.uvsNeedUpdate ) {
  5946. attribute = this.attributes.uv;
  5947. if ( attribute !== undefined ) {
  5948. attribute.copyVector2sArray( geometry.uvs );
  5949. attribute.needsUpdate = true;
  5950. }
  5951. geometry.uvsNeedUpdate = false;
  5952. }
  5953. if ( geometry.lineDistancesNeedUpdate ) {
  5954. attribute = this.attributes.lineDistance;
  5955. if ( attribute !== undefined ) {
  5956. attribute.copyArray( geometry.lineDistances );
  5957. attribute.needsUpdate = true;
  5958. }
  5959. geometry.lineDistancesNeedUpdate = false;
  5960. }
  5961. if ( geometry.groupsNeedUpdate ) {
  5962. geometry.computeGroups( object.geometry );
  5963. this.groups = geometry.groups;
  5964. geometry.groupsNeedUpdate = false;
  5965. }
  5966. return this;
  5967. },
  5968. fromGeometry: function ( geometry ) {
  5969. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  5970. return this.fromDirectGeometry( geometry.__directGeometry );
  5971. },
  5972. fromDirectGeometry: function ( geometry ) {
  5973. var positions = new Float32Array( geometry.vertices.length * 3 );
  5974. this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  5975. if ( geometry.normals.length > 0 ) {
  5976. var normals = new Float32Array( geometry.normals.length * 3 );
  5977. this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  5978. }
  5979. if ( geometry.colors.length > 0 ) {
  5980. var colors = new Float32Array( geometry.colors.length * 3 );
  5981. this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  5982. }
  5983. if ( geometry.uvs.length > 0 ) {
  5984. var uvs = new Float32Array( geometry.uvs.length * 2 );
  5985. this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  5986. }
  5987. if ( geometry.uvs2.length > 0 ) {
  5988. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  5989. this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  5990. }
  5991. // groups
  5992. this.groups = geometry.groups;
  5993. // morphs
  5994. for ( var name in geometry.morphTargets ) {
  5995. var array = [];
  5996. var morphTargets = geometry.morphTargets[ name ];
  5997. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  5998. var morphTarget = morphTargets[ i ];
  5999. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6000. attribute.name = morphTarget.name;
  6001. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6002. }
  6003. this.morphAttributes[ name ] = array;
  6004. }
  6005. // skinning
  6006. if ( geometry.skinIndices.length > 0 ) {
  6007. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6008. this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6009. }
  6010. if ( geometry.skinWeights.length > 0 ) {
  6011. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6012. this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6013. }
  6014. //
  6015. if ( geometry.boundingSphere !== null ) {
  6016. this.boundingSphere = geometry.boundingSphere.clone();
  6017. }
  6018. if ( geometry.boundingBox !== null ) {
  6019. this.boundingBox = geometry.boundingBox.clone();
  6020. }
  6021. return this;
  6022. },
  6023. computeBoundingBox: function () {
  6024. if ( this.boundingBox === null ) {
  6025. this.boundingBox = new Box3();
  6026. }
  6027. var position = this.attributes.position;
  6028. var morphAttributesPosition = this.morphAttributes.position;
  6029. if ( position !== undefined ) {
  6030. this.boundingBox.setFromBufferAttribute( position );
  6031. // process morph attributes if present
  6032. if ( morphAttributesPosition ) {
  6033. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6034. var morphAttribute = morphAttributesPosition[ i ];
  6035. _box$1.setFromBufferAttribute( morphAttribute );
  6036. this.boundingBox.expandByPoint( _box$1.min );
  6037. this.boundingBox.expandByPoint( _box$1.max );
  6038. }
  6039. }
  6040. } else {
  6041. this.boundingBox.makeEmpty();
  6042. }
  6043. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6044. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6045. }
  6046. },
  6047. computeBoundingSphere: function () {
  6048. if ( this.boundingSphere === null ) {
  6049. this.boundingSphere = new Sphere();
  6050. }
  6051. var position = this.attributes.position;
  6052. var morphAttributesPosition = this.morphAttributes.position;
  6053. if ( position ) {
  6054. // first, find the center of the bounding sphere
  6055. var center = this.boundingSphere.center;
  6056. _box$1.setFromBufferAttribute( position );
  6057. // process morph attributes if present
  6058. if ( morphAttributesPosition ) {
  6059. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6060. var morphAttribute = morphAttributesPosition[ i ];
  6061. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6062. _box$1.expandByPoint( _boxMorphTargets.min );
  6063. _box$1.expandByPoint( _boxMorphTargets.max );
  6064. }
  6065. }
  6066. _box$1.getCenter( center );
  6067. // second, try to find a boundingSphere with a radius smaller than the
  6068. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6069. var maxRadiusSq = 0;
  6070. for ( var i = 0, il = position.count; i < il; i ++ ) {
  6071. _vector$4.fromBufferAttribute( position, i );
  6072. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6073. }
  6074. // process morph attributes if present
  6075. if ( morphAttributesPosition ) {
  6076. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6077. var morphAttribute = morphAttributesPosition[ i ];
  6078. for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  6079. _vector$4.fromBufferAttribute( morphAttribute, j );
  6080. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6081. }
  6082. }
  6083. }
  6084. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6085. if ( isNaN( this.boundingSphere.radius ) ) {
  6086. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6087. }
  6088. }
  6089. },
  6090. computeFaceNormals: function () {
  6091. // backwards compatibility
  6092. },
  6093. computeVertexNormals: function () {
  6094. var index = this.index;
  6095. var attributes = this.attributes;
  6096. if ( attributes.position ) {
  6097. var positions = attributes.position.array;
  6098. if ( attributes.normal === undefined ) {
  6099. this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );
  6100. } else {
  6101. // reset existing normals to zero
  6102. var array = attributes.normal.array;
  6103. for ( var i = 0, il = array.length; i < il; i ++ ) {
  6104. array[ i ] = 0;
  6105. }
  6106. }
  6107. var normals = attributes.normal.array;
  6108. var vA, vB, vC;
  6109. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6110. var cb = new Vector3(), ab = new Vector3();
  6111. // indexed elements
  6112. if ( index ) {
  6113. var indices = index.array;
  6114. for ( var i = 0, il = index.count; i < il; i += 3 ) {
  6115. vA = indices[ i + 0 ] * 3;
  6116. vB = indices[ i + 1 ] * 3;
  6117. vC = indices[ i + 2 ] * 3;
  6118. pA.fromArray( positions, vA );
  6119. pB.fromArray( positions, vB );
  6120. pC.fromArray( positions, vC );
  6121. cb.subVectors( pC, pB );
  6122. ab.subVectors( pA, pB );
  6123. cb.cross( ab );
  6124. normals[ vA ] += cb.x;
  6125. normals[ vA + 1 ] += cb.y;
  6126. normals[ vA + 2 ] += cb.z;
  6127. normals[ vB ] += cb.x;
  6128. normals[ vB + 1 ] += cb.y;
  6129. normals[ vB + 2 ] += cb.z;
  6130. normals[ vC ] += cb.x;
  6131. normals[ vC + 1 ] += cb.y;
  6132. normals[ vC + 2 ] += cb.z;
  6133. }
  6134. } else {
  6135. // non-indexed elements (unconnected triangle soup)
  6136. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  6137. pA.fromArray( positions, i );
  6138. pB.fromArray( positions, i + 3 );
  6139. pC.fromArray( positions, i + 6 );
  6140. cb.subVectors( pC, pB );
  6141. ab.subVectors( pA, pB );
  6142. cb.cross( ab );
  6143. normals[ i ] = cb.x;
  6144. normals[ i + 1 ] = cb.y;
  6145. normals[ i + 2 ] = cb.z;
  6146. normals[ i + 3 ] = cb.x;
  6147. normals[ i + 4 ] = cb.y;
  6148. normals[ i + 5 ] = cb.z;
  6149. normals[ i + 6 ] = cb.x;
  6150. normals[ i + 7 ] = cb.y;
  6151. normals[ i + 8 ] = cb.z;
  6152. }
  6153. }
  6154. this.normalizeNormals();
  6155. attributes.normal.needsUpdate = true;
  6156. }
  6157. },
  6158. merge: function ( geometry, offset ) {
  6159. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6160. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6161. return;
  6162. }
  6163. if ( offset === undefined ) {
  6164. offset = 0;
  6165. console.warn(
  6166. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6167. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6168. );
  6169. }
  6170. var attributes = this.attributes;
  6171. for ( var key in attributes ) {
  6172. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6173. var attribute1 = attributes[ key ];
  6174. var attributeArray1 = attribute1.array;
  6175. var attribute2 = geometry.attributes[ key ];
  6176. var attributeArray2 = attribute2.array;
  6177. var attributeOffset = attribute2.itemSize * offset;
  6178. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6179. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6180. attributeArray1[ j ] = attributeArray2[ i ];
  6181. }
  6182. }
  6183. return this;
  6184. },
  6185. normalizeNormals: function () {
  6186. var normals = this.attributes.normal;
  6187. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6188. _vector$4.x = normals.getX( i );
  6189. _vector$4.y = normals.getY( i );
  6190. _vector$4.z = normals.getZ( i );
  6191. _vector$4.normalize();
  6192. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6193. }
  6194. },
  6195. toNonIndexed: function () {
  6196. function convertBufferAttribute( attribute, indices ) {
  6197. var array = attribute.array;
  6198. var itemSize = attribute.itemSize;
  6199. var array2 = new array.constructor( indices.length * itemSize );
  6200. var index = 0, index2 = 0;
  6201. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6202. index = indices[ i ] * itemSize;
  6203. for ( var j = 0; j < itemSize; j ++ ) {
  6204. array2[ index2 ++ ] = array[ index ++ ];
  6205. }
  6206. }
  6207. return new BufferAttribute( array2, itemSize );
  6208. }
  6209. //
  6210. if ( this.index === null ) {
  6211. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6212. return this;
  6213. }
  6214. var geometry2 = new BufferGeometry();
  6215. var indices = this.index.array;
  6216. var attributes = this.attributes;
  6217. // attributes
  6218. for ( var name in attributes ) {
  6219. var attribute = attributes[ name ];
  6220. var newAttribute = convertBufferAttribute( attribute, indices );
  6221. geometry2.addAttribute( name, newAttribute );
  6222. }
  6223. // morph attributes
  6224. var morphAttributes = this.morphAttributes;
  6225. for ( name in morphAttributes ) {
  6226. var morphArray = [];
  6227. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6228. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6229. var attribute = morphAttribute[ i ];
  6230. var newAttribute = convertBufferAttribute( attribute, indices );
  6231. morphArray.push( newAttribute );
  6232. }
  6233. geometry2.morphAttributes[ name ] = morphArray;
  6234. }
  6235. // groups
  6236. var groups = this.groups;
  6237. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  6238. var group = groups[ i ];
  6239. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6240. }
  6241. return geometry2;
  6242. },
  6243. toJSON: function () {
  6244. var data = {
  6245. metadata: {
  6246. version: 4.5,
  6247. type: 'BufferGeometry',
  6248. generator: 'BufferGeometry.toJSON'
  6249. }
  6250. };
  6251. // standard BufferGeometry serialization
  6252. data.uuid = this.uuid;
  6253. data.type = this.type;
  6254. if ( this.name !== '' ) { data.name = this.name; }
  6255. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6256. if ( this.parameters !== undefined ) {
  6257. var parameters = this.parameters;
  6258. for ( var key in parameters ) {
  6259. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6260. }
  6261. return data;
  6262. }
  6263. data.data = { attributes: {} };
  6264. var index = this.index;
  6265. if ( index !== null ) {
  6266. data.data.index = {
  6267. type: index.array.constructor.name,
  6268. array: Array.prototype.slice.call( index.array )
  6269. };
  6270. }
  6271. var attributes = this.attributes;
  6272. for ( var key in attributes ) {
  6273. var attribute = attributes[ key ];
  6274. var attributeData = attribute.toJSON();
  6275. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6276. data.data.attributes[ key ] = attributeData;
  6277. }
  6278. var morphAttributes = {};
  6279. var hasMorphAttributes = false;
  6280. for ( var key in this.morphAttributes ) {
  6281. var attributeArray = this.morphAttributes[ key ];
  6282. var array = [];
  6283. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6284. var attribute = attributeArray[ i ];
  6285. var attributeData = attribute.toJSON();
  6286. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6287. array.push( attributeData );
  6288. }
  6289. if ( array.length > 0 ) {
  6290. morphAttributes[ key ] = array;
  6291. hasMorphAttributes = true;
  6292. }
  6293. }
  6294. if ( hasMorphAttributes ) { data.data.morphAttributes = morphAttributes; }
  6295. var groups = this.groups;
  6296. if ( groups.length > 0 ) {
  6297. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6298. }
  6299. var boundingSphere = this.boundingSphere;
  6300. if ( boundingSphere !== null ) {
  6301. data.data.boundingSphere = {
  6302. center: boundingSphere.center.toArray(),
  6303. radius: boundingSphere.radius
  6304. };
  6305. }
  6306. return data;
  6307. },
  6308. clone: function () {
  6309. /*
  6310. // Handle primitives
  6311. var parameters = this.parameters;
  6312. if ( parameters !== undefined ) {
  6313. var values = [];
  6314. for ( var key in parameters ) {
  6315. values.push( parameters[ key ] );
  6316. }
  6317. var geometry = Object.create( this.constructor.prototype );
  6318. this.constructor.apply( geometry, values );
  6319. return geometry;
  6320. }
  6321. return new this.constructor().copy( this );
  6322. */
  6323. return new BufferGeometry().copy( this );
  6324. },
  6325. copy: function ( source ) {
  6326. var name, i, l;
  6327. // reset
  6328. this.index = null;
  6329. this.attributes = {};
  6330. this.morphAttributes = {};
  6331. this.groups = [];
  6332. this.boundingBox = null;
  6333. this.boundingSphere = null;
  6334. // name
  6335. this.name = source.name;
  6336. // index
  6337. var index = source.index;
  6338. if ( index !== null ) {
  6339. this.setIndex( index.clone() );
  6340. }
  6341. // attributes
  6342. var attributes = source.attributes;
  6343. for ( name in attributes ) {
  6344. var attribute = attributes[ name ];
  6345. this.addAttribute( name, attribute.clone() );
  6346. }
  6347. // morph attributes
  6348. var morphAttributes = source.morphAttributes;
  6349. for ( name in morphAttributes ) {
  6350. var array = [];
  6351. var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  6352. for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6353. array.push( morphAttribute[ i ].clone() );
  6354. }
  6355. this.morphAttributes[ name ] = array;
  6356. }
  6357. // groups
  6358. var groups = source.groups;
  6359. for ( i = 0, l = groups.length; i < l; i ++ ) {
  6360. var group = groups[ i ];
  6361. this.addGroup( group.start, group.count, group.materialIndex );
  6362. }
  6363. // bounding box
  6364. var boundingBox = source.boundingBox;
  6365. if ( boundingBox !== null ) {
  6366. this.boundingBox = boundingBox.clone();
  6367. }
  6368. // bounding sphere
  6369. var boundingSphere = source.boundingSphere;
  6370. if ( boundingSphere !== null ) {
  6371. this.boundingSphere = boundingSphere.clone();
  6372. }
  6373. // draw range
  6374. this.drawRange.start = source.drawRange.start;
  6375. this.drawRange.count = source.drawRange.count;
  6376. // user data
  6377. this.userData = source.userData;
  6378. return this;
  6379. },
  6380. dispose: function () {
  6381. this.dispatchEvent( { type: 'dispose' } );
  6382. }
  6383. } );
  6384. /**
  6385. * @author mrdoob / http://mrdoob.com/
  6386. * @author alteredq / http://alteredqualia.com/
  6387. * @author mikael emtinger / http://gomo.se/
  6388. * @author jonobr1 / http://jonobr1.com/
  6389. */
  6390. var _inverseMatrix = new Matrix4();
  6391. var _ray = new Ray();
  6392. var _sphere = new Sphere();
  6393. var _vA = new Vector3();
  6394. var _vB = new Vector3();
  6395. var _vC = new Vector3();
  6396. var _tempA = new Vector3();
  6397. var _tempB = new Vector3();
  6398. var _tempC = new Vector3();
  6399. var _morphA = new Vector3();
  6400. var _morphB = new Vector3();
  6401. var _morphC = new Vector3();
  6402. var _uvA = new Vector2();
  6403. var _uvB = new Vector2();
  6404. var _uvC = new Vector2();
  6405. var _intersectionPoint = new Vector3();
  6406. var _intersectionPointWorld = new Vector3();
  6407. function Mesh( geometry, material ) {
  6408. Object3D.call( this );
  6409. this.type = 'Mesh';
  6410. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6411. this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  6412. this.drawMode = TrianglesDrawMode;
  6413. this.updateMorphTargets();
  6414. }
  6415. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6416. constructor: Mesh,
  6417. isMesh: true,
  6418. setDrawMode: function ( value ) {
  6419. this.drawMode = value;
  6420. },
  6421. copy: function ( source ) {
  6422. Object3D.prototype.copy.call( this, source );
  6423. this.drawMode = source.drawMode;
  6424. if ( source.morphTargetInfluences !== undefined ) {
  6425. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6426. }
  6427. if ( source.morphTargetDictionary !== undefined ) {
  6428. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6429. }
  6430. return this;
  6431. },
  6432. updateMorphTargets: function () {
  6433. var geometry = this.geometry;
  6434. var m, ml, name;
  6435. if ( geometry.isBufferGeometry ) {
  6436. var morphAttributes = geometry.morphAttributes;
  6437. var keys = Object.keys( morphAttributes );
  6438. if ( keys.length > 0 ) {
  6439. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6440. if ( morphAttribute !== undefined ) {
  6441. this.morphTargetInfluences = [];
  6442. this.morphTargetDictionary = {};
  6443. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6444. name = morphAttribute[ m ].name || String( m );
  6445. this.morphTargetInfluences.push( 0 );
  6446. this.morphTargetDictionary[ name ] = m;
  6447. }
  6448. }
  6449. }
  6450. } else {
  6451. var morphTargets = geometry.morphTargets;
  6452. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6453. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6454. }
  6455. }
  6456. },
  6457. raycast: function ( raycaster, intersects ) {
  6458. var geometry = this.geometry;
  6459. var material = this.material;
  6460. var matrixWorld = this.matrixWorld;
  6461. if ( material === undefined ) { return; }
  6462. // Checking boundingSphere distance to ray
  6463. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6464. _sphere.copy( geometry.boundingSphere );
  6465. _sphere.applyMatrix4( matrixWorld );
  6466. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6467. //
  6468. _inverseMatrix.getInverse( matrixWorld );
  6469. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6470. // Check boundingBox before continuing
  6471. if ( geometry.boundingBox !== null ) {
  6472. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6473. }
  6474. var intersection;
  6475. if ( geometry.isBufferGeometry ) {
  6476. var a, b, c;
  6477. var index = geometry.index;
  6478. var position = geometry.attributes.position;
  6479. var morphPosition = geometry.morphAttributes.position;
  6480. var uv = geometry.attributes.uv;
  6481. var uv2 = geometry.attributes.uv2;
  6482. var groups = geometry.groups;
  6483. var drawRange = geometry.drawRange;
  6484. var i, j, il, jl;
  6485. var group, groupMaterial;
  6486. var start, end;
  6487. if ( index !== null ) {
  6488. // indexed buffer geometry
  6489. if ( Array.isArray( material ) ) {
  6490. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6491. group = groups[ i ];
  6492. groupMaterial = material[ group.materialIndex ];
  6493. start = Math.max( group.start, drawRange.start );
  6494. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6495. for ( j = start, jl = end; j < jl; j += 3 ) {
  6496. a = index.getX( j );
  6497. b = index.getX( j + 1 );
  6498. c = index.getX( j + 2 );
  6499. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6500. if ( intersection ) {
  6501. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6502. intersection.face.materialIndex = group.materialIndex;
  6503. intersects.push( intersection );
  6504. }
  6505. }
  6506. }
  6507. } else {
  6508. start = Math.max( 0, drawRange.start );
  6509. end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6510. for ( i = start, il = end; i < il; i += 3 ) {
  6511. a = index.getX( i );
  6512. b = index.getX( i + 1 );
  6513. c = index.getX( i + 2 );
  6514. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6515. if ( intersection ) {
  6516. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  6517. intersects.push( intersection );
  6518. }
  6519. }
  6520. }
  6521. } else if ( position !== undefined ) {
  6522. // non-indexed buffer geometry
  6523. if ( Array.isArray( material ) ) {
  6524. for ( i = 0, il = groups.length; i < il; i ++ ) {
  6525. group = groups[ i ];
  6526. groupMaterial = material[ group.materialIndex ];
  6527. start = Math.max( group.start, drawRange.start );
  6528. end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6529. for ( j = start, jl = end; j < jl; j += 3 ) {
  6530. a = j;
  6531. b = j + 1;
  6532. c = j + 2;
  6533. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6534. if ( intersection ) {
  6535. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  6536. intersection.face.materialIndex = group.materialIndex;
  6537. intersects.push( intersection );
  6538. }
  6539. }
  6540. }
  6541. } else {
  6542. start = Math.max( 0, drawRange.start );
  6543. end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6544. for ( i = start, il = end; i < il; i += 3 ) {
  6545. a = i;
  6546. b = i + 1;
  6547. c = i + 2;
  6548. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
  6549. if ( intersection ) {
  6550. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  6551. intersects.push( intersection );
  6552. }
  6553. }
  6554. }
  6555. }
  6556. } else if ( geometry.isGeometry ) {
  6557. var fvA, fvB, fvC;
  6558. var isMultiMaterial = Array.isArray( material );
  6559. var vertices = geometry.vertices;
  6560. var faces = geometry.faces;
  6561. var uvs;
  6562. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6563. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6564. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6565. var face = faces[ f ];
  6566. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6567. if ( faceMaterial === undefined ) { continue; }
  6568. fvA = vertices[ face.a ];
  6569. fvB = vertices[ face.b ];
  6570. fvC = vertices[ face.c ];
  6571. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6572. if ( intersection ) {
  6573. if ( uvs && uvs[ f ] ) {
  6574. var uvs_f = uvs[ f ];
  6575. _uvA.copy( uvs_f[ 0 ] );
  6576. _uvB.copy( uvs_f[ 1 ] );
  6577. _uvC.copy( uvs_f[ 2 ] );
  6578. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6579. }
  6580. intersection.face = face;
  6581. intersection.faceIndex = f;
  6582. intersects.push( intersection );
  6583. }
  6584. }
  6585. }
  6586. },
  6587. clone: function () {
  6588. return new this.constructor( this.geometry, this.material ).copy( this );
  6589. }
  6590. } );
  6591. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6592. var intersect;
  6593. if ( material.side === BackSide ) {
  6594. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6595. } else {
  6596. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6597. }
  6598. if ( intersect === null ) { return null; }
  6599. _intersectionPointWorld.copy( point );
  6600. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6601. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6602. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6603. return {
  6604. distance: distance,
  6605. point: _intersectionPointWorld.clone(),
  6606. object: object
  6607. };
  6608. }
  6609. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
  6610. _vA.fromBufferAttribute( position, a );
  6611. _vB.fromBufferAttribute( position, b );
  6612. _vC.fromBufferAttribute( position, c );
  6613. var morphInfluences = object.morphTargetInfluences;
  6614. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6615. _morphA.set( 0, 0, 0 );
  6616. _morphB.set( 0, 0, 0 );
  6617. _morphC.set( 0, 0, 0 );
  6618. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6619. var influence = morphInfluences[ i ];
  6620. var morphAttribute = morphPosition[ i ];
  6621. if ( influence === 0 ) { continue; }
  6622. _tempA.fromBufferAttribute( morphAttribute, a );
  6623. _tempB.fromBufferAttribute( morphAttribute, b );
  6624. _tempC.fromBufferAttribute( morphAttribute, c );
  6625. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6626. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6627. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6628. }
  6629. _vA.add( _morphA );
  6630. _vB.add( _morphB );
  6631. _vC.add( _morphC );
  6632. }
  6633. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6634. if ( intersection ) {
  6635. if ( uv ) {
  6636. _uvA.fromBufferAttribute( uv, a );
  6637. _uvB.fromBufferAttribute( uv, b );
  6638. _uvC.fromBufferAttribute( uv, c );
  6639. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6640. }
  6641. if ( uv2 ) {
  6642. _uvA.fromBufferAttribute( uv2, a );
  6643. _uvB.fromBufferAttribute( uv2, b );
  6644. _uvC.fromBufferAttribute( uv2, c );
  6645. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6646. }
  6647. var face = new Face3( a, b, c );
  6648. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6649. intersection.face = face;
  6650. }
  6651. return intersection;
  6652. }
  6653. /**
  6654. * @author mrdoob / http://mrdoob.com/
  6655. * @author kile / http://kile.stravaganza.org/
  6656. * @author alteredq / http://alteredqualia.com/
  6657. * @author mikael emtinger / http://gomo.se/
  6658. * @author zz85 / http://www.lab4games.net/zz85/blog
  6659. * @author bhouston / http://clara.io
  6660. */
  6661. var _geometryId = 0; // Geometry uses even numbers as Id
  6662. var _m1$3 = new Matrix4();
  6663. var _obj$1 = new Object3D();
  6664. var _offset$1 = new Vector3();
  6665. function Geometry() {
  6666. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6667. this.uuid = _Math.generateUUID();
  6668. this.name = '';
  6669. this.type = 'Geometry';
  6670. this.vertices = [];
  6671. this.colors = [];
  6672. this.faces = [];
  6673. this.faceVertexUvs = [[]];
  6674. this.morphTargets = [];
  6675. this.morphNormals = [];
  6676. this.skinWeights = [];
  6677. this.skinIndices = [];
  6678. this.lineDistances = [];
  6679. this.boundingBox = null;
  6680. this.boundingSphere = null;
  6681. // update flags
  6682. this.elementsNeedUpdate = false;
  6683. this.verticesNeedUpdate = false;
  6684. this.uvsNeedUpdate = false;
  6685. this.normalsNeedUpdate = false;
  6686. this.colorsNeedUpdate = false;
  6687. this.lineDistancesNeedUpdate = false;
  6688. this.groupsNeedUpdate = false;
  6689. }
  6690. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6691. constructor: Geometry,
  6692. isGeometry: true,
  6693. applyMatrix: function ( matrix ) {
  6694. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6695. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6696. var vertex = this.vertices[ i ];
  6697. vertex.applyMatrix4( matrix );
  6698. }
  6699. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6700. var face = this.faces[ i ];
  6701. face.normal.applyMatrix3( normalMatrix ).normalize();
  6702. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6703. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6704. }
  6705. }
  6706. if ( this.boundingBox !== null ) {
  6707. this.computeBoundingBox();
  6708. }
  6709. if ( this.boundingSphere !== null ) {
  6710. this.computeBoundingSphere();
  6711. }
  6712. this.verticesNeedUpdate = true;
  6713. this.normalsNeedUpdate = true;
  6714. return this;
  6715. },
  6716. rotateX: function ( angle ) {
  6717. // rotate geometry around world x-axis
  6718. _m1$3.makeRotationX( angle );
  6719. this.applyMatrix( _m1$3 );
  6720. return this;
  6721. },
  6722. rotateY: function ( angle ) {
  6723. // rotate geometry around world y-axis
  6724. _m1$3.makeRotationY( angle );
  6725. this.applyMatrix( _m1$3 );
  6726. return this;
  6727. },
  6728. rotateZ: function ( angle ) {
  6729. // rotate geometry around world z-axis
  6730. _m1$3.makeRotationZ( angle );
  6731. this.applyMatrix( _m1$3 );
  6732. return this;
  6733. },
  6734. translate: function ( x, y, z ) {
  6735. // translate geometry
  6736. _m1$3.makeTranslation( x, y, z );
  6737. this.applyMatrix( _m1$3 );
  6738. return this;
  6739. },
  6740. scale: function ( x, y, z ) {
  6741. // scale geometry
  6742. _m1$3.makeScale( x, y, z );
  6743. this.applyMatrix( _m1$3 );
  6744. return this;
  6745. },
  6746. lookAt: function ( vector ) {
  6747. _obj$1.lookAt( vector );
  6748. _obj$1.updateMatrix();
  6749. this.applyMatrix( _obj$1.matrix );
  6750. return this;
  6751. },
  6752. fromBufferGeometry: function ( geometry ) {
  6753. var scope = this;
  6754. var indices = geometry.index !== null ? geometry.index.array : undefined;
  6755. var attributes = geometry.attributes;
  6756. if ( attributes.position === undefined ) {
  6757. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6758. return this;
  6759. }
  6760. var positions = attributes.position.array;
  6761. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  6762. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  6763. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  6764. var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;
  6765. if ( uvs2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6766. for ( var i = 0; i < positions.length; i += 3 ) {
  6767. scope.vertices.push( new Vector3().fromArray( positions, i ) );
  6768. if ( colors !== undefined ) {
  6769. scope.colors.push( new Color().fromArray( colors, i ) );
  6770. }
  6771. }
  6772. function addFace( a, b, c, materialIndex ) {
  6773. var vertexColors = ( colors === undefined ) ? [] : [
  6774. scope.colors[ a ].clone(),
  6775. scope.colors[ b ].clone(),
  6776. scope.colors[ c ].clone() ];
  6777. var vertexNormals = ( normals === undefined ) ? [] : [
  6778. new Vector3().fromArray( normals, a * 3 ),
  6779. new Vector3().fromArray( normals, b * 3 ),
  6780. new Vector3().fromArray( normals, c * 3 )
  6781. ];
  6782. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6783. scope.faces.push( face );
  6784. if ( uvs !== undefined ) {
  6785. scope.faceVertexUvs[ 0 ].push( [
  6786. new Vector2().fromArray( uvs, a * 2 ),
  6787. new Vector2().fromArray( uvs, b * 2 ),
  6788. new Vector2().fromArray( uvs, c * 2 )
  6789. ] );
  6790. }
  6791. if ( uvs2 !== undefined ) {
  6792. scope.faceVertexUvs[ 1 ].push( [
  6793. new Vector2().fromArray( uvs2, a * 2 ),
  6794. new Vector2().fromArray( uvs2, b * 2 ),
  6795. new Vector2().fromArray( uvs2, c * 2 )
  6796. ] );
  6797. }
  6798. }
  6799. var groups = geometry.groups;
  6800. if ( groups.length > 0 ) {
  6801. for ( var i = 0; i < groups.length; i ++ ) {
  6802. var group = groups[ i ];
  6803. var start = group.start;
  6804. var count = group.count;
  6805. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  6806. if ( indices !== undefined ) {
  6807. addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
  6808. } else {
  6809. addFace( j, j + 1, j + 2, group.materialIndex );
  6810. }
  6811. }
  6812. }
  6813. } else {
  6814. if ( indices !== undefined ) {
  6815. for ( var i = 0; i < indices.length; i += 3 ) {
  6816. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  6817. }
  6818. } else {
  6819. for ( var i = 0; i < positions.length / 3; i += 3 ) {
  6820. addFace( i, i + 1, i + 2 );
  6821. }
  6822. }
  6823. }
  6824. this.computeFaceNormals();
  6825. if ( geometry.boundingBox !== null ) {
  6826. this.boundingBox = geometry.boundingBox.clone();
  6827. }
  6828. if ( geometry.boundingSphere !== null ) {
  6829. this.boundingSphere = geometry.boundingSphere.clone();
  6830. }
  6831. return this;
  6832. },
  6833. center: function () {
  6834. this.computeBoundingBox();
  6835. this.boundingBox.getCenter( _offset$1 ).negate();
  6836. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  6837. return this;
  6838. },
  6839. normalize: function () {
  6840. this.computeBoundingSphere();
  6841. var center = this.boundingSphere.center;
  6842. var radius = this.boundingSphere.radius;
  6843. var s = radius === 0 ? 1 : 1.0 / radius;
  6844. var matrix = new Matrix4();
  6845. matrix.set(
  6846. s, 0, 0, - s * center.x,
  6847. 0, s, 0, - s * center.y,
  6848. 0, 0, s, - s * center.z,
  6849. 0, 0, 0, 1
  6850. );
  6851. this.applyMatrix( matrix );
  6852. return this;
  6853. },
  6854. computeFaceNormals: function () {
  6855. var cb = new Vector3(), ab = new Vector3();
  6856. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6857. var face = this.faces[ f ];
  6858. var vA = this.vertices[ face.a ];
  6859. var vB = this.vertices[ face.b ];
  6860. var vC = this.vertices[ face.c ];
  6861. cb.subVectors( vC, vB );
  6862. ab.subVectors( vA, vB );
  6863. cb.cross( ab );
  6864. cb.normalize();
  6865. face.normal.copy( cb );
  6866. }
  6867. },
  6868. computeVertexNormals: function ( areaWeighted ) {
  6869. if ( areaWeighted === undefined ) { areaWeighted = true; }
  6870. var v, vl, f, fl, face, vertices;
  6871. vertices = new Array( this.vertices.length );
  6872. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6873. vertices[ v ] = new Vector3();
  6874. }
  6875. if ( areaWeighted ) {
  6876. // vertex normals weighted by triangle areas
  6877. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6878. var vA, vB, vC;
  6879. var cb = new Vector3(), ab = new Vector3();
  6880. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6881. face = this.faces[ f ];
  6882. vA = this.vertices[ face.a ];
  6883. vB = this.vertices[ face.b ];
  6884. vC = this.vertices[ face.c ];
  6885. cb.subVectors( vC, vB );
  6886. ab.subVectors( vA, vB );
  6887. cb.cross( ab );
  6888. vertices[ face.a ].add( cb );
  6889. vertices[ face.b ].add( cb );
  6890. vertices[ face.c ].add( cb );
  6891. }
  6892. } else {
  6893. this.computeFaceNormals();
  6894. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6895. face = this.faces[ f ];
  6896. vertices[ face.a ].add( face.normal );
  6897. vertices[ face.b ].add( face.normal );
  6898. vertices[ face.c ].add( face.normal );
  6899. }
  6900. }
  6901. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6902. vertices[ v ].normalize();
  6903. }
  6904. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6905. face = this.faces[ f ];
  6906. var vertexNormals = face.vertexNormals;
  6907. if ( vertexNormals.length === 3 ) {
  6908. vertexNormals[ 0 ].copy( vertices[ face.a ] );
  6909. vertexNormals[ 1 ].copy( vertices[ face.b ] );
  6910. vertexNormals[ 2 ].copy( vertices[ face.c ] );
  6911. } else {
  6912. vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6913. vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6914. vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6915. }
  6916. }
  6917. if ( this.faces.length > 0 ) {
  6918. this.normalsNeedUpdate = true;
  6919. }
  6920. },
  6921. computeFlatVertexNormals: function () {
  6922. var f, fl, face;
  6923. this.computeFaceNormals();
  6924. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6925. face = this.faces[ f ];
  6926. var vertexNormals = face.vertexNormals;
  6927. if ( vertexNormals.length === 3 ) {
  6928. vertexNormals[ 0 ].copy( face.normal );
  6929. vertexNormals[ 1 ].copy( face.normal );
  6930. vertexNormals[ 2 ].copy( face.normal );
  6931. } else {
  6932. vertexNormals[ 0 ] = face.normal.clone();
  6933. vertexNormals[ 1 ] = face.normal.clone();
  6934. vertexNormals[ 2 ] = face.normal.clone();
  6935. }
  6936. }
  6937. if ( this.faces.length > 0 ) {
  6938. this.normalsNeedUpdate = true;
  6939. }
  6940. },
  6941. computeMorphNormals: function () {
  6942. var i, il, f, fl, face;
  6943. // save original normals
  6944. // - create temp variables on first access
  6945. // otherwise just copy (for faster repeated calls)
  6946. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6947. face = this.faces[ f ];
  6948. if ( ! face.__originalFaceNormal ) {
  6949. face.__originalFaceNormal = face.normal.clone();
  6950. } else {
  6951. face.__originalFaceNormal.copy( face.normal );
  6952. }
  6953. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  6954. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6955. if ( ! face.__originalVertexNormals[ i ] ) {
  6956. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6957. } else {
  6958. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6959. }
  6960. }
  6961. }
  6962. // use temp geometry to compute face and vertex normals for each morph
  6963. var tmpGeo = new Geometry();
  6964. tmpGeo.faces = this.faces;
  6965. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6966. // create on first access
  6967. if ( ! this.morphNormals[ i ] ) {
  6968. this.morphNormals[ i ] = {};
  6969. this.morphNormals[ i ].faceNormals = [];
  6970. this.morphNormals[ i ].vertexNormals = [];
  6971. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6972. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6973. var faceNormal, vertexNormals;
  6974. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6975. faceNormal = new Vector3();
  6976. vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  6977. dstNormalsFace.push( faceNormal );
  6978. dstNormalsVertex.push( vertexNormals );
  6979. }
  6980. }
  6981. var morphNormals = this.morphNormals[ i ];
  6982. // set vertices to morph target
  6983. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6984. // compute morph normals
  6985. tmpGeo.computeFaceNormals();
  6986. tmpGeo.computeVertexNormals();
  6987. // store morph normals
  6988. var faceNormal, vertexNormals;
  6989. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6990. face = this.faces[ f ];
  6991. faceNormal = morphNormals.faceNormals[ f ];
  6992. vertexNormals = morphNormals.vertexNormals[ f ];
  6993. faceNormal.copy( face.normal );
  6994. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6995. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6996. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6997. }
  6998. }
  6999. // restore original normals
  7000. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7001. face = this.faces[ f ];
  7002. face.normal = face.__originalFaceNormal;
  7003. face.vertexNormals = face.__originalVertexNormals;
  7004. }
  7005. },
  7006. computeBoundingBox: function () {
  7007. if ( this.boundingBox === null ) {
  7008. this.boundingBox = new Box3();
  7009. }
  7010. this.boundingBox.setFromPoints( this.vertices );
  7011. },
  7012. computeBoundingSphere: function () {
  7013. if ( this.boundingSphere === null ) {
  7014. this.boundingSphere = new Sphere();
  7015. }
  7016. this.boundingSphere.setFromPoints( this.vertices );
  7017. },
  7018. merge: function ( geometry, matrix, materialIndexOffset ) {
  7019. if ( ! ( geometry && geometry.isGeometry ) ) {
  7020. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7021. return;
  7022. }
  7023. var normalMatrix,
  7024. vertexOffset = this.vertices.length,
  7025. vertices1 = this.vertices,
  7026. vertices2 = geometry.vertices,
  7027. faces1 = this.faces,
  7028. faces2 = geometry.faces,
  7029. colors1 = this.colors,
  7030. colors2 = geometry.colors;
  7031. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7032. if ( matrix !== undefined ) {
  7033. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7034. }
  7035. // vertices
  7036. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7037. var vertex = vertices2[ i ];
  7038. var vertexCopy = vertex.clone();
  7039. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7040. vertices1.push( vertexCopy );
  7041. }
  7042. // colors
  7043. for ( var i = 0, il = colors2.length; i < il; i ++ ) {
  7044. colors1.push( colors2[ i ].clone() );
  7045. }
  7046. // faces
  7047. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  7048. var face = faces2[ i ], faceCopy, normal, color,
  7049. faceVertexNormals = face.vertexNormals,
  7050. faceVertexColors = face.vertexColors;
  7051. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7052. faceCopy.normal.copy( face.normal );
  7053. if ( normalMatrix !== undefined ) {
  7054. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7055. }
  7056. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7057. normal = faceVertexNormals[ j ].clone();
  7058. if ( normalMatrix !== undefined ) {
  7059. normal.applyMatrix3( normalMatrix ).normalize();
  7060. }
  7061. faceCopy.vertexNormals.push( normal );
  7062. }
  7063. faceCopy.color.copy( face.color );
  7064. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  7065. color = faceVertexColors[ j ];
  7066. faceCopy.vertexColors.push( color.clone() );
  7067. }
  7068. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7069. faces1.push( faceCopy );
  7070. }
  7071. // uvs
  7072. for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  7073. var faceVertexUvs2 = geometry.faceVertexUvs[ i ];
  7074. if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; }
  7075. for ( var j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {
  7076. var uvs2 = faceVertexUvs2[ j ], uvsCopy = [];
  7077. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7078. uvsCopy.push( uvs2[ k ].clone() );
  7079. }
  7080. this.faceVertexUvs[ i ].push( uvsCopy );
  7081. }
  7082. }
  7083. },
  7084. mergeMesh: function ( mesh ) {
  7085. if ( ! ( mesh && mesh.isMesh ) ) {
  7086. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7087. return;
  7088. }
  7089. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7090. this.merge( mesh.geometry, mesh.matrix );
  7091. },
  7092. /*
  7093. * Checks for duplicate vertices with hashmap.
  7094. * Duplicated vertices are removed
  7095. * and faces' vertices are updated.
  7096. */
  7097. mergeVertices: function () {
  7098. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7099. var unique = [], changes = [];
  7100. var v, key;
  7101. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7102. var precision = Math.pow( 10, precisionPoints );
  7103. var i, il, face;
  7104. var indices, j, jl;
  7105. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  7106. v = this.vertices[ i ];
  7107. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7108. if ( verticesMap[ key ] === undefined ) {
  7109. verticesMap[ key ] = i;
  7110. unique.push( this.vertices[ i ] );
  7111. changes[ i ] = unique.length - 1;
  7112. } else {
  7113. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7114. changes[ i ] = changes[ verticesMap[ key ] ];
  7115. }
  7116. }
  7117. // if faces are completely degenerate after merging vertices, we
  7118. // have to remove them from the geometry.
  7119. var faceIndicesToRemove = [];
  7120. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  7121. face = this.faces[ i ];
  7122. face.a = changes[ face.a ];
  7123. face.b = changes[ face.b ];
  7124. face.c = changes[ face.c ];
  7125. indices = [ face.a, face.b, face.c ];
  7126. // if any duplicate vertices are found in a Face3
  7127. // we have to remove the face as nothing can be saved
  7128. for ( var n = 0; n < 3; n ++ ) {
  7129. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7130. faceIndicesToRemove.push( i );
  7131. break;
  7132. }
  7133. }
  7134. }
  7135. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  7136. var idx = faceIndicesToRemove[ i ];
  7137. this.faces.splice( idx, 1 );
  7138. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7139. this.faceVertexUvs[ j ].splice( idx, 1 );
  7140. }
  7141. }
  7142. // Use unique set of vertices
  7143. var diff = this.vertices.length - unique.length;
  7144. this.vertices = unique;
  7145. return diff;
  7146. },
  7147. setFromPoints: function ( points ) {
  7148. this.vertices = [];
  7149. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7150. var point = points[ i ];
  7151. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7152. }
  7153. return this;
  7154. },
  7155. sortFacesByMaterialIndex: function () {
  7156. var faces = this.faces;
  7157. var length = faces.length;
  7158. // tag faces
  7159. for ( var i = 0; i < length; i ++ ) {
  7160. faces[ i ]._id = i;
  7161. }
  7162. // sort faces
  7163. function materialIndexSort( a, b ) {
  7164. return a.materialIndex - b.materialIndex;
  7165. }
  7166. faces.sort( materialIndexSort );
  7167. // sort uvs
  7168. var uvs1 = this.faceVertexUvs[ 0 ];
  7169. var uvs2 = this.faceVertexUvs[ 1 ];
  7170. var newUvs1, newUvs2;
  7171. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7172. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7173. for ( var i = 0; i < length; i ++ ) {
  7174. var id = faces[ i ]._id;
  7175. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7176. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7177. }
  7178. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7179. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7180. },
  7181. toJSON: function () {
  7182. var data = {
  7183. metadata: {
  7184. version: 4.5,
  7185. type: 'Geometry',
  7186. generator: 'Geometry.toJSON'
  7187. }
  7188. };
  7189. // standard Geometry serialization
  7190. data.uuid = this.uuid;
  7191. data.type = this.type;
  7192. if ( this.name !== '' ) { data.name = this.name; }
  7193. if ( this.parameters !== undefined ) {
  7194. var parameters = this.parameters;
  7195. for ( var key in parameters ) {
  7196. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7197. }
  7198. return data;
  7199. }
  7200. var vertices = [];
  7201. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7202. var vertex = this.vertices[ i ];
  7203. vertices.push( vertex.x, vertex.y, vertex.z );
  7204. }
  7205. var faces = [];
  7206. var normals = [];
  7207. var normalsHash = {};
  7208. var colors = [];
  7209. var colorsHash = {};
  7210. var uvs = [];
  7211. var uvsHash = {};
  7212. for ( var i = 0; i < this.faces.length; i ++ ) {
  7213. var face = this.faces[ i ];
  7214. var hasMaterial = true;
  7215. var hasFaceUv = false; // deprecated
  7216. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  7217. var hasFaceNormal = face.normal.length() > 0;
  7218. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7219. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7220. var hasFaceVertexColor = face.vertexColors.length > 0;
  7221. var faceType = 0;
  7222. faceType = setBit( faceType, 0, 0 ); // isQuad
  7223. faceType = setBit( faceType, 1, hasMaterial );
  7224. faceType = setBit( faceType, 2, hasFaceUv );
  7225. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7226. faceType = setBit( faceType, 4, hasFaceNormal );
  7227. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7228. faceType = setBit( faceType, 6, hasFaceColor );
  7229. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7230. faces.push( faceType );
  7231. faces.push( face.a, face.b, face.c );
  7232. faces.push( face.materialIndex );
  7233. if ( hasFaceVertexUv ) {
  7234. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  7235. faces.push(
  7236. getUvIndex( faceVertexUvs[ 0 ] ),
  7237. getUvIndex( faceVertexUvs[ 1 ] ),
  7238. getUvIndex( faceVertexUvs[ 2 ] )
  7239. );
  7240. }
  7241. if ( hasFaceNormal ) {
  7242. faces.push( getNormalIndex( face.normal ) );
  7243. }
  7244. if ( hasFaceVertexNormal ) {
  7245. var vertexNormals = face.vertexNormals;
  7246. faces.push(
  7247. getNormalIndex( vertexNormals[ 0 ] ),
  7248. getNormalIndex( vertexNormals[ 1 ] ),
  7249. getNormalIndex( vertexNormals[ 2 ] )
  7250. );
  7251. }
  7252. if ( hasFaceColor ) {
  7253. faces.push( getColorIndex( face.color ) );
  7254. }
  7255. if ( hasFaceVertexColor ) {
  7256. var vertexColors = face.vertexColors;
  7257. faces.push(
  7258. getColorIndex( vertexColors[ 0 ] ),
  7259. getColorIndex( vertexColors[ 1 ] ),
  7260. getColorIndex( vertexColors[ 2 ] )
  7261. );
  7262. }
  7263. }
  7264. function setBit( value, position, enabled ) {
  7265. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7266. }
  7267. function getNormalIndex( normal ) {
  7268. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7269. if ( normalsHash[ hash ] !== undefined ) {
  7270. return normalsHash[ hash ];
  7271. }
  7272. normalsHash[ hash ] = normals.length / 3;
  7273. normals.push( normal.x, normal.y, normal.z );
  7274. return normalsHash[ hash ];
  7275. }
  7276. function getColorIndex( color ) {
  7277. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7278. if ( colorsHash[ hash ] !== undefined ) {
  7279. return colorsHash[ hash ];
  7280. }
  7281. colorsHash[ hash ] = colors.length;
  7282. colors.push( color.getHex() );
  7283. return colorsHash[ hash ];
  7284. }
  7285. function getUvIndex( uv ) {
  7286. var hash = uv.x.toString() + uv.y.toString();
  7287. if ( uvsHash[ hash ] !== undefined ) {
  7288. return uvsHash[ hash ];
  7289. }
  7290. uvsHash[ hash ] = uvs.length / 2;
  7291. uvs.push( uv.x, uv.y );
  7292. return uvsHash[ hash ];
  7293. }
  7294. data.data = {};
  7295. data.data.vertices = vertices;
  7296. data.data.normals = normals;
  7297. if ( colors.length > 0 ) { data.data.colors = colors; }
  7298. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7299. data.data.faces = faces;
  7300. return data;
  7301. },
  7302. clone: function () {
  7303. /*
  7304. // Handle primitives
  7305. var parameters = this.parameters;
  7306. if ( parameters !== undefined ) {
  7307. var values = [];
  7308. for ( var key in parameters ) {
  7309. values.push( parameters[ key ] );
  7310. }
  7311. var geometry = Object.create( this.constructor.prototype );
  7312. this.constructor.apply( geometry, values );
  7313. return geometry;
  7314. }
  7315. return new this.constructor().copy( this );
  7316. */
  7317. return new Geometry().copy( this );
  7318. },
  7319. copy: function ( source ) {
  7320. var i, il, j, jl, k, kl;
  7321. // reset
  7322. this.vertices = [];
  7323. this.colors = [];
  7324. this.faces = [];
  7325. this.faceVertexUvs = [[]];
  7326. this.morphTargets = [];
  7327. this.morphNormals = [];
  7328. this.skinWeights = [];
  7329. this.skinIndices = [];
  7330. this.lineDistances = [];
  7331. this.boundingBox = null;
  7332. this.boundingSphere = null;
  7333. // name
  7334. this.name = source.name;
  7335. // vertices
  7336. var vertices = source.vertices;
  7337. for ( i = 0, il = vertices.length; i < il; i ++ ) {
  7338. this.vertices.push( vertices[ i ].clone() );
  7339. }
  7340. // colors
  7341. var colors = source.colors;
  7342. for ( i = 0, il = colors.length; i < il; i ++ ) {
  7343. this.colors.push( colors[ i ].clone() );
  7344. }
  7345. // faces
  7346. var faces = source.faces;
  7347. for ( i = 0, il = faces.length; i < il; i ++ ) {
  7348. this.faces.push( faces[ i ].clone() );
  7349. }
  7350. // face vertex uvs
  7351. for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
  7352. var faceVertexUvs = source.faceVertexUvs[ i ];
  7353. if ( this.faceVertexUvs[ i ] === undefined ) {
  7354. this.faceVertexUvs[ i ] = [];
  7355. }
  7356. for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7357. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7358. for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
  7359. var uv = uvs[ k ];
  7360. uvsCopy.push( uv.clone() );
  7361. }
  7362. this.faceVertexUvs[ i ].push( uvsCopy );
  7363. }
  7364. }
  7365. // morph targets
  7366. var morphTargets = source.morphTargets;
  7367. for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
  7368. var morphTarget = {};
  7369. morphTarget.name = morphTargets[ i ].name;
  7370. // vertices
  7371. if ( morphTargets[ i ].vertices !== undefined ) {
  7372. morphTarget.vertices = [];
  7373. for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
  7374. morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
  7375. }
  7376. }
  7377. // normals
  7378. if ( morphTargets[ i ].normals !== undefined ) {
  7379. morphTarget.normals = [];
  7380. for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
  7381. morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
  7382. }
  7383. }
  7384. this.morphTargets.push( morphTarget );
  7385. }
  7386. // morph normals
  7387. var morphNormals = source.morphNormals;
  7388. for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
  7389. var morphNormal = {};
  7390. // vertex normals
  7391. if ( morphNormals[ i ].vertexNormals !== undefined ) {
  7392. morphNormal.vertexNormals = [];
  7393. for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
  7394. var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
  7395. var destVertexNormal = {};
  7396. destVertexNormal.a = srcVertexNormal.a.clone();
  7397. destVertexNormal.b = srcVertexNormal.b.clone();
  7398. destVertexNormal.c = srcVertexNormal.c.clone();
  7399. morphNormal.vertexNormals.push( destVertexNormal );
  7400. }
  7401. }
  7402. // face normals
  7403. if ( morphNormals[ i ].faceNormals !== undefined ) {
  7404. morphNormal.faceNormals = [];
  7405. for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
  7406. morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
  7407. }
  7408. }
  7409. this.morphNormals.push( morphNormal );
  7410. }
  7411. // skin weights
  7412. var skinWeights = source.skinWeights;
  7413. for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
  7414. this.skinWeights.push( skinWeights[ i ].clone() );
  7415. }
  7416. // skin indices
  7417. var skinIndices = source.skinIndices;
  7418. for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
  7419. this.skinIndices.push( skinIndices[ i ].clone() );
  7420. }
  7421. // line distances
  7422. var lineDistances = source.lineDistances;
  7423. for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
  7424. this.lineDistances.push( lineDistances[ i ] );
  7425. }
  7426. // bounding box
  7427. var boundingBox = source.boundingBox;
  7428. if ( boundingBox !== null ) {
  7429. this.boundingBox = boundingBox.clone();
  7430. }
  7431. // bounding sphere
  7432. var boundingSphere = source.boundingSphere;
  7433. if ( boundingSphere !== null ) {
  7434. this.boundingSphere = boundingSphere.clone();
  7435. }
  7436. // update flags
  7437. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7438. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7439. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7440. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7441. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7442. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7443. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7444. return this;
  7445. },
  7446. dispose: function () {
  7447. this.dispatchEvent( { type: 'dispose' } );
  7448. }
  7449. } );
  7450. /**
  7451. * @author mrdoob / http://mrdoob.com/
  7452. * @author Mugen87 / https://github.com/Mugen87
  7453. */
  7454. // BoxGeometry
  7455. var BoxGeometry = /*@__PURE__*/(function (Geometry) {
  7456. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7457. Geometry.call(this);
  7458. this.type = 'BoxGeometry';
  7459. this.parameters = {
  7460. width: width,
  7461. height: height,
  7462. depth: depth,
  7463. widthSegments: widthSegments,
  7464. heightSegments: heightSegments,
  7465. depthSegments: depthSegments
  7466. };
  7467. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7468. this.mergeVertices();
  7469. }
  7470. if ( Geometry ) BoxGeometry.__proto__ = Geometry;
  7471. BoxGeometry.prototype = Object.create( Geometry && Geometry.prototype );
  7472. BoxGeometry.prototype.constructor = BoxGeometry;
  7473. return BoxGeometry;
  7474. }(Geometry));
  7475. // BoxBufferGeometry
  7476. var BoxBufferGeometry = /*@__PURE__*/(function (BufferGeometry) {
  7477. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7478. BufferGeometry.call(this);
  7479. this.type = 'BoxBufferGeometry';
  7480. this.parameters = {
  7481. width: width,
  7482. height: height,
  7483. depth: depth,
  7484. widthSegments: widthSegments,
  7485. heightSegments: heightSegments,
  7486. depthSegments: depthSegments
  7487. };
  7488. var scope = this;
  7489. width = width || 1;
  7490. height = height || 1;
  7491. depth = depth || 1;
  7492. // segments
  7493. widthSegments = Math.floor( widthSegments ) || 1;
  7494. heightSegments = Math.floor( heightSegments ) || 1;
  7495. depthSegments = Math.floor( depthSegments ) || 1;
  7496. // buffers
  7497. var indices = [];
  7498. var vertices = [];
  7499. var normals = [];
  7500. var uvs = [];
  7501. // helper variables
  7502. var numberOfVertices = 0;
  7503. var groupStart = 0;
  7504. // build each side of the box geometry
  7505. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7506. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7507. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7508. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7509. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7510. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7511. // build geometry
  7512. this.setIndex( indices );
  7513. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7514. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7515. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7516. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7517. var segmentWidth = width / gridX;
  7518. var segmentHeight = height / gridY;
  7519. var widthHalf = width / 2;
  7520. var heightHalf = height / 2;
  7521. var depthHalf = depth / 2;
  7522. var gridX1 = gridX + 1;
  7523. var gridY1 = gridY + 1;
  7524. var vertexCounter = 0;
  7525. var groupCount = 0;
  7526. var ix, iy;
  7527. var vector = new Vector3();
  7528. // generate vertices, normals and uvs
  7529. for ( iy = 0; iy < gridY1; iy ++ ) {
  7530. var y = iy * segmentHeight - heightHalf;
  7531. for ( ix = 0; ix < gridX1; ix ++ ) {
  7532. var x = ix * segmentWidth - widthHalf;
  7533. // set values to correct vector component
  7534. vector[ u ] = x * udir;
  7535. vector[ v ] = y * vdir;
  7536. vector[ w ] = depthHalf;
  7537. // now apply vector to vertex buffer
  7538. vertices.push( vector.x, vector.y, vector.z );
  7539. // set values to correct vector component
  7540. vector[ u ] = 0;
  7541. vector[ v ] = 0;
  7542. vector[ w ] = depth > 0 ? 1 : - 1;
  7543. // now apply vector to normal buffer
  7544. normals.push( vector.x, vector.y, vector.z );
  7545. // uvs
  7546. uvs.push( ix / gridX );
  7547. uvs.push( 1 - ( iy / gridY ) );
  7548. // counters
  7549. vertexCounter += 1;
  7550. }
  7551. }
  7552. // indices
  7553. // 1. you need three indices to draw a single face
  7554. // 2. a single segment consists of two faces
  7555. // 3. so we need to generate six (2*3) indices per segment
  7556. for ( iy = 0; iy < gridY; iy ++ ) {
  7557. for ( ix = 0; ix < gridX; ix ++ ) {
  7558. var a = numberOfVertices + ix + gridX1 * iy;
  7559. var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  7560. var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  7561. var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  7562. // faces
  7563. indices.push( a, b, d );
  7564. indices.push( b, c, d );
  7565. // increase counter
  7566. groupCount += 6;
  7567. }
  7568. }
  7569. // add a group to the geometry. this will ensure multi material support
  7570. scope.addGroup( groupStart, groupCount, materialIndex );
  7571. // calculate new start value for groups
  7572. groupStart += groupCount;
  7573. // update total number of vertices
  7574. numberOfVertices += vertexCounter;
  7575. }
  7576. }
  7577. if ( BufferGeometry ) BoxBufferGeometry.__proto__ = BufferGeometry;
  7578. BoxBufferGeometry.prototype = Object.create( BufferGeometry && BufferGeometry.prototype );
  7579. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7580. return BoxBufferGeometry;
  7581. }(BufferGeometry));
  7582. /**
  7583. * Uniform Utilities
  7584. */
  7585. function cloneUniforms( src ) {
  7586. var dst = {};
  7587. for ( var u in src ) {
  7588. dst[ u ] = {};
  7589. for ( var p in src[ u ] ) {
  7590. var property = src[ u ][ p ];
  7591. if ( property && ( property.isColor ||
  7592. property.isMatrix3 || property.isMatrix4 ||
  7593. property.isVector2 || property.isVector3 || property.isVector4 ||
  7594. property.isTexture ) ) {
  7595. dst[ u ][ p ] = property.clone();
  7596. } else if ( Array.isArray( property ) ) {
  7597. dst[ u ][ p ] = property.slice();
  7598. } else {
  7599. dst[ u ][ p ] = property;
  7600. }
  7601. }
  7602. }
  7603. return dst;
  7604. }
  7605. function mergeUniforms( uniforms ) {
  7606. var merged = {};
  7607. for ( var u = 0; u < uniforms.length; u ++ ) {
  7608. var tmp = cloneUniforms( uniforms[ u ] );
  7609. for ( var p in tmp ) {
  7610. merged[ p ] = tmp[ p ];
  7611. }
  7612. }
  7613. return merged;
  7614. }
  7615. // Legacy
  7616. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7617. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7618. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7619. /**
  7620. * @author alteredq / http://alteredqualia.com/
  7621. *
  7622. * parameters = {
  7623. * defines: { "label" : "value" },
  7624. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7625. *
  7626. * fragmentShader: <string>,
  7627. * vertexShader: <string>,
  7628. *
  7629. * wireframe: <boolean>,
  7630. * wireframeLinewidth: <float>,
  7631. *
  7632. * lights: <bool>,
  7633. *
  7634. * skinning: <bool>,
  7635. * morphTargets: <bool>,
  7636. * morphNormals: <bool>
  7637. * }
  7638. */
  7639. function ShaderMaterial( parameters ) {
  7640. Material.call( this );
  7641. this.type = 'ShaderMaterial';
  7642. this.defines = {};
  7643. this.uniforms = {};
  7644. this.vertexShader = default_vertex;
  7645. this.fragmentShader = default_fragment;
  7646. this.linewidth = 1;
  7647. this.wireframe = false;
  7648. this.wireframeLinewidth = 1;
  7649. this.fog = false; // set to use scene fog
  7650. this.lights = false; // set to use scene lights
  7651. this.clipping = false; // set to use user-defined clipping planes
  7652. this.skinning = false; // set to use skinning attribute streams
  7653. this.morphTargets = false; // set to use morph targets
  7654. this.morphNormals = false; // set to use morph normals
  7655. this.extensions = {
  7656. derivatives: false, // set to use derivatives
  7657. fragDepth: false, // set to use fragment depth values
  7658. drawBuffers: false, // set to use draw buffers
  7659. shaderTextureLOD: false // set to use shader texture LOD
  7660. };
  7661. // When rendered geometry doesn't include these attributes but the material does,
  7662. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7663. this.defaultAttributeValues = {
  7664. 'color': [ 1, 1, 1 ],
  7665. 'uv': [ 0, 0 ],
  7666. 'uv2': [ 0, 0 ]
  7667. };
  7668. this.index0AttributeName = undefined;
  7669. this.uniformsNeedUpdate = false;
  7670. if ( parameters !== undefined ) {
  7671. if ( parameters.attributes !== undefined ) {
  7672. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7673. }
  7674. this.setValues( parameters );
  7675. }
  7676. }
  7677. ShaderMaterial.prototype = Object.create( Material.prototype );
  7678. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7679. ShaderMaterial.prototype.isShaderMaterial = true;
  7680. ShaderMaterial.prototype.copy = function ( source ) {
  7681. Material.prototype.copy.call( this, source );
  7682. this.fragmentShader = source.fragmentShader;
  7683. this.vertexShader = source.vertexShader;
  7684. this.uniforms = cloneUniforms( source.uniforms );
  7685. this.defines = Object.assign( {}, source.defines );
  7686. this.wireframe = source.wireframe;
  7687. this.wireframeLinewidth = source.wireframeLinewidth;
  7688. this.lights = source.lights;
  7689. this.clipping = source.clipping;
  7690. this.skinning = source.skinning;
  7691. this.morphTargets = source.morphTargets;
  7692. this.morphNormals = source.morphNormals;
  7693. this.extensions = source.extensions;
  7694. return this;
  7695. };
  7696. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7697. var data = Material.prototype.toJSON.call( this, meta );
  7698. data.uniforms = {};
  7699. for ( var name in this.uniforms ) {
  7700. var uniform = this.uniforms[ name ];
  7701. var value = uniform.value;
  7702. if ( value && value.isTexture ) {
  7703. data.uniforms[ name ] = {
  7704. type: 't',
  7705. value: value.toJSON( meta ).uuid
  7706. };
  7707. } else if ( value && value.isColor ) {
  7708. data.uniforms[ name ] = {
  7709. type: 'c',
  7710. value: value.getHex()
  7711. };
  7712. } else if ( value && value.isVector2 ) {
  7713. data.uniforms[ name ] = {
  7714. type: 'v2',
  7715. value: value.toArray()
  7716. };
  7717. } else if ( value && value.isVector3 ) {
  7718. data.uniforms[ name ] = {
  7719. type: 'v3',
  7720. value: value.toArray()
  7721. };
  7722. } else if ( value && value.isVector4 ) {
  7723. data.uniforms[ name ] = {
  7724. type: 'v4',
  7725. value: value.toArray()
  7726. };
  7727. } else if ( value && value.isMatrix3 ) {
  7728. data.uniforms[ name ] = {
  7729. type: 'm3',
  7730. value: value.toArray()
  7731. };
  7732. } else if ( value && value.isMatrix4 ) {
  7733. data.uniforms[ name ] = {
  7734. type: 'm4',
  7735. value: value.toArray()
  7736. };
  7737. } else {
  7738. data.uniforms[ name ] = {
  7739. value: value
  7740. };
  7741. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7742. }
  7743. }
  7744. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7745. data.vertexShader = this.vertexShader;
  7746. data.fragmentShader = this.fragmentShader;
  7747. var extensions = {};
  7748. for ( var key in this.extensions ) {
  7749. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7750. }
  7751. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7752. return data;
  7753. };
  7754. /**
  7755. * @author mrdoob / http://mrdoob.com/
  7756. * @author mikael emtinger / http://gomo.se/
  7757. * @author WestLangley / http://github.com/WestLangley
  7758. */
  7759. function Camera() {
  7760. Object3D.call( this );
  7761. this.type = 'Camera';
  7762. this.matrixWorldInverse = new Matrix4();
  7763. this.projectionMatrix = new Matrix4();
  7764. this.projectionMatrixInverse = new Matrix4();
  7765. }
  7766. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7767. constructor: Camera,
  7768. isCamera: true,
  7769. copy: function ( source, recursive ) {
  7770. Object3D.prototype.copy.call( this, source, recursive );
  7771. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7772. this.projectionMatrix.copy( source.projectionMatrix );
  7773. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7774. return this;
  7775. },
  7776. getWorldDirection: function ( target ) {
  7777. if ( target === undefined ) {
  7778. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7779. target = new Vector3();
  7780. }
  7781. this.updateMatrixWorld( true );
  7782. var e = this.matrixWorld.elements;
  7783. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7784. },
  7785. updateMatrixWorld: function ( force ) {
  7786. Object3D.prototype.updateMatrixWorld.call( this, force );
  7787. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7788. },
  7789. clone: function () {
  7790. return new this.constructor().copy( this );
  7791. }
  7792. } );
  7793. /**
  7794. * @author mrdoob / http://mrdoob.com/
  7795. * @author greggman / http://games.greggman.com/
  7796. * @author zz85 / http://www.lab4games.net/zz85/blog
  7797. * @author tschw
  7798. */
  7799. function PerspectiveCamera( fov, aspect, near, far ) {
  7800. Camera.call( this );
  7801. this.type = 'PerspectiveCamera';
  7802. this.fov = fov !== undefined ? fov : 50;
  7803. this.zoom = 1;
  7804. this.near = near !== undefined ? near : 0.1;
  7805. this.far = far !== undefined ? far : 2000;
  7806. this.focus = 10;
  7807. this.aspect = aspect !== undefined ? aspect : 1;
  7808. this.view = null;
  7809. this.filmGauge = 35; // width of the film (default in millimeters)
  7810. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7811. this.updateProjectionMatrix();
  7812. }
  7813. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7814. constructor: PerspectiveCamera,
  7815. isPerspectiveCamera: true,
  7816. copy: function ( source, recursive ) {
  7817. Camera.prototype.copy.call( this, source, recursive );
  7818. this.fov = source.fov;
  7819. this.zoom = source.zoom;
  7820. this.near = source.near;
  7821. this.far = source.far;
  7822. this.focus = source.focus;
  7823. this.aspect = source.aspect;
  7824. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7825. this.filmGauge = source.filmGauge;
  7826. this.filmOffset = source.filmOffset;
  7827. return this;
  7828. },
  7829. /**
  7830. * Sets the FOV by focal length in respect to the current .filmGauge.
  7831. *
  7832. * The default film gauge is 35, so that the focal length can be specified for
  7833. * a 35mm (full frame) camera.
  7834. *
  7835. * Values for focal length and film gauge must have the same unit.
  7836. */
  7837. setFocalLength: function ( focalLength ) {
  7838. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  7839. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  7840. this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
  7841. this.updateProjectionMatrix();
  7842. },
  7843. /**
  7844. * Calculates the focal length from the current .fov and .filmGauge.
  7845. */
  7846. getFocalLength: function () {
  7847. var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
  7848. return 0.5 * this.getFilmHeight() / vExtentSlope;
  7849. },
  7850. getEffectiveFOV: function () {
  7851. return _Math.RAD2DEG * 2 * Math.atan(
  7852. Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  7853. },
  7854. getFilmWidth: function () {
  7855. // film not completely covered in portrait format (aspect < 1)
  7856. return this.filmGauge * Math.min( this.aspect, 1 );
  7857. },
  7858. getFilmHeight: function () {
  7859. // film not completely covered in landscape format (aspect > 1)
  7860. return this.filmGauge / Math.max( this.aspect, 1 );
  7861. },
  7862. /**
  7863. * Sets an offset in a larger frustum. This is useful for multi-window or
  7864. * multi-monitor/multi-machine setups.
  7865. *
  7866. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  7867. * the monitors are in grid like this
  7868. *
  7869. * +---+---+---+
  7870. * | A | B | C |
  7871. * +---+---+---+
  7872. * | D | E | F |
  7873. * +---+---+---+
  7874. *
  7875. * then for each monitor you would call it like this
  7876. *
  7877. * var w = 1920;
  7878. * var h = 1080;
  7879. * var fullWidth = w * 3;
  7880. * var fullHeight = h * 2;
  7881. *
  7882. * --A--
  7883. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  7884. * --B--
  7885. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  7886. * --C--
  7887. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  7888. * --D--
  7889. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  7890. * --E--
  7891. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  7892. * --F--
  7893. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  7894. *
  7895. * Note there is no reason monitors have to be the same size or in a grid.
  7896. */
  7897. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  7898. this.aspect = fullWidth / fullHeight;
  7899. if ( this.view === null ) {
  7900. this.view = {
  7901. enabled: true,
  7902. fullWidth: 1,
  7903. fullHeight: 1,
  7904. offsetX: 0,
  7905. offsetY: 0,
  7906. width: 1,
  7907. height: 1
  7908. };
  7909. }
  7910. this.view.enabled = true;
  7911. this.view.fullWidth = fullWidth;
  7912. this.view.fullHeight = fullHeight;
  7913. this.view.offsetX = x;
  7914. this.view.offsetY = y;
  7915. this.view.width = width;
  7916. this.view.height = height;
  7917. this.updateProjectionMatrix();
  7918. },
  7919. clearViewOffset: function () {
  7920. if ( this.view !== null ) {
  7921. this.view.enabled = false;
  7922. }
  7923. this.updateProjectionMatrix();
  7924. },
  7925. updateProjectionMatrix: function () {
  7926. var near = this.near,
  7927. top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  7928. height = 2 * top,
  7929. width = this.aspect * height,
  7930. left = - 0.5 * width,
  7931. view = this.view;
  7932. if ( this.view !== null && this.view.enabled ) {
  7933. var fullWidth = view.fullWidth,
  7934. fullHeight = view.fullHeight;
  7935. left += view.offsetX * width / fullWidth;
  7936. top -= view.offsetY * height / fullHeight;
  7937. width *= view.width / fullWidth;
  7938. height *= view.height / fullHeight;
  7939. }
  7940. var skew = this.filmOffset;
  7941. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  7942. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  7943. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  7944. },
  7945. toJSON: function ( meta ) {
  7946. var data = Object3D.prototype.toJSON.call( this, meta );
  7947. data.object.fov = this.fov;
  7948. data.object.zoom = this.zoom;
  7949. data.object.near = this.near;
  7950. data.object.far = this.far;
  7951. data.object.focus = this.focus;
  7952. data.object.aspect = this.aspect;
  7953. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  7954. data.object.filmGauge = this.filmGauge;
  7955. data.object.filmOffset = this.filmOffset;
  7956. return data;
  7957. }
  7958. } );
  7959. /**
  7960. * Camera for rendering cube maps
  7961. * - renders scene into axis-aligned cube
  7962. *
  7963. * @author alteredq / http://alteredqualia.com/
  7964. */
  7965. var fov = 90, aspect = 1;
  7966. function CubeCamera( near, far, cubeResolution, options ) {
  7967. Object3D.call( this );
  7968. this.type = 'CubeCamera';
  7969. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  7970. cameraPX.up.set( 0, - 1, 0 );
  7971. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  7972. this.add( cameraPX );
  7973. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  7974. cameraNX.up.set( 0, - 1, 0 );
  7975. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  7976. this.add( cameraNX );
  7977. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  7978. cameraPY.up.set( 0, 0, 1 );
  7979. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  7980. this.add( cameraPY );
  7981. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  7982. cameraNY.up.set( 0, 0, - 1 );
  7983. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  7984. this.add( cameraNY );
  7985. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  7986. cameraPZ.up.set( 0, - 1, 0 );
  7987. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  7988. this.add( cameraPZ );
  7989. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  7990. cameraNZ.up.set( 0, - 1, 0 );
  7991. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  7992. this.add( cameraNZ );
  7993. options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
  7994. this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
  7995. this.renderTarget.texture.name = "CubeCamera";
  7996. this.update = function ( renderer, scene ) {
  7997. if ( this.parent === null ) { this.updateMatrixWorld(); }
  7998. var currentRenderTarget = renderer.getRenderTarget();
  7999. var renderTarget = this.renderTarget;
  8000. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8001. renderTarget.texture.generateMipmaps = false;
  8002. renderer.setRenderTarget( renderTarget, 0 );
  8003. renderer.render( scene, cameraPX );
  8004. renderer.setRenderTarget( renderTarget, 1 );
  8005. renderer.render( scene, cameraNX );
  8006. renderer.setRenderTarget( renderTarget, 2 );
  8007. renderer.render( scene, cameraPY );
  8008. renderer.setRenderTarget( renderTarget, 3 );
  8009. renderer.render( scene, cameraNY );
  8010. renderer.setRenderTarget( renderTarget, 4 );
  8011. renderer.render( scene, cameraPZ );
  8012. renderTarget.texture.generateMipmaps = generateMipmaps;
  8013. renderer.setRenderTarget( renderTarget, 5 );
  8014. renderer.render( scene, cameraNZ );
  8015. renderer.setRenderTarget( currentRenderTarget );
  8016. };
  8017. this.clear = function ( renderer, color, depth, stencil ) {
  8018. var currentRenderTarget = renderer.getRenderTarget();
  8019. var renderTarget = this.renderTarget;
  8020. for ( var i = 0; i < 6; i ++ ) {
  8021. renderer.setRenderTarget( renderTarget, i );
  8022. renderer.clear( color, depth, stencil );
  8023. }
  8024. renderer.setRenderTarget( currentRenderTarget );
  8025. };
  8026. }
  8027. CubeCamera.prototype = Object.create( Object3D.prototype );
  8028. CubeCamera.prototype.constructor = CubeCamera;
  8029. /**
  8030. * @author alteredq / http://alteredqualia.com
  8031. * @author WestLangley / http://github.com/WestLangley
  8032. */
  8033. function WebGLRenderTargetCube( width, height, options ) {
  8034. WebGLRenderTarget.call( this, width, height, options );
  8035. }
  8036. WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
  8037. WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
  8038. WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
  8039. WebGLRenderTargetCube.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8040. this.texture.type = texture.type;
  8041. this.texture.format = texture.format;
  8042. this.texture.encoding = texture.encoding;
  8043. var scene = new Scene();
  8044. var shader = {
  8045. uniforms: {
  8046. tEquirect: { value: null },
  8047. },
  8048. vertexShader: [
  8049. "varying vec3 vWorldDirection;",
  8050. "vec3 transformDirection( in vec3 dir, in mat4 matrix ) {",
  8051. " return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );",
  8052. "}",
  8053. "void main() {",
  8054. " vWorldDirection = transformDirection( position, modelMatrix );",
  8055. " #include <begin_vertex>",
  8056. " #include <project_vertex>",
  8057. "}"
  8058. ].join( '\n' ),
  8059. fragmentShader: [
  8060. "uniform sampler2D tEquirect;",
  8061. "varying vec3 vWorldDirection;",
  8062. "#define RECIPROCAL_PI 0.31830988618",
  8063. "#define RECIPROCAL_PI2 0.15915494",
  8064. "void main() {",
  8065. " vec3 direction = normalize( vWorldDirection );",
  8066. " vec2 sampleUV;",
  8067. " sampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;",
  8068. " sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  8069. " gl_FragColor = texture2D( tEquirect, sampleUV );",
  8070. "}"
  8071. ].join( '\n' ),
  8072. };
  8073. var material = new ShaderMaterial( {
  8074. type: 'CubemapFromEquirect',
  8075. uniforms: cloneUniforms( shader.uniforms ),
  8076. vertexShader: shader.vertexShader,
  8077. fragmentShader: shader.fragmentShader,
  8078. side: BackSide,
  8079. blending: NoBlending
  8080. } );
  8081. material.uniforms.tEquirect.value = texture;
  8082. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8083. scene.add( mesh );
  8084. var camera = new CubeCamera( 1, 10, 1 );
  8085. camera.renderTarget = this;
  8086. camera.renderTarget.texture.name = 'CubeCameraTexture';
  8087. camera.update( renderer, scene );
  8088. mesh.geometry.dispose();
  8089. mesh.material.dispose();
  8090. return this;
  8091. };
  8092. /**
  8093. * @author alteredq / http://alteredqualia.com/
  8094. */
  8095. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8096. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8097. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8098. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8099. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8100. this.generateMipmaps = false;
  8101. this.flipY = false;
  8102. this.unpackAlignment = 1;
  8103. this.needsUpdate = true;
  8104. }
  8105. DataTexture.prototype = Object.create( Texture.prototype );
  8106. DataTexture.prototype.constructor = DataTexture;
  8107. DataTexture.prototype.isDataTexture = true;
  8108. /**
  8109. * @author bhouston / http://clara.io
  8110. */
  8111. var _vector1 = new Vector3();
  8112. var _vector2 = new Vector3();
  8113. var _normalMatrix = new Matrix3();
  8114. function Plane( normal, constant ) {
  8115. // normal is assumed to be normalized
  8116. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  8117. this.constant = ( constant !== undefined ) ? constant : 0;
  8118. }
  8119. Object.assign( Plane.prototype, {
  8120. isPlane: true,
  8121. set: function ( normal, constant ) {
  8122. this.normal.copy( normal );
  8123. this.constant = constant;
  8124. return this;
  8125. },
  8126. setComponents: function ( x, y, z, w ) {
  8127. this.normal.set( x, y, z );
  8128. this.constant = w;
  8129. return this;
  8130. },
  8131. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  8132. this.normal.copy( normal );
  8133. this.constant = - point.dot( this.normal );
  8134. return this;
  8135. },
  8136. setFromCoplanarPoints: function ( a, b, c ) {
  8137. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  8138. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  8139. this.setFromNormalAndCoplanarPoint( normal, a );
  8140. return this;
  8141. },
  8142. clone: function () {
  8143. return new this.constructor().copy( this );
  8144. },
  8145. copy: function ( plane ) {
  8146. this.normal.copy( plane.normal );
  8147. this.constant = plane.constant;
  8148. return this;
  8149. },
  8150. normalize: function () {
  8151. // Note: will lead to a divide by zero if the plane is invalid.
  8152. var inverseNormalLength = 1.0 / this.normal.length();
  8153. this.normal.multiplyScalar( inverseNormalLength );
  8154. this.constant *= inverseNormalLength;
  8155. return this;
  8156. },
  8157. negate: function () {
  8158. this.constant *= - 1;
  8159. this.normal.negate();
  8160. return this;
  8161. },
  8162. distanceToPoint: function ( point ) {
  8163. return this.normal.dot( point ) + this.constant;
  8164. },
  8165. distanceToSphere: function ( sphere ) {
  8166. return this.distanceToPoint( sphere.center ) - sphere.radius;
  8167. },
  8168. projectPoint: function ( point, target ) {
  8169. if ( target === undefined ) {
  8170. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  8171. target = new Vector3();
  8172. }
  8173. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  8174. },
  8175. intersectLine: function ( line, target ) {
  8176. if ( target === undefined ) {
  8177. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  8178. target = new Vector3();
  8179. }
  8180. var direction = line.delta( _vector1 );
  8181. var denominator = this.normal.dot( direction );
  8182. if ( denominator === 0 ) {
  8183. // line is coplanar, return origin
  8184. if ( this.distanceToPoint( line.start ) === 0 ) {
  8185. return target.copy( line.start );
  8186. }
  8187. // Unsure if this is the correct method to handle this case.
  8188. return undefined;
  8189. }
  8190. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  8191. if ( t < 0 || t > 1 ) {
  8192. return undefined;
  8193. }
  8194. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  8195. },
  8196. intersectsLine: function ( line ) {
  8197. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  8198. var startSign = this.distanceToPoint( line.start );
  8199. var endSign = this.distanceToPoint( line.end );
  8200. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  8201. },
  8202. intersectsBox: function ( box ) {
  8203. return box.intersectsPlane( this );
  8204. },
  8205. intersectsSphere: function ( sphere ) {
  8206. return sphere.intersectsPlane( this );
  8207. },
  8208. coplanarPoint: function ( target ) {
  8209. if ( target === undefined ) {
  8210. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  8211. target = new Vector3();
  8212. }
  8213. return target.copy( this.normal ).multiplyScalar( - this.constant );
  8214. },
  8215. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  8216. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  8217. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  8218. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  8219. this.constant = - referencePoint.dot( normal );
  8220. return this;
  8221. },
  8222. translate: function ( offset ) {
  8223. this.constant -= offset.dot( this.normal );
  8224. return this;
  8225. },
  8226. equals: function ( plane ) {
  8227. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  8228. }
  8229. } );
  8230. /**
  8231. * @author mrdoob / http://mrdoob.com/
  8232. * @author alteredq / http://alteredqualia.com/
  8233. * @author bhouston / http://clara.io
  8234. */
  8235. var _sphere$1 = new Sphere();
  8236. var _vector$5 = new Vector3();
  8237. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8238. this.planes = [
  8239. ( p0 !== undefined ) ? p0 : new Plane(),
  8240. ( p1 !== undefined ) ? p1 : new Plane(),
  8241. ( p2 !== undefined ) ? p2 : new Plane(),
  8242. ( p3 !== undefined ) ? p3 : new Plane(),
  8243. ( p4 !== undefined ) ? p4 : new Plane(),
  8244. ( p5 !== undefined ) ? p5 : new Plane()
  8245. ];
  8246. }
  8247. Object.assign( Frustum.prototype, {
  8248. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8249. var planes = this.planes;
  8250. planes[ 0 ].copy( p0 );
  8251. planes[ 1 ].copy( p1 );
  8252. planes[ 2 ].copy( p2 );
  8253. planes[ 3 ].copy( p3 );
  8254. planes[ 4 ].copy( p4 );
  8255. planes[ 5 ].copy( p5 );
  8256. return this;
  8257. },
  8258. clone: function () {
  8259. return new this.constructor().copy( this );
  8260. },
  8261. copy: function ( frustum ) {
  8262. var planes = this.planes;
  8263. for ( var i = 0; i < 6; i ++ ) {
  8264. planes[ i ].copy( frustum.planes[ i ] );
  8265. }
  8266. return this;
  8267. },
  8268. setFromMatrix: function ( m ) {
  8269. var planes = this.planes;
  8270. var me = m.elements;
  8271. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8272. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8273. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8274. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8275. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8276. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8277. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8278. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8279. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8280. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8281. return this;
  8282. },
  8283. intersectsObject: function ( object ) {
  8284. var geometry = object.geometry;
  8285. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8286. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8287. return this.intersectsSphere( _sphere$1 );
  8288. },
  8289. intersectsSprite: function ( sprite ) {
  8290. _sphere$1.center.set( 0, 0, 0 );
  8291. _sphere$1.radius = 0.7071067811865476;
  8292. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8293. return this.intersectsSphere( _sphere$1 );
  8294. },
  8295. intersectsSphere: function ( sphere ) {
  8296. var planes = this.planes;
  8297. var center = sphere.center;
  8298. var negRadius = - sphere.radius;
  8299. for ( var i = 0; i < 6; i ++ ) {
  8300. var distance = planes[ i ].distanceToPoint( center );
  8301. if ( distance < negRadius ) {
  8302. return false;
  8303. }
  8304. }
  8305. return true;
  8306. },
  8307. intersectsBox: function ( box ) {
  8308. var planes = this.planes;
  8309. for ( var i = 0; i < 6; i ++ ) {
  8310. var plane = planes[ i ];
  8311. // corner at max distance
  8312. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8313. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8314. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8315. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8316. return false;
  8317. }
  8318. }
  8319. return true;
  8320. },
  8321. containsPoint: function ( point ) {
  8322. var planes = this.planes;
  8323. for ( var i = 0; i < 6; i ++ ) {
  8324. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8325. return false;
  8326. }
  8327. }
  8328. return true;
  8329. }
  8330. } );
  8331. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8332. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8333. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8334. 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";
  8335. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8336. var begin_vertex = "vec3 transformed = vec3( position );";
  8337. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8338. 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";
  8339. var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
  8340. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8341. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8342. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
  8343. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( STANDARD ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
  8344. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8345. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8346. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8347. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8348. var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n return m[ 2 ][ 3 ] == - 1.0;\n}";
  8349. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale = bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
  8350. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\ttransformedNormal = mat3( instanceMatrix ) * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8351. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8352. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8353. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8354. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8355. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8356. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8357. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8358. 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";
  8359. 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";
  8360. 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";
  8361. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8362. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
  8363. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8364. 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";
  8365. 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";
  8366. var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
  8367. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
  8368. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8369. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
  8370. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8371. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8372. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8373. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8374. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = saturate( clearcoat );\tmaterial.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8375. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8376. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8377. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8378. 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";
  8379. 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";
  8380. 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";
  8381. 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";
  8382. 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";
  8383. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8384. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8385. var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
  8386. var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
  8387. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8388. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8389. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
  8390. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8391. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8392. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8393. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, normalScale, normalMap );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8394. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 normalScale, in sampler2D normalMap ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy *= normalScale;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tbool frontFacing = dot( cross( S, T ), N ) > 0.0;\n\t\t\tmapN.xy *= ( float( frontFacing ) * 2.0 - 1.0 );\n\t\t#else\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8395. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8396. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 vTBN = mat3( tangent, bitangent, clearcoatNormal );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = clearcoatNormalScale * mapN.xy;\n\t\tclearcoatNormal = normalize( vTBN * mapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatNormalScale, clearcoatNormalMap );\n\t#endif\n#endif";
  8397. var clearcoat_normalmap_pars_fragment = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8398. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 encodeHalfRGBA ( vec2 v ) {\n\tvec4 encoded = vec4( 0.0 );\n\tconst vec2 offset = vec2( 1.0 / 255.0, 0.0 );\n\tencoded.xy = vec2( v.x, fract( v.x * 255.0 ) );\n\tencoded.xy = encoded.xy - ( encoded.yy * offset );\n\tencoded.zw = vec2( v.y, fract( v.y * 255.0 ) );\n\tencoded.zw = encoded.zw - ( encoded.ww * offset );\n\treturn encoded;\n}\nvec2 decodeHalfRGBA( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8399. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8400. 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;";
  8401. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8402. 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";
  8403. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8404. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8405. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn decodeHalfRGBA( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = ( floor( uv * size - 0.5 ) + 0.5 ) * texelSize;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8406. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8407. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
  8408. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= all( bvec2( directionalLight.shadow, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= all( bvec2( spotLight.shadow, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLight pointLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= all( bvec2( pointLight.shadow, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8409. 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";
  8410. 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";
  8411. 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";
  8412. 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";
  8413. 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";
  8414. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8415. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8416. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
  8417. var uv_pars_fragment = "#ifdef USE_UV\n\tvarying vec2 vUv;\n#endif";
  8418. var uv_pars_vertex = "#ifdef USE_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif";
  8419. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8420. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8421. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
  8422. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
  8423. 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";
  8424. 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}";
  8425. 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}";
  8426. var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8427. 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}";
  8428. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
  8429. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
  8430. 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}";
  8431. 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}";
  8432. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8433. 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}";
  8434. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8435. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8436. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8437. 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}";
  8438. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8439. 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}";
  8440. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8441. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8442. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8443. 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}";
  8444. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSPARENCY\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSPARENCY\n\tuniform float transparency;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSPARENCY\n\t\tdiffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8445. 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}";
  8446. 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}";
  8447. 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}";
  8448. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8449. 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}";
  8450. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
  8451. var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8452. 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}";
  8453. 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}";
  8454. var ShaderChunk = {
  8455. alphamap_fragment: alphamap_fragment,
  8456. alphamap_pars_fragment: alphamap_pars_fragment,
  8457. alphatest_fragment: alphatest_fragment,
  8458. aomap_fragment: aomap_fragment,
  8459. aomap_pars_fragment: aomap_pars_fragment,
  8460. begin_vertex: begin_vertex,
  8461. beginnormal_vertex: beginnormal_vertex,
  8462. bsdfs: bsdfs,
  8463. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8464. clipping_planes_fragment: clipping_planes_fragment,
  8465. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8466. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8467. clipping_planes_vertex: clipping_planes_vertex,
  8468. color_fragment: color_fragment,
  8469. color_pars_fragment: color_pars_fragment,
  8470. color_pars_vertex: color_pars_vertex,
  8471. color_vertex: color_vertex,
  8472. common: common,
  8473. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8474. defaultnormal_vertex: defaultnormal_vertex,
  8475. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8476. displacementmap_vertex: displacementmap_vertex,
  8477. emissivemap_fragment: emissivemap_fragment,
  8478. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8479. encodings_fragment: encodings_fragment,
  8480. encodings_pars_fragment: encodings_pars_fragment,
  8481. envmap_fragment: envmap_fragment,
  8482. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8483. envmap_pars_fragment: envmap_pars_fragment,
  8484. envmap_pars_vertex: envmap_pars_vertex,
  8485. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8486. envmap_vertex: envmap_vertex,
  8487. fog_vertex: fog_vertex,
  8488. fog_pars_vertex: fog_pars_vertex,
  8489. fog_fragment: fog_fragment,
  8490. fog_pars_fragment: fog_pars_fragment,
  8491. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8492. lightmap_fragment: lightmap_fragment,
  8493. lightmap_pars_fragment: lightmap_pars_fragment,
  8494. lights_lambert_vertex: lights_lambert_vertex,
  8495. lights_pars_begin: lights_pars_begin,
  8496. lights_phong_fragment: lights_phong_fragment,
  8497. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8498. lights_physical_fragment: lights_physical_fragment,
  8499. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8500. lights_fragment_begin: lights_fragment_begin,
  8501. lights_fragment_maps: lights_fragment_maps,
  8502. lights_fragment_end: lights_fragment_end,
  8503. logdepthbuf_fragment: logdepthbuf_fragment,
  8504. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8505. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8506. logdepthbuf_vertex: logdepthbuf_vertex,
  8507. map_fragment: map_fragment,
  8508. map_pars_fragment: map_pars_fragment,
  8509. map_particle_fragment: map_particle_fragment,
  8510. map_particle_pars_fragment: map_particle_pars_fragment,
  8511. metalnessmap_fragment: metalnessmap_fragment,
  8512. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8513. morphnormal_vertex: morphnormal_vertex,
  8514. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8515. morphtarget_vertex: morphtarget_vertex,
  8516. normal_fragment_begin: normal_fragment_begin,
  8517. normal_fragment_maps: normal_fragment_maps,
  8518. normalmap_pars_fragment: normalmap_pars_fragment,
  8519. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8520. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8521. clearcoat_normalmap_pars_fragment: clearcoat_normalmap_pars_fragment,
  8522. packing: packing,
  8523. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8524. project_vertex: project_vertex,
  8525. dithering_fragment: dithering_fragment,
  8526. dithering_pars_fragment: dithering_pars_fragment,
  8527. roughnessmap_fragment: roughnessmap_fragment,
  8528. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8529. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8530. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8531. shadowmap_vertex: shadowmap_vertex,
  8532. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8533. skinbase_vertex: skinbase_vertex,
  8534. skinning_pars_vertex: skinning_pars_vertex,
  8535. skinning_vertex: skinning_vertex,
  8536. skinnormal_vertex: skinnormal_vertex,
  8537. specularmap_fragment: specularmap_fragment,
  8538. specularmap_pars_fragment: specularmap_pars_fragment,
  8539. tonemapping_fragment: tonemapping_fragment,
  8540. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8541. uv_pars_fragment: uv_pars_fragment,
  8542. uv_pars_vertex: uv_pars_vertex,
  8543. uv_vertex: uv_vertex,
  8544. uv2_pars_fragment: uv2_pars_fragment,
  8545. uv2_pars_vertex: uv2_pars_vertex,
  8546. uv2_vertex: uv2_vertex,
  8547. worldpos_vertex: worldpos_vertex,
  8548. background_frag: background_frag,
  8549. background_vert: background_vert,
  8550. cube_frag: cube_frag,
  8551. cube_vert: cube_vert,
  8552. depth_frag: depth_frag,
  8553. depth_vert: depth_vert,
  8554. distanceRGBA_frag: distanceRGBA_frag,
  8555. distanceRGBA_vert: distanceRGBA_vert,
  8556. equirect_frag: equirect_frag,
  8557. equirect_vert: equirect_vert,
  8558. linedashed_frag: linedashed_frag,
  8559. linedashed_vert: linedashed_vert,
  8560. meshbasic_frag: meshbasic_frag,
  8561. meshbasic_vert: meshbasic_vert,
  8562. meshlambert_frag: meshlambert_frag,
  8563. meshlambert_vert: meshlambert_vert,
  8564. meshmatcap_frag: meshmatcap_frag,
  8565. meshmatcap_vert: meshmatcap_vert,
  8566. meshphong_frag: meshphong_frag,
  8567. meshphong_vert: meshphong_vert,
  8568. meshphysical_frag: meshphysical_frag,
  8569. meshphysical_vert: meshphysical_vert,
  8570. normal_frag: normal_frag,
  8571. normal_vert: normal_vert,
  8572. points_frag: points_frag,
  8573. points_vert: points_vert,
  8574. shadow_frag: shadow_frag,
  8575. shadow_vert: shadow_vert,
  8576. sprite_frag: sprite_frag,
  8577. sprite_vert: sprite_vert
  8578. };
  8579. /**
  8580. * Uniforms library for shared webgl shaders
  8581. */
  8582. var UniformsLib = {
  8583. common: {
  8584. diffuse: { value: new Color( 0xeeeeee ) },
  8585. opacity: { value: 1.0 },
  8586. map: { value: null },
  8587. uvTransform: { value: new Matrix3() },
  8588. alphaMap: { value: null },
  8589. },
  8590. specularmap: {
  8591. specularMap: { value: null },
  8592. },
  8593. envmap: {
  8594. envMap: { value: null },
  8595. flipEnvMap: { value: - 1 },
  8596. reflectivity: { value: 1.0 },
  8597. refractionRatio: { value: 0.98 },
  8598. maxMipLevel: { value: 0 }
  8599. },
  8600. aomap: {
  8601. aoMap: { value: null },
  8602. aoMapIntensity: { value: 1 }
  8603. },
  8604. lightmap: {
  8605. lightMap: { value: null },
  8606. lightMapIntensity: { value: 1 }
  8607. },
  8608. emissivemap: {
  8609. emissiveMap: { value: null }
  8610. },
  8611. bumpmap: {
  8612. bumpMap: { value: null },
  8613. bumpScale: { value: 1 }
  8614. },
  8615. normalmap: {
  8616. normalMap: { value: null },
  8617. normalScale: { value: new Vector2( 1, 1 ) }
  8618. },
  8619. displacementmap: {
  8620. displacementMap: { value: null },
  8621. displacementScale: { value: 1 },
  8622. displacementBias: { value: 0 }
  8623. },
  8624. roughnessmap: {
  8625. roughnessMap: { value: null }
  8626. },
  8627. metalnessmap: {
  8628. metalnessMap: { value: null }
  8629. },
  8630. gradientmap: {
  8631. gradientMap: { value: null }
  8632. },
  8633. fog: {
  8634. fogDensity: { value: 0.00025 },
  8635. fogNear: { value: 1 },
  8636. fogFar: { value: 2000 },
  8637. fogColor: { value: new Color( 0xffffff ) }
  8638. },
  8639. lights: {
  8640. ambientLightColor: { value: [] },
  8641. lightProbe: { value: [] },
  8642. directionalLights: { value: [], properties: {
  8643. direction: {},
  8644. color: {},
  8645. shadow: {},
  8646. shadowBias: {},
  8647. shadowRadius: {},
  8648. shadowMapSize: {}
  8649. } },
  8650. directionalShadowMap: { value: [] },
  8651. directionalShadowMatrix: { value: [] },
  8652. spotLights: { value: [], properties: {
  8653. color: {},
  8654. position: {},
  8655. direction: {},
  8656. distance: {},
  8657. coneCos: {},
  8658. penumbraCos: {},
  8659. decay: {},
  8660. shadow: {},
  8661. shadowBias: {},
  8662. shadowRadius: {},
  8663. shadowMapSize: {}
  8664. } },
  8665. spotShadowMap: { value: [] },
  8666. spotShadowMatrix: { value: [] },
  8667. pointLights: { value: [], properties: {
  8668. color: {},
  8669. position: {},
  8670. decay: {},
  8671. distance: {},
  8672. shadow: {},
  8673. shadowBias: {},
  8674. shadowRadius: {},
  8675. shadowMapSize: {},
  8676. shadowCameraNear: {},
  8677. shadowCameraFar: {}
  8678. } },
  8679. pointShadowMap: { value: [] },
  8680. pointShadowMatrix: { value: [] },
  8681. hemisphereLights: { value: [], properties: {
  8682. direction: {},
  8683. skyColor: {},
  8684. groundColor: {}
  8685. } },
  8686. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8687. rectAreaLights: { value: [], properties: {
  8688. color: {},
  8689. position: {},
  8690. width: {},
  8691. height: {}
  8692. } }
  8693. },
  8694. points: {
  8695. diffuse: { value: new Color( 0xeeeeee ) },
  8696. opacity: { value: 1.0 },
  8697. size: { value: 1.0 },
  8698. scale: { value: 1.0 },
  8699. map: { value: null },
  8700. uvTransform: { value: new Matrix3() }
  8701. },
  8702. sprite: {
  8703. diffuse: { value: new Color( 0xeeeeee ) },
  8704. opacity: { value: 1.0 },
  8705. center: { value: new Vector2( 0.5, 0.5 ) },
  8706. rotation: { value: 0.0 },
  8707. map: { value: null },
  8708. alphaMap: { value: null },
  8709. uvTransform: { value: new Matrix3() }
  8710. }
  8711. };
  8712. /**
  8713. * @author alteredq / http://alteredqualia.com/
  8714. * @author mrdoob / http://mrdoob.com/
  8715. * @author mikael emtinger / http://gomo.se/
  8716. */
  8717. var ShaderLib = {
  8718. basic: {
  8719. uniforms: mergeUniforms( [
  8720. UniformsLib.common,
  8721. UniformsLib.specularmap,
  8722. UniformsLib.envmap,
  8723. UniformsLib.aomap,
  8724. UniformsLib.lightmap,
  8725. UniformsLib.fog
  8726. ] ),
  8727. vertexShader: ShaderChunk.meshbasic_vert,
  8728. fragmentShader: ShaderChunk.meshbasic_frag
  8729. },
  8730. lambert: {
  8731. uniforms: mergeUniforms( [
  8732. UniformsLib.common,
  8733. UniformsLib.specularmap,
  8734. UniformsLib.envmap,
  8735. UniformsLib.aomap,
  8736. UniformsLib.lightmap,
  8737. UniformsLib.emissivemap,
  8738. UniformsLib.fog,
  8739. UniformsLib.lights,
  8740. {
  8741. emissive: { value: new Color( 0x000000 ) }
  8742. }
  8743. ] ),
  8744. vertexShader: ShaderChunk.meshlambert_vert,
  8745. fragmentShader: ShaderChunk.meshlambert_frag
  8746. },
  8747. phong: {
  8748. uniforms: mergeUniforms( [
  8749. UniformsLib.common,
  8750. UniformsLib.specularmap,
  8751. UniformsLib.envmap,
  8752. UniformsLib.aomap,
  8753. UniformsLib.lightmap,
  8754. UniformsLib.emissivemap,
  8755. UniformsLib.bumpmap,
  8756. UniformsLib.normalmap,
  8757. UniformsLib.displacementmap,
  8758. UniformsLib.gradientmap,
  8759. UniformsLib.fog,
  8760. UniformsLib.lights,
  8761. {
  8762. emissive: { value: new Color( 0x000000 ) },
  8763. specular: { value: new Color( 0x111111 ) },
  8764. shininess: { value: 30 }
  8765. }
  8766. ] ),
  8767. vertexShader: ShaderChunk.meshphong_vert,
  8768. fragmentShader: ShaderChunk.meshphong_frag
  8769. },
  8770. standard: {
  8771. uniforms: mergeUniforms( [
  8772. UniformsLib.common,
  8773. UniformsLib.envmap,
  8774. UniformsLib.aomap,
  8775. UniformsLib.lightmap,
  8776. UniformsLib.emissivemap,
  8777. UniformsLib.bumpmap,
  8778. UniformsLib.normalmap,
  8779. UniformsLib.displacementmap,
  8780. UniformsLib.roughnessmap,
  8781. UniformsLib.metalnessmap,
  8782. UniformsLib.fog,
  8783. UniformsLib.lights,
  8784. {
  8785. emissive: { value: new Color( 0x000000 ) },
  8786. roughness: { value: 0.5 },
  8787. metalness: { value: 0.5 },
  8788. envMapIntensity: { value: 1 } // temporary
  8789. }
  8790. ] ),
  8791. vertexShader: ShaderChunk.meshphysical_vert,
  8792. fragmentShader: ShaderChunk.meshphysical_frag
  8793. },
  8794. matcap: {
  8795. uniforms: mergeUniforms( [
  8796. UniformsLib.common,
  8797. UniformsLib.bumpmap,
  8798. UniformsLib.normalmap,
  8799. UniformsLib.displacementmap,
  8800. UniformsLib.fog,
  8801. {
  8802. matcap: { value: null }
  8803. }
  8804. ] ),
  8805. vertexShader: ShaderChunk.meshmatcap_vert,
  8806. fragmentShader: ShaderChunk.meshmatcap_frag
  8807. },
  8808. points: {
  8809. uniforms: mergeUniforms( [
  8810. UniformsLib.points,
  8811. UniformsLib.fog
  8812. ] ),
  8813. vertexShader: ShaderChunk.points_vert,
  8814. fragmentShader: ShaderChunk.points_frag
  8815. },
  8816. dashed: {
  8817. uniforms: mergeUniforms( [
  8818. UniformsLib.common,
  8819. UniformsLib.fog,
  8820. {
  8821. scale: { value: 1 },
  8822. dashSize: { value: 1 },
  8823. totalSize: { value: 2 }
  8824. }
  8825. ] ),
  8826. vertexShader: ShaderChunk.linedashed_vert,
  8827. fragmentShader: ShaderChunk.linedashed_frag
  8828. },
  8829. depth: {
  8830. uniforms: mergeUniforms( [
  8831. UniformsLib.common,
  8832. UniformsLib.displacementmap
  8833. ] ),
  8834. vertexShader: ShaderChunk.depth_vert,
  8835. fragmentShader: ShaderChunk.depth_frag
  8836. },
  8837. normal: {
  8838. uniforms: mergeUniforms( [
  8839. UniformsLib.common,
  8840. UniformsLib.bumpmap,
  8841. UniformsLib.normalmap,
  8842. UniformsLib.displacementmap,
  8843. {
  8844. opacity: { value: 1.0 }
  8845. }
  8846. ] ),
  8847. vertexShader: ShaderChunk.normal_vert,
  8848. fragmentShader: ShaderChunk.normal_frag
  8849. },
  8850. sprite: {
  8851. uniforms: mergeUniforms( [
  8852. UniformsLib.sprite,
  8853. UniformsLib.fog
  8854. ] ),
  8855. vertexShader: ShaderChunk.sprite_vert,
  8856. fragmentShader: ShaderChunk.sprite_frag
  8857. },
  8858. background: {
  8859. uniforms: {
  8860. uvTransform: { value: new Matrix3() },
  8861. t2D: { value: null },
  8862. },
  8863. vertexShader: ShaderChunk.background_vert,
  8864. fragmentShader: ShaderChunk.background_frag
  8865. },
  8866. /* -------------------------------------------------------------------------
  8867. // Cube map shader
  8868. ------------------------------------------------------------------------- */
  8869. cube: {
  8870. uniforms: {
  8871. tCube: { value: null },
  8872. tFlip: { value: - 1 },
  8873. opacity: { value: 1.0 }
  8874. },
  8875. vertexShader: ShaderChunk.cube_vert,
  8876. fragmentShader: ShaderChunk.cube_frag
  8877. },
  8878. equirect: {
  8879. uniforms: {
  8880. tEquirect: { value: null },
  8881. },
  8882. vertexShader: ShaderChunk.equirect_vert,
  8883. fragmentShader: ShaderChunk.equirect_frag
  8884. },
  8885. distanceRGBA: {
  8886. uniforms: mergeUniforms( [
  8887. UniformsLib.common,
  8888. UniformsLib.displacementmap,
  8889. {
  8890. referencePosition: { value: new Vector3() },
  8891. nearDistance: { value: 1 },
  8892. farDistance: { value: 1000 }
  8893. }
  8894. ] ),
  8895. vertexShader: ShaderChunk.distanceRGBA_vert,
  8896. fragmentShader: ShaderChunk.distanceRGBA_frag
  8897. },
  8898. shadow: {
  8899. uniforms: mergeUniforms( [
  8900. UniformsLib.lights,
  8901. UniformsLib.fog,
  8902. {
  8903. color: { value: new Color( 0x00000 ) },
  8904. opacity: { value: 1.0 }
  8905. } ] ),
  8906. vertexShader: ShaderChunk.shadow_vert,
  8907. fragmentShader: ShaderChunk.shadow_frag
  8908. }
  8909. };
  8910. ShaderLib.physical = {
  8911. uniforms: mergeUniforms( [
  8912. ShaderLib.standard.uniforms,
  8913. {
  8914. transparency: { value: 0 },
  8915. clearcoat: { value: 0 },
  8916. clearcoatRoughness: { value: 0 },
  8917. sheen: { value: new Color( 0x000000 ) },
  8918. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  8919. clearcoatNormalMap: { value: null },
  8920. }
  8921. ] ),
  8922. vertexShader: ShaderChunk.meshphysical_vert,
  8923. fragmentShader: ShaderChunk.meshphysical_frag
  8924. };
  8925. /**
  8926. * @author mrdoob / http://mrdoob.com/
  8927. */
  8928. function WebGLAnimation() {
  8929. var context = null;
  8930. var isAnimating = false;
  8931. var animationLoop = null;
  8932. function onAnimationFrame( time, frame ) {
  8933. if ( isAnimating === false ) { return; }
  8934. animationLoop( time, frame );
  8935. context.requestAnimationFrame( onAnimationFrame );
  8936. }
  8937. return {
  8938. start: function () {
  8939. if ( isAnimating === true ) { return; }
  8940. if ( animationLoop === null ) { return; }
  8941. context.requestAnimationFrame( onAnimationFrame );
  8942. isAnimating = true;
  8943. },
  8944. stop: function () {
  8945. isAnimating = false;
  8946. },
  8947. setAnimationLoop: function ( callback ) {
  8948. animationLoop = callback;
  8949. },
  8950. setContext: function ( value ) {
  8951. context = value;
  8952. }
  8953. };
  8954. }
  8955. /**
  8956. * @author mrdoob / http://mrdoob.com/
  8957. */
  8958. function WebGLAttributes( gl ) {
  8959. var buffers = new WeakMap();
  8960. function createBuffer( attribute, bufferType ) {
  8961. var array = attribute.array;
  8962. var usage = attribute.usage;
  8963. var buffer = gl.createBuffer();
  8964. gl.bindBuffer( bufferType, buffer );
  8965. gl.bufferData( bufferType, array, usage );
  8966. attribute.onUploadCallback();
  8967. var type = 5126;
  8968. if ( array instanceof Float32Array ) {
  8969. type = 5126;
  8970. } else if ( array instanceof Float64Array ) {
  8971. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8972. } else if ( array instanceof Uint16Array ) {
  8973. type = 5123;
  8974. } else if ( array instanceof Int16Array ) {
  8975. type = 5122;
  8976. } else if ( array instanceof Uint32Array ) {
  8977. type = 5125;
  8978. } else if ( array instanceof Int32Array ) {
  8979. type = 5124;
  8980. } else if ( array instanceof Int8Array ) {
  8981. type = 5120;
  8982. } else if ( array instanceof Uint8Array ) {
  8983. type = 5121;
  8984. }
  8985. return {
  8986. buffer: buffer,
  8987. type: type,
  8988. bytesPerElement: array.BYTES_PER_ELEMENT,
  8989. version: attribute.version
  8990. };
  8991. }
  8992. function updateBuffer( buffer, attribute, bufferType ) {
  8993. var array = attribute.array;
  8994. var updateRange = attribute.updateRange;
  8995. gl.bindBuffer( bufferType, buffer );
  8996. if ( updateRange.count === - 1 ) {
  8997. // Not using update ranges
  8998. gl.bufferSubData( bufferType, 0, array );
  8999. } else {
  9000. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  9001. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  9002. updateRange.count = - 1; // reset range
  9003. }
  9004. }
  9005. //
  9006. function get( attribute ) {
  9007. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9008. return buffers.get( attribute );
  9009. }
  9010. function remove( attribute ) {
  9011. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9012. var data = buffers.get( attribute );
  9013. if ( data ) {
  9014. gl.deleteBuffer( data.buffer );
  9015. buffers.delete( attribute );
  9016. }
  9017. }
  9018. function update( attribute, bufferType ) {
  9019. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  9020. var data = buffers.get( attribute );
  9021. if ( data === undefined ) {
  9022. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  9023. } else if ( data.version < attribute.version ) {
  9024. updateBuffer( data.buffer, attribute, bufferType );
  9025. data.version = attribute.version;
  9026. }
  9027. }
  9028. return {
  9029. get: get,
  9030. remove: remove,
  9031. update: update
  9032. };
  9033. }
  9034. /**
  9035. * @author mrdoob / http://mrdoob.com/
  9036. * @author Mugen87 / https://github.com/Mugen87
  9037. */
  9038. // PlaneGeometry
  9039. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  9040. Geometry.call( this );
  9041. this.type = 'PlaneGeometry';
  9042. this.parameters = {
  9043. width: width,
  9044. height: height,
  9045. widthSegments: widthSegments,
  9046. heightSegments: heightSegments
  9047. };
  9048. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  9049. this.mergeVertices();
  9050. }
  9051. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  9052. PlaneGeometry.prototype.constructor = PlaneGeometry;
  9053. // PlaneBufferGeometry
  9054. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  9055. BufferGeometry.call( this );
  9056. this.type = 'PlaneBufferGeometry';
  9057. this.parameters = {
  9058. width: width,
  9059. height: height,
  9060. widthSegments: widthSegments,
  9061. heightSegments: heightSegments
  9062. };
  9063. width = width || 1;
  9064. height = height || 1;
  9065. var width_half = width / 2;
  9066. var height_half = height / 2;
  9067. var gridX = Math.floor( widthSegments ) || 1;
  9068. var gridY = Math.floor( heightSegments ) || 1;
  9069. var gridX1 = gridX + 1;
  9070. var gridY1 = gridY + 1;
  9071. var segment_width = width / gridX;
  9072. var segment_height = height / gridY;
  9073. var ix, iy;
  9074. // buffers
  9075. var indices = [];
  9076. var vertices = [];
  9077. var normals = [];
  9078. var uvs = [];
  9079. // generate vertices, normals and uvs
  9080. for ( iy = 0; iy < gridY1; iy ++ ) {
  9081. var y = iy * segment_height - height_half;
  9082. for ( ix = 0; ix < gridX1; ix ++ ) {
  9083. var x = ix * segment_width - width_half;
  9084. vertices.push( x, - y, 0 );
  9085. normals.push( 0, 0, 1 );
  9086. uvs.push( ix / gridX );
  9087. uvs.push( 1 - ( iy / gridY ) );
  9088. }
  9089. }
  9090. // indices
  9091. for ( iy = 0; iy < gridY; iy ++ ) {
  9092. for ( ix = 0; ix < gridX; ix ++ ) {
  9093. var a = ix + gridX1 * iy;
  9094. var b = ix + gridX1 * ( iy + 1 );
  9095. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  9096. var d = ( ix + 1 ) + gridX1 * iy;
  9097. // faces
  9098. indices.push( a, b, d );
  9099. indices.push( b, c, d );
  9100. }
  9101. }
  9102. // build geometry
  9103. this.setIndex( indices );
  9104. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  9105. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  9106. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  9107. }
  9108. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  9109. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  9110. /**
  9111. * @author mrdoob / http://mrdoob.com/
  9112. */
  9113. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9114. var clearColor = new Color( 0x000000 );
  9115. var clearAlpha = 0;
  9116. var planeMesh;
  9117. var boxMesh;
  9118. // Store the current background texture and its `version`
  9119. // so we can recompile the material accordingly.
  9120. var currentBackground = null;
  9121. var currentBackgroundVersion = 0;
  9122. function render( renderList, scene, camera, forceClear ) {
  9123. var background = scene.background;
  9124. // Ignore background in AR
  9125. // TODO: Reconsider this.
  9126. var vr = renderer.vr;
  9127. var session = vr.getSession && vr.getSession();
  9128. if ( session && session.environmentBlendMode === 'additive' ) {
  9129. background = null;
  9130. }
  9131. if ( background === null ) {
  9132. setClear( clearColor, clearAlpha );
  9133. currentBackground = null;
  9134. currentBackgroundVersion = 0;
  9135. } else if ( background && background.isColor ) {
  9136. setClear( background, 1 );
  9137. forceClear = true;
  9138. currentBackground = null;
  9139. currentBackgroundVersion = 0;
  9140. }
  9141. if ( renderer.autoClear || forceClear ) {
  9142. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9143. }
  9144. if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
  9145. if ( boxMesh === undefined ) {
  9146. boxMesh = new Mesh(
  9147. new BoxBufferGeometry( 1, 1, 1 ),
  9148. new ShaderMaterial( {
  9149. type: 'BackgroundCubeMaterial',
  9150. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9151. vertexShader: ShaderLib.cube.vertexShader,
  9152. fragmentShader: ShaderLib.cube.fragmentShader,
  9153. side: BackSide,
  9154. depthTest: false,
  9155. depthWrite: false,
  9156. fog: false
  9157. } )
  9158. );
  9159. boxMesh.geometry.removeAttribute( 'normal' );
  9160. boxMesh.geometry.removeAttribute( 'uv' );
  9161. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9162. this.matrixWorld.copyPosition( camera.matrixWorld );
  9163. };
  9164. // enable code injection for non-built-in material
  9165. Object.defineProperty( boxMesh.material, 'map', {
  9166. get: function () {
  9167. return this.uniforms.tCube.value;
  9168. }
  9169. } );
  9170. objects.update( boxMesh );
  9171. }
  9172. var texture = background.isWebGLRenderTargetCube ? background.texture : background;
  9173. boxMesh.material.uniforms.tCube.value = texture;
  9174. boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
  9175. if ( currentBackground !== background ||
  9176. currentBackgroundVersion !== texture.version ) {
  9177. boxMesh.material.needsUpdate = true;
  9178. currentBackground = background;
  9179. currentBackgroundVersion = texture.version;
  9180. }
  9181. // push to the pre-sorted opaque render list
  9182. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9183. } else if ( background && background.isTexture ) {
  9184. if ( planeMesh === undefined ) {
  9185. planeMesh = new Mesh(
  9186. new PlaneBufferGeometry( 2, 2 ),
  9187. new ShaderMaterial( {
  9188. type: 'BackgroundMaterial',
  9189. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9190. vertexShader: ShaderLib.background.vertexShader,
  9191. fragmentShader: ShaderLib.background.fragmentShader,
  9192. side: FrontSide,
  9193. depthTest: false,
  9194. depthWrite: false,
  9195. fog: false
  9196. } )
  9197. );
  9198. planeMesh.geometry.removeAttribute( 'normal' );
  9199. // enable code injection for non-built-in material
  9200. Object.defineProperty( planeMesh.material, 'map', {
  9201. get: function () {
  9202. return this.uniforms.t2D.value;
  9203. }
  9204. } );
  9205. objects.update( planeMesh );
  9206. }
  9207. planeMesh.material.uniforms.t2D.value = background;
  9208. if ( background.matrixAutoUpdate === true ) {
  9209. background.updateMatrix();
  9210. }
  9211. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9212. if ( currentBackground !== background ||
  9213. currentBackgroundVersion !== background.version ) {
  9214. planeMesh.material.needsUpdate = true;
  9215. currentBackground = background;
  9216. currentBackgroundVersion = background.version;
  9217. }
  9218. // push to the pre-sorted opaque render list
  9219. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9220. }
  9221. }
  9222. function setClear( color, alpha ) {
  9223. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9224. }
  9225. return {
  9226. getClearColor: function () {
  9227. return clearColor;
  9228. },
  9229. setClearColor: function ( color, alpha ) {
  9230. clearColor.set( color );
  9231. clearAlpha = alpha !== undefined ? alpha : 1;
  9232. setClear( clearColor, clearAlpha );
  9233. },
  9234. getClearAlpha: function () {
  9235. return clearAlpha;
  9236. },
  9237. setClearAlpha: function ( alpha ) {
  9238. clearAlpha = alpha;
  9239. setClear( clearColor, clearAlpha );
  9240. },
  9241. render: render
  9242. };
  9243. }
  9244. /**
  9245. * @author mrdoob / http://mrdoob.com/
  9246. */
  9247. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9248. var isWebGL2 = capabilities.isWebGL2;
  9249. var mode;
  9250. function setMode( value ) {
  9251. mode = value;
  9252. }
  9253. function render( start, count ) {
  9254. gl.drawArrays( mode, start, count );
  9255. info.update( count, mode );
  9256. }
  9257. function renderInstances( geometry, start, count, primcount ) {
  9258. if ( primcount === 0 ) { return; }
  9259. var extension, methodName;
  9260. if ( isWebGL2 ) {
  9261. extension = gl;
  9262. methodName = 'drawArraysInstanced';
  9263. } else {
  9264. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9265. methodName = 'drawArraysInstancedANGLE';
  9266. if ( extension === null ) {
  9267. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9268. return;
  9269. }
  9270. }
  9271. extension[ methodName ]( mode, start, count, primcount );
  9272. info.update( count, mode, primcount );
  9273. }
  9274. //
  9275. this.setMode = setMode;
  9276. this.render = render;
  9277. this.renderInstances = renderInstances;
  9278. }
  9279. /**
  9280. * @author mrdoob / http://mrdoob.com/
  9281. */
  9282. function WebGLCapabilities( gl, extensions, parameters ) {
  9283. var maxAnisotropy;
  9284. function getMaxAnisotropy() {
  9285. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9286. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9287. if ( extension !== null ) {
  9288. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9289. } else {
  9290. maxAnisotropy = 0;
  9291. }
  9292. return maxAnisotropy;
  9293. }
  9294. function getMaxPrecision( precision ) {
  9295. if ( precision === 'highp' ) {
  9296. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9297. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9298. return 'highp';
  9299. }
  9300. precision = 'mediump';
  9301. }
  9302. if ( precision === 'mediump' ) {
  9303. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9304. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9305. return 'mediump';
  9306. }
  9307. }
  9308. return 'lowp';
  9309. }
  9310. var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
  9311. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9312. var maxPrecision = getMaxPrecision( precision );
  9313. if ( maxPrecision !== precision ) {
  9314. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9315. precision = maxPrecision;
  9316. }
  9317. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9318. var maxTextures = gl.getParameter( 34930 );
  9319. var maxVertexTextures = gl.getParameter( 35660 );
  9320. var maxTextureSize = gl.getParameter( 3379 );
  9321. var maxCubemapSize = gl.getParameter( 34076 );
  9322. var maxAttributes = gl.getParameter( 34921 );
  9323. var maxVertexUniforms = gl.getParameter( 36347 );
  9324. var maxVaryings = gl.getParameter( 36348 );
  9325. var maxFragmentUniforms = gl.getParameter( 36349 );
  9326. var vertexTextures = maxVertexTextures > 0;
  9327. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9328. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9329. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9330. return {
  9331. isWebGL2: isWebGL2,
  9332. getMaxAnisotropy: getMaxAnisotropy,
  9333. getMaxPrecision: getMaxPrecision,
  9334. precision: precision,
  9335. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9336. maxTextures: maxTextures,
  9337. maxVertexTextures: maxVertexTextures,
  9338. maxTextureSize: maxTextureSize,
  9339. maxCubemapSize: maxCubemapSize,
  9340. maxAttributes: maxAttributes,
  9341. maxVertexUniforms: maxVertexUniforms,
  9342. maxVaryings: maxVaryings,
  9343. maxFragmentUniforms: maxFragmentUniforms,
  9344. vertexTextures: vertexTextures,
  9345. floatFragmentTextures: floatFragmentTextures,
  9346. floatVertexTextures: floatVertexTextures,
  9347. maxSamples: maxSamples
  9348. };
  9349. }
  9350. /**
  9351. * @author tschw
  9352. */
  9353. function WebGLClipping() {
  9354. var scope = this,
  9355. globalState = null,
  9356. numGlobalPlanes = 0,
  9357. localClippingEnabled = false,
  9358. renderingShadows = false,
  9359. plane = new Plane(),
  9360. viewNormalMatrix = new Matrix3(),
  9361. uniform = { value: null, needsUpdate: false };
  9362. this.uniform = uniform;
  9363. this.numPlanes = 0;
  9364. this.numIntersection = 0;
  9365. this.init = function ( planes, enableLocalClipping, camera ) {
  9366. var enabled =
  9367. planes.length !== 0 ||
  9368. enableLocalClipping ||
  9369. // enable state of previous frame - the clipping code has to
  9370. // run another frame in order to reset the state:
  9371. numGlobalPlanes !== 0 ||
  9372. localClippingEnabled;
  9373. localClippingEnabled = enableLocalClipping;
  9374. globalState = projectPlanes( planes, camera, 0 );
  9375. numGlobalPlanes = planes.length;
  9376. return enabled;
  9377. };
  9378. this.beginShadows = function () {
  9379. renderingShadows = true;
  9380. projectPlanes( null );
  9381. };
  9382. this.endShadows = function () {
  9383. renderingShadows = false;
  9384. resetGlobalState();
  9385. };
  9386. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9387. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9388. // there's no local clipping
  9389. if ( renderingShadows ) {
  9390. // there's no global clipping
  9391. projectPlanes( null );
  9392. } else {
  9393. resetGlobalState();
  9394. }
  9395. } else {
  9396. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9397. lGlobal = nGlobal * 4,
  9398. dstArray = cache.clippingState || null;
  9399. uniform.value = dstArray; // ensure unique state
  9400. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9401. for ( var i = 0; i !== lGlobal; ++ i ) {
  9402. dstArray[ i ] = globalState[ i ];
  9403. }
  9404. cache.clippingState = dstArray;
  9405. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9406. this.numPlanes += nGlobal;
  9407. }
  9408. };
  9409. function resetGlobalState() {
  9410. if ( uniform.value !== globalState ) {
  9411. uniform.value = globalState;
  9412. uniform.needsUpdate = numGlobalPlanes > 0;
  9413. }
  9414. scope.numPlanes = numGlobalPlanes;
  9415. scope.numIntersection = 0;
  9416. }
  9417. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9418. var nPlanes = planes !== null ? planes.length : 0,
  9419. dstArray = null;
  9420. if ( nPlanes !== 0 ) {
  9421. dstArray = uniform.value;
  9422. if ( skipTransform !== true || dstArray === null ) {
  9423. var flatSize = dstOffset + nPlanes * 4,
  9424. viewMatrix = camera.matrixWorldInverse;
  9425. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9426. if ( dstArray === null || dstArray.length < flatSize ) {
  9427. dstArray = new Float32Array( flatSize );
  9428. }
  9429. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9430. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9431. plane.normal.toArray( dstArray, i4 );
  9432. dstArray[ i4 + 3 ] = plane.constant;
  9433. }
  9434. }
  9435. uniform.value = dstArray;
  9436. uniform.needsUpdate = true;
  9437. }
  9438. scope.numPlanes = nPlanes;
  9439. return dstArray;
  9440. }
  9441. }
  9442. /**
  9443. * @author mrdoob / http://mrdoob.com/
  9444. */
  9445. function WebGLExtensions( gl ) {
  9446. var extensions = {};
  9447. return {
  9448. get: function ( name ) {
  9449. if ( extensions[ name ] !== undefined ) {
  9450. return extensions[ name ];
  9451. }
  9452. var extension;
  9453. switch ( name ) {
  9454. case 'WEBGL_depth_texture':
  9455. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9456. break;
  9457. case 'EXT_texture_filter_anisotropic':
  9458. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9459. break;
  9460. case 'WEBGL_compressed_texture_s3tc':
  9461. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9462. break;
  9463. case 'WEBGL_compressed_texture_pvrtc':
  9464. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9465. break;
  9466. default:
  9467. extension = gl.getExtension( name );
  9468. }
  9469. if ( extension === null ) {
  9470. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9471. }
  9472. extensions[ name ] = extension;
  9473. return extension;
  9474. }
  9475. };
  9476. }
  9477. /**
  9478. * @author mrdoob / http://mrdoob.com/
  9479. */
  9480. function WebGLGeometries( gl, attributes, info ) {
  9481. var geometries = new WeakMap();
  9482. var wireframeAttributes = new WeakMap();
  9483. function onGeometryDispose( event ) {
  9484. var geometry = event.target;
  9485. var buffergeometry = geometries.get( geometry );
  9486. if ( buffergeometry.index !== null ) {
  9487. attributes.remove( buffergeometry.index );
  9488. }
  9489. for ( var name in buffergeometry.attributes ) {
  9490. attributes.remove( buffergeometry.attributes[ name ] );
  9491. }
  9492. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9493. geometries.delete( geometry );
  9494. var attribute = wireframeAttributes.get( buffergeometry );
  9495. if ( attribute ) {
  9496. attributes.remove( attribute );
  9497. wireframeAttributes.delete( buffergeometry );
  9498. }
  9499. //
  9500. info.memory.geometries --;
  9501. }
  9502. function get( object, geometry ) {
  9503. var buffergeometry = geometries.get( geometry );
  9504. if ( buffergeometry ) { return buffergeometry; }
  9505. geometry.addEventListener( 'dispose', onGeometryDispose );
  9506. if ( geometry.isBufferGeometry ) {
  9507. buffergeometry = geometry;
  9508. } else if ( geometry.isGeometry ) {
  9509. if ( geometry._bufferGeometry === undefined ) {
  9510. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9511. }
  9512. buffergeometry = geometry._bufferGeometry;
  9513. }
  9514. geometries.set( geometry, buffergeometry );
  9515. info.memory.geometries ++;
  9516. return buffergeometry;
  9517. }
  9518. function update( geometry ) {
  9519. var index = geometry.index;
  9520. var geometryAttributes = geometry.attributes;
  9521. if ( index !== null ) {
  9522. attributes.update( index, 34963 );
  9523. }
  9524. for ( var name in geometryAttributes ) {
  9525. attributes.update( geometryAttributes[ name ], 34962 );
  9526. }
  9527. // morph targets
  9528. var morphAttributes = geometry.morphAttributes;
  9529. for ( var name in morphAttributes ) {
  9530. var array = morphAttributes[ name ];
  9531. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9532. attributes.update( array[ i ], 34962 );
  9533. }
  9534. }
  9535. }
  9536. function updateWireframeAttribute( geometry ) {
  9537. var indices = [];
  9538. var geometryIndex = geometry.index;
  9539. var geometryPosition = geometry.attributes.position;
  9540. var version = 0;
  9541. if ( geometryIndex !== null ) {
  9542. var array = geometryIndex.array;
  9543. version = geometryIndex.version;
  9544. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9545. var a = array[ i + 0 ];
  9546. var b = array[ i + 1 ];
  9547. var c = array[ i + 2 ];
  9548. indices.push( a, b, b, c, c, a );
  9549. }
  9550. } else {
  9551. var array = geometryPosition.array;
  9552. version = geometryPosition.version;
  9553. for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
  9554. var a = i + 0;
  9555. var b = i + 1;
  9556. var c = i + 2;
  9557. indices.push( a, b, b, c, c, a );
  9558. }
  9559. }
  9560. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9561. attribute.version = version;
  9562. attributes.update( attribute, 34963 );
  9563. //
  9564. var previousAttribute = wireframeAttributes.get( geometry );
  9565. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9566. //
  9567. wireframeAttributes.set( geometry, attribute );
  9568. }
  9569. function getWireframeAttribute( geometry ) {
  9570. var currentAttribute = wireframeAttributes.get( geometry );
  9571. if ( currentAttribute ) {
  9572. var geometryIndex = geometry.index;
  9573. if ( geometryIndex !== null ) {
  9574. // if the attribute is obsolete, create a new one
  9575. if ( currentAttribute.version < geometryIndex.version ) {
  9576. updateWireframeAttribute( geometry );
  9577. }
  9578. }
  9579. } else {
  9580. updateWireframeAttribute( geometry );
  9581. }
  9582. return wireframeAttributes.get( geometry );
  9583. }
  9584. return {
  9585. get: get,
  9586. update: update,
  9587. getWireframeAttribute: getWireframeAttribute
  9588. };
  9589. }
  9590. /**
  9591. * @author mrdoob / http://mrdoob.com/
  9592. */
  9593. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9594. var isWebGL2 = capabilities.isWebGL2;
  9595. var mode;
  9596. function setMode( value ) {
  9597. mode = value;
  9598. }
  9599. var type, bytesPerElement;
  9600. function setIndex( value ) {
  9601. type = value.type;
  9602. bytesPerElement = value.bytesPerElement;
  9603. }
  9604. function render( start, count ) {
  9605. gl.drawElements( mode, count, type, start * bytesPerElement );
  9606. info.update( count, mode );
  9607. }
  9608. function renderInstances( geometry, start, count, primcount ) {
  9609. if ( primcount === 0 ) { return; }
  9610. var extension, methodName;
  9611. if ( isWebGL2 ) {
  9612. extension = gl;
  9613. methodName = 'drawElementsInstanced';
  9614. } else {
  9615. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9616. methodName = 'drawElementsInstancedANGLE';
  9617. if ( extension === null ) {
  9618. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9619. return;
  9620. }
  9621. }
  9622. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9623. info.update( count, mode, primcount );
  9624. }
  9625. //
  9626. this.setMode = setMode;
  9627. this.setIndex = setIndex;
  9628. this.render = render;
  9629. this.renderInstances = renderInstances;
  9630. }
  9631. /**
  9632. * @author Mugen87 / https://github.com/Mugen87
  9633. */
  9634. function WebGLInfo( gl ) {
  9635. var memory = {
  9636. geometries: 0,
  9637. textures: 0
  9638. };
  9639. var render = {
  9640. frame: 0,
  9641. calls: 0,
  9642. triangles: 0,
  9643. points: 0,
  9644. lines: 0
  9645. };
  9646. function update( count, mode, instanceCount ) {
  9647. instanceCount = instanceCount || 1;
  9648. render.calls ++;
  9649. switch ( mode ) {
  9650. case 4:
  9651. render.triangles += instanceCount * ( count / 3 );
  9652. break;
  9653. case 5:
  9654. case 6:
  9655. render.triangles += instanceCount * ( count - 2 );
  9656. break;
  9657. case 1:
  9658. render.lines += instanceCount * ( count / 2 );
  9659. break;
  9660. case 3:
  9661. render.lines += instanceCount * ( count - 1 );
  9662. break;
  9663. case 2:
  9664. render.lines += instanceCount * count;
  9665. break;
  9666. case 0:
  9667. render.points += instanceCount * count;
  9668. break;
  9669. default:
  9670. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  9671. break;
  9672. }
  9673. }
  9674. function reset() {
  9675. render.frame ++;
  9676. render.calls = 0;
  9677. render.triangles = 0;
  9678. render.points = 0;
  9679. render.lines = 0;
  9680. }
  9681. return {
  9682. memory: memory,
  9683. render: render,
  9684. programs: null,
  9685. autoReset: true,
  9686. reset: reset,
  9687. update: update
  9688. };
  9689. }
  9690. /**
  9691. * @author mrdoob / http://mrdoob.com/
  9692. */
  9693. function absNumericalSort( a, b ) {
  9694. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  9695. }
  9696. function WebGLMorphtargets( gl ) {
  9697. var influencesList = {};
  9698. var morphInfluences = new Float32Array( 8 );
  9699. function update( object, geometry, material, program ) {
  9700. var objectInfluences = object.morphTargetInfluences;
  9701. var length = objectInfluences.length;
  9702. var influences = influencesList[ geometry.id ];
  9703. if ( influences === undefined ) {
  9704. // initialise list
  9705. influences = [];
  9706. for ( var i = 0; i < length; i ++ ) {
  9707. influences[ i ] = [ i, 0 ];
  9708. }
  9709. influencesList[ geometry.id ] = influences;
  9710. }
  9711. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  9712. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  9713. // Remove current morphAttributes
  9714. for ( var i = 0; i < length; i ++ ) {
  9715. var influence = influences[ i ];
  9716. if ( influence[ 1 ] !== 0 ) {
  9717. if ( morphTargets ) { geometry.removeAttribute( 'morphTarget' + i ); }
  9718. if ( morphNormals ) { geometry.removeAttribute( 'morphNormal' + i ); }
  9719. }
  9720. }
  9721. // Collect influences
  9722. for ( var i = 0; i < length; i ++ ) {
  9723. var influence = influences[ i ];
  9724. influence[ 0 ] = i;
  9725. influence[ 1 ] = objectInfluences[ i ];
  9726. }
  9727. influences.sort( absNumericalSort );
  9728. // Add morphAttributes
  9729. for ( var i = 0; i < 8; i ++ ) {
  9730. var influence = influences[ i ];
  9731. if ( influence ) {
  9732. var index = influence[ 0 ];
  9733. var value = influence[ 1 ];
  9734. if ( value ) {
  9735. if ( morphTargets ) { geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] ); }
  9736. if ( morphNormals ) { geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] ); }
  9737. morphInfluences[ i ] = value;
  9738. continue;
  9739. }
  9740. }
  9741. morphInfluences[ i ] = 0;
  9742. }
  9743. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  9744. }
  9745. return {
  9746. update: update
  9747. };
  9748. }
  9749. /**
  9750. * @author mrdoob / http://mrdoob.com/
  9751. */
  9752. function WebGLObjects( gl, geometries, attributes, info ) {
  9753. var updateList = {};
  9754. function update( object ) {
  9755. var frame = info.render.frame;
  9756. var geometry = object.geometry;
  9757. var buffergeometry = geometries.get( object, geometry );
  9758. // Update once per frame
  9759. if ( updateList[ buffergeometry.id ] !== frame ) {
  9760. if ( geometry.isGeometry ) {
  9761. buffergeometry.updateFromObject( object );
  9762. }
  9763. geometries.update( buffergeometry );
  9764. updateList[ buffergeometry.id ] = frame;
  9765. }
  9766. if ( object.isInstancedMesh ) {
  9767. attributes.update( object.instanceMatrix, 34962 );
  9768. }
  9769. return buffergeometry;
  9770. }
  9771. function dispose() {
  9772. updateList = {};
  9773. }
  9774. return {
  9775. update: update,
  9776. dispose: dispose
  9777. };
  9778. }
  9779. /**
  9780. * @author mrdoob / http://mrdoob.com/
  9781. */
  9782. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  9783. images = images !== undefined ? images : [];
  9784. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  9785. format = format !== undefined ? format : RGBFormat;
  9786. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  9787. this.flipY = false;
  9788. }
  9789. CubeTexture.prototype = Object.create( Texture.prototype );
  9790. CubeTexture.prototype.constructor = CubeTexture;
  9791. CubeTexture.prototype.isCubeTexture = true;
  9792. Object.defineProperty( CubeTexture.prototype, 'images', {
  9793. get: function () {
  9794. return this.image;
  9795. },
  9796. set: function ( value ) {
  9797. this.image = value;
  9798. }
  9799. } );
  9800. /**
  9801. * @author Takahiro https://github.com/takahirox
  9802. */
  9803. function DataTexture2DArray( data, width, height, depth ) {
  9804. Texture.call( this, null );
  9805. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9806. this.magFilter = NearestFilter;
  9807. this.minFilter = NearestFilter;
  9808. this.wrapR = ClampToEdgeWrapping;
  9809. this.generateMipmaps = false;
  9810. this.flipY = false;
  9811. this.needsUpdate = true;
  9812. }
  9813. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  9814. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  9815. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  9816. /**
  9817. * @author Artur Trzesiok
  9818. */
  9819. function DataTexture3D( data, width, height, depth ) {
  9820. // We're going to add .setXXX() methods for setting properties later.
  9821. // Users can still set in DataTexture3D directly.
  9822. //
  9823. // var texture = new THREE.DataTexture3D( data, width, height, depth );
  9824. // texture.anisotropy = 16;
  9825. //
  9826. // See #14839
  9827. Texture.call( this, null );
  9828. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  9829. this.magFilter = NearestFilter;
  9830. this.minFilter = NearestFilter;
  9831. this.wrapR = ClampToEdgeWrapping;
  9832. this.generateMipmaps = false;
  9833. this.flipY = false;
  9834. this.needsUpdate = true;
  9835. }
  9836. DataTexture3D.prototype = Object.create( Texture.prototype );
  9837. DataTexture3D.prototype.constructor = DataTexture3D;
  9838. DataTexture3D.prototype.isDataTexture3D = true;
  9839. /**
  9840. * @author tschw
  9841. * @author Mugen87 / https://github.com/Mugen87
  9842. * @author mrdoob / http://mrdoob.com/
  9843. *
  9844. * Uniforms of a program.
  9845. * Those form a tree structure with a special top-level container for the root,
  9846. * which you get by calling 'new WebGLUniforms( gl, program )'.
  9847. *
  9848. *
  9849. * Properties of inner nodes including the top-level container:
  9850. *
  9851. * .seq - array of nested uniforms
  9852. * .map - nested uniforms by name
  9853. *
  9854. *
  9855. * Methods of all nodes except the top-level container:
  9856. *
  9857. * .setValue( gl, value, [textures] )
  9858. *
  9859. * uploads a uniform value(s)
  9860. * the 'textures' parameter is needed for sampler uniforms
  9861. *
  9862. *
  9863. * Static methods of the top-level container (textures factorizations):
  9864. *
  9865. * .upload( gl, seq, values, textures )
  9866. *
  9867. * sets uniforms in 'seq' to 'values[id].value'
  9868. *
  9869. * .seqWithValue( seq, values ) : filteredSeq
  9870. *
  9871. * filters 'seq' entries with corresponding entry in values
  9872. *
  9873. *
  9874. * Methods of the top-level container (textures factorizations):
  9875. *
  9876. * .setValue( gl, name, value, textures )
  9877. *
  9878. * sets uniform with name 'name' to 'value'
  9879. *
  9880. * .setOptional( gl, obj, prop )
  9881. *
  9882. * like .set for an optional property of the object
  9883. *
  9884. */
  9885. var emptyTexture = new Texture();
  9886. var emptyTexture2dArray = new DataTexture2DArray();
  9887. var emptyTexture3d = new DataTexture3D();
  9888. var emptyCubeTexture = new CubeTexture();
  9889. // --- Utilities ---
  9890. // Array Caches (provide typed arrays for temporary by size)
  9891. var arrayCacheF32 = [];
  9892. var arrayCacheI32 = [];
  9893. // Float32Array caches used for uploading Matrix uniforms
  9894. var mat4array = new Float32Array( 16 );
  9895. var mat3array = new Float32Array( 9 );
  9896. var mat2array = new Float32Array( 4 );
  9897. // Flattening for arrays of vectors and matrices
  9898. function flatten( array, nBlocks, blockSize ) {
  9899. var firstElem = array[ 0 ];
  9900. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  9901. // unoptimized: ! isNaN( firstElem )
  9902. // see http://jacksondunstan.com/articles/983
  9903. var n = nBlocks * blockSize,
  9904. r = arrayCacheF32[ n ];
  9905. if ( r === undefined ) {
  9906. r = new Float32Array( n );
  9907. arrayCacheF32[ n ] = r;
  9908. }
  9909. if ( nBlocks !== 0 ) {
  9910. firstElem.toArray( r, 0 );
  9911. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  9912. offset += blockSize;
  9913. array[ i ].toArray( r, offset );
  9914. }
  9915. }
  9916. return r;
  9917. }
  9918. function arraysEqual( a, b ) {
  9919. if ( a.length !== b.length ) { return false; }
  9920. for ( var i = 0, l = a.length; i < l; i ++ ) {
  9921. if ( a[ i ] !== b[ i ] ) { return false; }
  9922. }
  9923. return true;
  9924. }
  9925. function copyArray( a, b ) {
  9926. for ( var i = 0, l = b.length; i < l; i ++ ) {
  9927. a[ i ] = b[ i ];
  9928. }
  9929. }
  9930. // Texture unit allocation
  9931. function allocTexUnits( textures, n ) {
  9932. var r = arrayCacheI32[ n ];
  9933. if ( r === undefined ) {
  9934. r = new Int32Array( n );
  9935. arrayCacheI32[ n ] = r;
  9936. }
  9937. for ( var i = 0; i !== n; ++ i )
  9938. { r[ i ] = textures.allocateTextureUnit(); }
  9939. return r;
  9940. }
  9941. // --- Setters ---
  9942. // Note: Defining these methods externally, because they come in a bunch
  9943. // and this way their names minify.
  9944. // Single scalar
  9945. function setValueV1f( gl, v ) {
  9946. var cache = this.cache;
  9947. if ( cache[ 0 ] === v ) { return; }
  9948. gl.uniform1f( this.addr, v );
  9949. cache[ 0 ] = v;
  9950. }
  9951. // Single float vector (from flat array or THREE.VectorN)
  9952. function setValueV2f( gl, v ) {
  9953. var cache = this.cache;
  9954. if ( v.x !== undefined ) {
  9955. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  9956. gl.uniform2f( this.addr, v.x, v.y );
  9957. cache[ 0 ] = v.x;
  9958. cache[ 1 ] = v.y;
  9959. }
  9960. } else {
  9961. if ( arraysEqual( cache, v ) ) { return; }
  9962. gl.uniform2fv( this.addr, v );
  9963. copyArray( cache, v );
  9964. }
  9965. }
  9966. function setValueV3f( gl, v ) {
  9967. var cache = this.cache;
  9968. if ( v.x !== undefined ) {
  9969. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  9970. gl.uniform3f( this.addr, v.x, v.y, v.z );
  9971. cache[ 0 ] = v.x;
  9972. cache[ 1 ] = v.y;
  9973. cache[ 2 ] = v.z;
  9974. }
  9975. } else if ( v.r !== undefined ) {
  9976. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  9977. gl.uniform3f( this.addr, v.r, v.g, v.b );
  9978. cache[ 0 ] = v.r;
  9979. cache[ 1 ] = v.g;
  9980. cache[ 2 ] = v.b;
  9981. }
  9982. } else {
  9983. if ( arraysEqual( cache, v ) ) { return; }
  9984. gl.uniform3fv( this.addr, v );
  9985. copyArray( cache, v );
  9986. }
  9987. }
  9988. function setValueV4f( gl, v ) {
  9989. var cache = this.cache;
  9990. if ( v.x !== undefined ) {
  9991. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  9992. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  9993. cache[ 0 ] = v.x;
  9994. cache[ 1 ] = v.y;
  9995. cache[ 2 ] = v.z;
  9996. cache[ 3 ] = v.w;
  9997. }
  9998. } else {
  9999. if ( arraysEqual( cache, v ) ) { return; }
  10000. gl.uniform4fv( this.addr, v );
  10001. copyArray( cache, v );
  10002. }
  10003. }
  10004. // Single matrix (from flat array or MatrixN)
  10005. function setValueM2( gl, v ) {
  10006. var cache = this.cache;
  10007. var elements = v.elements;
  10008. if ( elements === undefined ) {
  10009. if ( arraysEqual( cache, v ) ) { return; }
  10010. gl.uniformMatrix2fv( this.addr, false, v );
  10011. copyArray( cache, v );
  10012. } else {
  10013. if ( arraysEqual( cache, elements ) ) { return; }
  10014. mat2array.set( elements );
  10015. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10016. copyArray( cache, elements );
  10017. }
  10018. }
  10019. function setValueM3( gl, v ) {
  10020. var cache = this.cache;
  10021. var elements = v.elements;
  10022. if ( elements === undefined ) {
  10023. if ( arraysEqual( cache, v ) ) { return; }
  10024. gl.uniformMatrix3fv( this.addr, false, v );
  10025. copyArray( cache, v );
  10026. } else {
  10027. if ( arraysEqual( cache, elements ) ) { return; }
  10028. mat3array.set( elements );
  10029. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10030. copyArray( cache, elements );
  10031. }
  10032. }
  10033. function setValueM4( gl, v ) {
  10034. var cache = this.cache;
  10035. var elements = v.elements;
  10036. if ( elements === undefined ) {
  10037. if ( arraysEqual( cache, v ) ) { return; }
  10038. gl.uniformMatrix4fv( this.addr, false, v );
  10039. copyArray( cache, v );
  10040. } else {
  10041. if ( arraysEqual( cache, elements ) ) { return; }
  10042. mat4array.set( elements );
  10043. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10044. copyArray( cache, elements );
  10045. }
  10046. }
  10047. // Single texture (2D / Cube)
  10048. function setValueT1( gl, v, textures ) {
  10049. var cache = this.cache;
  10050. var unit = textures.allocateTextureUnit();
  10051. if ( cache[ 0 ] !== unit ) {
  10052. gl.uniform1i( this.addr, unit );
  10053. cache[ 0 ] = unit;
  10054. }
  10055. textures.safeSetTexture2D( v || emptyTexture, unit );
  10056. }
  10057. function setValueT2DArray1( gl, v, textures ) {
  10058. var cache = this.cache;
  10059. var unit = textures.allocateTextureUnit();
  10060. if ( cache[ 0 ] !== unit ) {
  10061. gl.uniform1i( this.addr, unit );
  10062. cache[ 0 ] = unit;
  10063. }
  10064. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10065. }
  10066. function setValueT3D1( gl, v, textures ) {
  10067. var cache = this.cache;
  10068. var unit = textures.allocateTextureUnit();
  10069. if ( cache[ 0 ] !== unit ) {
  10070. gl.uniform1i( this.addr, unit );
  10071. cache[ 0 ] = unit;
  10072. }
  10073. textures.setTexture3D( v || emptyTexture3d, unit );
  10074. }
  10075. function setValueT6( gl, v, textures ) {
  10076. var cache = this.cache;
  10077. var unit = textures.allocateTextureUnit();
  10078. if ( cache[ 0 ] !== unit ) {
  10079. gl.uniform1i( this.addr, unit );
  10080. cache[ 0 ] = unit;
  10081. }
  10082. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10083. }
  10084. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10085. function setValueV1i( gl, v ) {
  10086. var cache = this.cache;
  10087. if ( cache[ 0 ] === v ) { return; }
  10088. gl.uniform1i( this.addr, v );
  10089. cache[ 0 ] = v;
  10090. }
  10091. function setValueV2i( gl, v ) {
  10092. var cache = this.cache;
  10093. if ( arraysEqual( cache, v ) ) { return; }
  10094. gl.uniform2iv( this.addr, v );
  10095. copyArray( cache, v );
  10096. }
  10097. function setValueV3i( gl, v ) {
  10098. var cache = this.cache;
  10099. if ( arraysEqual( cache, v ) ) { return; }
  10100. gl.uniform3iv( this.addr, v );
  10101. copyArray( cache, v );
  10102. }
  10103. function setValueV4i( gl, v ) {
  10104. var cache = this.cache;
  10105. if ( arraysEqual( cache, v ) ) { return; }
  10106. gl.uniform4iv( this.addr, v );
  10107. copyArray( cache, v );
  10108. }
  10109. // Helper to pick the right setter for the singular case
  10110. function getSingularSetter( type ) {
  10111. switch ( type ) {
  10112. case 0x1406: return setValueV1f; // FLOAT
  10113. case 0x8b50: return setValueV2f; // _VEC2
  10114. case 0x8b51: return setValueV3f; // _VEC3
  10115. case 0x8b52: return setValueV4f; // _VEC4
  10116. case 0x8b5a: return setValueM2; // _MAT2
  10117. case 0x8b5b: return setValueM3; // _MAT3
  10118. case 0x8b5c: return setValueM4; // _MAT4
  10119. case 0x8b5e: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
  10120. case 0x8b5f: return setValueT3D1; // SAMPLER_3D
  10121. case 0x8b60: return setValueT6; // SAMPLER_CUBE
  10122. case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
  10123. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10124. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10125. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10126. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10127. }
  10128. }
  10129. // Array of scalars
  10130. function setValueV1fArray( gl, v ) {
  10131. gl.uniform1fv( this.addr, v );
  10132. }
  10133. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10134. function setValueV1iArray( gl, v ) {
  10135. gl.uniform1iv( this.addr, v );
  10136. }
  10137. function setValueV2iArray( gl, v ) {
  10138. gl.uniform2iv( this.addr, v );
  10139. }
  10140. function setValueV3iArray( gl, v ) {
  10141. gl.uniform3iv( this.addr, v );
  10142. }
  10143. function setValueV4iArray( gl, v ) {
  10144. gl.uniform4iv( this.addr, v );
  10145. }
  10146. // Array of vectors (flat or from THREE classes)
  10147. function setValueV2fArray( gl, v ) {
  10148. var data = flatten( v, this.size, 2 );
  10149. gl.uniform2fv( this.addr, data );
  10150. }
  10151. function setValueV3fArray( gl, v ) {
  10152. var data = flatten( v, this.size, 3 );
  10153. gl.uniform3fv( this.addr, data );
  10154. }
  10155. function setValueV4fArray( gl, v ) {
  10156. var data = flatten( v, this.size, 4 );
  10157. gl.uniform4fv( this.addr, data );
  10158. }
  10159. // Array of matrices (flat or from THREE clases)
  10160. function setValueM2Array( gl, v ) {
  10161. var data = flatten( v, this.size, 4 );
  10162. gl.uniformMatrix2fv( this.addr, false, data );
  10163. }
  10164. function setValueM3Array( gl, v ) {
  10165. var data = flatten( v, this.size, 9 );
  10166. gl.uniformMatrix3fv( this.addr, false, data );
  10167. }
  10168. function setValueM4Array( gl, v ) {
  10169. var data = flatten( v, this.size, 16 );
  10170. gl.uniformMatrix4fv( this.addr, false, data );
  10171. }
  10172. // Array of textures (2D / Cube)
  10173. function setValueT1Array( gl, v, textures ) {
  10174. var n = v.length;
  10175. var units = allocTexUnits( textures, n );
  10176. gl.uniform1iv( this.addr, units );
  10177. for ( var i = 0; i !== n; ++ i ) {
  10178. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10179. }
  10180. }
  10181. function setValueT6Array( gl, v, textures ) {
  10182. var n = v.length;
  10183. var units = allocTexUnits( textures, n );
  10184. gl.uniform1iv( this.addr, units );
  10185. for ( var i = 0; i !== n; ++ i ) {
  10186. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10187. }
  10188. }
  10189. // Helper to pick the right setter for a pure (bottom-level) array
  10190. function getPureArraySetter( type ) {
  10191. switch ( type ) {
  10192. case 0x1406: return setValueV1fArray; // FLOAT
  10193. case 0x8b50: return setValueV2fArray; // _VEC2
  10194. case 0x8b51: return setValueV3fArray; // _VEC3
  10195. case 0x8b52: return setValueV4fArray; // _VEC4
  10196. case 0x8b5a: return setValueM2Array; // _MAT2
  10197. case 0x8b5b: return setValueM3Array; // _MAT3
  10198. case 0x8b5c: return setValueM4Array; // _MAT4
  10199. case 0x8b5e: return setValueT1Array; // SAMPLER_2D
  10200. case 0x8b60: return setValueT6Array; // SAMPLER_CUBE
  10201. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10202. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10203. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10204. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10205. }
  10206. }
  10207. // --- Uniform Classes ---
  10208. function SingleUniform( id, activeInfo, addr ) {
  10209. this.id = id;
  10210. this.addr = addr;
  10211. this.cache = [];
  10212. this.setValue = getSingularSetter( activeInfo.type );
  10213. // this.path = activeInfo.name; // DEBUG
  10214. }
  10215. function PureArrayUniform( id, activeInfo, addr ) {
  10216. this.id = id;
  10217. this.addr = addr;
  10218. this.cache = [];
  10219. this.size = activeInfo.size;
  10220. this.setValue = getPureArraySetter( activeInfo.type );
  10221. // this.path = activeInfo.name; // DEBUG
  10222. }
  10223. PureArrayUniform.prototype.updateCache = function ( data ) {
  10224. var cache = this.cache;
  10225. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10226. this.cache = new Float32Array( data.length );
  10227. }
  10228. copyArray( cache, data );
  10229. };
  10230. function StructuredUniform( id ) {
  10231. this.id = id;
  10232. this.seq = [];
  10233. this.map = {};
  10234. }
  10235. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10236. var seq = this.seq;
  10237. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10238. var u = seq[ i ];
  10239. u.setValue( gl, value[ u.id ], textures );
  10240. }
  10241. };
  10242. // --- Top-level ---
  10243. // Parser - builds up the property tree from the path strings
  10244. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10245. // extracts
  10246. // - the identifier (member name or array index)
  10247. // - followed by an optional right bracket (found when array index)
  10248. // - followed by an optional left bracket or dot (type of subscript)
  10249. //
  10250. // Note: These portions can be read in a non-overlapping fashion and
  10251. // allow straightforward parsing of the hierarchy that WebGL encodes
  10252. // in the uniform names.
  10253. function addUniform( container, uniformObject ) {
  10254. container.seq.push( uniformObject );
  10255. container.map[ uniformObject.id ] = uniformObject;
  10256. }
  10257. function parseUniform( activeInfo, addr, container ) {
  10258. var path = activeInfo.name,
  10259. pathLength = path.length;
  10260. // reset RegExp object, because of the early exit of a previous run
  10261. RePathPart.lastIndex = 0;
  10262. while ( true ) {
  10263. var match = RePathPart.exec( path ),
  10264. matchEnd = RePathPart.lastIndex,
  10265. id = match[ 1 ],
  10266. idIsIndex = match[ 2 ] === ']',
  10267. subscript = match[ 3 ];
  10268. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10269. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10270. // bare name or "pure" bottom-level array "[0]" suffix
  10271. addUniform( container, subscript === undefined ?
  10272. new SingleUniform( id, activeInfo, addr ) :
  10273. new PureArrayUniform( id, activeInfo, addr ) );
  10274. break;
  10275. } else {
  10276. // step into inner node / create it in case it doesn't exist
  10277. var map = container.map, next = map[ id ];
  10278. if ( next === undefined ) {
  10279. next = new StructuredUniform( id );
  10280. addUniform( container, next );
  10281. }
  10282. container = next;
  10283. }
  10284. }
  10285. }
  10286. // Root Container
  10287. function WebGLUniforms( gl, program ) {
  10288. this.seq = [];
  10289. this.map = {};
  10290. var n = gl.getProgramParameter( program, 35718 );
  10291. for ( var i = 0; i < n; ++ i ) {
  10292. var info = gl.getActiveUniform( program, i ),
  10293. addr = gl.getUniformLocation( program, info.name );
  10294. parseUniform( info, addr, this );
  10295. }
  10296. }
  10297. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10298. var u = this.map[ name ];
  10299. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10300. };
  10301. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10302. var v = object[ name ];
  10303. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10304. };
  10305. // Static interface
  10306. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10307. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10308. var u = seq[ i ],
  10309. v = values[ u.id ];
  10310. if ( v.needsUpdate !== false ) {
  10311. // note: always updating when .needsUpdate is undefined
  10312. u.setValue( gl, v.value, textures );
  10313. }
  10314. }
  10315. };
  10316. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10317. var r = [];
  10318. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10319. var u = seq[ i ];
  10320. if ( u.id in values ) { r.push( u ); }
  10321. }
  10322. return r;
  10323. };
  10324. /**
  10325. * @author mrdoob / http://mrdoob.com/
  10326. */
  10327. function WebGLShader( gl, type, string ) {
  10328. var shader = gl.createShader( type );
  10329. gl.shaderSource( shader, string );
  10330. gl.compileShader( shader );
  10331. return shader;
  10332. }
  10333. /**
  10334. * @author mrdoob / http://mrdoob.com/
  10335. */
  10336. var programIdCount = 0;
  10337. function addLineNumbers( string ) {
  10338. var lines = string.split( '\n' );
  10339. for ( var i = 0; i < lines.length; i ++ ) {
  10340. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10341. }
  10342. return lines.join( '\n' );
  10343. }
  10344. function getEncodingComponents( encoding ) {
  10345. switch ( encoding ) {
  10346. case LinearEncoding:
  10347. return [ 'Linear', '( value )' ];
  10348. case sRGBEncoding:
  10349. return [ 'sRGB', '( value )' ];
  10350. case RGBEEncoding:
  10351. return [ 'RGBE', '( value )' ];
  10352. case RGBM7Encoding:
  10353. return [ 'RGBM', '( value, 7.0 )' ];
  10354. case RGBM16Encoding:
  10355. return [ 'RGBM', '( value, 16.0 )' ];
  10356. case RGBDEncoding:
  10357. return [ 'RGBD', '( value, 256.0 )' ];
  10358. case GammaEncoding:
  10359. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10360. case LogLuvEncoding:
  10361. return [ 'LogLuv', '( value )' ];
  10362. default:
  10363. throw new Error( 'unsupported encoding: ' + encoding );
  10364. }
  10365. }
  10366. function getShaderErrors( gl, shader, type ) {
  10367. var status = gl.getShaderParameter( shader, 35713 );
  10368. var log = gl.getShaderInfoLog( shader ).trim();
  10369. if ( status && log === '' ) { return ''; }
  10370. // --enable-privileged-webgl-extension
  10371. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10372. var source = gl.getShaderSource( shader );
  10373. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10374. }
  10375. function getTexelDecodingFunction( functionName, encoding ) {
  10376. var components = getEncodingComponents( encoding );
  10377. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10378. }
  10379. function getTexelEncodingFunction( functionName, encoding ) {
  10380. var components = getEncodingComponents( encoding );
  10381. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10382. }
  10383. function getToneMappingFunction( functionName, toneMapping ) {
  10384. var toneMappingName;
  10385. switch ( toneMapping ) {
  10386. case LinearToneMapping:
  10387. toneMappingName = 'Linear';
  10388. break;
  10389. case ReinhardToneMapping:
  10390. toneMappingName = 'Reinhard';
  10391. break;
  10392. case Uncharted2ToneMapping:
  10393. toneMappingName = 'Uncharted2';
  10394. break;
  10395. case CineonToneMapping:
  10396. toneMappingName = 'OptimizedCineon';
  10397. break;
  10398. case ACESFilmicToneMapping:
  10399. toneMappingName = 'ACESFilmic';
  10400. break;
  10401. default:
  10402. throw new Error( 'unsupported toneMapping: ' + toneMapping );
  10403. }
  10404. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10405. }
  10406. function generateExtensions( extensions, parameters, rendererExtensions ) {
  10407. extensions = extensions || {};
  10408. var chunks = [
  10409. ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10410. ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
  10411. ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10412. ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10413. ];
  10414. return chunks.filter( filterEmptyLine ).join( '\n' );
  10415. }
  10416. function generateDefines( defines ) {
  10417. var chunks = [];
  10418. for ( var name in defines ) {
  10419. var value = defines[ name ];
  10420. if ( value === false ) { continue; }
  10421. chunks.push( '#define ' + name + ' ' + value );
  10422. }
  10423. return chunks.join( '\n' );
  10424. }
  10425. function fetchAttributeLocations( gl, program ) {
  10426. var attributes = {};
  10427. var n = gl.getProgramParameter( program, 35721 );
  10428. for ( var i = 0; i < n; i ++ ) {
  10429. var info = gl.getActiveAttrib( program, i );
  10430. var name = info.name;
  10431. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10432. attributes[ name ] = gl.getAttribLocation( program, name );
  10433. }
  10434. return attributes;
  10435. }
  10436. function filterEmptyLine( string ) {
  10437. return string !== '';
  10438. }
  10439. function replaceLightNums( string, parameters ) {
  10440. return string
  10441. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10442. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10443. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10444. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10445. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10446. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10447. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10448. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10449. }
  10450. function replaceClippingPlaneNums( string, parameters ) {
  10451. return string
  10452. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10453. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10454. }
  10455. // Resolve Includes
  10456. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10457. function resolveIncludes( string ) {
  10458. return string.replace( includePattern, includeReplacer );
  10459. }
  10460. function includeReplacer( match, include ) {
  10461. var string = ShaderChunk[ include ];
  10462. if ( string === undefined ) {
  10463. throw new Error( 'Can not resolve #include <' + include + '>' );
  10464. }
  10465. return resolveIncludes( string );
  10466. }
  10467. // Unroll Loops
  10468. var loopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10469. function unrollLoops( string ) {
  10470. return string.replace( loopPattern, loopReplacer );
  10471. }
  10472. function loopReplacer( match, start, end, snippet ) {
  10473. var string = '';
  10474. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10475. string += snippet
  10476. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10477. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10478. }
  10479. return string;
  10480. }
  10481. //
  10482. function generatePrecision( parameters ) {
  10483. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10484. if ( parameters.precision === "highp" ) {
  10485. precisionstring += "\n#define HIGH_PRECISION";
  10486. } else if ( parameters.precision === "mediump" ) {
  10487. precisionstring += "\n#define MEDIUM_PRECISION";
  10488. } else if ( parameters.precision === "lowp" ) {
  10489. precisionstring += "\n#define LOW_PRECISION";
  10490. }
  10491. return precisionstring;
  10492. }
  10493. function generateShadowMapTypeDefine( parameters ) {
  10494. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10495. if ( parameters.shadowMapType === PCFShadowMap ) {
  10496. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10497. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10498. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10499. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10500. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10501. }
  10502. return shadowMapTypeDefine;
  10503. }
  10504. function generateEnvMapTypeDefine( parameters ) {
  10505. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10506. if ( parameters.envMap ) {
  10507. switch ( parameters.envMapMode ) {
  10508. case CubeReflectionMapping:
  10509. case CubeRefractionMapping:
  10510. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10511. break;
  10512. case CubeUVReflectionMapping:
  10513. case CubeUVRefractionMapping:
  10514. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10515. break;
  10516. case EquirectangularReflectionMapping:
  10517. case EquirectangularRefractionMapping:
  10518. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10519. break;
  10520. case SphericalReflectionMapping:
  10521. envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
  10522. break;
  10523. }
  10524. }
  10525. return envMapTypeDefine;
  10526. }
  10527. function generateEnvMapModeDefine( parameters ) {
  10528. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10529. if ( parameters.envMap ) {
  10530. switch ( parameters.envMapMode ) {
  10531. case CubeRefractionMapping:
  10532. case EquirectangularRefractionMapping:
  10533. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10534. break;
  10535. }
  10536. }
  10537. return envMapModeDefine;
  10538. }
  10539. function generateEnvMapBlendingDefine( parameters ) {
  10540. var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10541. if ( parameters.envMap ) {
  10542. switch ( parameters.combine ) {
  10543. case MultiplyOperation:
  10544. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10545. break;
  10546. case MixOperation:
  10547. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10548. break;
  10549. case AddOperation:
  10550. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10551. break;
  10552. }
  10553. }
  10554. return envMapBlendingDefine;
  10555. }
  10556. function WebGLProgram( renderer, extensions, code, material, shader, parameters ) {
  10557. var gl = renderer.getContext();
  10558. var defines = material.defines;
  10559. var vertexShader = shader.vertexShader;
  10560. var fragmentShader = shader.fragmentShader;
  10561. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10562. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10563. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10564. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10565. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10566. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
  10567. var customDefines = generateDefines( defines );
  10568. var program = gl.createProgram();
  10569. var prefixVertex, prefixFragment;
  10570. var numMultiviewViews = parameters.numMultiviewViews;
  10571. if ( material.isRawShaderMaterial ) {
  10572. prefixVertex = [
  10573. customDefines
  10574. ].filter( filterEmptyLine ).join( '\n' );
  10575. if ( prefixVertex.length > 0 ) {
  10576. prefixVertex += '\n';
  10577. }
  10578. prefixFragment = [
  10579. customExtensions,
  10580. customDefines
  10581. ].filter( filterEmptyLine ).join( '\n' );
  10582. if ( prefixFragment.length > 0 ) {
  10583. prefixFragment += '\n';
  10584. }
  10585. } else {
  10586. prefixVertex = [
  10587. generatePrecision( parameters ),
  10588. '#define SHADER_NAME ' + shader.name,
  10589. customDefines,
  10590. parameters.instancing ? '#define USE_INSTANCING' : '',
  10591. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10592. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10593. '#define MAX_BONES ' + parameters.maxBones,
  10594. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10595. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10596. parameters.map ? '#define USE_MAP' : '',
  10597. parameters.envMap ? '#define USE_ENVMAP' : '',
  10598. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10599. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10600. parameters.aoMap ? '#define USE_AOMAP' : '',
  10601. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10602. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10603. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10604. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10605. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10606. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10607. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10608. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10609. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10610. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10611. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10612. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10613. parameters.vertexColors ? '#define USE_COLOR' : '',
  10614. parameters.vertexUvs ? '#define USE_UV' : '',
  10615. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10616. parameters.skinning ? '#define USE_SKINNING' : '',
  10617. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  10618. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  10619. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  10620. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10621. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10622. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10623. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10624. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  10625. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10626. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10627. 'uniform mat4 modelMatrix;',
  10628. 'uniform mat4 modelViewMatrix;',
  10629. 'uniform mat4 projectionMatrix;',
  10630. 'uniform mat4 viewMatrix;',
  10631. 'uniform mat3 normalMatrix;',
  10632. 'uniform vec3 cameraPosition;',
  10633. '#ifdef USE_INSTANCING',
  10634. ' attribute mat4 instanceMatrix;',
  10635. '#endif',
  10636. 'attribute vec3 position;',
  10637. 'attribute vec3 normal;',
  10638. 'attribute vec2 uv;',
  10639. '#ifdef USE_TANGENT',
  10640. ' attribute vec4 tangent;',
  10641. '#endif',
  10642. '#ifdef USE_COLOR',
  10643. ' attribute vec3 color;',
  10644. '#endif',
  10645. '#ifdef USE_MORPHTARGETS',
  10646. ' attribute vec3 morphTarget0;',
  10647. ' attribute vec3 morphTarget1;',
  10648. ' attribute vec3 morphTarget2;',
  10649. ' attribute vec3 morphTarget3;',
  10650. ' #ifdef USE_MORPHNORMALS',
  10651. ' attribute vec3 morphNormal0;',
  10652. ' attribute vec3 morphNormal1;',
  10653. ' attribute vec3 morphNormal2;',
  10654. ' attribute vec3 morphNormal3;',
  10655. ' #else',
  10656. ' attribute vec3 morphTarget4;',
  10657. ' attribute vec3 morphTarget5;',
  10658. ' attribute vec3 morphTarget6;',
  10659. ' attribute vec3 morphTarget7;',
  10660. ' #endif',
  10661. '#endif',
  10662. '#ifdef USE_SKINNING',
  10663. ' attribute vec4 skinIndex;',
  10664. ' attribute vec4 skinWeight;',
  10665. '#endif',
  10666. '\n'
  10667. ].filter( filterEmptyLine ).join( '\n' );
  10668. prefixFragment = [
  10669. customExtensions,
  10670. generatePrecision( parameters ),
  10671. '#define SHADER_NAME ' + shader.name,
  10672. customDefines,
  10673. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  10674. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10675. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10676. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10677. parameters.map ? '#define USE_MAP' : '',
  10678. parameters.matcap ? '#define USE_MATCAP' : '',
  10679. parameters.envMap ? '#define USE_ENVMAP' : '',
  10680. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  10681. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10682. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  10683. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10684. parameters.aoMap ? '#define USE_AOMAP' : '',
  10685. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10686. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10687. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10688. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10689. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10690. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10691. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10692. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10693. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10694. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10695. parameters.sheen ? '#define USE_SHEEN' : '',
  10696. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10697. parameters.vertexColors ? '#define USE_COLOR' : '',
  10698. parameters.vertexUvs ? '#define USE_UV' : '',
  10699. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  10700. parameters.flatShading ? '#define FLAT_SHADED' : '',
  10701. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  10702. parameters.flipSided ? '#define FLIP_SIDED' : '',
  10703. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  10704. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  10705. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  10706. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  10707. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  10708. parameters.logarithmicDepthBuffer && ( parameters.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  10709. ( ( material.extensions ? material.extensions.shaderTextureLOD : false ) || parameters.envMap ) && ( parameters.isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) ) ? '#define TEXTURE_LOD_EXT' : '',
  10710. 'uniform mat4 viewMatrix;',
  10711. 'uniform vec3 cameraPosition;',
  10712. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  10713. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  10714. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  10715. parameters.dithering ? '#define DITHERING' : '',
  10716. ( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
  10717. ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
  10718. parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  10719. parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  10720. parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  10721. parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  10722. parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
  10723. parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
  10724. '\n'
  10725. ].filter( filterEmptyLine ).join( '\n' );
  10726. }
  10727. vertexShader = resolveIncludes( vertexShader );
  10728. vertexShader = replaceLightNums( vertexShader, parameters );
  10729. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  10730. fragmentShader = resolveIncludes( fragmentShader );
  10731. fragmentShader = replaceLightNums( fragmentShader, parameters );
  10732. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  10733. vertexShader = unrollLoops( vertexShader );
  10734. fragmentShader = unrollLoops( fragmentShader );
  10735. if ( parameters.isWebGL2 && ! material.isRawShaderMaterial ) {
  10736. var isGLSL3ShaderMaterial = false;
  10737. var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
  10738. if ( material.isShaderMaterial &&
  10739. vertexShader.match( versionRegex ) !== null &&
  10740. fragmentShader.match( versionRegex ) !== null ) {
  10741. isGLSL3ShaderMaterial = true;
  10742. vertexShader = vertexShader.replace( versionRegex, '' );
  10743. fragmentShader = fragmentShader.replace( versionRegex, '' );
  10744. }
  10745. // GLSL 3.0 conversion
  10746. prefixVertex = [
  10747. '#version 300 es\n',
  10748. '#define attribute in',
  10749. '#define varying out',
  10750. '#define texture2D texture'
  10751. ].join( '\n' ) + '\n' + prefixVertex;
  10752. prefixFragment = [
  10753. '#version 300 es\n',
  10754. '#define varying in',
  10755. isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
  10756. isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
  10757. '#define gl_FragDepthEXT gl_FragDepth',
  10758. '#define texture2D texture',
  10759. '#define textureCube texture',
  10760. '#define texture2DProj textureProj',
  10761. '#define texture2DLodEXT textureLod',
  10762. '#define texture2DProjLodEXT textureProjLod',
  10763. '#define textureCubeLodEXT textureLod',
  10764. '#define texture2DGradEXT textureGrad',
  10765. '#define texture2DProjGradEXT textureProjGrad',
  10766. '#define textureCubeGradEXT textureGrad'
  10767. ].join( '\n' ) + '\n' + prefixFragment;
  10768. // Multiview
  10769. if ( numMultiviewViews > 0 ) {
  10770. prefixVertex = prefixVertex.replace(
  10771. '#version 300 es\n',
  10772. [
  10773. '#version 300 es\n',
  10774. '#extension GL_OVR_multiview2 : require',
  10775. 'layout(num_views = ' + numMultiviewViews + ') in;',
  10776. '#define VIEW_ID gl_ViewID_OVR'
  10777. ].join( '\n' )
  10778. );
  10779. prefixVertex = prefixVertex.replace(
  10780. [
  10781. 'uniform mat4 modelViewMatrix;',
  10782. 'uniform mat4 projectionMatrix;',
  10783. 'uniform mat4 viewMatrix;',
  10784. 'uniform mat3 normalMatrix;'
  10785. ].join( '\n' ),
  10786. [
  10787. 'uniform mat4 modelViewMatrices[' + numMultiviewViews + '];',
  10788. 'uniform mat4 projectionMatrices[' + numMultiviewViews + '];',
  10789. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10790. 'uniform mat3 normalMatrices[' + numMultiviewViews + '];',
  10791. '#define modelViewMatrix modelViewMatrices[VIEW_ID]',
  10792. '#define projectionMatrix projectionMatrices[VIEW_ID]',
  10793. '#define viewMatrix viewMatrices[VIEW_ID]',
  10794. '#define normalMatrix normalMatrices[VIEW_ID]'
  10795. ].join( '\n' )
  10796. );
  10797. prefixFragment = prefixFragment.replace(
  10798. '#version 300 es\n',
  10799. [
  10800. '#version 300 es\n',
  10801. '#extension GL_OVR_multiview2 : require',
  10802. '#define VIEW_ID gl_ViewID_OVR'
  10803. ].join( '\n' )
  10804. );
  10805. prefixFragment = prefixFragment.replace(
  10806. 'uniform mat4 viewMatrix;',
  10807. [
  10808. 'uniform mat4 viewMatrices[' + numMultiviewViews + '];',
  10809. '#define viewMatrix viewMatrices[VIEW_ID]'
  10810. ].join( '\n' )
  10811. );
  10812. }
  10813. }
  10814. var vertexGlsl = prefixVertex + vertexShader;
  10815. var fragmentGlsl = prefixFragment + fragmentShader;
  10816. // console.log( '*VERTEX*', vertexGlsl );
  10817. // console.log( '*FRAGMENT*', fragmentGlsl );
  10818. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  10819. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  10820. gl.attachShader( program, glVertexShader );
  10821. gl.attachShader( program, glFragmentShader );
  10822. // Force a particular attribute to index 0.
  10823. if ( material.index0AttributeName !== undefined ) {
  10824. gl.bindAttribLocation( program, 0, material.index0AttributeName );
  10825. } else if ( parameters.morphTargets === true ) {
  10826. // programs with morphTargets displace position out of attribute 0
  10827. gl.bindAttribLocation( program, 0, 'position' );
  10828. }
  10829. gl.linkProgram( program );
  10830. // check for link errors
  10831. if ( renderer.debug.checkShaderErrors ) {
  10832. var programLog = gl.getProgramInfoLog( program ).trim();
  10833. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  10834. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  10835. var runnable = true;
  10836. var haveDiagnostics = true;
  10837. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  10838. runnable = false;
  10839. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  10840. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  10841. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  10842. } else if ( programLog !== '' ) {
  10843. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  10844. } else if ( vertexLog === '' || fragmentLog === '' ) {
  10845. haveDiagnostics = false;
  10846. }
  10847. if ( haveDiagnostics ) {
  10848. this.diagnostics = {
  10849. runnable: runnable,
  10850. material: material,
  10851. programLog: programLog,
  10852. vertexShader: {
  10853. log: vertexLog,
  10854. prefix: prefixVertex
  10855. },
  10856. fragmentShader: {
  10857. log: fragmentLog,
  10858. prefix: prefixFragment
  10859. }
  10860. };
  10861. }
  10862. }
  10863. // clean up
  10864. gl.deleteShader( glVertexShader );
  10865. gl.deleteShader( glFragmentShader );
  10866. // set up caching for uniform locations
  10867. var cachedUniforms;
  10868. this.getUniforms = function () {
  10869. if ( cachedUniforms === undefined ) {
  10870. cachedUniforms = new WebGLUniforms( gl, program );
  10871. }
  10872. return cachedUniforms;
  10873. };
  10874. // set up caching for attribute locations
  10875. var cachedAttributes;
  10876. this.getAttributes = function () {
  10877. if ( cachedAttributes === undefined ) {
  10878. cachedAttributes = fetchAttributeLocations( gl, program );
  10879. }
  10880. return cachedAttributes;
  10881. };
  10882. // free resource
  10883. this.destroy = function () {
  10884. gl.deleteProgram( program );
  10885. this.program = undefined;
  10886. };
  10887. //
  10888. this.name = shader.name;
  10889. this.id = programIdCount ++;
  10890. this.code = code;
  10891. this.usedTimes = 1;
  10892. this.program = program;
  10893. this.vertexShader = glVertexShader;
  10894. this.fragmentShader = glFragmentShader;
  10895. this.numMultiviewViews = numMultiviewViews;
  10896. return this;
  10897. }
  10898. /**
  10899. * @author mrdoob / http://mrdoob.com/
  10900. */
  10901. function WebGLPrograms( renderer, extensions, capabilities ) {
  10902. var programs = [];
  10903. var isWebGL2 = capabilities.isWebGL2;
  10904. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  10905. var floatVertexTextures = capabilities.floatVertexTextures;
  10906. var precision = capabilities.precision;
  10907. var maxVertexUniforms = capabilities.maxVertexUniforms;
  10908. var vertexTextures = capabilities.vertexTextures;
  10909. var shaderIDs = {
  10910. MeshDepthMaterial: 'depth',
  10911. MeshDistanceMaterial: 'distanceRGBA',
  10912. MeshNormalMaterial: 'normal',
  10913. MeshBasicMaterial: 'basic',
  10914. MeshLambertMaterial: 'lambert',
  10915. MeshPhongMaterial: 'phong',
  10916. MeshToonMaterial: 'phong',
  10917. MeshStandardMaterial: 'physical',
  10918. MeshPhysicalMaterial: 'physical',
  10919. MeshMatcapMaterial: 'matcap',
  10920. LineBasicMaterial: 'basic',
  10921. LineDashedMaterial: 'dashed',
  10922. PointsMaterial: 'points',
  10923. ShadowMaterial: 'shadow',
  10924. SpriteMaterial: 'sprite'
  10925. };
  10926. var parameterNames = [
  10927. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing", "numMultiviewViews",
  10928. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  10929. "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  10930. "roughnessMap", "metalnessMap", "gradientMap",
  10931. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "fog", "useFog", "fogExp2",
  10932. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  10933. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  10934. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  10935. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  10936. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  10937. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  10938. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  10939. "sheen"
  10940. ];
  10941. function allocateBones( object ) {
  10942. var skeleton = object.skeleton;
  10943. var bones = skeleton.bones;
  10944. if ( floatVertexTextures ) {
  10945. return 1024;
  10946. } else {
  10947. // default for when object is not specified
  10948. // ( for example when prebuilding shader to be used with multiple objects )
  10949. //
  10950. // - leave some extra space for other uniforms
  10951. // - limit here is ANGLE's 254 max uniform vectors
  10952. // (up to 54 should be safe)
  10953. var nVertexUniforms = maxVertexUniforms;
  10954. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  10955. var maxBones = Math.min( nVertexMatrices, bones.length );
  10956. if ( maxBones < bones.length ) {
  10957. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  10958. return 0;
  10959. }
  10960. return maxBones;
  10961. }
  10962. }
  10963. function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
  10964. var encoding;
  10965. if ( ! map ) {
  10966. encoding = LinearEncoding;
  10967. } else if ( map.isTexture ) {
  10968. encoding = map.encoding;
  10969. } else if ( map.isWebGLRenderTarget ) {
  10970. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  10971. encoding = map.texture.encoding;
  10972. }
  10973. // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
  10974. if ( encoding === LinearEncoding && gammaOverrideLinear ) {
  10975. encoding = GammaEncoding;
  10976. }
  10977. return encoding;
  10978. }
  10979. this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
  10980. var shaderID = shaderIDs[ material.type ];
  10981. // heuristics to create shader parameters according to lights in the scene
  10982. // (not to blow over maxLights budget)
  10983. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  10984. if ( material.precision !== null ) {
  10985. precision = capabilities.getMaxPrecision( material.precision );
  10986. if ( precision !== material.precision ) {
  10987. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  10988. }
  10989. }
  10990. var currentRenderTarget = renderer.getRenderTarget();
  10991. var numMultiviewViews = currentRenderTarget && currentRenderTarget.isWebGLMultiviewRenderTarget ? currentRenderTarget.numViews : 0;
  10992. var parameters = {
  10993. isWebGL2: isWebGL2,
  10994. shaderID: shaderID,
  10995. precision: precision,
  10996. instancing: object.isInstancedMesh === true,
  10997. supportsVertexTextures: vertexTextures,
  10998. numMultiviewViews: numMultiviewViews,
  10999. outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
  11000. map: !! material.map,
  11001. mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
  11002. matcap: !! material.matcap,
  11003. matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
  11004. envMap: !! material.envMap,
  11005. envMapMode: material.envMap && material.envMap.mapping,
  11006. envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
  11007. envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
  11008. lightMap: !! material.lightMap,
  11009. aoMap: !! material.aoMap,
  11010. emissiveMap: !! material.emissiveMap,
  11011. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
  11012. bumpMap: !! material.bumpMap,
  11013. normalMap: !! material.normalMap,
  11014. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11015. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11016. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11017. displacementMap: !! material.displacementMap,
  11018. roughnessMap: !! material.roughnessMap,
  11019. metalnessMap: !! material.metalnessMap,
  11020. specularMap: !! material.specularMap,
  11021. alphaMap: !! material.alphaMap,
  11022. gradientMap: !! material.gradientMap,
  11023. sheen: !! material.sheen,
  11024. combine: material.combine,
  11025. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11026. vertexColors: material.vertexColors,
  11027. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap,
  11028. fog: !! fog,
  11029. useFog: material.fog,
  11030. fogExp2: ( fog && fog.isFogExp2 ),
  11031. flatShading: material.flatShading,
  11032. sizeAttenuation: material.sizeAttenuation,
  11033. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11034. skinning: material.skinning && maxBones > 0,
  11035. maxBones: maxBones,
  11036. useVertexTexture: floatVertexTextures,
  11037. morphTargets: material.morphTargets,
  11038. morphNormals: material.morphNormals,
  11039. maxMorphTargets: renderer.maxMorphTargets,
  11040. maxMorphNormals: renderer.maxMorphNormals,
  11041. numDirLights: lights.directional.length,
  11042. numPointLights: lights.point.length,
  11043. numSpotLights: lights.spot.length,
  11044. numRectAreaLights: lights.rectArea.length,
  11045. numHemiLights: lights.hemi.length,
  11046. numDirLightShadows: lights.directionalShadowMap.length,
  11047. numPointLightShadows: lights.pointShadowMap.length,
  11048. numSpotLightShadows: lights.spotShadowMap.length,
  11049. numClippingPlanes: nClipPlanes,
  11050. numClipIntersection: nClipIntersection,
  11051. dithering: material.dithering,
  11052. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11053. shadowMapType: renderer.shadowMap.type,
  11054. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11055. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11056. premultipliedAlpha: material.premultipliedAlpha,
  11057. alphaTest: material.alphaTest,
  11058. doubleSided: material.side === DoubleSide,
  11059. flipSided: material.side === BackSide,
  11060. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false
  11061. };
  11062. return parameters;
  11063. };
  11064. this.getProgramCode = function ( material, parameters ) {
  11065. var array = [];
  11066. if ( parameters.shaderID ) {
  11067. array.push( parameters.shaderID );
  11068. } else {
  11069. array.push( material.fragmentShader );
  11070. array.push( material.vertexShader );
  11071. }
  11072. if ( material.defines !== undefined ) {
  11073. for ( var name in material.defines ) {
  11074. array.push( name );
  11075. array.push( material.defines[ name ] );
  11076. }
  11077. }
  11078. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11079. array.push( parameters[ parameterNames[ i ] ] );
  11080. }
  11081. array.push( material.onBeforeCompile.toString() );
  11082. array.push( renderer.gammaOutput );
  11083. array.push( renderer.gammaFactor );
  11084. return array.join();
  11085. };
  11086. this.acquireProgram = function ( material, shader, parameters, code ) {
  11087. var program;
  11088. // Check if code has been already compiled
  11089. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11090. var programInfo = programs[ p ];
  11091. if ( programInfo.code === code ) {
  11092. program = programInfo;
  11093. ++ program.usedTimes;
  11094. break;
  11095. }
  11096. }
  11097. if ( program === undefined ) {
  11098. program = new WebGLProgram( renderer, extensions, code, material, shader, parameters );
  11099. programs.push( program );
  11100. }
  11101. return program;
  11102. };
  11103. this.releaseProgram = function ( program ) {
  11104. if ( -- program.usedTimes === 0 ) {
  11105. // Remove from unordered set
  11106. var i = programs.indexOf( program );
  11107. programs[ i ] = programs[ programs.length - 1 ];
  11108. programs.pop();
  11109. // Free WebGL resources
  11110. program.destroy();
  11111. }
  11112. };
  11113. // Exposed for resource monitoring & error feedback via renderer.info:
  11114. this.programs = programs;
  11115. }
  11116. /**
  11117. * @author fordacious / fordacious.github.io
  11118. */
  11119. function WebGLProperties() {
  11120. var properties = new WeakMap();
  11121. function get( object ) {
  11122. var map = properties.get( object );
  11123. if ( map === undefined ) {
  11124. map = {};
  11125. properties.set( object, map );
  11126. }
  11127. return map;
  11128. }
  11129. function remove( object ) {
  11130. properties.delete( object );
  11131. }
  11132. function update( object, key, value ) {
  11133. properties.get( object )[ key ] = value;
  11134. }
  11135. function dispose() {
  11136. properties = new WeakMap();
  11137. }
  11138. return {
  11139. get: get,
  11140. remove: remove,
  11141. update: update,
  11142. dispose: dispose
  11143. };
  11144. }
  11145. /**
  11146. * @author mrdoob / http://mrdoob.com/
  11147. */
  11148. function painterSortStable( a, b ) {
  11149. if ( a.groupOrder !== b.groupOrder ) {
  11150. return a.groupOrder - b.groupOrder;
  11151. } else if ( a.renderOrder !== b.renderOrder ) {
  11152. return a.renderOrder - b.renderOrder;
  11153. } else if ( a.program !== b.program ) {
  11154. return a.program.id - b.program.id;
  11155. } else if ( a.material.id !== b.material.id ) {
  11156. return a.material.id - b.material.id;
  11157. } else if ( a.z !== b.z ) {
  11158. return a.z - b.z;
  11159. } else {
  11160. return a.id - b.id;
  11161. }
  11162. }
  11163. function reversePainterSortStable( a, b ) {
  11164. if ( a.groupOrder !== b.groupOrder ) {
  11165. return a.groupOrder - b.groupOrder;
  11166. } else if ( a.renderOrder !== b.renderOrder ) {
  11167. return a.renderOrder - b.renderOrder;
  11168. } else if ( a.z !== b.z ) {
  11169. return b.z - a.z;
  11170. } else {
  11171. return a.id - b.id;
  11172. }
  11173. }
  11174. function WebGLRenderList() {
  11175. var renderItems = [];
  11176. var renderItemsIndex = 0;
  11177. var opaque = [];
  11178. var transparent = [];
  11179. var defaultProgram = { id: - 1 };
  11180. function init() {
  11181. renderItemsIndex = 0;
  11182. opaque.length = 0;
  11183. transparent.length = 0;
  11184. }
  11185. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11186. var renderItem = renderItems[ renderItemsIndex ];
  11187. if ( renderItem === undefined ) {
  11188. renderItem = {
  11189. id: object.id,
  11190. object: object,
  11191. geometry: geometry,
  11192. material: material,
  11193. program: material.program || defaultProgram,
  11194. groupOrder: groupOrder,
  11195. renderOrder: object.renderOrder,
  11196. z: z,
  11197. group: group
  11198. };
  11199. renderItems[ renderItemsIndex ] = renderItem;
  11200. } else {
  11201. renderItem.id = object.id;
  11202. renderItem.object = object;
  11203. renderItem.geometry = geometry;
  11204. renderItem.material = material;
  11205. renderItem.program = material.program || defaultProgram;
  11206. renderItem.groupOrder = groupOrder;
  11207. renderItem.renderOrder = object.renderOrder;
  11208. renderItem.z = z;
  11209. renderItem.group = group;
  11210. }
  11211. renderItemsIndex ++;
  11212. return renderItem;
  11213. }
  11214. function push( object, geometry, material, groupOrder, z, group ) {
  11215. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11216. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11217. }
  11218. function unshift( object, geometry, material, groupOrder, z, group ) {
  11219. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11220. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11221. }
  11222. function sort() {
  11223. if ( opaque.length > 1 ) { opaque.sort( painterSortStable ); }
  11224. if ( transparent.length > 1 ) { transparent.sort( reversePainterSortStable ); }
  11225. }
  11226. return {
  11227. opaque: opaque,
  11228. transparent: transparent,
  11229. init: init,
  11230. push: push,
  11231. unshift: unshift,
  11232. sort: sort
  11233. };
  11234. }
  11235. function WebGLRenderLists() {
  11236. var lists = new WeakMap();
  11237. function onSceneDispose( event ) {
  11238. var scene = event.target;
  11239. scene.removeEventListener( 'dispose', onSceneDispose );
  11240. lists.delete( scene );
  11241. }
  11242. function get( scene, camera ) {
  11243. var cameras = lists.get( scene );
  11244. var list;
  11245. if ( cameras === undefined ) {
  11246. list = new WebGLRenderList();
  11247. lists.set( scene, new WeakMap() );
  11248. lists.get( scene ).set( camera, list );
  11249. scene.addEventListener( 'dispose', onSceneDispose );
  11250. } else {
  11251. list = cameras.get( camera );
  11252. if ( list === undefined ) {
  11253. list = new WebGLRenderList();
  11254. cameras.set( camera, list );
  11255. }
  11256. }
  11257. return list;
  11258. }
  11259. function dispose() {
  11260. lists = new WeakMap();
  11261. }
  11262. return {
  11263. get: get,
  11264. dispose: dispose
  11265. };
  11266. }
  11267. /**
  11268. * @author mrdoob / http://mrdoob.com/
  11269. */
  11270. function UniformsCache() {
  11271. var lights = {};
  11272. return {
  11273. get: function ( light ) {
  11274. if ( lights[ light.id ] !== undefined ) {
  11275. return lights[ light.id ];
  11276. }
  11277. var uniforms;
  11278. switch ( light.type ) {
  11279. case 'DirectionalLight':
  11280. uniforms = {
  11281. direction: new Vector3(),
  11282. color: new Color(),
  11283. shadow: false,
  11284. shadowBias: 0,
  11285. shadowRadius: 1,
  11286. shadowMapSize: new Vector2()
  11287. };
  11288. break;
  11289. case 'SpotLight':
  11290. uniforms = {
  11291. position: new Vector3(),
  11292. direction: new Vector3(),
  11293. color: new Color(),
  11294. distance: 0,
  11295. coneCos: 0,
  11296. penumbraCos: 0,
  11297. decay: 0,
  11298. shadow: false,
  11299. shadowBias: 0,
  11300. shadowRadius: 1,
  11301. shadowMapSize: new Vector2()
  11302. };
  11303. break;
  11304. case 'PointLight':
  11305. uniforms = {
  11306. position: new Vector3(),
  11307. color: new Color(),
  11308. distance: 0,
  11309. decay: 0,
  11310. shadow: false,
  11311. shadowBias: 0,
  11312. shadowRadius: 1,
  11313. shadowMapSize: new Vector2(),
  11314. shadowCameraNear: 1,
  11315. shadowCameraFar: 1000
  11316. };
  11317. break;
  11318. case 'HemisphereLight':
  11319. uniforms = {
  11320. direction: new Vector3(),
  11321. skyColor: new Color(),
  11322. groundColor: new Color()
  11323. };
  11324. break;
  11325. case 'RectAreaLight':
  11326. uniforms = {
  11327. color: new Color(),
  11328. position: new Vector3(),
  11329. halfWidth: new Vector3(),
  11330. halfHeight: new Vector3()
  11331. // TODO (abelnation): set RectAreaLight shadow uniforms
  11332. };
  11333. break;
  11334. }
  11335. lights[ light.id ] = uniforms;
  11336. return uniforms;
  11337. }
  11338. };
  11339. }
  11340. var nextVersion = 0;
  11341. function shadowCastingLightsFirst( lightA, lightB ) {
  11342. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11343. }
  11344. function WebGLLights() {
  11345. var cache = new UniformsCache();
  11346. var state = {
  11347. version: 0,
  11348. hash: {
  11349. directionalLength: - 1,
  11350. pointLength: - 1,
  11351. spotLength: - 1,
  11352. rectAreaLength: - 1,
  11353. hemiLength: - 1,
  11354. numDirectionalShadows: - 1,
  11355. numPointShadows: - 1,
  11356. numSpotShadows: - 1,
  11357. },
  11358. ambient: [ 0, 0, 0 ],
  11359. probe: [],
  11360. directional: [],
  11361. directionalShadowMap: [],
  11362. directionalShadowMatrix: [],
  11363. spot: [],
  11364. spotShadowMap: [],
  11365. spotShadowMatrix: [],
  11366. rectArea: [],
  11367. point: [],
  11368. pointShadowMap: [],
  11369. pointShadowMatrix: [],
  11370. hemi: [],
  11371. numDirectionalShadows: - 1,
  11372. numPointShadows: - 1,
  11373. numSpotShadows: - 1
  11374. };
  11375. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11376. var vector3 = new Vector3();
  11377. var matrix4 = new Matrix4();
  11378. var matrix42 = new Matrix4();
  11379. function setup( lights, shadows, camera ) {
  11380. var r = 0, g = 0, b = 0;
  11381. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11382. var directionalLength = 0;
  11383. var pointLength = 0;
  11384. var spotLength = 0;
  11385. var rectAreaLength = 0;
  11386. var hemiLength = 0;
  11387. var numDirectionalShadows = 0;
  11388. var numPointShadows = 0;
  11389. var numSpotShadows = 0;
  11390. var viewMatrix = camera.matrixWorldInverse;
  11391. lights.sort( shadowCastingLightsFirst );
  11392. for ( var i = 0, l = lights.length; i < l; i ++ ) {
  11393. var light = lights[ i ];
  11394. var color = light.color;
  11395. var intensity = light.intensity;
  11396. var distance = light.distance;
  11397. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11398. if ( light.isAmbientLight ) {
  11399. r += color.r * intensity;
  11400. g += color.g * intensity;
  11401. b += color.b * intensity;
  11402. } else if ( light.isLightProbe ) {
  11403. for ( var j = 0; j < 9; j ++ ) {
  11404. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11405. }
  11406. } else if ( light.isDirectionalLight ) {
  11407. var uniforms = cache.get( light );
  11408. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11409. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11410. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11411. uniforms.direction.sub( vector3 );
  11412. uniforms.direction.transformDirection( viewMatrix );
  11413. uniforms.shadow = light.castShadow;
  11414. if ( light.castShadow ) {
  11415. var shadow = light.shadow;
  11416. uniforms.shadowBias = shadow.bias;
  11417. uniforms.shadowRadius = shadow.radius;
  11418. uniforms.shadowMapSize = shadow.mapSize;
  11419. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11420. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11421. numDirectionalShadows ++;
  11422. }
  11423. state.directional[ directionalLength ] = uniforms;
  11424. directionalLength ++;
  11425. } else if ( light.isSpotLight ) {
  11426. var uniforms = cache.get( light );
  11427. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11428. uniforms.position.applyMatrix4( viewMatrix );
  11429. uniforms.color.copy( color ).multiplyScalar( intensity );
  11430. uniforms.distance = distance;
  11431. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11432. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11433. uniforms.direction.sub( vector3 );
  11434. uniforms.direction.transformDirection( viewMatrix );
  11435. uniforms.coneCos = Math.cos( light.angle );
  11436. uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11437. uniforms.decay = light.decay;
  11438. uniforms.shadow = light.castShadow;
  11439. if ( light.castShadow ) {
  11440. var shadow = light.shadow;
  11441. uniforms.shadowBias = shadow.bias;
  11442. uniforms.shadowRadius = shadow.radius;
  11443. uniforms.shadowMapSize = shadow.mapSize;
  11444. state.spotShadowMap[ spotLength ] = shadowMap;
  11445. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11446. numSpotShadows ++;
  11447. }
  11448. state.spot[ spotLength ] = uniforms;
  11449. spotLength ++;
  11450. } else if ( light.isRectAreaLight ) {
  11451. var uniforms = cache.get( light );
  11452. // (a) intensity is the total visible light emitted
  11453. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11454. // (b) intensity is the brightness of the light
  11455. uniforms.color.copy( color ).multiplyScalar( intensity );
  11456. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11457. uniforms.position.applyMatrix4( viewMatrix );
  11458. // extract local rotation of light to derive width/height half vectors
  11459. matrix42.identity();
  11460. matrix4.copy( light.matrixWorld );
  11461. matrix4.premultiply( viewMatrix );
  11462. matrix42.extractRotation( matrix4 );
  11463. uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11464. uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11465. uniforms.halfWidth.applyMatrix4( matrix42 );
  11466. uniforms.halfHeight.applyMatrix4( matrix42 );
  11467. // TODO (abelnation): RectAreaLight distance?
  11468. // uniforms.distance = distance;
  11469. state.rectArea[ rectAreaLength ] = uniforms;
  11470. rectAreaLength ++;
  11471. } else if ( light.isPointLight ) {
  11472. var uniforms = cache.get( light );
  11473. uniforms.position.setFromMatrixPosition( light.matrixWorld );
  11474. uniforms.position.applyMatrix4( viewMatrix );
  11475. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11476. uniforms.distance = light.distance;
  11477. uniforms.decay = light.decay;
  11478. uniforms.shadow = light.castShadow;
  11479. if ( light.castShadow ) {
  11480. var shadow = light.shadow;
  11481. uniforms.shadowBias = shadow.bias;
  11482. uniforms.shadowRadius = shadow.radius;
  11483. uniforms.shadowMapSize = shadow.mapSize;
  11484. uniforms.shadowCameraNear = shadow.camera.near;
  11485. uniforms.shadowCameraFar = shadow.camera.far;
  11486. state.pointShadowMap[ pointLength ] = shadowMap;
  11487. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11488. numPointShadows ++;
  11489. }
  11490. state.point[ pointLength ] = uniforms;
  11491. pointLength ++;
  11492. } else if ( light.isHemisphereLight ) {
  11493. var uniforms = cache.get( light );
  11494. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11495. uniforms.direction.transformDirection( viewMatrix );
  11496. uniforms.direction.normalize();
  11497. uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
  11498. uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11499. state.hemi[ hemiLength ] = uniforms;
  11500. hemiLength ++;
  11501. }
  11502. }
  11503. state.ambient[ 0 ] = r;
  11504. state.ambient[ 1 ] = g;
  11505. state.ambient[ 2 ] = b;
  11506. var hash = state.hash;
  11507. if ( hash.directionalLength !== directionalLength ||
  11508. hash.pointLength !== pointLength ||
  11509. hash.spotLength !== spotLength ||
  11510. hash.rectAreaLength !== rectAreaLength ||
  11511. hash.hemiLength !== hemiLength ||
  11512. hash.numDirectionalShadows !== numDirectionalShadows ||
  11513. hash.numPointShadows !== numPointShadows ||
  11514. hash.numSpotShadows !== numSpotShadows ) {
  11515. state.directional.length = directionalLength;
  11516. state.spot.length = spotLength;
  11517. state.rectArea.length = rectAreaLength;
  11518. state.point.length = pointLength;
  11519. state.hemi.length = hemiLength;
  11520. state.directionalShadowMap.length = numDirectionalShadows;
  11521. state.pointShadowMap.length = numPointShadows;
  11522. state.spotShadowMap.length = numSpotShadows;
  11523. state.directionalShadowMatrix.length = numDirectionalShadows;
  11524. state.pointShadowMatrix.length = numPointShadows;
  11525. state.spotShadowMatrix.length = numSpotShadows;
  11526. hash.directionalLength = directionalLength;
  11527. hash.pointLength = pointLength;
  11528. hash.spotLength = spotLength;
  11529. hash.rectAreaLength = rectAreaLength;
  11530. hash.hemiLength = hemiLength;
  11531. hash.numDirectionalShadows = numDirectionalShadows;
  11532. hash.numPointShadows = numPointShadows;
  11533. hash.numSpotShadows = numSpotShadows;
  11534. state.version = nextVersion ++;
  11535. }
  11536. }
  11537. return {
  11538. setup: setup,
  11539. state: state
  11540. };
  11541. }
  11542. /**
  11543. * @author Mugen87 / https://github.com/Mugen87
  11544. */
  11545. function WebGLRenderState() {
  11546. var lights = new WebGLLights();
  11547. var lightsArray = [];
  11548. var shadowsArray = [];
  11549. function init() {
  11550. lightsArray.length = 0;
  11551. shadowsArray.length = 0;
  11552. }
  11553. function pushLight( light ) {
  11554. lightsArray.push( light );
  11555. }
  11556. function pushShadow( shadowLight ) {
  11557. shadowsArray.push( shadowLight );
  11558. }
  11559. function setupLights( camera ) {
  11560. lights.setup( lightsArray, shadowsArray, camera );
  11561. }
  11562. var state = {
  11563. lightsArray: lightsArray,
  11564. shadowsArray: shadowsArray,
  11565. lights: lights
  11566. };
  11567. return {
  11568. init: init,
  11569. state: state,
  11570. setupLights: setupLights,
  11571. pushLight: pushLight,
  11572. pushShadow: pushShadow
  11573. };
  11574. }
  11575. function WebGLRenderStates() {
  11576. var renderStates = new WeakMap();
  11577. function onSceneDispose( event ) {
  11578. var scene = event.target;
  11579. scene.removeEventListener( 'dispose', onSceneDispose );
  11580. renderStates.delete( scene );
  11581. }
  11582. function get( scene, camera ) {
  11583. var renderState;
  11584. if ( renderStates.has( scene ) === false ) {
  11585. renderState = new WebGLRenderState();
  11586. renderStates.set( scene, new WeakMap() );
  11587. renderStates.get( scene ).set( camera, renderState );
  11588. scene.addEventListener( 'dispose', onSceneDispose );
  11589. } else {
  11590. if ( renderStates.get( scene ).has( camera ) === false ) {
  11591. renderState = new WebGLRenderState();
  11592. renderStates.get( scene ).set( camera, renderState );
  11593. } else {
  11594. renderState = renderStates.get( scene ).get( camera );
  11595. }
  11596. }
  11597. return renderState;
  11598. }
  11599. function dispose() {
  11600. renderStates = new WeakMap();
  11601. }
  11602. return {
  11603. get: get,
  11604. dispose: dispose
  11605. };
  11606. }
  11607. /**
  11608. * @author mrdoob / http://mrdoob.com/
  11609. * @author alteredq / http://alteredqualia.com/
  11610. * @author bhouston / https://clara.io
  11611. * @author WestLangley / http://github.com/WestLangley
  11612. *
  11613. * parameters = {
  11614. *
  11615. * opacity: <float>,
  11616. *
  11617. * map: new THREE.Texture( <Image> ),
  11618. *
  11619. * alphaMap: new THREE.Texture( <Image> ),
  11620. *
  11621. * displacementMap: new THREE.Texture( <Image> ),
  11622. * displacementScale: <float>,
  11623. * displacementBias: <float>,
  11624. *
  11625. * wireframe: <boolean>,
  11626. * wireframeLinewidth: <float>
  11627. * }
  11628. */
  11629. function MeshDepthMaterial( parameters ) {
  11630. Material.call( this );
  11631. this.type = 'MeshDepthMaterial';
  11632. this.depthPacking = BasicDepthPacking;
  11633. this.skinning = false;
  11634. this.morphTargets = false;
  11635. this.map = null;
  11636. this.alphaMap = null;
  11637. this.displacementMap = null;
  11638. this.displacementScale = 1;
  11639. this.displacementBias = 0;
  11640. this.wireframe = false;
  11641. this.wireframeLinewidth = 1;
  11642. this.fog = false;
  11643. this.setValues( parameters );
  11644. }
  11645. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  11646. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  11647. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  11648. MeshDepthMaterial.prototype.copy = function ( source ) {
  11649. Material.prototype.copy.call( this, source );
  11650. this.depthPacking = source.depthPacking;
  11651. this.skinning = source.skinning;
  11652. this.morphTargets = source.morphTargets;
  11653. this.map = source.map;
  11654. this.alphaMap = source.alphaMap;
  11655. this.displacementMap = source.displacementMap;
  11656. this.displacementScale = source.displacementScale;
  11657. this.displacementBias = source.displacementBias;
  11658. this.wireframe = source.wireframe;
  11659. this.wireframeLinewidth = source.wireframeLinewidth;
  11660. return this;
  11661. };
  11662. /**
  11663. * @author WestLangley / http://github.com/WestLangley
  11664. *
  11665. * parameters = {
  11666. *
  11667. * referencePosition: <float>,
  11668. * nearDistance: <float>,
  11669. * farDistance: <float>,
  11670. *
  11671. * skinning: <bool>,
  11672. * morphTargets: <bool>,
  11673. *
  11674. * map: new THREE.Texture( <Image> ),
  11675. *
  11676. * alphaMap: new THREE.Texture( <Image> ),
  11677. *
  11678. * displacementMap: new THREE.Texture( <Image> ),
  11679. * displacementScale: <float>,
  11680. * displacementBias: <float>
  11681. *
  11682. * }
  11683. */
  11684. function MeshDistanceMaterial( parameters ) {
  11685. Material.call( this );
  11686. this.type = 'MeshDistanceMaterial';
  11687. this.referencePosition = new Vector3();
  11688. this.nearDistance = 1;
  11689. this.farDistance = 1000;
  11690. this.skinning = false;
  11691. this.morphTargets = false;
  11692. this.map = null;
  11693. this.alphaMap = null;
  11694. this.displacementMap = null;
  11695. this.displacementScale = 1;
  11696. this.displacementBias = 0;
  11697. this.fog = false;
  11698. this.setValues( parameters );
  11699. }
  11700. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  11701. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  11702. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  11703. MeshDistanceMaterial.prototype.copy = function ( source ) {
  11704. Material.prototype.copy.call( this, source );
  11705. this.referencePosition.copy( source.referencePosition );
  11706. this.nearDistance = source.nearDistance;
  11707. this.farDistance = source.farDistance;
  11708. this.skinning = source.skinning;
  11709. this.morphTargets = source.morphTargets;
  11710. this.map = source.map;
  11711. this.alphaMap = source.alphaMap;
  11712. this.displacementMap = source.displacementMap;
  11713. this.displacementScale = source.displacementScale;
  11714. this.displacementBias = source.displacementBias;
  11715. return this;
  11716. };
  11717. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n \n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = decodeHalfRGBA ( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = pow( squared_mean - mean * mean, 0.5 );\n gl_FragColor = encodeHalfRGBA( vec2( mean, std_dev ) );\n}";
  11718. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  11719. /**
  11720. * @author alteredq / http://alteredqualia.com/
  11721. * @author mrdoob / http://mrdoob.com/
  11722. */
  11723. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  11724. var _frustum = new Frustum(),
  11725. _shadowMapSize = new Vector2(),
  11726. _viewportSize = new Vector2(),
  11727. _viewport = new Vector4(),
  11728. _depthMaterials = [],
  11729. _distanceMaterials = [],
  11730. _materialCache = {};
  11731. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  11732. var shadowMaterialVertical = new ShaderMaterial( {
  11733. defines: {
  11734. SAMPLE_RATE: 2.0 / 8.0,
  11735. HALF_SAMPLE_RATE: 1.0 / 8.0
  11736. },
  11737. uniforms: {
  11738. shadow_pass: { value: null },
  11739. resolution: { value: new Vector2() },
  11740. radius: { value: 4.0 }
  11741. },
  11742. vertexShader: vsm_vert,
  11743. fragmentShader: vsm_frag
  11744. } );
  11745. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  11746. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  11747. var fullScreenTri = new BufferGeometry();
  11748. fullScreenTri.addAttribute(
  11749. "position",
  11750. new BufferAttribute(
  11751. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  11752. 3
  11753. )
  11754. );
  11755. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  11756. var scope = this;
  11757. this.enabled = false;
  11758. this.autoUpdate = true;
  11759. this.needsUpdate = false;
  11760. this.type = PCFShadowMap;
  11761. this.render = function ( lights, scene, camera ) {
  11762. if ( scope.enabled === false ) { return; }
  11763. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  11764. if ( lights.length === 0 ) { return; }
  11765. var currentRenderTarget = _renderer.getRenderTarget();
  11766. var activeCubeFace = _renderer.getActiveCubeFace();
  11767. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  11768. var _state = _renderer.state;
  11769. // Set GL state for depth map.
  11770. _state.setBlending( NoBlending );
  11771. _state.buffers.color.setClear( 1, 1, 1, 1 );
  11772. _state.buffers.depth.setTest( true );
  11773. _state.setScissorTest( false );
  11774. // render depth map
  11775. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  11776. var light = lights[ i ];
  11777. var shadow = light.shadow;
  11778. if ( shadow === undefined ) {
  11779. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  11780. continue;
  11781. }
  11782. _shadowMapSize.copy( shadow.mapSize );
  11783. var shadowFrameExtents = shadow.getFrameExtents();
  11784. _shadowMapSize.multiply( shadowFrameExtents );
  11785. _viewportSize.copy( shadow.mapSize );
  11786. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  11787. console.warn( 'THREE.WebGLShadowMap:', light, 'has shadow exceeding max texture size, reducing' );
  11788. if ( _shadowMapSize.x > maxTextureSize ) {
  11789. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  11790. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  11791. shadow.mapSize.x = _viewportSize.x;
  11792. }
  11793. if ( _shadowMapSize.y > maxTextureSize ) {
  11794. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  11795. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  11796. shadow.mapSize.y = _viewportSize.y;
  11797. }
  11798. }
  11799. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11800. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };
  11801. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11802. shadow.map.texture.name = light.name + ".shadowMap";
  11803. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11804. shadow.camera.updateProjectionMatrix();
  11805. }
  11806. if ( shadow.map === null ) {
  11807. var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
  11808. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  11809. shadow.map.texture.name = light.name + ".shadowMap";
  11810. shadow.camera.updateProjectionMatrix();
  11811. }
  11812. _renderer.setRenderTarget( shadow.map );
  11813. _renderer.clear();
  11814. var viewportCount = shadow.getViewportCount();
  11815. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  11816. var viewport = shadow.getViewport( vp );
  11817. _viewport.set(
  11818. _viewportSize.x * viewport.x,
  11819. _viewportSize.y * viewport.y,
  11820. _viewportSize.x * viewport.z,
  11821. _viewportSize.y * viewport.w
  11822. );
  11823. _state.viewport( _viewport );
  11824. shadow.updateMatrices( light, camera, vp );
  11825. _frustum = shadow.getFrustum();
  11826. renderObject( scene, camera, shadow.camera, light, this.type );
  11827. }
  11828. // do blur pass for VSM
  11829. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  11830. VSMPass( shadow, camera );
  11831. }
  11832. }
  11833. scope.needsUpdate = false;
  11834. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  11835. };
  11836. function VSMPass( shadow, camera ) {
  11837. var geometry = _objects.update( fullScreenMesh );
  11838. // vertical pass
  11839. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  11840. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  11841. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  11842. _renderer.setRenderTarget( shadow.mapPass );
  11843. _renderer.clear();
  11844. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  11845. // horizonal pass
  11846. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  11847. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  11848. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  11849. _renderer.setRenderTarget( shadow.map );
  11850. _renderer.clear();
  11851. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  11852. }
  11853. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11854. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11855. var material = _depthMaterials[ index ];
  11856. if ( material === undefined ) {
  11857. material = new MeshDepthMaterial( {
  11858. depthPacking: RGBADepthPacking,
  11859. morphTargets: useMorphing,
  11860. skinning: useSkinning
  11861. } );
  11862. _depthMaterials[ index ] = material;
  11863. }
  11864. return material;
  11865. }
  11866. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  11867. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  11868. var material = _distanceMaterials[ index ];
  11869. if ( material === undefined ) {
  11870. material = new MeshDistanceMaterial( {
  11871. morphTargets: useMorphing,
  11872. skinning: useSkinning
  11873. } );
  11874. _distanceMaterials[ index ] = material;
  11875. }
  11876. return material;
  11877. }
  11878. function getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {
  11879. var geometry = object.geometry;
  11880. var result = null;
  11881. var getMaterialVariant = getDepthMaterialVariant;
  11882. var customMaterial = object.customDepthMaterial;
  11883. if ( light.isPointLight === true ) {
  11884. getMaterialVariant = getDistanceMaterialVariant;
  11885. customMaterial = object.customDistanceMaterial;
  11886. }
  11887. if ( customMaterial === undefined ) {
  11888. var useMorphing = false;
  11889. if ( material.morphTargets === true ) {
  11890. if ( geometry.isBufferGeometry === true ) {
  11891. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  11892. } else if ( geometry.isGeometry === true ) {
  11893. useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;
  11894. }
  11895. }
  11896. var useSkinning = false;
  11897. if ( object.isSkinnedMesh === true ) {
  11898. if ( material.skinning === true ) {
  11899. useSkinning = true;
  11900. } else {
  11901. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  11902. }
  11903. }
  11904. var useInstancing = object.isInstancedMesh === true;
  11905. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  11906. } else {
  11907. result = customMaterial;
  11908. }
  11909. if ( _renderer.localClippingEnabled &&
  11910. material.clipShadows === true &&
  11911. material.clippingPlanes.length !== 0 ) {
  11912. // in this case we need a unique material instance reflecting the
  11913. // appropriate state
  11914. var keyA = result.uuid, keyB = material.uuid;
  11915. var materialsForVariant = _materialCache[ keyA ];
  11916. if ( materialsForVariant === undefined ) {
  11917. materialsForVariant = {};
  11918. _materialCache[ keyA ] = materialsForVariant;
  11919. }
  11920. var cachedMaterial = materialsForVariant[ keyB ];
  11921. if ( cachedMaterial === undefined ) {
  11922. cachedMaterial = result.clone();
  11923. materialsForVariant[ keyB ] = cachedMaterial;
  11924. }
  11925. result = cachedMaterial;
  11926. }
  11927. result.visible = material.visible;
  11928. result.wireframe = material.wireframe;
  11929. if ( type === VSMShadowMap ) {
  11930. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  11931. } else {
  11932. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  11933. }
  11934. result.clipShadows = material.clipShadows;
  11935. result.clippingPlanes = material.clippingPlanes;
  11936. result.clipIntersection = material.clipIntersection;
  11937. result.wireframeLinewidth = material.wireframeLinewidth;
  11938. result.linewidth = material.linewidth;
  11939. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  11940. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  11941. result.nearDistance = shadowCameraNear;
  11942. result.farDistance = shadowCameraFar;
  11943. }
  11944. return result;
  11945. }
  11946. function renderObject( object, camera, shadowCamera, light, type ) {
  11947. if ( object.visible === false ) { return; }
  11948. var visible = object.layers.test( camera.layers );
  11949. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  11950. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  11951. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  11952. var geometry = _objects.update( object );
  11953. var material = object.material;
  11954. if ( Array.isArray( material ) ) {
  11955. var groups = geometry.groups;
  11956. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  11957. var group = groups[ k ];
  11958. var groupMaterial = material[ group.materialIndex ];
  11959. if ( groupMaterial && groupMaterial.visible ) {
  11960. var depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  11961. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  11962. }
  11963. }
  11964. } else if ( material.visible ) {
  11965. var depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );
  11966. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
  11967. }
  11968. }
  11969. }
  11970. var children = object.children;
  11971. for ( var i = 0, l = children.length; i < l; i ++ ) {
  11972. renderObject( children[ i ], camera, shadowCamera, light, type );
  11973. }
  11974. }
  11975. }
  11976. /**
  11977. * @author mrdoob / http://mrdoob.com/
  11978. */
  11979. function WebGLState( gl, extensions, utils, capabilities ) {
  11980. var isWebGL2 = capabilities.isWebGL2;
  11981. function ColorBuffer() {
  11982. var locked = false;
  11983. var color = new Vector4();
  11984. var currentColorMask = null;
  11985. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  11986. return {
  11987. setMask: function ( colorMask ) {
  11988. if ( currentColorMask !== colorMask && ! locked ) {
  11989. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  11990. currentColorMask = colorMask;
  11991. }
  11992. },
  11993. setLocked: function ( lock ) {
  11994. locked = lock;
  11995. },
  11996. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  11997. if ( premultipliedAlpha === true ) {
  11998. r *= a; g *= a; b *= a;
  11999. }
  12000. color.set( r, g, b, a );
  12001. if ( currentColorClear.equals( color ) === false ) {
  12002. gl.clearColor( r, g, b, a );
  12003. currentColorClear.copy( color );
  12004. }
  12005. },
  12006. reset: function () {
  12007. locked = false;
  12008. currentColorMask = null;
  12009. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12010. }
  12011. };
  12012. }
  12013. function DepthBuffer() {
  12014. var locked = false;
  12015. var currentDepthMask = null;
  12016. var currentDepthFunc = null;
  12017. var currentDepthClear = null;
  12018. return {
  12019. setTest: function ( depthTest ) {
  12020. if ( depthTest ) {
  12021. enable( 2929 );
  12022. } else {
  12023. disable( 2929 );
  12024. }
  12025. },
  12026. setMask: function ( depthMask ) {
  12027. if ( currentDepthMask !== depthMask && ! locked ) {
  12028. gl.depthMask( depthMask );
  12029. currentDepthMask = depthMask;
  12030. }
  12031. },
  12032. setFunc: function ( depthFunc ) {
  12033. if ( currentDepthFunc !== depthFunc ) {
  12034. if ( depthFunc ) {
  12035. switch ( depthFunc ) {
  12036. case NeverDepth:
  12037. gl.depthFunc( 512 );
  12038. break;
  12039. case AlwaysDepth:
  12040. gl.depthFunc( 519 );
  12041. break;
  12042. case LessDepth:
  12043. gl.depthFunc( 513 );
  12044. break;
  12045. case LessEqualDepth:
  12046. gl.depthFunc( 515 );
  12047. break;
  12048. case EqualDepth:
  12049. gl.depthFunc( 514 );
  12050. break;
  12051. case GreaterEqualDepth:
  12052. gl.depthFunc( 518 );
  12053. break;
  12054. case GreaterDepth:
  12055. gl.depthFunc( 516 );
  12056. break;
  12057. case NotEqualDepth:
  12058. gl.depthFunc( 517 );
  12059. break;
  12060. default:
  12061. gl.depthFunc( 515 );
  12062. }
  12063. } else {
  12064. gl.depthFunc( 515 );
  12065. }
  12066. currentDepthFunc = depthFunc;
  12067. }
  12068. },
  12069. setLocked: function ( lock ) {
  12070. locked = lock;
  12071. },
  12072. setClear: function ( depth ) {
  12073. if ( currentDepthClear !== depth ) {
  12074. gl.clearDepth( depth );
  12075. currentDepthClear = depth;
  12076. }
  12077. },
  12078. reset: function () {
  12079. locked = false;
  12080. currentDepthMask = null;
  12081. currentDepthFunc = null;
  12082. currentDepthClear = null;
  12083. }
  12084. };
  12085. }
  12086. function StencilBuffer() {
  12087. var locked = false;
  12088. var currentStencilMask = null;
  12089. var currentStencilFunc = null;
  12090. var currentStencilRef = null;
  12091. var currentStencilFuncMask = null;
  12092. var currentStencilFail = null;
  12093. var currentStencilZFail = null;
  12094. var currentStencilZPass = null;
  12095. var currentStencilClear = null;
  12096. return {
  12097. setTest: function ( stencilTest ) {
  12098. if ( ! locked ) {
  12099. if ( stencilTest ) {
  12100. enable( 2960 );
  12101. } else {
  12102. disable( 2960 );
  12103. }
  12104. }
  12105. },
  12106. setMask: function ( stencilMask ) {
  12107. if ( currentStencilMask !== stencilMask && ! locked ) {
  12108. gl.stencilMask( stencilMask );
  12109. currentStencilMask = stencilMask;
  12110. }
  12111. },
  12112. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12113. if ( currentStencilFunc !== stencilFunc ||
  12114. currentStencilRef !== stencilRef ||
  12115. currentStencilFuncMask !== stencilMask ) {
  12116. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12117. currentStencilFunc = stencilFunc;
  12118. currentStencilRef = stencilRef;
  12119. currentStencilFuncMask = stencilMask;
  12120. }
  12121. },
  12122. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12123. if ( currentStencilFail !== stencilFail ||
  12124. currentStencilZFail !== stencilZFail ||
  12125. currentStencilZPass !== stencilZPass ) {
  12126. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12127. currentStencilFail = stencilFail;
  12128. currentStencilZFail = stencilZFail;
  12129. currentStencilZPass = stencilZPass;
  12130. }
  12131. },
  12132. setLocked: function ( lock ) {
  12133. locked = lock;
  12134. },
  12135. setClear: function ( stencil ) {
  12136. if ( currentStencilClear !== stencil ) {
  12137. gl.clearStencil( stencil );
  12138. currentStencilClear = stencil;
  12139. }
  12140. },
  12141. reset: function () {
  12142. locked = false;
  12143. currentStencilMask = null;
  12144. currentStencilFunc = null;
  12145. currentStencilRef = null;
  12146. currentStencilFuncMask = null;
  12147. currentStencilFail = null;
  12148. currentStencilZFail = null;
  12149. currentStencilZPass = null;
  12150. currentStencilClear = null;
  12151. }
  12152. };
  12153. }
  12154. //
  12155. var colorBuffer = new ColorBuffer();
  12156. var depthBuffer = new DepthBuffer();
  12157. var stencilBuffer = new StencilBuffer();
  12158. var maxVertexAttributes = gl.getParameter( 34921 );
  12159. var newAttributes = new Uint8Array( maxVertexAttributes );
  12160. var enabledAttributes = new Uint8Array( maxVertexAttributes );
  12161. var attributeDivisors = new Uint8Array( maxVertexAttributes );
  12162. var enabledCapabilities = {};
  12163. var compressedTextureFormats = null;
  12164. var currentProgram = null;
  12165. var currentBlendingEnabled = null;
  12166. var currentBlending = null;
  12167. var currentBlendEquation = null;
  12168. var currentBlendSrc = null;
  12169. var currentBlendDst = null;
  12170. var currentBlendEquationAlpha = null;
  12171. var currentBlendSrcAlpha = null;
  12172. var currentBlendDstAlpha = null;
  12173. var currentPremultipledAlpha = false;
  12174. var currentFlipSided = null;
  12175. var currentCullFace = null;
  12176. var currentLineWidth = null;
  12177. var currentPolygonOffsetFactor = null;
  12178. var currentPolygonOffsetUnits = null;
  12179. var maxTextures = gl.getParameter( 35661 );
  12180. var lineWidthAvailable = false;
  12181. var version = 0;
  12182. var glVersion = gl.getParameter( 7938 );
  12183. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12184. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12185. lineWidthAvailable = ( version >= 1.0 );
  12186. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12187. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12188. lineWidthAvailable = ( version >= 2.0 );
  12189. }
  12190. var currentTextureSlot = null;
  12191. var currentBoundTextures = {};
  12192. var currentScissor = new Vector4();
  12193. var currentViewport = new Vector4();
  12194. function createTexture( type, target, count ) {
  12195. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12196. var texture = gl.createTexture();
  12197. gl.bindTexture( type, texture );
  12198. gl.texParameteri( type, 10241, 9728 );
  12199. gl.texParameteri( type, 10240, 9728 );
  12200. for ( var i = 0; i < count; i ++ ) {
  12201. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12202. }
  12203. return texture;
  12204. }
  12205. var emptyTextures = {};
  12206. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12207. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12208. // init
  12209. colorBuffer.setClear( 0, 0, 0, 1 );
  12210. depthBuffer.setClear( 1 );
  12211. stencilBuffer.setClear( 0 );
  12212. enable( 2929 );
  12213. depthBuffer.setFunc( LessEqualDepth );
  12214. setFlipSided( false );
  12215. setCullFace( CullFaceBack );
  12216. enable( 2884 );
  12217. setBlending( NoBlending );
  12218. //
  12219. function initAttributes() {
  12220. for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
  12221. newAttributes[ i ] = 0;
  12222. }
  12223. }
  12224. function enableAttribute( attribute ) {
  12225. enableAttributeAndDivisor( attribute, 0 );
  12226. }
  12227. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  12228. newAttributes[ attribute ] = 1;
  12229. if ( enabledAttributes[ attribute ] === 0 ) {
  12230. gl.enableVertexAttribArray( attribute );
  12231. enabledAttributes[ attribute ] = 1;
  12232. }
  12233. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  12234. var extension = isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  12235. extension[ isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  12236. attributeDivisors[ attribute ] = meshPerAttribute;
  12237. }
  12238. }
  12239. function disableUnusedAttributes() {
  12240. for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
  12241. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  12242. gl.disableVertexAttribArray( i );
  12243. enabledAttributes[ i ] = 0;
  12244. }
  12245. }
  12246. }
  12247. function enable( id ) {
  12248. if ( enabledCapabilities[ id ] !== true ) {
  12249. gl.enable( id );
  12250. enabledCapabilities[ id ] = true;
  12251. }
  12252. }
  12253. function disable( id ) {
  12254. if ( enabledCapabilities[ id ] !== false ) {
  12255. gl.disable( id );
  12256. enabledCapabilities[ id ] = false;
  12257. }
  12258. }
  12259. function getCompressedTextureFormats() {
  12260. if ( compressedTextureFormats === null ) {
  12261. compressedTextureFormats = [];
  12262. if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
  12263. extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
  12264. extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
  12265. extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
  12266. var formats = gl.getParameter( 34467 );
  12267. for ( var i = 0; i < formats.length; i ++ ) {
  12268. compressedTextureFormats.push( formats[ i ] );
  12269. }
  12270. }
  12271. }
  12272. return compressedTextureFormats;
  12273. }
  12274. function useProgram( program ) {
  12275. if ( currentProgram !== program ) {
  12276. gl.useProgram( program );
  12277. currentProgram = program;
  12278. return true;
  12279. }
  12280. return false;
  12281. }
  12282. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12283. if ( blending === NoBlending ) {
  12284. if ( currentBlendingEnabled ) {
  12285. disable( 3042 );
  12286. currentBlendingEnabled = false;
  12287. }
  12288. return;
  12289. }
  12290. if ( ! currentBlendingEnabled ) {
  12291. enable( 3042 );
  12292. currentBlendingEnabled = true;
  12293. }
  12294. if ( blending !== CustomBlending ) {
  12295. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12296. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12297. gl.blendEquation( 32774 );
  12298. currentBlendEquation = AddEquation;
  12299. currentBlendEquationAlpha = AddEquation;
  12300. }
  12301. if ( premultipliedAlpha ) {
  12302. switch ( blending ) {
  12303. case NormalBlending:
  12304. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12305. break;
  12306. case AdditiveBlending:
  12307. gl.blendFunc( 1, 1 );
  12308. break;
  12309. case SubtractiveBlending:
  12310. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12311. break;
  12312. case MultiplyBlending:
  12313. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12314. break;
  12315. default:
  12316. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12317. break;
  12318. }
  12319. } else {
  12320. switch ( blending ) {
  12321. case NormalBlending:
  12322. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12323. break;
  12324. case AdditiveBlending:
  12325. gl.blendFunc( 770, 1 );
  12326. break;
  12327. case SubtractiveBlending:
  12328. gl.blendFunc( 0, 769 );
  12329. break;
  12330. case MultiplyBlending:
  12331. gl.blendFunc( 0, 768 );
  12332. break;
  12333. default:
  12334. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12335. break;
  12336. }
  12337. }
  12338. currentBlendSrc = null;
  12339. currentBlendDst = null;
  12340. currentBlendSrcAlpha = null;
  12341. currentBlendDstAlpha = null;
  12342. currentBlending = blending;
  12343. currentPremultipledAlpha = premultipliedAlpha;
  12344. }
  12345. return;
  12346. }
  12347. // custom blending
  12348. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12349. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12350. blendDstAlpha = blendDstAlpha || blendDst;
  12351. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12352. gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
  12353. currentBlendEquation = blendEquation;
  12354. currentBlendEquationAlpha = blendEquationAlpha;
  12355. }
  12356. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12357. gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
  12358. currentBlendSrc = blendSrc;
  12359. currentBlendDst = blendDst;
  12360. currentBlendSrcAlpha = blendSrcAlpha;
  12361. currentBlendDstAlpha = blendDstAlpha;
  12362. }
  12363. currentBlending = blending;
  12364. currentPremultipledAlpha = null;
  12365. }
  12366. function setMaterial( material, frontFaceCW ) {
  12367. material.side === DoubleSide
  12368. ? disable( 2884 )
  12369. : enable( 2884 );
  12370. var flipSided = ( material.side === BackSide );
  12371. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12372. setFlipSided( flipSided );
  12373. ( material.blending === NormalBlending && material.transparent === false )
  12374. ? setBlending( NoBlending )
  12375. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12376. depthBuffer.setFunc( material.depthFunc );
  12377. depthBuffer.setTest( material.depthTest );
  12378. depthBuffer.setMask( material.depthWrite );
  12379. colorBuffer.setMask( material.colorWrite );
  12380. var stencilWrite = material.stencilWrite;
  12381. stencilBuffer.setTest( stencilWrite );
  12382. if ( stencilWrite ) {
  12383. stencilBuffer.setMask( material.stencilWriteMask );
  12384. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12385. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12386. }
  12387. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12388. }
  12389. //
  12390. function setFlipSided( flipSided ) {
  12391. if ( currentFlipSided !== flipSided ) {
  12392. if ( flipSided ) {
  12393. gl.frontFace( 2304 );
  12394. } else {
  12395. gl.frontFace( 2305 );
  12396. }
  12397. currentFlipSided = flipSided;
  12398. }
  12399. }
  12400. function setCullFace( cullFace ) {
  12401. if ( cullFace !== CullFaceNone ) {
  12402. enable( 2884 );
  12403. if ( cullFace !== currentCullFace ) {
  12404. if ( cullFace === CullFaceBack ) {
  12405. gl.cullFace( 1029 );
  12406. } else if ( cullFace === CullFaceFront ) {
  12407. gl.cullFace( 1028 );
  12408. } else {
  12409. gl.cullFace( 1032 );
  12410. }
  12411. }
  12412. } else {
  12413. disable( 2884 );
  12414. }
  12415. currentCullFace = cullFace;
  12416. }
  12417. function setLineWidth( width ) {
  12418. if ( width !== currentLineWidth ) {
  12419. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12420. currentLineWidth = width;
  12421. }
  12422. }
  12423. function setPolygonOffset( polygonOffset, factor, units ) {
  12424. if ( polygonOffset ) {
  12425. enable( 32823 );
  12426. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12427. gl.polygonOffset( factor, units );
  12428. currentPolygonOffsetFactor = factor;
  12429. currentPolygonOffsetUnits = units;
  12430. }
  12431. } else {
  12432. disable( 32823 );
  12433. }
  12434. }
  12435. function setScissorTest( scissorTest ) {
  12436. if ( scissorTest ) {
  12437. enable( 3089 );
  12438. } else {
  12439. disable( 3089 );
  12440. }
  12441. }
  12442. // texture
  12443. function activeTexture( webglSlot ) {
  12444. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12445. if ( currentTextureSlot !== webglSlot ) {
  12446. gl.activeTexture( webglSlot );
  12447. currentTextureSlot = webglSlot;
  12448. }
  12449. }
  12450. function bindTexture( webglType, webglTexture ) {
  12451. if ( currentTextureSlot === null ) {
  12452. activeTexture();
  12453. }
  12454. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12455. if ( boundTexture === undefined ) {
  12456. boundTexture = { type: undefined, texture: undefined };
  12457. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12458. }
  12459. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12460. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12461. boundTexture.type = webglType;
  12462. boundTexture.texture = webglTexture;
  12463. }
  12464. }
  12465. function compressedTexImage2D() {
  12466. try {
  12467. gl.compressedTexImage2D.apply( gl, arguments );
  12468. } catch ( error ) {
  12469. console.error( 'THREE.WebGLState:', error );
  12470. }
  12471. }
  12472. function texImage2D() {
  12473. try {
  12474. gl.texImage2D.apply( gl, arguments );
  12475. } catch ( error ) {
  12476. console.error( 'THREE.WebGLState:', error );
  12477. }
  12478. }
  12479. function texImage3D() {
  12480. try {
  12481. gl.texImage3D.apply( gl, arguments );
  12482. } catch ( error ) {
  12483. console.error( 'THREE.WebGLState:', error );
  12484. }
  12485. }
  12486. //
  12487. function scissor( scissor ) {
  12488. if ( currentScissor.equals( scissor ) === false ) {
  12489. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12490. currentScissor.copy( scissor );
  12491. }
  12492. }
  12493. function viewport( viewport ) {
  12494. if ( currentViewport.equals( viewport ) === false ) {
  12495. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12496. currentViewport.copy( viewport );
  12497. }
  12498. }
  12499. //
  12500. function reset() {
  12501. for ( var i = 0; i < enabledAttributes.length; i ++ ) {
  12502. if ( enabledAttributes[ i ] === 1 ) {
  12503. gl.disableVertexAttribArray( i );
  12504. enabledAttributes[ i ] = 0;
  12505. }
  12506. }
  12507. enabledCapabilities = {};
  12508. compressedTextureFormats = null;
  12509. currentTextureSlot = null;
  12510. currentBoundTextures = {};
  12511. currentProgram = null;
  12512. currentBlending = null;
  12513. currentFlipSided = null;
  12514. currentCullFace = null;
  12515. colorBuffer.reset();
  12516. depthBuffer.reset();
  12517. stencilBuffer.reset();
  12518. }
  12519. return {
  12520. buffers: {
  12521. color: colorBuffer,
  12522. depth: depthBuffer,
  12523. stencil: stencilBuffer
  12524. },
  12525. initAttributes: initAttributes,
  12526. enableAttribute: enableAttribute,
  12527. enableAttributeAndDivisor: enableAttributeAndDivisor,
  12528. disableUnusedAttributes: disableUnusedAttributes,
  12529. enable: enable,
  12530. disable: disable,
  12531. getCompressedTextureFormats: getCompressedTextureFormats,
  12532. useProgram: useProgram,
  12533. setBlending: setBlending,
  12534. setMaterial: setMaterial,
  12535. setFlipSided: setFlipSided,
  12536. setCullFace: setCullFace,
  12537. setLineWidth: setLineWidth,
  12538. setPolygonOffset: setPolygonOffset,
  12539. setScissorTest: setScissorTest,
  12540. activeTexture: activeTexture,
  12541. bindTexture: bindTexture,
  12542. compressedTexImage2D: compressedTexImage2D,
  12543. texImage2D: texImage2D,
  12544. texImage3D: texImage3D,
  12545. scissor: scissor,
  12546. viewport: viewport,
  12547. reset: reset
  12548. };
  12549. }
  12550. /**
  12551. * @author mrdoob / http://mrdoob.com/
  12552. */
  12553. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12554. var isWebGL2 = capabilities.isWebGL2;
  12555. var maxTextures = capabilities.maxTextures;
  12556. var maxCubemapSize = capabilities.maxCubemapSize;
  12557. var maxTextureSize = capabilities.maxTextureSize;
  12558. var maxSamples = capabilities.maxSamples;
  12559. var _videoTextures = new WeakMap();
  12560. var _canvas;
  12561. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12562. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12563. var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12564. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12565. function createCanvas( width, height ) {
  12566. // Use OffscreenCanvas when available. Specially needed in web workers
  12567. return useOffscreenCanvas ?
  12568. new OffscreenCanvas( width, height ) :
  12569. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12570. }
  12571. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12572. var scale = 1;
  12573. // handle case if texture exceeds max size
  12574. if ( image.width > maxSize || image.height > maxSize ) {
  12575. scale = maxSize / Math.max( image.width, image.height );
  12576. }
  12577. // only perform resize if necessary
  12578. if ( scale < 1 || needsPowerOfTwo === true ) {
  12579. // only perform resize for certain image types
  12580. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12581. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12582. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12583. var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
  12584. var width = floor( scale * image.width );
  12585. var height = floor( scale * image.height );
  12586. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12587. // cube textures can't reuse the same canvas
  12588. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12589. canvas.width = width;
  12590. canvas.height = height;
  12591. var context = canvas.getContext( '2d' );
  12592. context.drawImage( image, 0, 0, width, height );
  12593. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12594. return canvas;
  12595. } else {
  12596. if ( 'data' in image ) {
  12597. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12598. }
  12599. return image;
  12600. }
  12601. }
  12602. return image;
  12603. }
  12604. function isPowerOfTwo( image ) {
  12605. return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
  12606. }
  12607. function textureNeedsPowerOfTwo( texture ) {
  12608. if ( isWebGL2 ) { return false; }
  12609. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12610. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12611. }
  12612. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12613. return texture.generateMipmaps && supportsMips &&
  12614. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12615. }
  12616. function generateMipmap( target, texture, width, height ) {
  12617. _gl.generateMipmap( target );
  12618. var textureProperties = properties.get( texture );
  12619. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  12620. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  12621. }
  12622. function getInternalFormat( glFormat, glType ) {
  12623. if ( isWebGL2 === false ) { return glFormat; }
  12624. var internalFormat = glFormat;
  12625. if ( glFormat === 6403 ) {
  12626. if ( glType === 5126 ) { internalFormat = 33326; }
  12627. if ( glType === 5131 ) { internalFormat = 33325; }
  12628. if ( glType === 5121 ) { internalFormat = 33321; }
  12629. }
  12630. if ( glFormat === 6407 ) {
  12631. if ( glType === 5126 ) { internalFormat = 34837; }
  12632. if ( glType === 5131 ) { internalFormat = 34843; }
  12633. if ( glType === 5121 ) { internalFormat = 32849; }
  12634. }
  12635. if ( glFormat === 6408 ) {
  12636. if ( glType === 5126 ) { internalFormat = 34836; }
  12637. if ( glType === 5131 ) { internalFormat = 34842; }
  12638. if ( glType === 5121 ) { internalFormat = 32856; }
  12639. }
  12640. if ( internalFormat === 33325 || internalFormat === 33326 ||
  12641. internalFormat === 34842 || internalFormat === 34836 ) {
  12642. extensions.get( 'EXT_color_buffer_float' );
  12643. } else if ( internalFormat === 34843 || internalFormat === 34837 ) {
  12644. console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
  12645. }
  12646. return internalFormat;
  12647. }
  12648. // Fallback filters for non-power-of-2 textures
  12649. function filterFallback( f ) {
  12650. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  12651. return 9728;
  12652. }
  12653. return 9729;
  12654. }
  12655. //
  12656. function onTextureDispose( event ) {
  12657. var texture = event.target;
  12658. texture.removeEventListener( 'dispose', onTextureDispose );
  12659. deallocateTexture( texture );
  12660. if ( texture.isVideoTexture ) {
  12661. _videoTextures.delete( texture );
  12662. }
  12663. info.memory.textures --;
  12664. }
  12665. function onRenderTargetDispose( event ) {
  12666. var renderTarget = event.target;
  12667. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12668. deallocateRenderTarget( renderTarget );
  12669. info.memory.textures --;
  12670. }
  12671. //
  12672. function deallocateTexture( texture ) {
  12673. var textureProperties = properties.get( texture );
  12674. if ( textureProperties.__webglInit === undefined ) { return; }
  12675. _gl.deleteTexture( textureProperties.__webglTexture );
  12676. properties.remove( texture );
  12677. }
  12678. function deallocateRenderTarget( renderTarget ) {
  12679. var renderTargetProperties = properties.get( renderTarget );
  12680. var textureProperties = properties.get( renderTarget.texture );
  12681. if ( ! renderTarget ) { return; }
  12682. if ( textureProperties.__webglTexture !== undefined ) {
  12683. _gl.deleteTexture( textureProperties.__webglTexture );
  12684. }
  12685. if ( renderTarget.depthTexture ) {
  12686. renderTarget.depthTexture.dispose();
  12687. }
  12688. if ( renderTarget.isWebGLRenderTargetCube ) {
  12689. for ( var i = 0; i < 6; i ++ ) {
  12690. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  12691. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  12692. }
  12693. } else {
  12694. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  12695. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  12696. }
  12697. if ( renderTarget.isWebGLMultiviewRenderTarget ) {
  12698. _gl.deleteTexture( renderTargetProperties.__webglColorTexture );
  12699. _gl.deleteTexture( renderTargetProperties.__webglDepthStencilTexture );
  12700. info.memory.textures -= 2;
  12701. for ( var i = 0, il = renderTargetProperties.__webglViewFramebuffers.length; i < il; i ++ ) {
  12702. _gl.deleteFramebuffer( renderTargetProperties.__webglViewFramebuffers[ i ] );
  12703. }
  12704. }
  12705. properties.remove( renderTarget.texture );
  12706. properties.remove( renderTarget );
  12707. }
  12708. //
  12709. var textureUnits = 0;
  12710. function resetTextureUnits() {
  12711. textureUnits = 0;
  12712. }
  12713. function allocateTextureUnit() {
  12714. var textureUnit = textureUnits;
  12715. if ( textureUnit >= maxTextures ) {
  12716. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  12717. }
  12718. textureUnits += 1;
  12719. return textureUnit;
  12720. }
  12721. //
  12722. function setTexture2D( texture, slot ) {
  12723. var textureProperties = properties.get( texture );
  12724. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  12725. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12726. var image = texture.image;
  12727. if ( image === undefined ) {
  12728. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  12729. } else if ( image.complete === false ) {
  12730. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  12731. } else {
  12732. uploadTexture( textureProperties, texture, slot );
  12733. return;
  12734. }
  12735. }
  12736. state.activeTexture( 33984 + slot );
  12737. state.bindTexture( 3553, textureProperties.__webglTexture );
  12738. }
  12739. function setTexture2DArray( texture, slot ) {
  12740. var textureProperties = properties.get( texture );
  12741. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12742. uploadTexture( textureProperties, texture, slot );
  12743. return;
  12744. }
  12745. state.activeTexture( 33984 + slot );
  12746. state.bindTexture( 35866, textureProperties.__webglTexture );
  12747. }
  12748. function setTexture3D( texture, slot ) {
  12749. var textureProperties = properties.get( texture );
  12750. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12751. uploadTexture( textureProperties, texture, slot );
  12752. return;
  12753. }
  12754. state.activeTexture( 33984 + slot );
  12755. state.bindTexture( 32879, textureProperties.__webglTexture );
  12756. }
  12757. function setTextureCube( texture, slot ) {
  12758. if ( texture.image.length !== 6 ) { return; }
  12759. var textureProperties = properties.get( texture );
  12760. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  12761. initTexture( textureProperties, texture );
  12762. state.activeTexture( 33984 + slot );
  12763. state.bindTexture( 34067, textureProperties.__webglTexture );
  12764. _gl.pixelStorei( 37440, texture.flipY );
  12765. var isCompressed = ( texture && texture.isCompressedTexture );
  12766. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  12767. var cubeImage = [];
  12768. for ( var i = 0; i < 6; i ++ ) {
  12769. if ( ! isCompressed && ! isDataTexture ) {
  12770. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  12771. } else {
  12772. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  12773. }
  12774. }
  12775. var image = cubeImage[ 0 ],
  12776. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12777. glFormat = utils.convert( texture.format ),
  12778. glType = utils.convert( texture.type ),
  12779. glInternalFormat = getInternalFormat( glFormat, glType );
  12780. setTextureParameters( 34067, texture, supportsMips );
  12781. var mipmaps;
  12782. if ( isCompressed ) {
  12783. for ( var i = 0; i < 6; i ++ ) {
  12784. mipmaps = cubeImage[ i ].mipmaps;
  12785. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12786. var mipmap = mipmaps[ j ];
  12787. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12788. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12789. state.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12790. } else {
  12791. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  12792. }
  12793. } else {
  12794. state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12795. }
  12796. }
  12797. }
  12798. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12799. } else {
  12800. mipmaps = texture.mipmaps;
  12801. for ( var i = 0; i < 6; i ++ ) {
  12802. if ( isDataTexture ) {
  12803. state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  12804. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12805. var mipmap = mipmaps[ j ];
  12806. var mipmapImage = mipmap.image[ i ].image;
  12807. state.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  12808. }
  12809. } else {
  12810. state.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
  12811. for ( var j = 0; j < mipmaps.length; j ++ ) {
  12812. var mipmap = mipmaps[ j ];
  12813. state.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
  12814. }
  12815. }
  12816. }
  12817. textureProperties.__maxMipLevel = mipmaps.length;
  12818. }
  12819. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12820. // We assume images for cube map have the same size.
  12821. generateMipmap( 34067, texture, image.width, image.height );
  12822. }
  12823. textureProperties.__version = texture.version;
  12824. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12825. } else {
  12826. state.activeTexture( 33984 + slot );
  12827. state.bindTexture( 34067, textureProperties.__webglTexture );
  12828. }
  12829. }
  12830. function setTextureCubeDynamic( texture, slot ) {
  12831. state.activeTexture( 33984 + slot );
  12832. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  12833. }
  12834. function setTextureParameters( textureType, texture, supportsMips ) {
  12835. var extension;
  12836. if ( supportsMips ) {
  12837. _gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
  12838. _gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
  12839. if ( textureType === 32879 || textureType === 35866 ) {
  12840. _gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
  12841. }
  12842. _gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
  12843. _gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
  12844. } else {
  12845. _gl.texParameteri( textureType, 10242, 33071 );
  12846. _gl.texParameteri( textureType, 10243, 33071 );
  12847. if ( textureType === 32879 || textureType === 35866 ) {
  12848. _gl.texParameteri( textureType, 32882, 33071 );
  12849. }
  12850. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  12851. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  12852. }
  12853. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  12854. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  12855. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  12856. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  12857. }
  12858. }
  12859. extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  12860. if ( extension ) {
  12861. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  12862. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  12863. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  12864. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  12865. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  12866. }
  12867. }
  12868. }
  12869. function initTexture( textureProperties, texture ) {
  12870. if ( textureProperties.__webglInit === undefined ) {
  12871. textureProperties.__webglInit = true;
  12872. texture.addEventListener( 'dispose', onTextureDispose );
  12873. textureProperties.__webglTexture = _gl.createTexture();
  12874. info.memory.textures ++;
  12875. }
  12876. }
  12877. function uploadTexture( textureProperties, texture, slot ) {
  12878. var textureType = 3553;
  12879. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  12880. if ( texture.isDataTexture3D ) { textureType = 32879; }
  12881. initTexture( textureProperties, texture );
  12882. state.activeTexture( 33984 + slot );
  12883. state.bindTexture( textureType, textureProperties.__webglTexture );
  12884. _gl.pixelStorei( 37440, texture.flipY );
  12885. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  12886. _gl.pixelStorei( 3317, texture.unpackAlignment );
  12887. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  12888. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  12889. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  12890. glFormat = utils.convert( texture.format ),
  12891. glType = utils.convert( texture.type ),
  12892. glInternalFormat = getInternalFormat( glFormat, glType );
  12893. setTextureParameters( textureType, texture, supportsMips );
  12894. var mipmap, mipmaps = texture.mipmaps;
  12895. if ( texture.isDepthTexture ) {
  12896. // populate depth texture with dummy data
  12897. glInternalFormat = 6402;
  12898. if ( texture.type === FloatType ) {
  12899. if ( isWebGL2 === false ) { throw new Error( 'Float Depth Texture only supported in WebGL2.0' ); }
  12900. glInternalFormat = 36012;
  12901. } else if ( isWebGL2 ) {
  12902. // WebGL 2.0 requires signed internalformat for glTexImage2D
  12903. glInternalFormat = 33189;
  12904. }
  12905. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  12906. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12907. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  12908. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12909. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  12910. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  12911. texture.type = UnsignedShortType;
  12912. glType = utils.convert( texture.type );
  12913. }
  12914. }
  12915. // Depth stencil textures need the DEPTH_STENCIL internal format
  12916. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12917. if ( texture.format === DepthStencilFormat ) {
  12918. glInternalFormat = 34041;
  12919. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  12920. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  12921. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  12922. if ( texture.type !== UnsignedInt248Type ) {
  12923. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  12924. texture.type = UnsignedInt248Type;
  12925. glType = utils.convert( texture.type );
  12926. }
  12927. }
  12928. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  12929. } else if ( texture.isDataTexture ) {
  12930. // use manually created mipmaps if available
  12931. // if there are no manual mipmaps
  12932. // set 0 level mipmap and then use GL to generate other mipmap levels
  12933. if ( mipmaps.length > 0 && supportsMips ) {
  12934. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12935. mipmap = mipmaps[ i ];
  12936. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12937. }
  12938. texture.generateMipmaps = false;
  12939. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12940. } else {
  12941. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  12942. textureProperties.__maxMipLevel = 0;
  12943. }
  12944. } else if ( texture.isCompressedTexture ) {
  12945. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12946. mipmap = mipmaps[ i ];
  12947. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  12948. if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
  12949. state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  12950. } else {
  12951. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  12952. }
  12953. } else {
  12954. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  12955. }
  12956. }
  12957. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12958. } else if ( texture.isDataTexture2DArray ) {
  12959. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12960. textureProperties.__maxMipLevel = 0;
  12961. } else if ( texture.isDataTexture3D ) {
  12962. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  12963. textureProperties.__maxMipLevel = 0;
  12964. } else {
  12965. // regular Texture (image, video, canvas)
  12966. // use manually created mipmaps if available
  12967. // if there are no manual mipmaps
  12968. // set 0 level mipmap and then use GL to generate other mipmap levels
  12969. if ( mipmaps.length > 0 && supportsMips ) {
  12970. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  12971. mipmap = mipmaps[ i ];
  12972. state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
  12973. }
  12974. texture.generateMipmaps = false;
  12975. textureProperties.__maxMipLevel = mipmaps.length - 1;
  12976. } else {
  12977. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  12978. textureProperties.__maxMipLevel = 0;
  12979. }
  12980. }
  12981. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  12982. generateMipmap( 3553, texture, image.width, image.height );
  12983. }
  12984. textureProperties.__version = texture.version;
  12985. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  12986. }
  12987. // Render targets
  12988. // Setup storage for target texture and bind it to correct framebuffer
  12989. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  12990. var glFormat = utils.convert( renderTarget.texture.format );
  12991. var glType = utils.convert( renderTarget.texture.type );
  12992. var glInternalFormat = getInternalFormat( glFormat, glType );
  12993. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  12994. _gl.bindFramebuffer( 36160, framebuffer );
  12995. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  12996. _gl.bindFramebuffer( 36160, null );
  12997. }
  12998. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  12999. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13000. _gl.bindRenderbuffer( 36161, renderbuffer );
  13001. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13002. if ( isMultisample ) {
  13003. var samples = getRenderTargetSamples( renderTarget );
  13004. _gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
  13005. } else {
  13006. _gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
  13007. }
  13008. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13009. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13010. if ( isMultisample ) {
  13011. var samples = getRenderTargetSamples( renderTarget );
  13012. _gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );
  13013. } else {
  13014. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13015. }
  13016. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13017. } else {
  13018. var glFormat = utils.convert( renderTarget.texture.format );
  13019. var glType = utils.convert( renderTarget.texture.type );
  13020. var glInternalFormat = getInternalFormat( glFormat, glType );
  13021. if ( isMultisample ) {
  13022. var samples = getRenderTargetSamples( renderTarget );
  13023. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13024. } else {
  13025. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13026. }
  13027. }
  13028. _gl.bindRenderbuffer( 36161, null );
  13029. }
  13030. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13031. function setupDepthTexture( framebuffer, renderTarget ) {
  13032. var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
  13033. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13034. _gl.bindFramebuffer( 36160, framebuffer );
  13035. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13036. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13037. }
  13038. // upload an empty depth texture with framebuffer size
  13039. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13040. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13041. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13042. renderTarget.depthTexture.image.width = renderTarget.width;
  13043. renderTarget.depthTexture.image.height = renderTarget.height;
  13044. renderTarget.depthTexture.needsUpdate = true;
  13045. }
  13046. setTexture2D( renderTarget.depthTexture, 0 );
  13047. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13048. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13049. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13050. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13051. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13052. } else {
  13053. throw new Error( 'Unknown depthTexture format' );
  13054. }
  13055. }
  13056. // Setup GL resources for a non-texture depth buffer
  13057. function setupDepthRenderbuffer( renderTarget ) {
  13058. var renderTargetProperties = properties.get( renderTarget );
  13059. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13060. if ( renderTarget.depthTexture ) {
  13061. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13062. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13063. } else {
  13064. if ( isCube ) {
  13065. renderTargetProperties.__webglDepthbuffer = [];
  13066. for ( var i = 0; i < 6; i ++ ) {
  13067. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13068. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13069. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
  13070. }
  13071. } else {
  13072. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13073. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13074. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
  13075. }
  13076. }
  13077. _gl.bindFramebuffer( 36160, null );
  13078. }
  13079. // Set up GL resources for the render target
  13080. function setupRenderTarget( renderTarget ) {
  13081. var renderTargetProperties = properties.get( renderTarget );
  13082. var textureProperties = properties.get( renderTarget.texture );
  13083. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13084. textureProperties.__webglTexture = _gl.createTexture();
  13085. info.memory.textures ++;
  13086. var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
  13087. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13088. var isMultiview = ( renderTarget.isWebGLMultiviewRenderTarget === true );
  13089. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13090. // Setup framebuffer
  13091. if ( isCube ) {
  13092. renderTargetProperties.__webglFramebuffer = [];
  13093. for ( var i = 0; i < 6; i ++ ) {
  13094. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13095. }
  13096. } else {
  13097. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13098. if ( isMultisample ) {
  13099. if ( isWebGL2 ) {
  13100. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13101. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13102. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13103. var glFormat = utils.convert( renderTarget.texture.format );
  13104. var glType = utils.convert( renderTarget.texture.type );
  13105. var glInternalFormat = getInternalFormat( glFormat, glType );
  13106. var samples = getRenderTargetSamples( renderTarget );
  13107. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13108. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13109. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13110. _gl.bindRenderbuffer( 36161, null );
  13111. if ( renderTarget.depthBuffer ) {
  13112. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13113. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13114. }
  13115. _gl.bindFramebuffer( 36160, null );
  13116. } else {
  13117. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13118. }
  13119. } else if ( isMultiview ) {
  13120. var width = renderTarget.width;
  13121. var height = renderTarget.height;
  13122. var numViews = renderTarget.numViews;
  13123. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13124. var ext = extensions.get( 'OVR_multiview2' );
  13125. info.memory.textures += 2;
  13126. var colorTexture = _gl.createTexture();
  13127. _gl.bindTexture( 35866, colorTexture );
  13128. _gl.texParameteri( 35866, 10240, 9728 );
  13129. _gl.texParameteri( 35866, 10241, 9728 );
  13130. _gl.texImage3D( 35866, 0, 32856, width, height, numViews, 0, 6408, 5121, null );
  13131. ext.framebufferTextureMultiviewOVR( 36160, 36064, colorTexture, 0, 0, numViews );
  13132. var depthStencilTexture = _gl.createTexture();
  13133. _gl.bindTexture( 35866, depthStencilTexture );
  13134. _gl.texParameteri( 35866, 10240, 9728 );
  13135. _gl.texParameteri( 35866, 10241, 9728 );
  13136. _gl.texImage3D( 35866, 0, 35056, width, height, numViews, 0, 34041, 34042, null );
  13137. ext.framebufferTextureMultiviewOVR( 36160, 33306, depthStencilTexture, 0, 0, numViews );
  13138. var viewFramebuffers = new Array( numViews );
  13139. for ( var i = 0; i < numViews; ++ i ) {
  13140. viewFramebuffers[ i ] = _gl.createFramebuffer();
  13141. _gl.bindFramebuffer( 36160, viewFramebuffers[ i ] );
  13142. _gl.framebufferTextureLayer( 36160, 36064, colorTexture, 0, i );
  13143. }
  13144. renderTargetProperties.__webglColorTexture = colorTexture;
  13145. renderTargetProperties.__webglDepthStencilTexture = depthStencilTexture;
  13146. renderTargetProperties.__webglViewFramebuffers = viewFramebuffers;
  13147. _gl.bindFramebuffer( 36160, null );
  13148. _gl.bindTexture( 35866, null );
  13149. }
  13150. }
  13151. // Setup color buffer
  13152. if ( isCube ) {
  13153. state.bindTexture( 34067, textureProperties.__webglTexture );
  13154. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13155. for ( var i = 0; i < 6; i ++ ) {
  13156. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
  13157. }
  13158. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13159. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13160. }
  13161. state.bindTexture( 34067, null );
  13162. } else if ( ! isMultiview ) {
  13163. state.bindTexture( 3553, textureProperties.__webglTexture );
  13164. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13165. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13166. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13167. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13168. }
  13169. state.bindTexture( 3553, null );
  13170. }
  13171. // Setup depth and stencil buffers
  13172. if ( renderTarget.depthBuffer ) {
  13173. setupDepthRenderbuffer( renderTarget );
  13174. }
  13175. }
  13176. function updateRenderTargetMipmap( renderTarget ) {
  13177. var texture = renderTarget.texture;
  13178. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13179. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13180. var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
  13181. var webglTexture = properties.get( texture ).__webglTexture;
  13182. state.bindTexture( target, webglTexture );
  13183. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13184. state.bindTexture( target, null );
  13185. }
  13186. }
  13187. function updateMultisampleRenderTarget( renderTarget ) {
  13188. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13189. if ( isWebGL2 ) {
  13190. var renderTargetProperties = properties.get( renderTarget );
  13191. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13192. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13193. var width = renderTarget.width;
  13194. var height = renderTarget.height;
  13195. var mask = 16384;
  13196. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13197. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13198. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13199. } else {
  13200. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13201. }
  13202. }
  13203. }
  13204. function getRenderTargetSamples( renderTarget ) {
  13205. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13206. Math.min( maxSamples, renderTarget.samples ) : 0;
  13207. }
  13208. function updateVideoTexture( texture ) {
  13209. var frame = info.render.frame;
  13210. // Check the last frame we updated the VideoTexture
  13211. if ( _videoTextures.get( texture ) !== frame ) {
  13212. _videoTextures.set( texture, frame );
  13213. texture.update();
  13214. }
  13215. }
  13216. // backwards compatibility
  13217. var warnedTexture2D = false;
  13218. var warnedTextureCube = false;
  13219. function safeSetTexture2D( texture, slot ) {
  13220. if ( texture && texture.isWebGLRenderTarget ) {
  13221. if ( warnedTexture2D === false ) {
  13222. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13223. warnedTexture2D = true;
  13224. }
  13225. texture = texture.texture;
  13226. }
  13227. setTexture2D( texture, slot );
  13228. }
  13229. function safeSetTextureCube( texture, slot ) {
  13230. if ( texture && texture.isWebGLRenderTargetCube ) {
  13231. if ( warnedTextureCube === false ) {
  13232. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13233. warnedTextureCube = true;
  13234. }
  13235. texture = texture.texture;
  13236. }
  13237. // currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
  13238. // TODO: unify these code paths
  13239. if ( ( texture && texture.isCubeTexture ) ||
  13240. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13241. // CompressedTexture can have Array in image :/
  13242. // this function alone should take care of cube textures
  13243. setTextureCube( texture, slot );
  13244. } else {
  13245. // assumed: texture property of THREE.WebGLRenderTargetCube
  13246. setTextureCubeDynamic( texture, slot );
  13247. }
  13248. }
  13249. //
  13250. this.allocateTextureUnit = allocateTextureUnit;
  13251. this.resetTextureUnits = resetTextureUnits;
  13252. this.setTexture2D = setTexture2D;
  13253. this.setTexture2DArray = setTexture2DArray;
  13254. this.setTexture3D = setTexture3D;
  13255. this.setTextureCube = setTextureCube;
  13256. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13257. this.setupRenderTarget = setupRenderTarget;
  13258. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13259. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13260. this.safeSetTexture2D = safeSetTexture2D;
  13261. this.safeSetTextureCube = safeSetTextureCube;
  13262. }
  13263. /**
  13264. * @author thespite / http://www.twitter.com/thespite
  13265. */
  13266. function WebGLUtils( gl, extensions, capabilities ) {
  13267. var isWebGL2 = capabilities.isWebGL2;
  13268. function convert( p ) {
  13269. var extension;
  13270. if ( p === RepeatWrapping ) { return 10497; }
  13271. if ( p === ClampToEdgeWrapping ) { return 33071; }
  13272. if ( p === MirroredRepeatWrapping ) { return 33648; }
  13273. if ( p === NearestFilter ) { return 9728; }
  13274. if ( p === NearestMipmapNearestFilter ) { return 9984; }
  13275. if ( p === NearestMipmapLinearFilter ) { return 9986; }
  13276. if ( p === LinearFilter ) { return 9729; }
  13277. if ( p === LinearMipmapNearestFilter ) { return 9985; }
  13278. if ( p === LinearMipmapLinearFilter ) { return 9987; }
  13279. if ( p === UnsignedByteType ) { return 5121; }
  13280. if ( p === UnsignedShort4444Type ) { return 32819; }
  13281. if ( p === UnsignedShort5551Type ) { return 32820; }
  13282. if ( p === UnsignedShort565Type ) { return 33635; }
  13283. if ( p === ByteType ) { return 5120; }
  13284. if ( p === ShortType ) { return 5122; }
  13285. if ( p === UnsignedShortType ) { return 5123; }
  13286. if ( p === IntType ) { return 5124; }
  13287. if ( p === UnsignedIntType ) { return 5125; }
  13288. if ( p === FloatType ) { return 5126; }
  13289. if ( p === HalfFloatType ) {
  13290. if ( isWebGL2 ) { return 5131; }
  13291. extension = extensions.get( 'OES_texture_half_float' );
  13292. if ( extension !== null ) { return extension.HALF_FLOAT_OES; }
  13293. }
  13294. if ( p === AlphaFormat ) { return 6406; }
  13295. if ( p === RGBFormat ) { return 6407; }
  13296. if ( p === RGBAFormat ) { return 6408; }
  13297. if ( p === LuminanceFormat ) { return 6409; }
  13298. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13299. if ( p === DepthFormat ) { return 6402; }
  13300. if ( p === DepthStencilFormat ) { return 34041; }
  13301. if ( p === RedFormat ) { return 6403; }
  13302. if ( p === AddEquation ) { return 32774; }
  13303. if ( p === SubtractEquation ) { return 32778; }
  13304. if ( p === ReverseSubtractEquation ) { return 32779; }
  13305. if ( p === ZeroFactor ) { return 0; }
  13306. if ( p === OneFactor ) { return 1; }
  13307. if ( p === SrcColorFactor ) { return 768; }
  13308. if ( p === OneMinusSrcColorFactor ) { return 769; }
  13309. if ( p === SrcAlphaFactor ) { return 770; }
  13310. if ( p === OneMinusSrcAlphaFactor ) { return 771; }
  13311. if ( p === DstAlphaFactor ) { return 772; }
  13312. if ( p === OneMinusDstAlphaFactor ) { return 773; }
  13313. if ( p === DstColorFactor ) { return 774; }
  13314. if ( p === OneMinusDstColorFactor ) { return 775; }
  13315. if ( p === SrcAlphaSaturateFactor ) { return 776; }
  13316. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13317. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13318. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13319. if ( extension !== null ) {
  13320. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13321. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13322. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13323. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13324. }
  13325. }
  13326. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13327. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13328. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13329. if ( extension !== null ) {
  13330. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13331. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13332. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13333. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13334. }
  13335. }
  13336. if ( p === RGB_ETC1_Format ) {
  13337. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13338. if ( extension !== null ) { return extension.COMPRESSED_RGB_ETC1_WEBGL; }
  13339. }
  13340. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13341. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13342. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13343. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13344. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
  13345. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13346. if ( extension !== null ) {
  13347. return p;
  13348. }
  13349. }
  13350. if ( p === MinEquation || p === MaxEquation ) {
  13351. if ( isWebGL2 ) {
  13352. if ( p === MinEquation ) { return 32775; }
  13353. if ( p === MaxEquation ) { return 32776; }
  13354. }
  13355. extension = extensions.get( 'EXT_blend_minmax' );
  13356. if ( extension !== null ) {
  13357. if ( p === MinEquation ) { return extension.MIN_EXT; }
  13358. if ( p === MaxEquation ) { return extension.MAX_EXT; }
  13359. }
  13360. }
  13361. if ( p === UnsignedInt248Type ) {
  13362. if ( isWebGL2 ) { return 34042; }
  13363. extension = extensions.get( 'WEBGL_depth_texture' );
  13364. if ( extension !== null ) { return extension.UNSIGNED_INT_24_8_WEBGL; }
  13365. }
  13366. return 0;
  13367. }
  13368. return { convert: convert };
  13369. }
  13370. /**
  13371. * @author fernandojsg / http://fernandojsg.com
  13372. * @author Takahiro https://github.com/takahirox
  13373. */
  13374. function WebGLMultiviewRenderTarget( width, height, numViews, options ) {
  13375. WebGLRenderTarget.call( this, width, height, options );
  13376. this.depthBuffer = false;
  13377. this.stencilBuffer = false;
  13378. this.numViews = numViews;
  13379. }
  13380. WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  13381. constructor: WebGLMultiviewRenderTarget,
  13382. isWebGLMultiviewRenderTarget: true,
  13383. copy: function ( source ) {
  13384. WebGLRenderTarget.prototype.copy.call( this, source );
  13385. this.numViews = source.numViews;
  13386. return this;
  13387. },
  13388. setNumViews: function ( numViews ) {
  13389. if ( this.numViews !== numViews ) {
  13390. this.numViews = numViews;
  13391. this.dispose();
  13392. }
  13393. return this;
  13394. }
  13395. } );
  13396. /**
  13397. * @author fernandojsg / http://fernandojsg.com
  13398. * @author Takahiro https://github.com/takahirox
  13399. */
  13400. function WebGLMultiview( renderer, gl ) {
  13401. var DEFAULT_NUMVIEWS = 2;
  13402. var extensions = renderer.extensions;
  13403. var properties = renderer.properties;
  13404. var renderTarget, currentRenderTarget;
  13405. var mat3, mat4, cameraArray, renderSize;
  13406. var available;
  13407. var maxNumViews = 0;
  13408. //
  13409. function isAvailable() {
  13410. if ( available === undefined ) {
  13411. var extension = extensions.get( 'OVR_multiview2' );
  13412. available = extension !== null && gl.getContextAttributes().antialias === false;
  13413. if ( available ) {
  13414. maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
  13415. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  13416. renderSize = new Vector2();
  13417. mat4 = [];
  13418. mat3 = [];
  13419. cameraArray = [];
  13420. for ( var i = 0; i < maxNumViews; i ++ ) {
  13421. mat4[ i ] = new Matrix4();
  13422. mat3[ i ] = new Matrix3();
  13423. }
  13424. }
  13425. }
  13426. return available;
  13427. }
  13428. function getCameraArray( camera ) {
  13429. if ( camera.isArrayCamera ) { return camera.cameras; }
  13430. cameraArray[ 0 ] = camera;
  13431. return cameraArray;
  13432. }
  13433. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  13434. var cameras = getCameraArray( camera );
  13435. for ( var i = 0; i < cameras.length; i ++ ) {
  13436. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  13437. }
  13438. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  13439. }
  13440. function updateCameraViewMatricesUniform( camera, uniforms ) {
  13441. var cameras = getCameraArray( camera );
  13442. for ( var i = 0; i < cameras.length; i ++ ) {
  13443. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  13444. }
  13445. uniforms.setValue( gl, 'viewMatrices', mat4 );
  13446. }
  13447. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  13448. var cameras = getCameraArray( camera );
  13449. for ( var i = 0; i < cameras.length; i ++ ) {
  13450. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  13451. mat3[ i ].getNormalMatrix( mat4[ i ] );
  13452. }
  13453. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  13454. uniforms.setValue( gl, 'normalMatrices', mat3 );
  13455. }
  13456. function isMultiviewCompatible( camera ) {
  13457. if ( camera.isArrayCamera === undefined ) { return true; }
  13458. var cameras = camera.cameras;
  13459. if ( cameras.length > maxNumViews ) { return false; }
  13460. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  13461. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  13462. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) { return false; }
  13463. }
  13464. return true;
  13465. }
  13466. function resizeRenderTarget( camera ) {
  13467. if ( currentRenderTarget ) {
  13468. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  13469. } else {
  13470. renderer.getDrawingBufferSize( renderSize );
  13471. }
  13472. if ( camera.isArrayCamera ) {
  13473. var viewport = camera.cameras[ 0 ].viewport;
  13474. renderTarget.setSize( viewport.z, viewport.w );
  13475. renderTarget.setNumViews( camera.cameras.length );
  13476. } else {
  13477. renderTarget.setSize( renderSize.x, renderSize.y );
  13478. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  13479. }
  13480. }
  13481. function attachCamera( camera ) {
  13482. if ( isMultiviewCompatible( camera ) === false ) { return; }
  13483. currentRenderTarget = renderer.getRenderTarget();
  13484. resizeRenderTarget( camera );
  13485. renderer.setRenderTarget( renderTarget );
  13486. }
  13487. function detachCamera( camera ) {
  13488. if ( renderTarget !== renderer.getRenderTarget() ) { return; }
  13489. renderer.setRenderTarget( currentRenderTarget );
  13490. flush( camera );
  13491. }
  13492. function flush( camera ) {
  13493. var srcRenderTarget = renderTarget;
  13494. var numViews = srcRenderTarget.numViews;
  13495. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  13496. var viewWidth = srcRenderTarget.width;
  13497. var viewHeight = srcRenderTarget.height;
  13498. if ( camera.isArrayCamera ) {
  13499. for ( var i = 0; i < numViews; i ++ ) {
  13500. var viewport = camera.cameras[ i ].viewport;
  13501. var x1 = viewport.x;
  13502. var y1 = viewport.y;
  13503. var x2 = x1 + viewport.z;
  13504. var y2 = y1 + viewport.w;
  13505. gl.bindFramebuffer( 36008, srcFramebuffers[ i ] );
  13506. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, 16384, 9728 );
  13507. }
  13508. } else {
  13509. gl.bindFramebuffer( 36008, srcFramebuffers[ 0 ] );
  13510. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, 16384, 9728 );
  13511. }
  13512. }
  13513. this.isAvailable = isAvailable;
  13514. this.attachCamera = attachCamera;
  13515. this.detachCamera = detachCamera;
  13516. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  13517. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  13518. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  13519. }
  13520. /**
  13521. * @author mrdoob / http://mrdoob.com/
  13522. */
  13523. function Group() {
  13524. Object3D.call( this );
  13525. this.type = 'Group';
  13526. }
  13527. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13528. constructor: Group,
  13529. isGroup: true
  13530. } );
  13531. /**
  13532. * @author mrdoob / http://mrdoob.com/
  13533. */
  13534. function ArrayCamera( array ) {
  13535. PerspectiveCamera.call( this );
  13536. this.cameras = array || [];
  13537. }
  13538. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13539. constructor: ArrayCamera,
  13540. isArrayCamera: true
  13541. } );
  13542. /**
  13543. * @author jsantell / https://www.jsantell.com/
  13544. * @author mrdoob / http://mrdoob.com/
  13545. */
  13546. var cameraLPos = new Vector3();
  13547. var cameraRPos = new Vector3();
  13548. /**
  13549. * Assumes 2 cameras that are parallel and share an X-axis, and that
  13550. * the cameras' projection and world matrices have already been set.
  13551. * And that near and far planes are identical for both cameras.
  13552. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  13553. */
  13554. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  13555. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  13556. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  13557. var ipd = cameraLPos.distanceTo( cameraRPos );
  13558. var projL = cameraL.projectionMatrix.elements;
  13559. var projR = cameraR.projectionMatrix.elements;
  13560. // VR systems will have identical far and near planes, and
  13561. // most likely identical top and bottom frustum extents.
  13562. // Use the left camera for these values.
  13563. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  13564. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  13565. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  13566. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  13567. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  13568. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  13569. var left = near * leftFov;
  13570. var right = near * rightFov;
  13571. // Calculate the new camera's position offset from the
  13572. // left camera. xOffset should be roughly half `ipd`.
  13573. var zOffset = ipd / ( - leftFov + rightFov );
  13574. var xOffset = zOffset * - leftFov;
  13575. // TODO: Better way to apply this offset?
  13576. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  13577. camera.translateX( xOffset );
  13578. camera.translateZ( zOffset );
  13579. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  13580. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13581. // Find the union of the frustum values of the cameras and scale
  13582. // the values so that the near plane's position does not change in world space,
  13583. // although must now be relative to the new union camera.
  13584. var near2 = near + zOffset;
  13585. var far2 = far + zOffset;
  13586. var left2 = left - xOffset;
  13587. var right2 = right + ( ipd - xOffset );
  13588. var top2 = topFov * far / far2 * near2;
  13589. var bottom2 = bottomFov * far / far2 * near2;
  13590. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  13591. }
  13592. /**
  13593. * @author mrdoob / http://mrdoob.com/
  13594. */
  13595. function WebVRManager( renderer ) {
  13596. var renderWidth, renderHeight;
  13597. var scope = this;
  13598. var device = null;
  13599. var frameData = null;
  13600. var poseTarget = null;
  13601. var controllers = [];
  13602. var standingMatrix = new Matrix4();
  13603. var standingMatrixInverse = new Matrix4();
  13604. var framebufferScaleFactor = 1.0;
  13605. var referenceSpaceType = 'local-floor';
  13606. if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
  13607. frameData = new window.VRFrameData();
  13608. window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
  13609. }
  13610. var matrixWorldInverse = new Matrix4();
  13611. var tempQuaternion = new Quaternion();
  13612. var tempPosition = new Vector3();
  13613. var cameraL = new PerspectiveCamera();
  13614. cameraL.viewport = new Vector4();
  13615. cameraL.layers.enable( 1 );
  13616. var cameraR = new PerspectiveCamera();
  13617. cameraR.viewport = new Vector4();
  13618. cameraR.layers.enable( 2 );
  13619. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13620. cameraVR.layers.enable( 1 );
  13621. cameraVR.layers.enable( 2 );
  13622. //
  13623. function isPresenting() {
  13624. return device !== null && device.isPresenting === true;
  13625. }
  13626. var currentSize = new Vector2(), currentPixelRatio;
  13627. function onVRDisplayPresentChange() {
  13628. if ( isPresenting() ) {
  13629. var eyeParameters = device.getEyeParameters( 'left' );
  13630. renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
  13631. renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
  13632. currentPixelRatio = renderer.getPixelRatio();
  13633. renderer.getSize( currentSize );
  13634. renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
  13635. cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
  13636. cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
  13637. animation.start();
  13638. scope.dispatchEvent( { type: 'sessionstart' } );
  13639. } else {
  13640. if ( scope.enabled ) {
  13641. renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
  13642. }
  13643. animation.stop();
  13644. scope.dispatchEvent( { type: 'sessionend' } );
  13645. }
  13646. }
  13647. //
  13648. var triggers = [];
  13649. function findGamepad( id ) {
  13650. var gamepads = navigator.getGamepads && navigator.getGamepads();
  13651. for ( var i = 0, l = gamepads.length; i < l; i ++ ) {
  13652. var gamepad = gamepads[ i ];
  13653. if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
  13654. gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
  13655. gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
  13656. gamepad.id.startsWith( 'HTC Vive Focus' ) ||
  13657. gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
  13658. var hand = gamepad.hand;
  13659. if ( id === 0 && ( hand === '' || hand === 'right' ) ) { return gamepad; }
  13660. if ( id === 1 && ( hand === 'left' ) ) { return gamepad; }
  13661. }
  13662. }
  13663. }
  13664. function updateControllers() {
  13665. for ( var i = 0; i < controllers.length; i ++ ) {
  13666. var controller = controllers[ i ];
  13667. var gamepad = findGamepad( i );
  13668. if ( gamepad !== undefined && gamepad.pose !== undefined ) {
  13669. if ( gamepad.pose === null ) { return; }
  13670. // Pose
  13671. var pose = gamepad.pose;
  13672. if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
  13673. if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
  13674. if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
  13675. controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
  13676. controller.matrix.premultiply( standingMatrix );
  13677. controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
  13678. controller.matrixWorldNeedsUpdate = true;
  13679. controller.visible = true;
  13680. // Trigger
  13681. var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
  13682. if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
  13683. if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
  13684. triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
  13685. if ( triggers[ i ] === true ) {
  13686. controller.dispatchEvent( { type: 'selectstart' } );
  13687. } else {
  13688. controller.dispatchEvent( { type: 'selectend' } );
  13689. controller.dispatchEvent( { type: 'select' } );
  13690. }
  13691. }
  13692. } else {
  13693. controller.visible = false;
  13694. }
  13695. }
  13696. }
  13697. function updateViewportFromBounds( viewport, bounds ) {
  13698. if ( bounds !== null && bounds.length === 4 ) {
  13699. viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
  13700. }
  13701. }
  13702. //
  13703. this.enabled = false;
  13704. this.getController = function ( id ) {
  13705. var controller = controllers[ id ];
  13706. if ( controller === undefined ) {
  13707. controller = new Group();
  13708. controller.matrixAutoUpdate = false;
  13709. controller.visible = false;
  13710. controllers[ id ] = controller;
  13711. }
  13712. return controller;
  13713. };
  13714. this.getDevice = function () {
  13715. return device;
  13716. };
  13717. this.setDevice = function ( value ) {
  13718. if ( value !== undefined ) { device = value; }
  13719. animation.setContext( value );
  13720. };
  13721. this.setFramebufferScaleFactor = function ( value ) {
  13722. framebufferScaleFactor = value;
  13723. };
  13724. this.setReferenceSpaceType = function ( value ) {
  13725. referenceSpaceType = value;
  13726. };
  13727. this.setPoseTarget = function ( object ) {
  13728. if ( object !== undefined ) { poseTarget = object; }
  13729. };
  13730. this.getCamera = function ( camera ) {
  13731. var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
  13732. if ( isPresenting() === false ) {
  13733. camera.position.set( 0, userHeight, 0 );
  13734. camera.rotation.set( 0, 0, 0 );
  13735. return camera;
  13736. }
  13737. device.depthNear = camera.near;
  13738. device.depthFar = camera.far;
  13739. device.getFrameData( frameData );
  13740. //
  13741. if ( referenceSpaceType === 'local-floor' ) {
  13742. var stageParameters = device.stageParameters;
  13743. if ( stageParameters ) {
  13744. standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
  13745. } else {
  13746. standingMatrix.makeTranslation( 0, userHeight, 0 );
  13747. }
  13748. }
  13749. var pose = frameData.pose;
  13750. var poseObject = poseTarget !== null ? poseTarget : camera;
  13751. // We want to manipulate poseObject by its position and quaternion components since users may rely on them.
  13752. poseObject.matrix.copy( standingMatrix );
  13753. poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
  13754. if ( pose.orientation !== null ) {
  13755. tempQuaternion.fromArray( pose.orientation );
  13756. poseObject.quaternion.multiply( tempQuaternion );
  13757. }
  13758. if ( pose.position !== null ) {
  13759. tempQuaternion.setFromRotationMatrix( standingMatrix );
  13760. tempPosition.fromArray( pose.position );
  13761. tempPosition.applyQuaternion( tempQuaternion );
  13762. poseObject.position.add( tempPosition );
  13763. }
  13764. poseObject.updateMatrixWorld();
  13765. //
  13766. cameraL.near = camera.near;
  13767. cameraR.near = camera.near;
  13768. cameraL.far = camera.far;
  13769. cameraR.far = camera.far;
  13770. cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
  13771. cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
  13772. // TODO (mrdoob) Double check this code
  13773. standingMatrixInverse.getInverse( standingMatrix );
  13774. if ( referenceSpaceType === 'local-floor' ) {
  13775. cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
  13776. cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
  13777. }
  13778. var parent = poseObject.parent;
  13779. if ( parent !== null ) {
  13780. matrixWorldInverse.getInverse( parent.matrixWorld );
  13781. cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
  13782. cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
  13783. }
  13784. // envMap and Mirror needs camera.matrixWorld
  13785. cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
  13786. cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
  13787. cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
  13788. cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
  13789. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13790. //
  13791. var layers = device.getLayers();
  13792. if ( layers.length ) {
  13793. var layer = layers[ 0 ];
  13794. updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
  13795. updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
  13796. }
  13797. updateControllers();
  13798. return cameraVR;
  13799. };
  13800. this.getStandingMatrix = function () {
  13801. return standingMatrix;
  13802. };
  13803. this.isPresenting = isPresenting;
  13804. // Animation Loop
  13805. var animation = new WebGLAnimation();
  13806. this.setAnimationLoop = function ( callback ) {
  13807. animation.setAnimationLoop( callback );
  13808. if ( isPresenting() ) { animation.start(); }
  13809. };
  13810. this.submitFrame = function () {
  13811. if ( isPresenting() ) { device.submitFrame(); }
  13812. };
  13813. this.dispose = function () {
  13814. if ( typeof window !== 'undefined' ) {
  13815. window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
  13816. }
  13817. };
  13818. // DEPRECATED
  13819. this.setFrameOfReferenceType = function () {
  13820. console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
  13821. };
  13822. }
  13823. Object.assign( WebVRManager.prototype, EventDispatcher.prototype );
  13824. /**
  13825. * @author mrdoob / http://mrdoob.com/
  13826. */
  13827. function WebXRManager( renderer, gl ) {
  13828. var scope = this;
  13829. var session = null;
  13830. // var framebufferScaleFactor = 1.0;
  13831. var referenceSpace = null;
  13832. var referenceSpaceType = 'local-floor';
  13833. var pose = null;
  13834. var controllers = [];
  13835. var sortedInputSources = [];
  13836. function isPresenting() {
  13837. return session !== null && referenceSpace !== null;
  13838. }
  13839. //
  13840. var cameraL = new PerspectiveCamera();
  13841. cameraL.layers.enable( 1 );
  13842. cameraL.viewport = new Vector4();
  13843. var cameraR = new PerspectiveCamera();
  13844. cameraR.layers.enable( 2 );
  13845. cameraR.viewport = new Vector4();
  13846. var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
  13847. cameraVR.layers.enable( 1 );
  13848. cameraVR.layers.enable( 2 );
  13849. //
  13850. this.enabled = false;
  13851. this.getController = function ( id ) {
  13852. var controller = controllers[ id ];
  13853. if ( controller === undefined ) {
  13854. controller = new Group();
  13855. controller.matrixAutoUpdate = false;
  13856. controller.visible = false;
  13857. controllers[ id ] = controller;
  13858. }
  13859. return controller;
  13860. };
  13861. //
  13862. function onSessionEvent( event ) {
  13863. for ( var i = 0; i < controllers.length; i ++ ) {
  13864. if ( sortedInputSources[ i ] === event.inputSource ) {
  13865. controllers[ i ].dispatchEvent( { type: event.type } );
  13866. }
  13867. }
  13868. }
  13869. function onSessionEnd() {
  13870. renderer.setFramebuffer( null );
  13871. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13872. animation.stop();
  13873. scope.dispatchEvent( { type: 'sessionend' } );
  13874. }
  13875. function onRequestReferenceSpace( value ) {
  13876. referenceSpace = value;
  13877. animation.setContext( session );
  13878. animation.start();
  13879. scope.dispatchEvent( { type: 'sessionstart' } );
  13880. }
  13881. this.setFramebufferScaleFactor = function ( /* value */ ) {
  13882. // framebufferScaleFactor = value;
  13883. };
  13884. this.setReferenceSpaceType = function ( value ) {
  13885. referenceSpaceType = value;
  13886. };
  13887. this.getSession = function () {
  13888. return session;
  13889. };
  13890. this.setSession = function ( value ) {
  13891. session = value;
  13892. if ( session !== null ) {
  13893. session.addEventListener( 'select', onSessionEvent );
  13894. session.addEventListener( 'selectstart', onSessionEvent );
  13895. session.addEventListener( 'selectend', onSessionEvent );
  13896. session.addEventListener( 'end', onSessionEnd );
  13897. // eslint-disable-next-line no-undef
  13898. session.updateRenderState( { baseLayer: new XRWebGLLayer( session, gl ) } );
  13899. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  13900. //
  13901. session.addEventListener( 'inputsourceschange', updateInputSources );
  13902. updateInputSources();
  13903. }
  13904. };
  13905. function updateInputSources() {
  13906. for ( var i = 0; i < controllers.length; i ++ ) {
  13907. sortedInputSources[ i ] = findInputSource( i );
  13908. }
  13909. }
  13910. function findInputSource( id ) {
  13911. var inputSources = session.inputSources;
  13912. for ( var i = 0; i < inputSources.length; i ++ ) {
  13913. var inputSource = inputSources[ i ];
  13914. var handedness = inputSource.handedness;
  13915. if ( id === 0 && ( handedness === 'none' || handedness === 'right' ) ) { return inputSource; }
  13916. if ( id === 1 && ( handedness === 'left' ) ) { return inputSource; }
  13917. }
  13918. }
  13919. //
  13920. function updateCamera( camera, parent ) {
  13921. if ( parent === null ) {
  13922. camera.matrixWorld.copy( camera.matrix );
  13923. } else {
  13924. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  13925. }
  13926. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13927. }
  13928. this.getCamera = function ( camera ) {
  13929. if ( isPresenting() ) {
  13930. var parent = camera.parent;
  13931. var cameras = cameraVR.cameras;
  13932. updateCamera( cameraVR, parent );
  13933. for ( var i = 0; i < cameras.length; i ++ ) {
  13934. updateCamera( cameras[ i ], parent );
  13935. }
  13936. // update camera and its children
  13937. camera.matrixWorld.copy( cameraVR.matrixWorld );
  13938. var children = camera.children;
  13939. for ( var i = 0, l = children.length; i < l; i ++ ) {
  13940. children[ i ].updateMatrixWorld( true );
  13941. }
  13942. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  13943. return cameraVR;
  13944. }
  13945. return camera;
  13946. };
  13947. this.isPresenting = isPresenting;
  13948. // Animation Loop
  13949. var onAnimationFrameCallback = null;
  13950. function onAnimationFrame( time, frame ) {
  13951. pose = frame.getViewerPose( referenceSpace );
  13952. if ( pose !== null ) {
  13953. var views = pose.views;
  13954. var baseLayer = session.renderState.baseLayer;
  13955. renderer.setFramebuffer( baseLayer.framebuffer );
  13956. for ( var i = 0; i < views.length; i ++ ) {
  13957. var view = views[ i ];
  13958. var viewport = baseLayer.getViewport( view );
  13959. var viewMatrix = view.transform.inverse.matrix;
  13960. var camera = cameraVR.cameras[ i ];
  13961. camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
  13962. camera.projectionMatrix.fromArray( view.projectionMatrix );
  13963. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  13964. if ( i === 0 ) {
  13965. cameraVR.matrix.copy( camera.matrix );
  13966. }
  13967. }
  13968. }
  13969. //
  13970. for ( var i = 0; i < controllers.length; i ++ ) {
  13971. var controller = controllers[ i ];
  13972. var inputSource = sortedInputSources[ i ];
  13973. if ( inputSource ) {
  13974. var inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13975. if ( inputPose !== null ) {
  13976. controller.matrix.fromArray( inputPose.transform.matrix );
  13977. controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
  13978. controller.visible = true;
  13979. continue;
  13980. }
  13981. }
  13982. controller.visible = false;
  13983. }
  13984. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  13985. }
  13986. var animation = new WebGLAnimation();
  13987. animation.setAnimationLoop( onAnimationFrame );
  13988. this.setAnimationLoop = function ( callback ) {
  13989. onAnimationFrameCallback = callback;
  13990. };
  13991. this.dispose = function () {};
  13992. // DEPRECATED
  13993. this.getStandingMatrix = function () {
  13994. console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
  13995. return new Matrix4();
  13996. };
  13997. this.getDevice = function () {
  13998. console.warn( 'THREE.WebXRManager: getDevice() has been deprecated.' );
  13999. };
  14000. this.setDevice = function () {
  14001. console.warn( 'THREE.WebXRManager: setDevice() has been deprecated.' );
  14002. };
  14003. this.setFrameOfReferenceType = function () {
  14004. console.warn( 'THREE.WebXRManager: setFrameOfReferenceType() has been deprecated.' );
  14005. };
  14006. this.submitFrame = function () {};
  14007. }
  14008. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14009. /**
  14010. * @author supereggbert / http://www.paulbrunt.co.uk/
  14011. * @author mrdoob / http://mrdoob.com/
  14012. * @author alteredq / http://alteredqualia.com/
  14013. * @author szimek / https://github.com/szimek/
  14014. * @author tschw
  14015. */
  14016. function WebGLRenderer( parameters ) {
  14017. parameters = parameters || {};
  14018. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14019. _context = parameters.context !== undefined ? parameters.context : null,
  14020. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14021. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14022. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14023. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14024. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14025. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14026. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14027. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14028. var currentRenderList = null;
  14029. var currentRenderState = null;
  14030. // public properties
  14031. this.domElement = _canvas;
  14032. // Debug configuration container
  14033. this.debug = {
  14034. /**
  14035. * Enables error checking and reporting when shader programs are being compiled
  14036. * @type {boolean}
  14037. */
  14038. checkShaderErrors: true
  14039. };
  14040. // clearing
  14041. this.autoClear = true;
  14042. this.autoClearColor = true;
  14043. this.autoClearDepth = true;
  14044. this.autoClearStencil = true;
  14045. // scene graph
  14046. this.sortObjects = true;
  14047. // user-defined clipping
  14048. this.clippingPlanes = [];
  14049. this.localClippingEnabled = false;
  14050. // physically based shading
  14051. this.gammaFactor = 2.0; // for backwards compatibility
  14052. this.gammaInput = false;
  14053. this.gammaOutput = false;
  14054. // physical lights
  14055. this.physicallyCorrectLights = false;
  14056. // tone mapping
  14057. this.toneMapping = LinearToneMapping;
  14058. this.toneMappingExposure = 1.0;
  14059. this.toneMappingWhitePoint = 1.0;
  14060. // morphs
  14061. this.maxMorphTargets = 8;
  14062. this.maxMorphNormals = 4;
  14063. // internal properties
  14064. var _this = this,
  14065. _isContextLost = false,
  14066. // internal state cache
  14067. _framebuffer = null,
  14068. _currentActiveCubeFace = 0,
  14069. _currentActiveMipmapLevel = 0,
  14070. _currentRenderTarget = null,
  14071. _currentFramebuffer = null,
  14072. _currentMaterialId = - 1,
  14073. // geometry and program caching
  14074. _currentGeometryProgram = {
  14075. geometry: null,
  14076. program: null,
  14077. wireframe: false
  14078. },
  14079. _currentCamera = null,
  14080. _currentArrayCamera = null,
  14081. _currentViewport = new Vector4(),
  14082. _currentScissor = new Vector4(),
  14083. _currentScissorTest = null,
  14084. //
  14085. _width = _canvas.width,
  14086. _height = _canvas.height,
  14087. _pixelRatio = 1,
  14088. _viewport = new Vector4( 0, 0, _width, _height ),
  14089. _scissor = new Vector4( 0, 0, _width, _height ),
  14090. _scissorTest = false,
  14091. // frustum
  14092. _frustum = new Frustum(),
  14093. // clipping
  14094. _clipping = new WebGLClipping(),
  14095. _clippingEnabled = false,
  14096. _localClippingEnabled = false,
  14097. // camera matrices cache
  14098. _projScreenMatrix = new Matrix4(),
  14099. _vector3 = new Vector3();
  14100. function getTargetPixelRatio() {
  14101. return _currentRenderTarget === null ? _pixelRatio : 1;
  14102. }
  14103. // initialize
  14104. var _gl;
  14105. try {
  14106. var contextAttributes = {
  14107. alpha: _alpha,
  14108. depth: _depth,
  14109. stencil: _stencil,
  14110. antialias: _antialias,
  14111. premultipliedAlpha: _premultipliedAlpha,
  14112. preserveDrawingBuffer: _preserveDrawingBuffer,
  14113. powerPreference: _powerPreference,
  14114. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat,
  14115. xrCompatible: true
  14116. };
  14117. // event listeners must be registered before WebGL context is created, see #12753
  14118. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14119. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14120. _gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
  14121. if ( _gl === null ) {
  14122. if ( _canvas.getContext( 'webgl' ) !== null ) {
  14123. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14124. } else {
  14125. throw new Error( 'Error creating WebGL context.' );
  14126. }
  14127. }
  14128. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14129. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14130. _gl.getShaderPrecisionFormat = function () {
  14131. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14132. };
  14133. }
  14134. } catch ( error ) {
  14135. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14136. throw error;
  14137. }
  14138. var extensions, capabilities, state, info;
  14139. var properties, textures, attributes, geometries, objects;
  14140. var programCache, renderLists, renderStates;
  14141. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14142. var utils;
  14143. function initGLContext() {
  14144. extensions = new WebGLExtensions( _gl );
  14145. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14146. if ( capabilities.isWebGL2 === false ) {
  14147. extensions.get( 'WEBGL_depth_texture' );
  14148. extensions.get( 'OES_texture_float' );
  14149. extensions.get( 'OES_texture_half_float' );
  14150. extensions.get( 'OES_texture_half_float_linear' );
  14151. extensions.get( 'OES_standard_derivatives' );
  14152. extensions.get( 'OES_element_index_uint' );
  14153. extensions.get( 'ANGLE_instanced_arrays' );
  14154. }
  14155. extensions.get( 'OES_texture_float_linear' );
  14156. utils = new WebGLUtils( _gl, extensions, capabilities );
  14157. state = new WebGLState( _gl, extensions, utils, capabilities );
  14158. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14159. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14160. info = new WebGLInfo( _gl );
  14161. properties = new WebGLProperties();
  14162. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14163. attributes = new WebGLAttributes( _gl );
  14164. geometries = new WebGLGeometries( _gl, attributes, info );
  14165. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14166. morphtargets = new WebGLMorphtargets( _gl );
  14167. programCache = new WebGLPrograms( _this, extensions, capabilities );
  14168. renderLists = new WebGLRenderLists();
  14169. renderStates = new WebGLRenderStates();
  14170. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14171. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14172. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14173. info.programs = programCache.programs;
  14174. _this.capabilities = capabilities;
  14175. _this.extensions = extensions;
  14176. _this.properties = properties;
  14177. _this.renderLists = renderLists;
  14178. _this.state = state;
  14179. _this.info = info;
  14180. }
  14181. initGLContext();
  14182. // vr
  14183. var vr = ( typeof navigator !== 'undefined' && 'xr' in navigator && 'isSessionSupported' in navigator.xr ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this );
  14184. this.vr = vr;
  14185. // Multiview
  14186. var multiview = new WebGLMultiview( _this, _gl );
  14187. // shadow map
  14188. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14189. this.shadowMap = shadowMap;
  14190. // API
  14191. this.getContext = function () {
  14192. return _gl;
  14193. };
  14194. this.getContextAttributes = function () {
  14195. return _gl.getContextAttributes();
  14196. };
  14197. this.forceContextLoss = function () {
  14198. var extension = extensions.get( 'WEBGL_lose_context' );
  14199. if ( extension ) { extension.loseContext(); }
  14200. };
  14201. this.forceContextRestore = function () {
  14202. var extension = extensions.get( 'WEBGL_lose_context' );
  14203. if ( extension ) { extension.restoreContext(); }
  14204. };
  14205. this.getPixelRatio = function () {
  14206. return _pixelRatio;
  14207. };
  14208. this.setPixelRatio = function ( value ) {
  14209. if ( value === undefined ) { return; }
  14210. _pixelRatio = value;
  14211. this.setSize( _width, _height, false );
  14212. };
  14213. this.getSize = function ( target ) {
  14214. if ( target === undefined ) {
  14215. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14216. target = new Vector2();
  14217. }
  14218. return target.set( _width, _height );
  14219. };
  14220. this.setSize = function ( width, height, updateStyle ) {
  14221. if ( vr.isPresenting() ) {
  14222. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14223. return;
  14224. }
  14225. _width = width;
  14226. _height = height;
  14227. _canvas.width = Math.floor( width * _pixelRatio );
  14228. _canvas.height = Math.floor( height * _pixelRatio );
  14229. if ( updateStyle !== false ) {
  14230. _canvas.style.width = width + 'px';
  14231. _canvas.style.height = height + 'px';
  14232. }
  14233. this.setViewport( 0, 0, width, height );
  14234. };
  14235. this.getDrawingBufferSize = function ( target ) {
  14236. if ( target === undefined ) {
  14237. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14238. target = new Vector2();
  14239. }
  14240. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14241. };
  14242. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14243. _width = width;
  14244. _height = height;
  14245. _pixelRatio = pixelRatio;
  14246. _canvas.width = Math.floor( width * pixelRatio );
  14247. _canvas.height = Math.floor( height * pixelRatio );
  14248. this.setViewport( 0, 0, width, height );
  14249. };
  14250. this.getCurrentViewport = function ( target ) {
  14251. if ( target === undefined ) {
  14252. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14253. target = new Vector4();
  14254. }
  14255. return target.copy( _currentViewport );
  14256. };
  14257. this.getViewport = function ( target ) {
  14258. return target.copy( _viewport );
  14259. };
  14260. this.setViewport = function ( x, y, width, height ) {
  14261. if ( x.isVector4 ) {
  14262. _viewport.set( x.x, x.y, x.z, x.w );
  14263. } else {
  14264. _viewport.set( x, y, width, height );
  14265. }
  14266. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14267. };
  14268. this.getScissor = function ( target ) {
  14269. return target.copy( _scissor );
  14270. };
  14271. this.setScissor = function ( x, y, width, height ) {
  14272. if ( x.isVector4 ) {
  14273. _scissor.set( x.x, x.y, x.z, x.w );
  14274. } else {
  14275. _scissor.set( x, y, width, height );
  14276. }
  14277. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14278. };
  14279. this.getScissorTest = function () {
  14280. return _scissorTest;
  14281. };
  14282. this.setScissorTest = function ( boolean ) {
  14283. state.setScissorTest( _scissorTest = boolean );
  14284. };
  14285. // Clearing
  14286. this.getClearColor = function () {
  14287. return background.getClearColor();
  14288. };
  14289. this.setClearColor = function () {
  14290. background.setClearColor.apply( background, arguments );
  14291. };
  14292. this.getClearAlpha = function () {
  14293. return background.getClearAlpha();
  14294. };
  14295. this.setClearAlpha = function () {
  14296. background.setClearAlpha.apply( background, arguments );
  14297. };
  14298. this.clear = function ( color, depth, stencil ) {
  14299. var bits = 0;
  14300. if ( color === undefined || color ) { bits |= 16384; }
  14301. if ( depth === undefined || depth ) { bits |= 256; }
  14302. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14303. _gl.clear( bits );
  14304. };
  14305. this.clearColor = function () {
  14306. this.clear( true, false, false );
  14307. };
  14308. this.clearDepth = function () {
  14309. this.clear( false, true, false );
  14310. };
  14311. this.clearStencil = function () {
  14312. this.clear( false, false, true );
  14313. };
  14314. //
  14315. this.dispose = function () {
  14316. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14317. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14318. renderLists.dispose();
  14319. renderStates.dispose();
  14320. properties.dispose();
  14321. objects.dispose();
  14322. vr.dispose();
  14323. animation.stop();
  14324. };
  14325. // Events
  14326. function onContextLost( event ) {
  14327. event.preventDefault();
  14328. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14329. _isContextLost = true;
  14330. }
  14331. function onContextRestore( /* event */ ) {
  14332. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14333. _isContextLost = false;
  14334. initGLContext();
  14335. }
  14336. function onMaterialDispose( event ) {
  14337. var material = event.target;
  14338. material.removeEventListener( 'dispose', onMaterialDispose );
  14339. deallocateMaterial( material );
  14340. }
  14341. // Buffer deallocation
  14342. function deallocateMaterial( material ) {
  14343. releaseMaterialProgramReference( material );
  14344. properties.remove( material );
  14345. }
  14346. function releaseMaterialProgramReference( material ) {
  14347. var programInfo = properties.get( material ).program;
  14348. material.program = undefined;
  14349. if ( programInfo !== undefined ) {
  14350. programCache.releaseProgram( programInfo );
  14351. }
  14352. }
  14353. // Buffer rendering
  14354. function renderObjectImmediate( object, program ) {
  14355. object.render( function ( object ) {
  14356. _this.renderBufferImmediate( object, program );
  14357. } );
  14358. }
  14359. this.renderBufferImmediate = function ( object, program ) {
  14360. state.initAttributes();
  14361. var buffers = properties.get( object );
  14362. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14363. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14364. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14365. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14366. var programAttributes = program.getAttributes();
  14367. if ( object.hasPositions ) {
  14368. _gl.bindBuffer( 34962, buffers.position );
  14369. _gl.bufferData( 34962, object.positionArray, 35048 );
  14370. state.enableAttribute( programAttributes.position );
  14371. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14372. }
  14373. if ( object.hasNormals ) {
  14374. _gl.bindBuffer( 34962, buffers.normal );
  14375. _gl.bufferData( 34962, object.normalArray, 35048 );
  14376. state.enableAttribute( programAttributes.normal );
  14377. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14378. }
  14379. if ( object.hasUvs ) {
  14380. _gl.bindBuffer( 34962, buffers.uv );
  14381. _gl.bufferData( 34962, object.uvArray, 35048 );
  14382. state.enableAttribute( programAttributes.uv );
  14383. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14384. }
  14385. if ( object.hasColors ) {
  14386. _gl.bindBuffer( 34962, buffers.color );
  14387. _gl.bufferData( 34962, object.colorArray, 35048 );
  14388. state.enableAttribute( programAttributes.color );
  14389. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14390. }
  14391. state.disableUnusedAttributes();
  14392. _gl.drawArrays( 4, 0, object.count );
  14393. object.count = 0;
  14394. };
  14395. this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
  14396. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14397. state.setMaterial( material, frontFaceCW );
  14398. var program = setProgram( camera, fog, material, object );
  14399. var updateBuffers = false;
  14400. if ( _currentGeometryProgram.geometry !== geometry.id ||
  14401. _currentGeometryProgram.program !== program.id ||
  14402. _currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
  14403. _currentGeometryProgram.geometry = geometry.id;
  14404. _currentGeometryProgram.program = program.id;
  14405. _currentGeometryProgram.wireframe = material.wireframe === true;
  14406. updateBuffers = true;
  14407. }
  14408. if ( object.morphTargetInfluences ) {
  14409. morphtargets.update( object, geometry, material, program );
  14410. updateBuffers = true;
  14411. }
  14412. //
  14413. var index = geometry.index;
  14414. var position = geometry.attributes.position;
  14415. var rangeFactor = 1;
  14416. if ( material.wireframe === true ) {
  14417. index = geometries.getWireframeAttribute( geometry );
  14418. rangeFactor = 2;
  14419. }
  14420. var attribute;
  14421. var renderer = bufferRenderer;
  14422. if ( index !== null ) {
  14423. attribute = attributes.get( index );
  14424. renderer = indexedBufferRenderer;
  14425. renderer.setIndex( attribute );
  14426. }
  14427. if ( updateBuffers ) {
  14428. setupVertexAttributes( object, geometry, material, program );
  14429. if ( index !== null ) {
  14430. _gl.bindBuffer( 34963, attribute.buffer );
  14431. }
  14432. }
  14433. //
  14434. var dataCount = Infinity;
  14435. if ( index !== null ) {
  14436. dataCount = index.count;
  14437. } else if ( position !== undefined ) {
  14438. dataCount = position.count;
  14439. }
  14440. var rangeStart = geometry.drawRange.start * rangeFactor;
  14441. var rangeCount = geometry.drawRange.count * rangeFactor;
  14442. var groupStart = group !== null ? group.start * rangeFactor : 0;
  14443. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  14444. var drawStart = Math.max( rangeStart, groupStart );
  14445. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  14446. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  14447. if ( drawCount === 0 ) { return; }
  14448. //
  14449. if ( object.isMesh ) {
  14450. if ( material.wireframe === true ) {
  14451. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  14452. renderer.setMode( 1 );
  14453. } else {
  14454. switch ( object.drawMode ) {
  14455. case TrianglesDrawMode:
  14456. renderer.setMode( 4 );
  14457. break;
  14458. case TriangleStripDrawMode:
  14459. renderer.setMode( 5 );
  14460. break;
  14461. case TriangleFanDrawMode:
  14462. renderer.setMode( 6 );
  14463. break;
  14464. }
  14465. }
  14466. } else if ( object.isLine ) {
  14467. var lineWidth = material.linewidth;
  14468. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  14469. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  14470. if ( object.isLineSegments ) {
  14471. renderer.setMode( 1 );
  14472. } else if ( object.isLineLoop ) {
  14473. renderer.setMode( 2 );
  14474. } else {
  14475. renderer.setMode( 3 );
  14476. }
  14477. } else if ( object.isPoints ) {
  14478. renderer.setMode( 0 );
  14479. } else if ( object.isSprite ) {
  14480. renderer.setMode( 4 );
  14481. }
  14482. if ( object.isInstancedMesh ) {
  14483. renderer.renderInstances( geometry, drawStart, drawCount, object.count );
  14484. } else if ( geometry.isInstancedBufferGeometry ) {
  14485. renderer.renderInstances( geometry, drawStart, drawCount, geometry.maxInstancedCount );
  14486. } else {
  14487. renderer.render( drawStart, drawCount );
  14488. }
  14489. };
  14490. function setupVertexAttributes( object, geometry, material, program ) {
  14491. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  14492. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  14493. }
  14494. state.initAttributes();
  14495. var geometryAttributes = geometry.attributes;
  14496. var programAttributes = program.getAttributes();
  14497. var materialDefaultAttributeValues = material.defaultAttributeValues;
  14498. for ( var name in programAttributes ) {
  14499. var programAttribute = programAttributes[ name ];
  14500. if ( programAttribute >= 0 ) {
  14501. var geometryAttribute = geometryAttributes[ name ];
  14502. if ( geometryAttribute !== undefined ) {
  14503. var normalized = geometryAttribute.normalized;
  14504. var size = geometryAttribute.itemSize;
  14505. var attribute = attributes.get( geometryAttribute );
  14506. // TODO Attribute may not be available on context restore
  14507. if ( attribute === undefined ) { continue; }
  14508. var buffer = attribute.buffer;
  14509. var type = attribute.type;
  14510. var bytesPerElement = attribute.bytesPerElement;
  14511. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  14512. var data = geometryAttribute.data;
  14513. var stride = data.stride;
  14514. var offset = geometryAttribute.offset;
  14515. if ( data && data.isInstancedInterleavedBuffer ) {
  14516. state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  14517. if ( geometry.maxInstancedCount === undefined ) {
  14518. geometry.maxInstancedCount = data.meshPerAttribute * data.count;
  14519. }
  14520. } else {
  14521. state.enableAttribute( programAttribute );
  14522. }
  14523. _gl.bindBuffer( 34962, buffer );
  14524. _gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  14525. } else {
  14526. if ( geometryAttribute.isInstancedBufferAttribute ) {
  14527. state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  14528. if ( geometry.maxInstancedCount === undefined ) {
  14529. geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  14530. }
  14531. } else {
  14532. state.enableAttribute( programAttribute );
  14533. }
  14534. _gl.bindBuffer( 34962, buffer );
  14535. _gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  14536. }
  14537. } else if ( name === 'instanceMatrix' ) {
  14538. var attribute = attributes.get( object.instanceMatrix );
  14539. // TODO Attribute may not be available on context restore
  14540. if ( attribute === undefined ) { continue; }
  14541. var buffer = attribute.buffer;
  14542. var type = attribute.type;
  14543. state.enableAttributeAndDivisor( programAttribute + 0, 1 );
  14544. state.enableAttributeAndDivisor( programAttribute + 1, 1 );
  14545. state.enableAttributeAndDivisor( programAttribute + 2, 1 );
  14546. state.enableAttributeAndDivisor( programAttribute + 3, 1 );
  14547. _gl.bindBuffer( 34962, buffer );
  14548. _gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );
  14549. _gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
  14550. _gl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );
  14551. _gl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );
  14552. } else if ( materialDefaultAttributeValues !== undefined ) {
  14553. var value = materialDefaultAttributeValues[ name ];
  14554. if ( value !== undefined ) {
  14555. switch ( value.length ) {
  14556. case 2:
  14557. _gl.vertexAttrib2fv( programAttribute, value );
  14558. break;
  14559. case 3:
  14560. _gl.vertexAttrib3fv( programAttribute, value );
  14561. break;
  14562. case 4:
  14563. _gl.vertexAttrib4fv( programAttribute, value );
  14564. break;
  14565. default:
  14566. _gl.vertexAttrib1fv( programAttribute, value );
  14567. }
  14568. }
  14569. }
  14570. }
  14571. }
  14572. state.disableUnusedAttributes();
  14573. }
  14574. // Compile
  14575. this.compile = function ( scene, camera ) {
  14576. currentRenderState = renderStates.get( scene, camera );
  14577. currentRenderState.init();
  14578. scene.traverse( function ( object ) {
  14579. if ( object.isLight ) {
  14580. currentRenderState.pushLight( object );
  14581. if ( object.castShadow ) {
  14582. currentRenderState.pushShadow( object );
  14583. }
  14584. }
  14585. } );
  14586. currentRenderState.setupLights( camera );
  14587. scene.traverse( function ( object ) {
  14588. if ( object.material ) {
  14589. if ( Array.isArray( object.material ) ) {
  14590. for ( var i = 0; i < object.material.length; i ++ ) {
  14591. initMaterial( object.material[ i ], scene.fog, object );
  14592. }
  14593. } else {
  14594. initMaterial( object.material, scene.fog, object );
  14595. }
  14596. }
  14597. } );
  14598. };
  14599. // Animation Loop
  14600. var onAnimationFrameCallback = null;
  14601. function onAnimationFrame( time ) {
  14602. if ( vr.isPresenting() ) { return; }
  14603. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  14604. }
  14605. var animation = new WebGLAnimation();
  14606. animation.setAnimationLoop( onAnimationFrame );
  14607. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  14608. this.setAnimationLoop = function ( callback ) {
  14609. onAnimationFrameCallback = callback;
  14610. vr.setAnimationLoop( callback );
  14611. animation.start();
  14612. };
  14613. // Rendering
  14614. this.render = function ( scene, camera ) {
  14615. var renderTarget, forceClear;
  14616. if ( arguments[ 2 ] !== undefined ) {
  14617. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  14618. renderTarget = arguments[ 2 ];
  14619. }
  14620. if ( arguments[ 3 ] !== undefined ) {
  14621. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  14622. forceClear = arguments[ 3 ];
  14623. }
  14624. if ( ! ( camera && camera.isCamera ) ) {
  14625. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  14626. return;
  14627. }
  14628. if ( _isContextLost ) { return; }
  14629. // reset caching for this frame
  14630. _currentGeometryProgram.geometry = null;
  14631. _currentGeometryProgram.program = null;
  14632. _currentGeometryProgram.wireframe = false;
  14633. _currentMaterialId = - 1;
  14634. _currentCamera = null;
  14635. // update scene graph
  14636. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  14637. // update camera matrices and frustum
  14638. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  14639. if ( vr.enabled ) {
  14640. camera = vr.getCamera( camera );
  14641. }
  14642. //
  14643. currentRenderState = renderStates.get( scene, camera );
  14644. currentRenderState.init();
  14645. scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
  14646. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  14647. _frustum.setFromMatrix( _projScreenMatrix );
  14648. _localClippingEnabled = this.localClippingEnabled;
  14649. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  14650. currentRenderList = renderLists.get( scene, camera );
  14651. currentRenderList.init();
  14652. projectObject( scene, camera, 0, _this.sortObjects );
  14653. if ( _this.sortObjects === true ) {
  14654. currentRenderList.sort();
  14655. }
  14656. //
  14657. if ( _clippingEnabled ) { _clipping.beginShadows(); }
  14658. var shadowsArray = currentRenderState.state.shadowsArray;
  14659. shadowMap.render( shadowsArray, scene, camera );
  14660. currentRenderState.setupLights( camera );
  14661. if ( _clippingEnabled ) { _clipping.endShadows(); }
  14662. //
  14663. if ( this.info.autoReset ) { this.info.reset(); }
  14664. if ( renderTarget !== undefined ) {
  14665. this.setRenderTarget( renderTarget );
  14666. }
  14667. if ( vr.enabled && multiview.isAvailable() ) {
  14668. multiview.attachCamera( camera );
  14669. }
  14670. //
  14671. background.render( currentRenderList, scene, camera, forceClear );
  14672. // render scene
  14673. var opaqueObjects = currentRenderList.opaque;
  14674. var transparentObjects = currentRenderList.transparent;
  14675. if ( scene.overrideMaterial ) {
  14676. var overrideMaterial = scene.overrideMaterial;
  14677. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera, overrideMaterial ); }
  14678. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera, overrideMaterial ); }
  14679. } else {
  14680. // opaque pass (front-to-back order)
  14681. if ( opaqueObjects.length ) { renderObjects( opaqueObjects, scene, camera ); }
  14682. // transparent pass (back-to-front order)
  14683. if ( transparentObjects.length ) { renderObjects( transparentObjects, scene, camera ); }
  14684. }
  14685. //
  14686. scene.onAfterRender( _this, scene, camera );
  14687. //
  14688. if ( _currentRenderTarget !== null ) {
  14689. // Generate mipmap if we're using any kind of mipmap filtering
  14690. textures.updateRenderTargetMipmap( _currentRenderTarget );
  14691. // resolve multisample renderbuffers to a single-sample texture if necessary
  14692. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  14693. }
  14694. // Ensure depth buffer writing is enabled so it can be cleared on next render
  14695. state.buffers.depth.setTest( true );
  14696. state.buffers.depth.setMask( true );
  14697. state.buffers.color.setMask( true );
  14698. state.setPolygonOffset( false );
  14699. if ( vr.enabled ) {
  14700. if ( multiview.isAvailable() ) {
  14701. multiview.detachCamera( camera );
  14702. }
  14703. vr.submitFrame();
  14704. }
  14705. // _gl.finish();
  14706. currentRenderList = null;
  14707. currentRenderState = null;
  14708. };
  14709. function projectObject( object, camera, groupOrder, sortObjects ) {
  14710. if ( object.visible === false ) { return; }
  14711. var visible = object.layers.test( camera.layers );
  14712. if ( visible ) {
  14713. if ( object.isGroup ) {
  14714. groupOrder = object.renderOrder;
  14715. } else if ( object.isLOD ) {
  14716. if ( object.autoUpdate === true ) { object.update( camera ); }
  14717. } else if ( object.isLight ) {
  14718. currentRenderState.pushLight( object );
  14719. if ( object.castShadow ) {
  14720. currentRenderState.pushShadow( object );
  14721. }
  14722. } else if ( object.isSprite ) {
  14723. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  14724. if ( sortObjects ) {
  14725. _vector3.setFromMatrixPosition( object.matrixWorld )
  14726. .applyMatrix4( _projScreenMatrix );
  14727. }
  14728. var geometry = objects.update( object );
  14729. var material = object.material;
  14730. if ( material.visible ) {
  14731. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14732. }
  14733. }
  14734. } else if ( object.isImmediateRenderObject ) {
  14735. if ( sortObjects ) {
  14736. _vector3.setFromMatrixPosition( object.matrixWorld )
  14737. .applyMatrix4( _projScreenMatrix );
  14738. }
  14739. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  14740. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  14741. if ( object.isSkinnedMesh ) {
  14742. // update skeleton only once in a frame
  14743. if ( object.skeleton.frame !== info.render.frame ) {
  14744. object.skeleton.update();
  14745. object.skeleton.frame = info.render.frame;
  14746. }
  14747. }
  14748. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  14749. if ( sortObjects ) {
  14750. _vector3.setFromMatrixPosition( object.matrixWorld )
  14751. .applyMatrix4( _projScreenMatrix );
  14752. }
  14753. var geometry = objects.update( object );
  14754. var material = object.material;
  14755. if ( Array.isArray( material ) ) {
  14756. var groups = geometry.groups;
  14757. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  14758. var group = groups[ i ];
  14759. var groupMaterial = material[ group.materialIndex ];
  14760. if ( groupMaterial && groupMaterial.visible ) {
  14761. currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
  14762. }
  14763. }
  14764. } else if ( material.visible ) {
  14765. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  14766. }
  14767. }
  14768. }
  14769. }
  14770. var children = object.children;
  14771. for ( var i = 0, l = children.length; i < l; i ++ ) {
  14772. projectObject( children[ i ], camera, groupOrder, sortObjects );
  14773. }
  14774. }
  14775. function renderObjects( renderList, scene, camera, overrideMaterial ) {
  14776. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  14777. var renderItem = renderList[ i ];
  14778. var object = renderItem.object;
  14779. var geometry = renderItem.geometry;
  14780. var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
  14781. var group = renderItem.group;
  14782. if ( camera.isArrayCamera ) {
  14783. _currentArrayCamera = camera;
  14784. if ( vr.enabled && multiview.isAvailable() ) {
  14785. renderObject( object, scene, camera, geometry, material, group );
  14786. } else {
  14787. var cameras = camera.cameras;
  14788. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  14789. var camera2 = cameras[ j ];
  14790. if ( object.layers.test( camera2.layers ) ) {
  14791. state.viewport( _currentViewport.copy( camera2.viewport ) );
  14792. currentRenderState.setupLights( camera2 );
  14793. renderObject( object, scene, camera2, geometry, material, group );
  14794. }
  14795. }
  14796. }
  14797. } else {
  14798. _currentArrayCamera = null;
  14799. renderObject( object, scene, camera, geometry, material, group );
  14800. }
  14801. }
  14802. }
  14803. function renderObject( object, scene, camera, geometry, material, group ) {
  14804. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  14805. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14806. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14807. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  14808. if ( object.isImmediateRenderObject ) {
  14809. state.setMaterial( material );
  14810. var program = setProgram( camera, scene.fog, material, object );
  14811. _currentGeometryProgram.geometry = null;
  14812. _currentGeometryProgram.program = null;
  14813. _currentGeometryProgram.wireframe = false;
  14814. renderObjectImmediate( object, program );
  14815. } else {
  14816. _this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
  14817. }
  14818. object.onAfterRender( _this, scene, camera, geometry, material, group );
  14819. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  14820. }
  14821. function initMaterial( material, fog, object ) {
  14822. var materialProperties = properties.get( material );
  14823. var lights = currentRenderState.state.lights;
  14824. var shadowsArray = currentRenderState.state.shadowsArray;
  14825. var lightsStateVersion = lights.state.version;
  14826. var parameters = programCache.getParameters(
  14827. material, lights.state, shadowsArray, fog, _clipping.numPlanes, _clipping.numIntersection, object );
  14828. var code = programCache.getProgramCode( material, parameters );
  14829. var program = materialProperties.program;
  14830. var programChange = true;
  14831. if ( program === undefined ) {
  14832. // new material
  14833. material.addEventListener( 'dispose', onMaterialDispose );
  14834. } else if ( program.code !== code ) {
  14835. // changed glsl or parameters
  14836. releaseMaterialProgramReference( material );
  14837. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  14838. materialProperties.lightsStateVersion = lightsStateVersion;
  14839. programChange = false;
  14840. } else if ( parameters.shaderID !== undefined ) {
  14841. // same glsl and uniform list
  14842. return;
  14843. } else {
  14844. // only rebuild uniform list
  14845. programChange = false;
  14846. }
  14847. if ( programChange ) {
  14848. if ( parameters.shaderID ) {
  14849. var shader = ShaderLib[ parameters.shaderID ];
  14850. materialProperties.shader = {
  14851. name: material.type,
  14852. uniforms: cloneUniforms( shader.uniforms ),
  14853. vertexShader: shader.vertexShader,
  14854. fragmentShader: shader.fragmentShader
  14855. };
  14856. } else {
  14857. materialProperties.shader = {
  14858. name: material.type,
  14859. uniforms: material.uniforms,
  14860. vertexShader: material.vertexShader,
  14861. fragmentShader: material.fragmentShader
  14862. };
  14863. }
  14864. material.onBeforeCompile( materialProperties.shader, _this );
  14865. // Computing code again as onBeforeCompile may have changed the shaders
  14866. code = programCache.getProgramCode( material, parameters );
  14867. program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
  14868. materialProperties.program = program;
  14869. material.program = program;
  14870. }
  14871. var programAttributes = program.getAttributes();
  14872. if ( material.morphTargets ) {
  14873. material.numSupportedMorphTargets = 0;
  14874. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  14875. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  14876. material.numSupportedMorphTargets ++;
  14877. }
  14878. }
  14879. }
  14880. if ( material.morphNormals ) {
  14881. material.numSupportedMorphNormals = 0;
  14882. for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
  14883. if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
  14884. material.numSupportedMorphNormals ++;
  14885. }
  14886. }
  14887. }
  14888. var uniforms = materialProperties.shader.uniforms;
  14889. if ( ! material.isShaderMaterial &&
  14890. ! material.isRawShaderMaterial ||
  14891. material.clipping === true ) {
  14892. materialProperties.numClippingPlanes = _clipping.numPlanes;
  14893. materialProperties.numIntersection = _clipping.numIntersection;
  14894. uniforms.clippingPlanes = _clipping.uniform;
  14895. }
  14896. materialProperties.fog = fog;
  14897. // store the light setup it was created for
  14898. materialProperties.needsLights = materialNeedsLights( material );
  14899. materialProperties.lightsStateVersion = lightsStateVersion;
  14900. if ( materialProperties.needsLights ) {
  14901. // wire up the material to this renderer's lighting state
  14902. uniforms.ambientLightColor.value = lights.state.ambient;
  14903. uniforms.lightProbe.value = lights.state.probe;
  14904. uniforms.directionalLights.value = lights.state.directional;
  14905. uniforms.spotLights.value = lights.state.spot;
  14906. uniforms.rectAreaLights.value = lights.state.rectArea;
  14907. uniforms.pointLights.value = lights.state.point;
  14908. uniforms.hemisphereLights.value = lights.state.hemi;
  14909. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  14910. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  14911. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  14912. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  14913. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  14914. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  14915. // TODO (abelnation): add area lights shadow info to uniforms
  14916. }
  14917. var progUniforms = materialProperties.program.getUniforms(),
  14918. uniformsList =
  14919. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  14920. materialProperties.uniformsList = uniformsList;
  14921. }
  14922. function setProgram( camera, fog, material, object ) {
  14923. textures.resetTextureUnits();
  14924. var materialProperties = properties.get( material );
  14925. var lights = currentRenderState.state.lights;
  14926. if ( _clippingEnabled ) {
  14927. if ( _localClippingEnabled || camera !== _currentCamera ) {
  14928. var useCache =
  14929. camera === _currentCamera &&
  14930. material.id === _currentMaterialId;
  14931. // we might want to call this function with some ClippingGroup
  14932. // object instead of the material, once it becomes feasible
  14933. // (#8465, #8379)
  14934. _clipping.setState(
  14935. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  14936. camera, materialProperties, useCache );
  14937. }
  14938. }
  14939. if ( material.needsUpdate === false ) {
  14940. if ( materialProperties.program === undefined ) {
  14941. material.needsUpdate = true;
  14942. } else if ( material.fog && materialProperties.fog !== fog ) {
  14943. material.needsUpdate = true;
  14944. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  14945. material.needsUpdate = true;
  14946. } else if ( materialProperties.numClippingPlanes !== undefined &&
  14947. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  14948. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  14949. material.needsUpdate = true;
  14950. }
  14951. }
  14952. if ( material.needsUpdate ) {
  14953. initMaterial( material, fog, object );
  14954. material.needsUpdate = false;
  14955. }
  14956. var refreshProgram = false;
  14957. var refreshMaterial = false;
  14958. var refreshLights = false;
  14959. var program = materialProperties.program,
  14960. p_uniforms = program.getUniforms(),
  14961. m_uniforms = materialProperties.shader.uniforms;
  14962. if ( state.useProgram( program.program ) ) {
  14963. refreshProgram = true;
  14964. refreshMaterial = true;
  14965. refreshLights = true;
  14966. }
  14967. if ( material.id !== _currentMaterialId ) {
  14968. _currentMaterialId = material.id;
  14969. refreshMaterial = true;
  14970. }
  14971. if ( refreshProgram || _currentCamera !== camera ) {
  14972. if ( program.numMultiviewViews > 0 ) {
  14973. multiview.updateCameraProjectionMatricesUniform( camera, p_uniforms );
  14974. } else {
  14975. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  14976. }
  14977. if ( capabilities.logarithmicDepthBuffer ) {
  14978. p_uniforms.setValue( _gl, 'logDepthBufFC',
  14979. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14980. }
  14981. if ( _currentCamera !== camera ) {
  14982. _currentCamera = camera;
  14983. // lighting uniforms depend on the camera so enforce an update
  14984. // now, in case this material supports lights - or later, when
  14985. // the next material that does gets activated:
  14986. refreshMaterial = true; // set to true on material change
  14987. refreshLights = true; // remains set until update done
  14988. }
  14989. // load material specific uniforms
  14990. // (shader material also gets them for the sake of genericity)
  14991. if ( material.isShaderMaterial ||
  14992. material.isMeshPhongMaterial ||
  14993. material.isMeshStandardMaterial ||
  14994. material.envMap ) {
  14995. var uCamPos = p_uniforms.map.cameraPosition;
  14996. if ( uCamPos !== undefined ) {
  14997. uCamPos.setValue( _gl,
  14998. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  14999. }
  15000. }
  15001. if ( material.isMeshPhongMaterial ||
  15002. material.isMeshLambertMaterial ||
  15003. material.isMeshBasicMaterial ||
  15004. material.isMeshStandardMaterial ||
  15005. material.isShaderMaterial ||
  15006. material.skinning ) {
  15007. if ( program.numMultiviewViews > 0 ) {
  15008. multiview.updateCameraViewMatricesUniform( camera, p_uniforms );
  15009. } else {
  15010. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15011. }
  15012. }
  15013. }
  15014. // skinning uniforms must be set even if material didn't change
  15015. // auto-setting of texture unit for bone texture must go before other textures
  15016. // not sure why, but otherwise weird things happen
  15017. if ( material.skinning ) {
  15018. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15019. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15020. var skeleton = object.skeleton;
  15021. if ( skeleton ) {
  15022. var bones = skeleton.bones;
  15023. if ( capabilities.floatVertexTextures ) {
  15024. if ( skeleton.boneTexture === undefined ) {
  15025. // layout (1 matrix = 4 pixels)
  15026. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15027. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15028. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15029. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15030. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15031. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15032. size = _Math.ceilPowerOfTwo( size );
  15033. size = Math.max( size, 4 );
  15034. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15035. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15036. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15037. skeleton.boneMatrices = boneMatrices;
  15038. skeleton.boneTexture = boneTexture;
  15039. skeleton.boneTextureSize = size;
  15040. }
  15041. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15042. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15043. } else {
  15044. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15045. }
  15046. }
  15047. }
  15048. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15049. materialProperties.receiveShadow = object.receiveShadow;
  15050. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15051. }
  15052. if ( refreshMaterial ) {
  15053. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15054. p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
  15055. if ( materialProperties.needsLights ) {
  15056. // the current material requires lighting info
  15057. // note: all lighting uniforms are always set correctly
  15058. // they simply reference the renderer's state for their
  15059. // values
  15060. //
  15061. // use the current material's .needsUpdate flags to set
  15062. // the GL state when required
  15063. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15064. }
  15065. // refresh uniforms common to several materials
  15066. if ( fog && material.fog ) {
  15067. refreshUniformsFog( m_uniforms, fog );
  15068. }
  15069. if ( material.isMeshBasicMaterial ) {
  15070. refreshUniformsCommon( m_uniforms, material );
  15071. } else if ( material.isMeshLambertMaterial ) {
  15072. refreshUniformsCommon( m_uniforms, material );
  15073. refreshUniformsLambert( m_uniforms, material );
  15074. } else if ( material.isMeshPhongMaterial ) {
  15075. refreshUniformsCommon( m_uniforms, material );
  15076. if ( material.isMeshToonMaterial ) {
  15077. refreshUniformsToon( m_uniforms, material );
  15078. } else {
  15079. refreshUniformsPhong( m_uniforms, material );
  15080. }
  15081. } else if ( material.isMeshStandardMaterial ) {
  15082. refreshUniformsCommon( m_uniforms, material );
  15083. if ( material.isMeshPhysicalMaterial ) {
  15084. refreshUniformsPhysical( m_uniforms, material );
  15085. } else {
  15086. refreshUniformsStandard( m_uniforms, material );
  15087. }
  15088. } else if ( material.isMeshMatcapMaterial ) {
  15089. refreshUniformsCommon( m_uniforms, material );
  15090. refreshUniformsMatcap( m_uniforms, material );
  15091. } else if ( material.isMeshDepthMaterial ) {
  15092. refreshUniformsCommon( m_uniforms, material );
  15093. refreshUniformsDepth( m_uniforms, material );
  15094. } else if ( material.isMeshDistanceMaterial ) {
  15095. refreshUniformsCommon( m_uniforms, material );
  15096. refreshUniformsDistance( m_uniforms, material );
  15097. } else if ( material.isMeshNormalMaterial ) {
  15098. refreshUniformsCommon( m_uniforms, material );
  15099. refreshUniformsNormal( m_uniforms, material );
  15100. } else if ( material.isLineBasicMaterial ) {
  15101. refreshUniformsLine( m_uniforms, material );
  15102. if ( material.isLineDashedMaterial ) {
  15103. refreshUniformsDash( m_uniforms, material );
  15104. }
  15105. } else if ( material.isPointsMaterial ) {
  15106. refreshUniformsPoints( m_uniforms, material );
  15107. } else if ( material.isSpriteMaterial ) {
  15108. refreshUniformsSprites( m_uniforms, material );
  15109. } else if ( material.isShadowMaterial ) {
  15110. m_uniforms.color.value.copy( material.color );
  15111. m_uniforms.opacity.value = material.opacity;
  15112. }
  15113. // RectAreaLight Texture
  15114. // TODO (mrdoob): Find a nicer implementation
  15115. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15116. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15117. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15118. if ( material.isShaderMaterial ) {
  15119. material.uniformsNeedUpdate = false; // #15581
  15120. }
  15121. }
  15122. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15123. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15124. material.uniformsNeedUpdate = false;
  15125. }
  15126. if ( material.isSpriteMaterial ) {
  15127. p_uniforms.setValue( _gl, 'center', object.center );
  15128. }
  15129. // common matrices
  15130. if ( program.numMultiviewViews > 0 ) {
  15131. multiview.updateObjectMatricesUniforms( object, camera, p_uniforms );
  15132. } else {
  15133. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15134. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15135. }
  15136. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15137. return program;
  15138. }
  15139. // Uniforms (refresh uniforms objects)
  15140. function refreshUniformsCommon( uniforms, material ) {
  15141. uniforms.opacity.value = material.opacity;
  15142. if ( material.color ) {
  15143. uniforms.diffuse.value.copy( material.color );
  15144. }
  15145. if ( material.emissive ) {
  15146. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  15147. }
  15148. if ( material.map ) {
  15149. uniforms.map.value = material.map;
  15150. }
  15151. if ( material.alphaMap ) {
  15152. uniforms.alphaMap.value = material.alphaMap;
  15153. }
  15154. if ( material.specularMap ) {
  15155. uniforms.specularMap.value = material.specularMap;
  15156. }
  15157. if ( material.envMap ) {
  15158. uniforms.envMap.value = material.envMap;
  15159. // don't flip CubeTexture envMaps, flip everything else:
  15160. // WebGLRenderTargetCube will be flipped for backwards compatibility
  15161. // WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
  15162. // this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
  15163. uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
  15164. uniforms.reflectivity.value = material.reflectivity;
  15165. uniforms.refractionRatio.value = material.refractionRatio;
  15166. uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
  15167. }
  15168. if ( material.lightMap ) {
  15169. uniforms.lightMap.value = material.lightMap;
  15170. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  15171. }
  15172. if ( material.aoMap ) {
  15173. uniforms.aoMap.value = material.aoMap;
  15174. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  15175. }
  15176. // uv repeat and offset setting priorities
  15177. // 1. color map
  15178. // 2. specular map
  15179. // 3. normal map
  15180. // 4. bump map
  15181. // 5. alpha map
  15182. // 6. emissive map
  15183. var uvScaleMap;
  15184. if ( material.map ) {
  15185. uvScaleMap = material.map;
  15186. } else if ( material.specularMap ) {
  15187. uvScaleMap = material.specularMap;
  15188. } else if ( material.displacementMap ) {
  15189. uvScaleMap = material.displacementMap;
  15190. } else if ( material.normalMap ) {
  15191. uvScaleMap = material.normalMap;
  15192. } else if ( material.bumpMap ) {
  15193. uvScaleMap = material.bumpMap;
  15194. } else if ( material.roughnessMap ) {
  15195. uvScaleMap = material.roughnessMap;
  15196. } else if ( material.metalnessMap ) {
  15197. uvScaleMap = material.metalnessMap;
  15198. } else if ( material.alphaMap ) {
  15199. uvScaleMap = material.alphaMap;
  15200. } else if ( material.emissiveMap ) {
  15201. uvScaleMap = material.emissiveMap;
  15202. }
  15203. if ( uvScaleMap !== undefined ) {
  15204. // backwards compatibility
  15205. if ( uvScaleMap.isWebGLRenderTarget ) {
  15206. uvScaleMap = uvScaleMap.texture;
  15207. }
  15208. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15209. uvScaleMap.updateMatrix();
  15210. }
  15211. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15212. }
  15213. }
  15214. function refreshUniformsLine( uniforms, material ) {
  15215. uniforms.diffuse.value.copy( material.color );
  15216. uniforms.opacity.value = material.opacity;
  15217. }
  15218. function refreshUniformsDash( uniforms, material ) {
  15219. uniforms.dashSize.value = material.dashSize;
  15220. uniforms.totalSize.value = material.dashSize + material.gapSize;
  15221. uniforms.scale.value = material.scale;
  15222. }
  15223. function refreshUniformsPoints( uniforms, material ) {
  15224. uniforms.diffuse.value.copy( material.color );
  15225. uniforms.opacity.value = material.opacity;
  15226. uniforms.size.value = material.size * _pixelRatio;
  15227. uniforms.scale.value = _height * 0.5;
  15228. uniforms.map.value = material.map;
  15229. if ( material.map !== null ) {
  15230. if ( material.map.matrixAutoUpdate === true ) {
  15231. material.map.updateMatrix();
  15232. }
  15233. uniforms.uvTransform.value.copy( material.map.matrix );
  15234. }
  15235. }
  15236. function refreshUniformsSprites( uniforms, material ) {
  15237. uniforms.diffuse.value.copy( material.color );
  15238. uniforms.opacity.value = material.opacity;
  15239. uniforms.rotation.value = material.rotation;
  15240. if ( material.map ) {
  15241. uniforms.map.value = material.map;
  15242. }
  15243. if ( material.alphaMap ) {
  15244. uniforms.alphaMap.value = material.alphaMap;
  15245. }
  15246. // uv repeat and offset setting priorities
  15247. // 1. color map
  15248. // 2. alpha map
  15249. var uvScaleMap;
  15250. if ( material.map ) {
  15251. uvScaleMap = material.map;
  15252. } else if ( material.alphaMap ) {
  15253. uvScaleMap = material.alphaMap;
  15254. }
  15255. if ( uvScaleMap !== undefined ) {
  15256. if ( uvScaleMap.matrixAutoUpdate === true ) {
  15257. uvScaleMap.updateMatrix();
  15258. }
  15259. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  15260. }
  15261. }
  15262. function refreshUniformsFog( uniforms, fog ) {
  15263. uniforms.fogColor.value.copy( fog.color );
  15264. if ( fog.isFog ) {
  15265. uniforms.fogNear.value = fog.near;
  15266. uniforms.fogFar.value = fog.far;
  15267. } else if ( fog.isFogExp2 ) {
  15268. uniforms.fogDensity.value = fog.density;
  15269. }
  15270. }
  15271. function refreshUniformsLambert( uniforms, material ) {
  15272. if ( material.emissiveMap ) {
  15273. uniforms.emissiveMap.value = material.emissiveMap;
  15274. }
  15275. }
  15276. function refreshUniformsPhong( uniforms, material ) {
  15277. uniforms.specular.value.copy( material.specular );
  15278. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  15279. if ( material.emissiveMap ) {
  15280. uniforms.emissiveMap.value = material.emissiveMap;
  15281. }
  15282. if ( material.bumpMap ) {
  15283. uniforms.bumpMap.value = material.bumpMap;
  15284. uniforms.bumpScale.value = material.bumpScale;
  15285. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15286. }
  15287. if ( material.normalMap ) {
  15288. uniforms.normalMap.value = material.normalMap;
  15289. uniforms.normalScale.value.copy( material.normalScale );
  15290. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15291. }
  15292. if ( material.displacementMap ) {
  15293. uniforms.displacementMap.value = material.displacementMap;
  15294. uniforms.displacementScale.value = material.displacementScale;
  15295. uniforms.displacementBias.value = material.displacementBias;
  15296. }
  15297. }
  15298. function refreshUniformsToon( uniforms, material ) {
  15299. refreshUniformsPhong( uniforms, material );
  15300. if ( material.gradientMap ) {
  15301. uniforms.gradientMap.value = material.gradientMap;
  15302. }
  15303. }
  15304. function refreshUniformsStandard( uniforms, material ) {
  15305. uniforms.roughness.value = material.roughness;
  15306. uniforms.metalness.value = material.metalness;
  15307. if ( material.roughnessMap ) {
  15308. uniforms.roughnessMap.value = material.roughnessMap;
  15309. }
  15310. if ( material.metalnessMap ) {
  15311. uniforms.metalnessMap.value = material.metalnessMap;
  15312. }
  15313. if ( material.emissiveMap ) {
  15314. uniforms.emissiveMap.value = material.emissiveMap;
  15315. }
  15316. if ( material.bumpMap ) {
  15317. uniforms.bumpMap.value = material.bumpMap;
  15318. uniforms.bumpScale.value = material.bumpScale;
  15319. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15320. }
  15321. if ( material.normalMap ) {
  15322. uniforms.normalMap.value = material.normalMap;
  15323. uniforms.normalScale.value.copy( material.normalScale );
  15324. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15325. }
  15326. if ( material.displacementMap ) {
  15327. uniforms.displacementMap.value = material.displacementMap;
  15328. uniforms.displacementScale.value = material.displacementScale;
  15329. uniforms.displacementBias.value = material.displacementBias;
  15330. }
  15331. if ( material.envMap ) {
  15332. //uniforms.envMap.value = material.envMap; // part of uniforms common
  15333. uniforms.envMapIntensity.value = material.envMapIntensity;
  15334. }
  15335. }
  15336. function refreshUniformsPhysical( uniforms, material ) {
  15337. refreshUniformsStandard( uniforms, material );
  15338. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  15339. uniforms.clearcoat.value = material.clearcoat;
  15340. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  15341. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  15342. if ( material.clearcoatNormalMap ) {
  15343. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  15344. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  15345. if ( material.side === BackSide ) {
  15346. uniforms.clearcoatNormalScale.value.negate();
  15347. }
  15348. }
  15349. uniforms.transparency.value = material.transparency;
  15350. }
  15351. function refreshUniformsMatcap( uniforms, material ) {
  15352. if ( material.matcap ) {
  15353. uniforms.matcap.value = material.matcap;
  15354. }
  15355. if ( material.bumpMap ) {
  15356. uniforms.bumpMap.value = material.bumpMap;
  15357. uniforms.bumpScale.value = material.bumpScale;
  15358. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15359. }
  15360. if ( material.normalMap ) {
  15361. uniforms.normalMap.value = material.normalMap;
  15362. uniforms.normalScale.value.copy( material.normalScale );
  15363. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15364. }
  15365. if ( material.displacementMap ) {
  15366. uniforms.displacementMap.value = material.displacementMap;
  15367. uniforms.displacementScale.value = material.displacementScale;
  15368. uniforms.displacementBias.value = material.displacementBias;
  15369. }
  15370. }
  15371. function refreshUniformsDepth( uniforms, material ) {
  15372. if ( material.displacementMap ) {
  15373. uniforms.displacementMap.value = material.displacementMap;
  15374. uniforms.displacementScale.value = material.displacementScale;
  15375. uniforms.displacementBias.value = material.displacementBias;
  15376. }
  15377. }
  15378. function refreshUniformsDistance( uniforms, material ) {
  15379. if ( material.displacementMap ) {
  15380. uniforms.displacementMap.value = material.displacementMap;
  15381. uniforms.displacementScale.value = material.displacementScale;
  15382. uniforms.displacementBias.value = material.displacementBias;
  15383. }
  15384. uniforms.referencePosition.value.copy( material.referencePosition );
  15385. uniforms.nearDistance.value = material.nearDistance;
  15386. uniforms.farDistance.value = material.farDistance;
  15387. }
  15388. function refreshUniformsNormal( uniforms, material ) {
  15389. if ( material.bumpMap ) {
  15390. uniforms.bumpMap.value = material.bumpMap;
  15391. uniforms.bumpScale.value = material.bumpScale;
  15392. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  15393. }
  15394. if ( material.normalMap ) {
  15395. uniforms.normalMap.value = material.normalMap;
  15396. uniforms.normalScale.value.copy( material.normalScale );
  15397. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  15398. }
  15399. if ( material.displacementMap ) {
  15400. uniforms.displacementMap.value = material.displacementMap;
  15401. uniforms.displacementScale.value = material.displacementScale;
  15402. uniforms.displacementBias.value = material.displacementBias;
  15403. }
  15404. }
  15405. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15406. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15407. uniforms.ambientLightColor.needsUpdate = value;
  15408. uniforms.lightProbe.needsUpdate = value;
  15409. uniforms.directionalLights.needsUpdate = value;
  15410. uniforms.pointLights.needsUpdate = value;
  15411. uniforms.spotLights.needsUpdate = value;
  15412. uniforms.rectAreaLights.needsUpdate = value;
  15413. uniforms.hemisphereLights.needsUpdate = value;
  15414. }
  15415. function materialNeedsLights( material ) {
  15416. return material.isMeshLambertMaterial || material.isMeshPhongMaterial ||
  15417. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15418. ( material.isShaderMaterial && material.lights === true );
  15419. }
  15420. //
  15421. this.setFramebuffer = function ( value ) {
  15422. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15423. _framebuffer = value;
  15424. };
  15425. this.getActiveCubeFace = function () {
  15426. return _currentActiveCubeFace;
  15427. };
  15428. this.getActiveMipmapLevel = function () {
  15429. return _currentActiveMipmapLevel;
  15430. };
  15431. this.getRenderTarget = function () {
  15432. return _currentRenderTarget;
  15433. };
  15434. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15435. _currentRenderTarget = renderTarget;
  15436. _currentActiveCubeFace = activeCubeFace;
  15437. _currentActiveMipmapLevel = activeMipmapLevel;
  15438. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15439. textures.setupRenderTarget( renderTarget );
  15440. }
  15441. var framebuffer = _framebuffer;
  15442. var isCube = false;
  15443. if ( renderTarget ) {
  15444. var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15445. if ( renderTarget.isWebGLRenderTargetCube ) {
  15446. framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
  15447. isCube = true;
  15448. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15449. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15450. } else {
  15451. framebuffer = __webglFramebuffer;
  15452. }
  15453. _currentViewport.copy( renderTarget.viewport );
  15454. _currentScissor.copy( renderTarget.scissor );
  15455. _currentScissorTest = renderTarget.scissorTest;
  15456. } else {
  15457. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15458. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15459. _currentScissorTest = _scissorTest;
  15460. }
  15461. if ( _currentFramebuffer !== framebuffer ) {
  15462. _gl.bindFramebuffer( 36160, framebuffer );
  15463. _currentFramebuffer = framebuffer;
  15464. }
  15465. state.viewport( _currentViewport );
  15466. state.scissor( _currentScissor );
  15467. state.setScissorTest( _currentScissorTest );
  15468. if ( isCube ) {
  15469. var textureProperties = properties.get( renderTarget.texture );
  15470. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15471. }
  15472. };
  15473. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15474. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15475. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15476. return;
  15477. }
  15478. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15479. if ( renderTarget.isWebGLRenderTargetCube && activeCubeFaceIndex !== undefined ) {
  15480. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15481. }
  15482. if ( framebuffer ) {
  15483. var restore = false;
  15484. if ( framebuffer !== _currentFramebuffer ) {
  15485. _gl.bindFramebuffer( 36160, framebuffer );
  15486. restore = true;
  15487. }
  15488. try {
  15489. var texture = renderTarget.texture;
  15490. var textureFormat = texture.format;
  15491. var textureType = texture.type;
  15492. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15493. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15494. return;
  15495. }
  15496. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15497. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15498. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15499. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15500. return;
  15501. }
  15502. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15503. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15504. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15505. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15506. }
  15507. } else {
  15508. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15509. }
  15510. } finally {
  15511. if ( restore ) {
  15512. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15513. }
  15514. }
  15515. }
  15516. };
  15517. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15518. var width = texture.image.width;
  15519. var height = texture.image.height;
  15520. var glFormat = utils.convert( texture.format );
  15521. textures.setTexture2D( texture, 0 );
  15522. _gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
  15523. };
  15524. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15525. var width = srcTexture.image.width;
  15526. var height = srcTexture.image.height;
  15527. var glFormat = utils.convert( dstTexture.format );
  15528. var glType = utils.convert( dstTexture.type );
  15529. textures.setTexture2D( dstTexture, 0 );
  15530. if ( srcTexture.isDataTexture ) {
  15531. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15532. } else {
  15533. _gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
  15534. }
  15535. };
  15536. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15537. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15538. }
  15539. }
  15540. /**
  15541. * @author mrdoob / http://mrdoob.com/
  15542. * @author alteredq / http://alteredqualia.com/
  15543. */
  15544. function FogExp2( color, density ) {
  15545. this.name = '';
  15546. this.color = new Color( color );
  15547. this.density = ( density !== undefined ) ? density : 0.00025;
  15548. }
  15549. Object.assign( FogExp2.prototype, {
  15550. isFogExp2: true,
  15551. clone: function () {
  15552. return new FogExp2( this.color, this.density );
  15553. },
  15554. toJSON: function ( /* meta */ ) {
  15555. return {
  15556. type: 'FogExp2',
  15557. color: this.color.getHex(),
  15558. density: this.density
  15559. };
  15560. }
  15561. } );
  15562. /**
  15563. * @author mrdoob / http://mrdoob.com/
  15564. * @author alteredq / http://alteredqualia.com/
  15565. */
  15566. function Fog( color, near, far ) {
  15567. this.name = '';
  15568. this.color = new Color( color );
  15569. this.near = ( near !== undefined ) ? near : 1;
  15570. this.far = ( far !== undefined ) ? far : 1000;
  15571. }
  15572. Object.assign( Fog.prototype, {
  15573. isFog: true,
  15574. clone: function () {
  15575. return new Fog( this.color, this.near, this.far );
  15576. },
  15577. toJSON: function ( /* meta */ ) {
  15578. return {
  15579. type: 'Fog',
  15580. color: this.color.getHex(),
  15581. near: this.near,
  15582. far: this.far
  15583. };
  15584. }
  15585. } );
  15586. /**
  15587. * @author benaadams / https://twitter.com/ben_a_adams
  15588. */
  15589. function InterleavedBuffer( array, stride ) {
  15590. this.array = array;
  15591. this.stride = stride;
  15592. this.count = array !== undefined ? array.length / stride : 0;
  15593. this.usage = StaticDrawUsage;
  15594. this.updateRange = { offset: 0, count: - 1 };
  15595. this.version = 0;
  15596. }
  15597. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15598. set: function ( value ) {
  15599. if ( value === true ) { this.version ++; }
  15600. }
  15601. } );
  15602. Object.assign( InterleavedBuffer.prototype, {
  15603. isInterleavedBuffer: true,
  15604. onUploadCallback: function () {},
  15605. setUsage: function ( value ) {
  15606. this.usage = value;
  15607. return this;
  15608. },
  15609. copy: function ( source ) {
  15610. this.array = new source.array.constructor( source.array );
  15611. this.count = source.count;
  15612. this.stride = source.stride;
  15613. this.usage = source.usage;
  15614. return this;
  15615. },
  15616. copyAt: function ( index1, attribute, index2 ) {
  15617. index1 *= this.stride;
  15618. index2 *= attribute.stride;
  15619. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15620. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15621. }
  15622. return this;
  15623. },
  15624. set: function ( value, offset ) {
  15625. if ( offset === undefined ) { offset = 0; }
  15626. this.array.set( value, offset );
  15627. return this;
  15628. },
  15629. clone: function () {
  15630. return new this.constructor().copy( this );
  15631. },
  15632. onUpload: function ( callback ) {
  15633. this.onUploadCallback = callback;
  15634. return this;
  15635. }
  15636. } );
  15637. /**
  15638. * @author benaadams / https://twitter.com/ben_a_adams
  15639. */
  15640. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15641. this.data = interleavedBuffer;
  15642. this.itemSize = itemSize;
  15643. this.offset = offset;
  15644. this.normalized = normalized === true;
  15645. }
  15646. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15647. count: {
  15648. get: function () {
  15649. return this.data.count;
  15650. }
  15651. },
  15652. array: {
  15653. get: function () {
  15654. return this.data.array;
  15655. }
  15656. }
  15657. } );
  15658. Object.assign( InterleavedBufferAttribute.prototype, {
  15659. isInterleavedBufferAttribute: true,
  15660. setX: function ( index, x ) {
  15661. this.data.array[ index * this.data.stride + this.offset ] = x;
  15662. return this;
  15663. },
  15664. setY: function ( index, y ) {
  15665. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15666. return this;
  15667. },
  15668. setZ: function ( index, z ) {
  15669. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15670. return this;
  15671. },
  15672. setW: function ( index, w ) {
  15673. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15674. return this;
  15675. },
  15676. getX: function ( index ) {
  15677. return this.data.array[ index * this.data.stride + this.offset ];
  15678. },
  15679. getY: function ( index ) {
  15680. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15681. },
  15682. getZ: function ( index ) {
  15683. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15684. },
  15685. getW: function ( index ) {
  15686. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15687. },
  15688. setXY: function ( index, x, y ) {
  15689. index = index * this.data.stride + this.offset;
  15690. this.data.array[ index + 0 ] = x;
  15691. this.data.array[ index + 1 ] = y;
  15692. return this;
  15693. },
  15694. setXYZ: function ( index, x, y, z ) {
  15695. index = index * this.data.stride + this.offset;
  15696. this.data.array[ index + 0 ] = x;
  15697. this.data.array[ index + 1 ] = y;
  15698. this.data.array[ index + 2 ] = z;
  15699. return this;
  15700. },
  15701. setXYZW: function ( index, x, y, z, w ) {
  15702. index = index * this.data.stride + this.offset;
  15703. this.data.array[ index + 0 ] = x;
  15704. this.data.array[ index + 1 ] = y;
  15705. this.data.array[ index + 2 ] = z;
  15706. this.data.array[ index + 3 ] = w;
  15707. return this;
  15708. }
  15709. } );
  15710. /**
  15711. * @author alteredq / http://alteredqualia.com/
  15712. *
  15713. * parameters = {
  15714. * color: <hex>,
  15715. * map: new THREE.Texture( <Image> ),
  15716. * alphaMap: new THREE.Texture( <Image> ),
  15717. * rotation: <float>,
  15718. * sizeAttenuation: <bool>
  15719. * }
  15720. */
  15721. function SpriteMaterial( parameters ) {
  15722. Material.call( this );
  15723. this.type = 'SpriteMaterial';
  15724. this.color = new Color( 0xffffff );
  15725. this.map = null;
  15726. this.alphaMap = null;
  15727. this.rotation = 0;
  15728. this.sizeAttenuation = true;
  15729. this.transparent = true;
  15730. this.setValues( parameters );
  15731. }
  15732. SpriteMaterial.prototype = Object.create( Material.prototype );
  15733. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15734. SpriteMaterial.prototype.isSpriteMaterial = true;
  15735. SpriteMaterial.prototype.copy = function ( source ) {
  15736. Material.prototype.copy.call( this, source );
  15737. this.color.copy( source.color );
  15738. this.map = source.map;
  15739. this.alphaMap = source.alphaMap;
  15740. this.rotation = source.rotation;
  15741. this.sizeAttenuation = source.sizeAttenuation;
  15742. return this;
  15743. };
  15744. /**
  15745. * @author mikael emtinger / http://gomo.se/
  15746. * @author alteredq / http://alteredqualia.com/
  15747. */
  15748. var _geometry;
  15749. var _intersectPoint = new Vector3();
  15750. var _worldScale = new Vector3();
  15751. var _mvPosition = new Vector3();
  15752. var _alignedPosition = new Vector2();
  15753. var _rotatedPosition = new Vector2();
  15754. var _viewWorldMatrix = new Matrix4();
  15755. var _vA$1 = new Vector3();
  15756. var _vB$1 = new Vector3();
  15757. var _vC$1 = new Vector3();
  15758. var _uvA$1 = new Vector2();
  15759. var _uvB$1 = new Vector2();
  15760. var _uvC$1 = new Vector2();
  15761. function Sprite( material ) {
  15762. Object3D.call( this );
  15763. this.type = 'Sprite';
  15764. if ( _geometry === undefined ) {
  15765. _geometry = new BufferGeometry();
  15766. var float32Array = new Float32Array( [
  15767. - 0.5, - 0.5, 0, 0, 0,
  15768. 0.5, - 0.5, 0, 1, 0,
  15769. 0.5, 0.5, 0, 1, 1,
  15770. - 0.5, 0.5, 0, 0, 1
  15771. ] );
  15772. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  15773. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  15774. _geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  15775. _geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  15776. }
  15777. this.geometry = _geometry;
  15778. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  15779. this.center = new Vector2( 0.5, 0.5 );
  15780. }
  15781. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15782. constructor: Sprite,
  15783. isSprite: true,
  15784. raycast: function ( raycaster, intersects ) {
  15785. if ( raycaster.camera === null ) {
  15786. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  15787. }
  15788. _worldScale.setFromMatrixScale( this.matrixWorld );
  15789. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  15790. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  15791. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  15792. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  15793. _worldScale.multiplyScalar( - _mvPosition.z );
  15794. }
  15795. var rotation = this.material.rotation;
  15796. var sin, cos;
  15797. if ( rotation !== 0 ) {
  15798. cos = Math.cos( rotation );
  15799. sin = Math.sin( rotation );
  15800. }
  15801. var center = this.center;
  15802. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15803. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15804. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15805. _uvA$1.set( 0, 0 );
  15806. _uvB$1.set( 1, 0 );
  15807. _uvC$1.set( 1, 1 );
  15808. // check first triangle
  15809. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  15810. if ( intersect === null ) {
  15811. // check second triangle
  15812. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  15813. _uvB$1.set( 0, 1 );
  15814. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  15815. if ( intersect === null ) {
  15816. return;
  15817. }
  15818. }
  15819. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  15820. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  15821. intersects.push( {
  15822. distance: distance,
  15823. point: _intersectPoint.clone(),
  15824. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  15825. face: null,
  15826. object: this
  15827. } );
  15828. },
  15829. clone: function () {
  15830. return new this.constructor( this.material ).copy( this );
  15831. },
  15832. copy: function ( source ) {
  15833. Object3D.prototype.copy.call( this, source );
  15834. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  15835. return this;
  15836. }
  15837. } );
  15838. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  15839. // compute position in camera space
  15840. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  15841. // to check if rotation is not zero
  15842. if ( sin !== undefined ) {
  15843. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  15844. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  15845. } else {
  15846. _rotatedPosition.copy( _alignedPosition );
  15847. }
  15848. vertexPosition.copy( mvPosition );
  15849. vertexPosition.x += _rotatedPosition.x;
  15850. vertexPosition.y += _rotatedPosition.y;
  15851. // transform to world space
  15852. vertexPosition.applyMatrix4( _viewWorldMatrix );
  15853. }
  15854. /**
  15855. * @author mikael emtinger / http://gomo.se/
  15856. * @author alteredq / http://alteredqualia.com/
  15857. * @author mrdoob / http://mrdoob.com/
  15858. */
  15859. var _v1$4 = new Vector3();
  15860. var _v2$2 = new Vector3();
  15861. function LOD() {
  15862. Object3D.call( this );
  15863. this.type = 'LOD';
  15864. Object.defineProperties( this, {
  15865. levels: {
  15866. enumerable: true,
  15867. value: []
  15868. }
  15869. } );
  15870. this.autoUpdate = true;
  15871. }
  15872. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  15873. constructor: LOD,
  15874. isLOD: true,
  15875. copy: function ( source ) {
  15876. Object3D.prototype.copy.call( this, source, false );
  15877. var levels = source.levels;
  15878. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15879. var level = levels[ i ];
  15880. this.addLevel( level.object.clone(), level.distance );
  15881. }
  15882. return this;
  15883. },
  15884. addLevel: function ( object, distance ) {
  15885. if ( distance === undefined ) { distance = 0; }
  15886. distance = Math.abs( distance );
  15887. var levels = this.levels;
  15888. for ( var l = 0; l < levels.length; l ++ ) {
  15889. if ( distance < levels[ l ].distance ) {
  15890. break;
  15891. }
  15892. }
  15893. levels.splice( l, 0, { distance: distance, object: object } );
  15894. this.add( object );
  15895. return this;
  15896. },
  15897. getObjectForDistance: function ( distance ) {
  15898. var levels = this.levels;
  15899. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15900. if ( distance < levels[ i ].distance ) {
  15901. break;
  15902. }
  15903. }
  15904. return levels[ i - 1 ].object;
  15905. },
  15906. raycast: function ( raycaster, intersects ) {
  15907. _v1$4.setFromMatrixPosition( this.matrixWorld );
  15908. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  15909. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  15910. },
  15911. update: function ( camera ) {
  15912. var levels = this.levels;
  15913. if ( levels.length > 1 ) {
  15914. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  15915. _v2$2.setFromMatrixPosition( this.matrixWorld );
  15916. var distance = _v1$4.distanceTo( _v2$2 );
  15917. levels[ 0 ].object.visible = true;
  15918. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  15919. if ( distance >= levels[ i ].distance ) {
  15920. levels[ i - 1 ].object.visible = false;
  15921. levels[ i ].object.visible = true;
  15922. } else {
  15923. break;
  15924. }
  15925. }
  15926. for ( ; i < l; i ++ ) {
  15927. levels[ i ].object.visible = false;
  15928. }
  15929. }
  15930. },
  15931. toJSON: function ( meta ) {
  15932. var data = Object3D.prototype.toJSON.call( this, meta );
  15933. data.object.levels = [];
  15934. var levels = this.levels;
  15935. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  15936. var level = levels[ i ];
  15937. data.object.levels.push( {
  15938. object: level.object.uuid,
  15939. distance: level.distance
  15940. } );
  15941. }
  15942. return data;
  15943. }
  15944. } );
  15945. /**
  15946. * @author mikael emtinger / http://gomo.se/
  15947. * @author alteredq / http://alteredqualia.com/
  15948. * @author ikerr / http://verold.com
  15949. */
  15950. function SkinnedMesh( geometry, material ) {
  15951. if ( geometry && geometry.isGeometry ) {
  15952. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  15953. }
  15954. Mesh.call( this, geometry, material );
  15955. this.type = 'SkinnedMesh';
  15956. this.bindMode = 'attached';
  15957. this.bindMatrix = new Matrix4();
  15958. this.bindMatrixInverse = new Matrix4();
  15959. }
  15960. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  15961. constructor: SkinnedMesh,
  15962. isSkinnedMesh: true,
  15963. bind: function ( skeleton, bindMatrix ) {
  15964. this.skeleton = skeleton;
  15965. if ( bindMatrix === undefined ) {
  15966. this.updateMatrixWorld( true );
  15967. this.skeleton.calculateInverses();
  15968. bindMatrix = this.matrixWorld;
  15969. }
  15970. this.bindMatrix.copy( bindMatrix );
  15971. this.bindMatrixInverse.getInverse( bindMatrix );
  15972. },
  15973. pose: function () {
  15974. this.skeleton.pose();
  15975. },
  15976. normalizeSkinWeights: function () {
  15977. var vector = new Vector4();
  15978. var skinWeight = this.geometry.attributes.skinWeight;
  15979. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  15980. vector.x = skinWeight.getX( i );
  15981. vector.y = skinWeight.getY( i );
  15982. vector.z = skinWeight.getZ( i );
  15983. vector.w = skinWeight.getW( i );
  15984. var scale = 1.0 / vector.manhattanLength();
  15985. if ( scale !== Infinity ) {
  15986. vector.multiplyScalar( scale );
  15987. } else {
  15988. vector.set( 1, 0, 0, 0 ); // do something reasonable
  15989. }
  15990. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  15991. }
  15992. },
  15993. updateMatrixWorld: function ( force ) {
  15994. Mesh.prototype.updateMatrixWorld.call( this, force );
  15995. if ( this.bindMode === 'attached' ) {
  15996. this.bindMatrixInverse.getInverse( this.matrixWorld );
  15997. } else if ( this.bindMode === 'detached' ) {
  15998. this.bindMatrixInverse.getInverse( this.bindMatrix );
  15999. } else {
  16000. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16001. }
  16002. },
  16003. clone: function () {
  16004. return new this.constructor( this.geometry, this.material ).copy( this );
  16005. }
  16006. } );
  16007. /**
  16008. * @author mikael emtinger / http://gomo.se/
  16009. * @author alteredq / http://alteredqualia.com/
  16010. * @author michael guerrero / http://realitymeltdown.com
  16011. * @author ikerr / http://verold.com
  16012. */
  16013. var _offsetMatrix = new Matrix4();
  16014. var _identityMatrix = new Matrix4();
  16015. function Skeleton( bones, boneInverses ) {
  16016. // copy the bone array
  16017. bones = bones || [];
  16018. this.bones = bones.slice( 0 );
  16019. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16020. this.frame = - 1;
  16021. // use the supplied bone inverses or calculate the inverses
  16022. if ( boneInverses === undefined ) {
  16023. this.calculateInverses();
  16024. } else {
  16025. if ( this.bones.length === boneInverses.length ) {
  16026. this.boneInverses = boneInverses.slice( 0 );
  16027. } else {
  16028. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16029. this.boneInverses = [];
  16030. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16031. this.boneInverses.push( new Matrix4() );
  16032. }
  16033. }
  16034. }
  16035. }
  16036. Object.assign( Skeleton.prototype, {
  16037. calculateInverses: function () {
  16038. this.boneInverses = [];
  16039. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16040. var inverse = new Matrix4();
  16041. if ( this.bones[ i ] ) {
  16042. inverse.getInverse( this.bones[ i ].matrixWorld );
  16043. }
  16044. this.boneInverses.push( inverse );
  16045. }
  16046. },
  16047. pose: function () {
  16048. var bone, i, il;
  16049. // recover the bind-time world matrices
  16050. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16051. bone = this.bones[ i ];
  16052. if ( bone ) {
  16053. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16054. }
  16055. }
  16056. // compute the local matrices, positions, rotations and scales
  16057. for ( i = 0, il = this.bones.length; i < il; i ++ ) {
  16058. bone = this.bones[ i ];
  16059. if ( bone ) {
  16060. if ( bone.parent && bone.parent.isBone ) {
  16061. bone.matrix.getInverse( bone.parent.matrixWorld );
  16062. bone.matrix.multiply( bone.matrixWorld );
  16063. } else {
  16064. bone.matrix.copy( bone.matrixWorld );
  16065. }
  16066. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  16067. }
  16068. }
  16069. },
  16070. update: function () {
  16071. var bones = this.bones;
  16072. var boneInverses = this.boneInverses;
  16073. var boneMatrices = this.boneMatrices;
  16074. var boneTexture = this.boneTexture;
  16075. // flatten bone matrices to array
  16076. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16077. // compute the offset between the current and the original transform
  16078. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16079. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16080. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16081. }
  16082. if ( boneTexture !== undefined ) {
  16083. boneTexture.needsUpdate = true;
  16084. }
  16085. },
  16086. clone: function () {
  16087. return new Skeleton( this.bones, this.boneInverses );
  16088. },
  16089. getBoneByName: function ( name ) {
  16090. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16091. var bone = this.bones[ i ];
  16092. if ( bone.name === name ) {
  16093. return bone;
  16094. }
  16095. }
  16096. return undefined;
  16097. }
  16098. } );
  16099. /**
  16100. * @author mikael emtinger / http://gomo.se/
  16101. * @author alteredq / http://alteredqualia.com/
  16102. * @author ikerr / http://verold.com
  16103. */
  16104. function Bone() {
  16105. Object3D.call( this );
  16106. this.type = 'Bone';
  16107. }
  16108. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16109. constructor: Bone,
  16110. isBone: true
  16111. } );
  16112. /**
  16113. * @author mrdoob / http://mrdoob.com/
  16114. */
  16115. function InstancedMesh( geometry, material, count ) {
  16116. Mesh.call( this, geometry, material );
  16117. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16118. this.count = count;
  16119. }
  16120. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16121. constructor: InstancedMesh,
  16122. isInstancedMesh: true,
  16123. raycast: function () {},
  16124. setMatrixAt: function ( index, matrix ) {
  16125. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16126. },
  16127. updateMorphTargets: function () {}
  16128. } );
  16129. /**
  16130. * @author mrdoob / http://mrdoob.com/
  16131. * @author alteredq / http://alteredqualia.com/
  16132. *
  16133. * parameters = {
  16134. * color: <hex>,
  16135. * opacity: <float>,
  16136. *
  16137. * linewidth: <float>,
  16138. * linecap: "round",
  16139. * linejoin: "round"
  16140. * }
  16141. */
  16142. function LineBasicMaterial( parameters ) {
  16143. Material.call( this );
  16144. this.type = 'LineBasicMaterial';
  16145. this.color = new Color( 0xffffff );
  16146. this.linewidth = 1;
  16147. this.linecap = 'round';
  16148. this.linejoin = 'round';
  16149. this.setValues( parameters );
  16150. }
  16151. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16152. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16153. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16154. LineBasicMaterial.prototype.copy = function ( source ) {
  16155. Material.prototype.copy.call( this, source );
  16156. this.color.copy( source.color );
  16157. this.linewidth = source.linewidth;
  16158. this.linecap = source.linecap;
  16159. this.linejoin = source.linejoin;
  16160. return this;
  16161. };
  16162. /**
  16163. * @author mrdoob / http://mrdoob.com/
  16164. */
  16165. var _start = new Vector3();
  16166. var _end = new Vector3();
  16167. var _inverseMatrix$1 = new Matrix4();
  16168. var _ray$1 = new Ray();
  16169. var _sphere$2 = new Sphere();
  16170. function Line( geometry, material, mode ) {
  16171. if ( mode === 1 ) {
  16172. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16173. }
  16174. Object3D.call( this );
  16175. this.type = 'Line';
  16176. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16177. this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
  16178. }
  16179. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16180. constructor: Line,
  16181. isLine: true,
  16182. computeLineDistances: function () {
  16183. var geometry = this.geometry;
  16184. if ( geometry.isBufferGeometry ) {
  16185. // we assume non-indexed geometry
  16186. if ( geometry.index === null ) {
  16187. var positionAttribute = geometry.attributes.position;
  16188. var lineDistances = [ 0 ];
  16189. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16190. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16191. _end.fromBufferAttribute( positionAttribute, i );
  16192. lineDistances[ i ] = lineDistances[ i - 1 ];
  16193. lineDistances[ i ] += _start.distanceTo( _end );
  16194. }
  16195. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16196. } else {
  16197. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16198. }
  16199. } else if ( geometry.isGeometry ) {
  16200. var vertices = geometry.vertices;
  16201. var lineDistances = geometry.lineDistances;
  16202. lineDistances[ 0 ] = 0;
  16203. for ( var i = 1, l = vertices.length; i < l; i ++ ) {
  16204. lineDistances[ i ] = lineDistances[ i - 1 ];
  16205. lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
  16206. }
  16207. }
  16208. return this;
  16209. },
  16210. raycast: function ( raycaster, intersects ) {
  16211. var precision = raycaster.linePrecision;
  16212. var geometry = this.geometry;
  16213. var matrixWorld = this.matrixWorld;
  16214. // Checking boundingSphere distance to ray
  16215. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16216. _sphere$2.copy( geometry.boundingSphere );
  16217. _sphere$2.applyMatrix4( matrixWorld );
  16218. _sphere$2.radius += precision;
  16219. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16220. //
  16221. _inverseMatrix$1.getInverse( matrixWorld );
  16222. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16223. var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16224. var localPrecisionSq = localPrecision * localPrecision;
  16225. var vStart = new Vector3();
  16226. var vEnd = new Vector3();
  16227. var interSegment = new Vector3();
  16228. var interRay = new Vector3();
  16229. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16230. if ( geometry.isBufferGeometry ) {
  16231. var index = geometry.index;
  16232. var attributes = geometry.attributes;
  16233. var positions = attributes.position.array;
  16234. if ( index !== null ) {
  16235. var indices = index.array;
  16236. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16237. var a = indices[ i ];
  16238. var b = indices[ i + 1 ];
  16239. vStart.fromArray( positions, a * 3 );
  16240. vEnd.fromArray( positions, b * 3 );
  16241. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16242. if ( distSq > localPrecisionSq ) { continue; }
  16243. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16244. var distance = raycaster.ray.origin.distanceTo( interRay );
  16245. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16246. intersects.push( {
  16247. distance: distance,
  16248. // What do we want? intersection point on the ray or on the segment??
  16249. // point: raycaster.ray.at( distance ),
  16250. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16251. index: i,
  16252. face: null,
  16253. faceIndex: null,
  16254. object: this
  16255. } );
  16256. }
  16257. } else {
  16258. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  16259. vStart.fromArray( positions, 3 * i );
  16260. vEnd.fromArray( positions, 3 * i + 3 );
  16261. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16262. if ( distSq > localPrecisionSq ) { continue; }
  16263. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16264. var distance = raycaster.ray.origin.distanceTo( interRay );
  16265. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16266. intersects.push( {
  16267. distance: distance,
  16268. // What do we want? intersection point on the ray or on the segment??
  16269. // point: raycaster.ray.at( distance ),
  16270. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16271. index: i,
  16272. face: null,
  16273. faceIndex: null,
  16274. object: this
  16275. } );
  16276. }
  16277. }
  16278. } else if ( geometry.isGeometry ) {
  16279. var vertices = geometry.vertices;
  16280. var nbVertices = vertices.length;
  16281. for ( var i = 0; i < nbVertices - 1; i += step ) {
  16282. var distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  16283. if ( distSq > localPrecisionSq ) { continue; }
  16284. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16285. var distance = raycaster.ray.origin.distanceTo( interRay );
  16286. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16287. intersects.push( {
  16288. distance: distance,
  16289. // What do we want? intersection point on the ray or on the segment??
  16290. // point: raycaster.ray.at( distance ),
  16291. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16292. index: i,
  16293. face: null,
  16294. faceIndex: null,
  16295. object: this
  16296. } );
  16297. }
  16298. }
  16299. },
  16300. clone: function () {
  16301. return new this.constructor( this.geometry, this.material ).copy( this );
  16302. }
  16303. } );
  16304. /**
  16305. * @author mrdoob / http://mrdoob.com/
  16306. */
  16307. var _start$1 = new Vector3();
  16308. var _end$1 = new Vector3();
  16309. function LineSegments( geometry, material ) {
  16310. Line.call( this, geometry, material );
  16311. this.type = 'LineSegments';
  16312. }
  16313. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16314. constructor: LineSegments,
  16315. isLineSegments: true,
  16316. computeLineDistances: function () {
  16317. var geometry = this.geometry;
  16318. if ( geometry.isBufferGeometry ) {
  16319. // we assume non-indexed geometry
  16320. if ( geometry.index === null ) {
  16321. var positionAttribute = geometry.attributes.position;
  16322. var lineDistances = [];
  16323. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16324. _start$1.fromBufferAttribute( positionAttribute, i );
  16325. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16326. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16327. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16328. }
  16329. geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16330. } else {
  16331. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16332. }
  16333. } else if ( geometry.isGeometry ) {
  16334. var vertices = geometry.vertices;
  16335. var lineDistances = geometry.lineDistances;
  16336. for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
  16337. _start$1.copy( vertices[ i ] );
  16338. _end$1.copy( vertices[ i + 1 ] );
  16339. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16340. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16341. }
  16342. }
  16343. return this;
  16344. }
  16345. } );
  16346. /**
  16347. * @author mgreter / http://github.com/mgreter
  16348. */
  16349. function LineLoop( geometry, material ) {
  16350. Line.call( this, geometry, material );
  16351. this.type = 'LineLoop';
  16352. }
  16353. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16354. constructor: LineLoop,
  16355. isLineLoop: true,
  16356. } );
  16357. /**
  16358. * @author mrdoob / http://mrdoob.com/
  16359. * @author alteredq / http://alteredqualia.com/
  16360. *
  16361. * parameters = {
  16362. * color: <hex>,
  16363. * opacity: <float>,
  16364. * map: new THREE.Texture( <Image> ),
  16365. *
  16366. * size: <float>,
  16367. * sizeAttenuation: <bool>
  16368. *
  16369. * morphTargets: <bool>
  16370. * }
  16371. */
  16372. function PointsMaterial( parameters ) {
  16373. Material.call( this );
  16374. this.type = 'PointsMaterial';
  16375. this.color = new Color( 0xffffff );
  16376. this.map = null;
  16377. this.size = 1;
  16378. this.sizeAttenuation = true;
  16379. this.morphTargets = false;
  16380. this.setValues( parameters );
  16381. }
  16382. PointsMaterial.prototype = Object.create( Material.prototype );
  16383. PointsMaterial.prototype.constructor = PointsMaterial;
  16384. PointsMaterial.prototype.isPointsMaterial = true;
  16385. PointsMaterial.prototype.copy = function ( source ) {
  16386. Material.prototype.copy.call( this, source );
  16387. this.color.copy( source.color );
  16388. this.map = source.map;
  16389. this.size = source.size;
  16390. this.sizeAttenuation = source.sizeAttenuation;
  16391. this.morphTargets = source.morphTargets;
  16392. return this;
  16393. };
  16394. /**
  16395. * @author alteredq / http://alteredqualia.com/
  16396. */
  16397. var _inverseMatrix$2 = new Matrix4();
  16398. var _ray$2 = new Ray();
  16399. var _sphere$3 = new Sphere();
  16400. var _position$1 = new Vector3();
  16401. function Points( geometry, material ) {
  16402. Object3D.call( this );
  16403. this.type = 'Points';
  16404. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16405. this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );
  16406. this.updateMorphTargets();
  16407. }
  16408. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16409. constructor: Points,
  16410. isPoints: true,
  16411. raycast: function ( raycaster, intersects ) {
  16412. var geometry = this.geometry;
  16413. var matrixWorld = this.matrixWorld;
  16414. var threshold = raycaster.params.Points.threshold;
  16415. // Checking boundingSphere distance to ray
  16416. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16417. _sphere$3.copy( geometry.boundingSphere );
  16418. _sphere$3.applyMatrix4( matrixWorld );
  16419. _sphere$3.radius += threshold;
  16420. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16421. //
  16422. _inverseMatrix$2.getInverse( matrixWorld );
  16423. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16424. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16425. var localThresholdSq = localThreshold * localThreshold;
  16426. if ( geometry.isBufferGeometry ) {
  16427. var index = geometry.index;
  16428. var attributes = geometry.attributes;
  16429. var positions = attributes.position.array;
  16430. if ( index !== null ) {
  16431. var indices = index.array;
  16432. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16433. var a = indices[ i ];
  16434. _position$1.fromArray( positions, a * 3 );
  16435. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16436. }
  16437. } else {
  16438. for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {
  16439. _position$1.fromArray( positions, i * 3 );
  16440. testPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16441. }
  16442. }
  16443. } else {
  16444. var vertices = geometry.vertices;
  16445. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  16446. testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16447. }
  16448. }
  16449. },
  16450. updateMorphTargets: function () {
  16451. var geometry = this.geometry;
  16452. var m, ml, name;
  16453. if ( geometry.isBufferGeometry ) {
  16454. var morphAttributes = geometry.morphAttributes;
  16455. var keys = Object.keys( morphAttributes );
  16456. if ( keys.length > 0 ) {
  16457. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16458. if ( morphAttribute !== undefined ) {
  16459. this.morphTargetInfluences = [];
  16460. this.morphTargetDictionary = {};
  16461. for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16462. name = morphAttribute[ m ].name || String( m );
  16463. this.morphTargetInfluences.push( 0 );
  16464. this.morphTargetDictionary[ name ] = m;
  16465. }
  16466. }
  16467. }
  16468. } else {
  16469. var morphTargets = geometry.morphTargets;
  16470. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16471. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16472. }
  16473. }
  16474. },
  16475. clone: function () {
  16476. return new this.constructor( this.geometry, this.material ).copy( this );
  16477. }
  16478. } );
  16479. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16480. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16481. if ( rayPointDistanceSq < localThresholdSq ) {
  16482. var intersectPoint = new Vector3();
  16483. _ray$2.closestPointToPoint( point, intersectPoint );
  16484. intersectPoint.applyMatrix4( matrixWorld );
  16485. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16486. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16487. intersects.push( {
  16488. distance: distance,
  16489. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16490. point: intersectPoint,
  16491. index: index,
  16492. face: null,
  16493. object: object
  16494. } );
  16495. }
  16496. }
  16497. /**
  16498. * @author mrdoob / http://mrdoob.com/
  16499. */
  16500. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16501. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16502. this.format = format !== undefined ? format : RGBFormat;
  16503. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16504. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16505. this.generateMipmaps = false;
  16506. }
  16507. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16508. constructor: VideoTexture,
  16509. isVideoTexture: true,
  16510. update: function () {
  16511. var video = this.image;
  16512. if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
  16513. this.needsUpdate = true;
  16514. }
  16515. }
  16516. } );
  16517. /**
  16518. * @author alteredq / http://alteredqualia.com/
  16519. */
  16520. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16521. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16522. this.image = { width: width, height: height };
  16523. this.mipmaps = mipmaps;
  16524. // no flipping for cube textures
  16525. // (also flipping doesn't work for compressed textures )
  16526. this.flipY = false;
  16527. // can't generate mipmaps for compressed textures
  16528. // mips must be embedded in DDS files
  16529. this.generateMipmaps = false;
  16530. }
  16531. CompressedTexture.prototype = Object.create( Texture.prototype );
  16532. CompressedTexture.prototype.constructor = CompressedTexture;
  16533. CompressedTexture.prototype.isCompressedTexture = true;
  16534. /**
  16535. * @author mrdoob / http://mrdoob.com/
  16536. */
  16537. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16538. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16539. this.needsUpdate = true;
  16540. }
  16541. CanvasTexture.prototype = Object.create( Texture.prototype );
  16542. CanvasTexture.prototype.constructor = CanvasTexture;
  16543. CanvasTexture.prototype.isCanvasTexture = true;
  16544. /**
  16545. * @author Matt DesLauriers / @mattdesl
  16546. * @author atix / arthursilber.de
  16547. */
  16548. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16549. format = format !== undefined ? format : DepthFormat;
  16550. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16551. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16552. }
  16553. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16554. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16555. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16556. this.image = { width: width, height: height };
  16557. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16558. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16559. this.flipY = false;
  16560. this.generateMipmaps = false;
  16561. }
  16562. DepthTexture.prototype = Object.create( Texture.prototype );
  16563. DepthTexture.prototype.constructor = DepthTexture;
  16564. DepthTexture.prototype.isDepthTexture = true;
  16565. /**
  16566. * @author mrdoob / http://mrdoob.com/
  16567. * @author Mugen87 / https://github.com/Mugen87
  16568. */
  16569. function WireframeGeometry( geometry ) {
  16570. BufferGeometry.call( this );
  16571. this.type = 'WireframeGeometry';
  16572. // buffer
  16573. var vertices = [];
  16574. // helper variables
  16575. var i, j, l, o, ol;
  16576. var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
  16577. var key, keys = [ 'a', 'b', 'c' ];
  16578. var vertex;
  16579. // different logic for Geometry and BufferGeometry
  16580. if ( geometry && geometry.isGeometry ) {
  16581. // create a data structure that contains all edges without duplicates
  16582. var faces = geometry.faces;
  16583. for ( i = 0, l = faces.length; i < l; i ++ ) {
  16584. var face = faces[ i ];
  16585. for ( j = 0; j < 3; j ++ ) {
  16586. edge1 = face[ keys[ j ] ];
  16587. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16588. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16589. edge[ 1 ] = Math.max( edge1, edge2 );
  16590. key = edge[ 0 ] + ',' + edge[ 1 ];
  16591. if ( edges[ key ] === undefined ) {
  16592. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16593. }
  16594. }
  16595. }
  16596. // generate vertices
  16597. for ( key in edges ) {
  16598. e = edges[ key ];
  16599. vertex = geometry.vertices[ e.index1 ];
  16600. vertices.push( vertex.x, vertex.y, vertex.z );
  16601. vertex = geometry.vertices[ e.index2 ];
  16602. vertices.push( vertex.x, vertex.y, vertex.z );
  16603. }
  16604. } else if ( geometry && geometry.isBufferGeometry ) {
  16605. var position, indices, groups;
  16606. var group, start, count;
  16607. var index1, index2;
  16608. vertex = new Vector3();
  16609. if ( geometry.index !== null ) {
  16610. // indexed BufferGeometry
  16611. position = geometry.attributes.position;
  16612. indices = geometry.index;
  16613. groups = geometry.groups;
  16614. if ( groups.length === 0 ) {
  16615. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16616. }
  16617. // create a data structure that contains all eges without duplicates
  16618. for ( o = 0, ol = groups.length; o < ol; ++ o ) {
  16619. group = groups[ o ];
  16620. start = group.start;
  16621. count = group.count;
  16622. for ( i = start, l = ( start + count ); i < l; i += 3 ) {
  16623. for ( j = 0; j < 3; j ++ ) {
  16624. edge1 = indices.getX( i + j );
  16625. edge2 = indices.getX( i + ( j + 1 ) % 3 );
  16626. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16627. edge[ 1 ] = Math.max( edge1, edge2 );
  16628. key = edge[ 0 ] + ',' + edge[ 1 ];
  16629. if ( edges[ key ] === undefined ) {
  16630. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16631. }
  16632. }
  16633. }
  16634. }
  16635. // generate vertices
  16636. for ( key in edges ) {
  16637. e = edges[ key ];
  16638. vertex.fromBufferAttribute( position, e.index1 );
  16639. vertices.push( vertex.x, vertex.y, vertex.z );
  16640. vertex.fromBufferAttribute( position, e.index2 );
  16641. vertices.push( vertex.x, vertex.y, vertex.z );
  16642. }
  16643. } else {
  16644. // non-indexed BufferGeometry
  16645. position = geometry.attributes.position;
  16646. for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  16647. for ( j = 0; j < 3; j ++ ) {
  16648. // three edges per triangle, an edge is represented as (index1, index2)
  16649. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16650. index1 = 3 * i + j;
  16651. vertex.fromBufferAttribute( position, index1 );
  16652. vertices.push( vertex.x, vertex.y, vertex.z );
  16653. index2 = 3 * i + ( ( j + 1 ) % 3 );
  16654. vertex.fromBufferAttribute( position, index2 );
  16655. vertices.push( vertex.x, vertex.y, vertex.z );
  16656. }
  16657. }
  16658. }
  16659. }
  16660. // build geometry
  16661. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16662. }
  16663. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16664. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16665. /**
  16666. * @author zz85 / https://github.com/zz85
  16667. * @author Mugen87 / https://github.com/Mugen87
  16668. *
  16669. * Parametric Surfaces Geometry
  16670. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  16671. */
  16672. // ParametricGeometry
  16673. function ParametricGeometry( func, slices, stacks ) {
  16674. Geometry.call( this );
  16675. this.type = 'ParametricGeometry';
  16676. this.parameters = {
  16677. func: func,
  16678. slices: slices,
  16679. stacks: stacks
  16680. };
  16681. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16682. this.mergeVertices();
  16683. }
  16684. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16685. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16686. // ParametricBufferGeometry
  16687. function ParametricBufferGeometry( func, slices, stacks ) {
  16688. BufferGeometry.call( this );
  16689. this.type = 'ParametricBufferGeometry';
  16690. this.parameters = {
  16691. func: func,
  16692. slices: slices,
  16693. stacks: stacks
  16694. };
  16695. // buffers
  16696. var indices = [];
  16697. var vertices = [];
  16698. var normals = [];
  16699. var uvs = [];
  16700. var EPS = 0.00001;
  16701. var normal = new Vector3();
  16702. var p0 = new Vector3(), p1 = new Vector3();
  16703. var pu = new Vector3(), pv = new Vector3();
  16704. var i, j;
  16705. if ( func.length < 3 ) {
  16706. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  16707. }
  16708. // generate vertices, normals and uvs
  16709. var sliceCount = slices + 1;
  16710. for ( i = 0; i <= stacks; i ++ ) {
  16711. var v = i / stacks;
  16712. for ( j = 0; j <= slices; j ++ ) {
  16713. var u = j / slices;
  16714. // vertex
  16715. func( u, v, p0 );
  16716. vertices.push( p0.x, p0.y, p0.z );
  16717. // normal
  16718. // approximate tangent vectors via finite differences
  16719. if ( u - EPS >= 0 ) {
  16720. func( u - EPS, v, p1 );
  16721. pu.subVectors( p0, p1 );
  16722. } else {
  16723. func( u + EPS, v, p1 );
  16724. pu.subVectors( p1, p0 );
  16725. }
  16726. if ( v - EPS >= 0 ) {
  16727. func( u, v - EPS, p1 );
  16728. pv.subVectors( p0, p1 );
  16729. } else {
  16730. func( u, v + EPS, p1 );
  16731. pv.subVectors( p1, p0 );
  16732. }
  16733. // cross product of tangent vectors returns surface normal
  16734. normal.crossVectors( pu, pv ).normalize();
  16735. normals.push( normal.x, normal.y, normal.z );
  16736. // uv
  16737. uvs.push( u, v );
  16738. }
  16739. }
  16740. // generate indices
  16741. for ( i = 0; i < stacks; i ++ ) {
  16742. for ( j = 0; j < slices; j ++ ) {
  16743. var a = i * sliceCount + j;
  16744. var b = i * sliceCount + j + 1;
  16745. var c = ( i + 1 ) * sliceCount + j + 1;
  16746. var d = ( i + 1 ) * sliceCount + j;
  16747. // faces one and two
  16748. indices.push( a, b, d );
  16749. indices.push( b, c, d );
  16750. }
  16751. }
  16752. // build geometry
  16753. this.setIndex( indices );
  16754. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16755. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  16756. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  16757. }
  16758. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16759. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  16760. /**
  16761. * @author clockworkgeek / https://github.com/clockworkgeek
  16762. * @author timothypratley / https://github.com/timothypratley
  16763. * @author WestLangley / http://github.com/WestLangley
  16764. * @author Mugen87 / https://github.com/Mugen87
  16765. */
  16766. // PolyhedronGeometry
  16767. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  16768. Geometry.call( this );
  16769. this.type = 'PolyhedronGeometry';
  16770. this.parameters = {
  16771. vertices: vertices,
  16772. indices: indices,
  16773. radius: radius,
  16774. detail: detail
  16775. };
  16776. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  16777. this.mergeVertices();
  16778. }
  16779. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  16780. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  16781. // PolyhedronBufferGeometry
  16782. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  16783. BufferGeometry.call( this );
  16784. this.type = 'PolyhedronBufferGeometry';
  16785. this.parameters = {
  16786. vertices: vertices,
  16787. indices: indices,
  16788. radius: radius,
  16789. detail: detail
  16790. };
  16791. radius = radius || 1;
  16792. detail = detail || 0;
  16793. // default buffer data
  16794. var vertexBuffer = [];
  16795. var uvBuffer = [];
  16796. // the subdivision creates the vertex buffer data
  16797. subdivide( detail );
  16798. // all vertices should lie on a conceptual sphere with a given radius
  16799. applyRadius( radius );
  16800. // finally, create the uv data
  16801. generateUVs();
  16802. // build non-indexed geometry
  16803. this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  16804. this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  16805. this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  16806. if ( detail === 0 ) {
  16807. this.computeVertexNormals(); // flat normals
  16808. } else {
  16809. this.normalizeNormals(); // smooth normals
  16810. }
  16811. // helper functions
  16812. function subdivide( detail ) {
  16813. var a = new Vector3();
  16814. var b = new Vector3();
  16815. var c = new Vector3();
  16816. // iterate over all faces and apply a subdivison with the given detail value
  16817. for ( var i = 0; i < indices.length; i += 3 ) {
  16818. // get the vertices of the face
  16819. getVertexByIndex( indices[ i + 0 ], a );
  16820. getVertexByIndex( indices[ i + 1 ], b );
  16821. getVertexByIndex( indices[ i + 2 ], c );
  16822. // perform subdivision
  16823. subdivideFace( a, b, c, detail );
  16824. }
  16825. }
  16826. function subdivideFace( a, b, c, detail ) {
  16827. var cols = Math.pow( 2, detail );
  16828. // we use this multidimensional array as a data structure for creating the subdivision
  16829. var v = [];
  16830. var i, j;
  16831. // construct all of the vertices for this subdivision
  16832. for ( i = 0; i <= cols; i ++ ) {
  16833. v[ i ] = [];
  16834. var aj = a.clone().lerp( c, i / cols );
  16835. var bj = b.clone().lerp( c, i / cols );
  16836. var rows = cols - i;
  16837. for ( j = 0; j <= rows; j ++ ) {
  16838. if ( j === 0 && i === cols ) {
  16839. v[ i ][ j ] = aj;
  16840. } else {
  16841. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  16842. }
  16843. }
  16844. }
  16845. // construct all of the faces
  16846. for ( i = 0; i < cols; i ++ ) {
  16847. for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  16848. var k = Math.floor( j / 2 );
  16849. if ( j % 2 === 0 ) {
  16850. pushVertex( v[ i ][ k + 1 ] );
  16851. pushVertex( v[ i + 1 ][ k ] );
  16852. pushVertex( v[ i ][ k ] );
  16853. } else {
  16854. pushVertex( v[ i ][ k + 1 ] );
  16855. pushVertex( v[ i + 1 ][ k + 1 ] );
  16856. pushVertex( v[ i + 1 ][ k ] );
  16857. }
  16858. }
  16859. }
  16860. }
  16861. function applyRadius( radius ) {
  16862. var vertex = new Vector3();
  16863. // iterate over the entire buffer and apply the radius to each vertex
  16864. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16865. vertex.x = vertexBuffer[ i + 0 ];
  16866. vertex.y = vertexBuffer[ i + 1 ];
  16867. vertex.z = vertexBuffer[ i + 2 ];
  16868. vertex.normalize().multiplyScalar( radius );
  16869. vertexBuffer[ i + 0 ] = vertex.x;
  16870. vertexBuffer[ i + 1 ] = vertex.y;
  16871. vertexBuffer[ i + 2 ] = vertex.z;
  16872. }
  16873. }
  16874. function generateUVs() {
  16875. var vertex = new Vector3();
  16876. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  16877. vertex.x = vertexBuffer[ i + 0 ];
  16878. vertex.y = vertexBuffer[ i + 1 ];
  16879. vertex.z = vertexBuffer[ i + 2 ];
  16880. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  16881. var v = inclination( vertex ) / Math.PI + 0.5;
  16882. uvBuffer.push( u, 1 - v );
  16883. }
  16884. correctUVs();
  16885. correctSeam();
  16886. }
  16887. function correctSeam() {
  16888. // handle case when face straddles the seam, see #3269
  16889. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  16890. // uv data of a single face
  16891. var x0 = uvBuffer[ i + 0 ];
  16892. var x1 = uvBuffer[ i + 2 ];
  16893. var x2 = uvBuffer[ i + 4 ];
  16894. var max = Math.max( x0, x1, x2 );
  16895. var min = Math.min( x0, x1, x2 );
  16896. // 0.9 is somewhat arbitrary
  16897. if ( max > 0.9 && min < 0.1 ) {
  16898. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  16899. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  16900. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  16901. }
  16902. }
  16903. }
  16904. function pushVertex( vertex ) {
  16905. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  16906. }
  16907. function getVertexByIndex( index, vertex ) {
  16908. var stride = index * 3;
  16909. vertex.x = vertices[ stride + 0 ];
  16910. vertex.y = vertices[ stride + 1 ];
  16911. vertex.z = vertices[ stride + 2 ];
  16912. }
  16913. function correctUVs() {
  16914. var a = new Vector3();
  16915. var b = new Vector3();
  16916. var c = new Vector3();
  16917. var centroid = new Vector3();
  16918. var uvA = new Vector2();
  16919. var uvB = new Vector2();
  16920. var uvC = new Vector2();
  16921. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  16922. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  16923. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  16924. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  16925. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  16926. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  16927. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  16928. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  16929. var azi = azimuth( centroid );
  16930. correctUV( uvA, j + 0, a, azi );
  16931. correctUV( uvB, j + 2, b, azi );
  16932. correctUV( uvC, j + 4, c, azi );
  16933. }
  16934. }
  16935. function correctUV( uv, stride, vector, azimuth ) {
  16936. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  16937. uvBuffer[ stride ] = uv.x - 1;
  16938. }
  16939. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  16940. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  16941. }
  16942. }
  16943. // Angle around the Y axis, counter-clockwise when looking from above.
  16944. function azimuth( vector ) {
  16945. return Math.atan2( vector.z, - vector.x );
  16946. }
  16947. // Angle above the XZ plane.
  16948. function inclination( vector ) {
  16949. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  16950. }
  16951. }
  16952. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  16953. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  16954. /**
  16955. * @author timothypratley / https://github.com/timothypratley
  16956. * @author Mugen87 / https://github.com/Mugen87
  16957. */
  16958. // TetrahedronGeometry
  16959. function TetrahedronGeometry( radius, detail ) {
  16960. Geometry.call( this );
  16961. this.type = 'TetrahedronGeometry';
  16962. this.parameters = {
  16963. radius: radius,
  16964. detail: detail
  16965. };
  16966. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  16967. this.mergeVertices();
  16968. }
  16969. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  16970. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  16971. // TetrahedronBufferGeometry
  16972. function TetrahedronBufferGeometry( radius, detail ) {
  16973. var vertices = [
  16974. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  16975. ];
  16976. var indices = [
  16977. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  16978. ];
  16979. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  16980. this.type = 'TetrahedronBufferGeometry';
  16981. this.parameters = {
  16982. radius: radius,
  16983. detail: detail
  16984. };
  16985. }
  16986. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  16987. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  16988. /**
  16989. * @author timothypratley / https://github.com/timothypratley
  16990. * @author Mugen87 / https://github.com/Mugen87
  16991. */
  16992. // OctahedronGeometry
  16993. function OctahedronGeometry( radius, detail ) {
  16994. Geometry.call( this );
  16995. this.type = 'OctahedronGeometry';
  16996. this.parameters = {
  16997. radius: radius,
  16998. detail: detail
  16999. };
  17000. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17001. this.mergeVertices();
  17002. }
  17003. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17004. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17005. // OctahedronBufferGeometry
  17006. function OctahedronBufferGeometry( radius, detail ) {
  17007. var vertices = [
  17008. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17009. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17010. ];
  17011. var indices = [
  17012. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17013. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17014. 1, 3, 4, 1, 4, 2
  17015. ];
  17016. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17017. this.type = 'OctahedronBufferGeometry';
  17018. this.parameters = {
  17019. radius: radius,
  17020. detail: detail
  17021. };
  17022. }
  17023. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17024. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17025. /**
  17026. * @author timothypratley / https://github.com/timothypratley
  17027. * @author Mugen87 / https://github.com/Mugen87
  17028. */
  17029. // IcosahedronGeometry
  17030. function IcosahedronGeometry( radius, detail ) {
  17031. Geometry.call( this );
  17032. this.type = 'IcosahedronGeometry';
  17033. this.parameters = {
  17034. radius: radius,
  17035. detail: detail
  17036. };
  17037. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17038. this.mergeVertices();
  17039. }
  17040. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17041. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17042. // IcosahedronBufferGeometry
  17043. function IcosahedronBufferGeometry( radius, detail ) {
  17044. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17045. var vertices = [
  17046. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17047. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17048. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17049. ];
  17050. var indices = [
  17051. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17052. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17053. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17054. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17055. ];
  17056. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17057. this.type = 'IcosahedronBufferGeometry';
  17058. this.parameters = {
  17059. radius: radius,
  17060. detail: detail
  17061. };
  17062. }
  17063. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17064. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17065. /**
  17066. * @author Abe Pazos / https://hamoid.com
  17067. * @author Mugen87 / https://github.com/Mugen87
  17068. */
  17069. // DodecahedronGeometry
  17070. function DodecahedronGeometry( radius, detail ) {
  17071. Geometry.call( this );
  17072. this.type = 'DodecahedronGeometry';
  17073. this.parameters = {
  17074. radius: radius,
  17075. detail: detail
  17076. };
  17077. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17078. this.mergeVertices();
  17079. }
  17080. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17081. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17082. // DodecahedronBufferGeometry
  17083. function DodecahedronBufferGeometry( radius, detail ) {
  17084. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17085. var r = 1 / t;
  17086. var vertices = [
  17087. // (±1, ±1, ±1)
  17088. - 1, - 1, - 1, - 1, - 1, 1,
  17089. - 1, 1, - 1, - 1, 1, 1,
  17090. 1, - 1, - 1, 1, - 1, 1,
  17091. 1, 1, - 1, 1, 1, 1,
  17092. // (0, ±1/φ, ±φ)
  17093. 0, - r, - t, 0, - r, t,
  17094. 0, r, - t, 0, r, t,
  17095. // (±1/φ, ±φ, 0)
  17096. - r, - t, 0, - r, t, 0,
  17097. r, - t, 0, r, t, 0,
  17098. // (±φ, 0, ±1/φ)
  17099. - t, 0, - r, t, 0, - r,
  17100. - t, 0, r, t, 0, r
  17101. ];
  17102. var indices = [
  17103. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17104. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17105. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17106. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17107. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17108. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17109. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17110. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17111. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17112. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17113. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17114. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17115. ];
  17116. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17117. this.type = 'DodecahedronBufferGeometry';
  17118. this.parameters = {
  17119. radius: radius,
  17120. detail: detail
  17121. };
  17122. }
  17123. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17124. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17125. /**
  17126. * @author oosmoxiecode / https://github.com/oosmoxiecode
  17127. * @author WestLangley / https://github.com/WestLangley
  17128. * @author zz85 / https://github.com/zz85
  17129. * @author miningold / https://github.com/miningold
  17130. * @author jonobr1 / https://github.com/jonobr1
  17131. * @author Mugen87 / https://github.com/Mugen87
  17132. *
  17133. */
  17134. // TubeGeometry
  17135. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17136. Geometry.call( this );
  17137. this.type = 'TubeGeometry';
  17138. this.parameters = {
  17139. path: path,
  17140. tubularSegments: tubularSegments,
  17141. radius: radius,
  17142. radialSegments: radialSegments,
  17143. closed: closed
  17144. };
  17145. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17146. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17147. // expose internals
  17148. this.tangents = bufferGeometry.tangents;
  17149. this.normals = bufferGeometry.normals;
  17150. this.binormals = bufferGeometry.binormals;
  17151. // create geometry
  17152. this.fromBufferGeometry( bufferGeometry );
  17153. this.mergeVertices();
  17154. }
  17155. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17156. TubeGeometry.prototype.constructor = TubeGeometry;
  17157. // TubeBufferGeometry
  17158. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17159. BufferGeometry.call( this );
  17160. this.type = 'TubeBufferGeometry';
  17161. this.parameters = {
  17162. path: path,
  17163. tubularSegments: tubularSegments,
  17164. radius: radius,
  17165. radialSegments: radialSegments,
  17166. closed: closed
  17167. };
  17168. tubularSegments = tubularSegments || 64;
  17169. radius = radius || 1;
  17170. radialSegments = radialSegments || 8;
  17171. closed = closed || false;
  17172. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17173. // expose internals
  17174. this.tangents = frames.tangents;
  17175. this.normals = frames.normals;
  17176. this.binormals = frames.binormals;
  17177. // helper variables
  17178. var vertex = new Vector3();
  17179. var normal = new Vector3();
  17180. var uv = new Vector2();
  17181. var P = new Vector3();
  17182. var i, j;
  17183. // buffer
  17184. var vertices = [];
  17185. var normals = [];
  17186. var uvs = [];
  17187. var indices = [];
  17188. // create buffer data
  17189. generateBufferData();
  17190. // build geometry
  17191. this.setIndex( indices );
  17192. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17193. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17194. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17195. // functions
  17196. function generateBufferData() {
  17197. for ( i = 0; i < tubularSegments; i ++ ) {
  17198. generateSegment( i );
  17199. }
  17200. // if the geometry is not closed, generate the last row of vertices and normals
  17201. // at the regular position on the given path
  17202. //
  17203. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17204. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17205. // uvs are generated in a separate function.
  17206. // this makes it easy compute correct values for closed geometries
  17207. generateUVs();
  17208. // finally create faces
  17209. generateIndices();
  17210. }
  17211. function generateSegment( i ) {
  17212. // we use getPointAt to sample evenly distributed points from the given path
  17213. P = path.getPointAt( i / tubularSegments, P );
  17214. // retrieve corresponding normal and binormal
  17215. var N = frames.normals[ i ];
  17216. var B = frames.binormals[ i ];
  17217. // generate normals and vertices for the current segment
  17218. for ( j = 0; j <= radialSegments; j ++ ) {
  17219. var v = j / radialSegments * Math.PI * 2;
  17220. var sin = Math.sin( v );
  17221. var cos = - Math.cos( v );
  17222. // normal
  17223. normal.x = ( cos * N.x + sin * B.x );
  17224. normal.y = ( cos * N.y + sin * B.y );
  17225. normal.z = ( cos * N.z + sin * B.z );
  17226. normal.normalize();
  17227. normals.push( normal.x, normal.y, normal.z );
  17228. // vertex
  17229. vertex.x = P.x + radius * normal.x;
  17230. vertex.y = P.y + radius * normal.y;
  17231. vertex.z = P.z + radius * normal.z;
  17232. vertices.push( vertex.x, vertex.y, vertex.z );
  17233. }
  17234. }
  17235. function generateIndices() {
  17236. for ( j = 1; j <= tubularSegments; j ++ ) {
  17237. for ( i = 1; i <= radialSegments; i ++ ) {
  17238. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17239. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17240. var c = ( radialSegments + 1 ) * j + i;
  17241. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17242. // faces
  17243. indices.push( a, b, d );
  17244. indices.push( b, c, d );
  17245. }
  17246. }
  17247. }
  17248. function generateUVs() {
  17249. for ( i = 0; i <= tubularSegments; i ++ ) {
  17250. for ( j = 0; j <= radialSegments; j ++ ) {
  17251. uv.x = i / tubularSegments;
  17252. uv.y = j / radialSegments;
  17253. uvs.push( uv.x, uv.y );
  17254. }
  17255. }
  17256. }
  17257. }
  17258. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17259. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17260. TubeBufferGeometry.prototype.toJSON = function () {
  17261. var data = BufferGeometry.prototype.toJSON.call( this );
  17262. data.path = this.parameters.path.toJSON();
  17263. return data;
  17264. };
  17265. /**
  17266. * @author oosmoxiecode
  17267. * @author Mugen87 / https://github.com/Mugen87
  17268. *
  17269. * based on http://www.blackpawn.com/texts/pqtorus/
  17270. */
  17271. // TorusKnotGeometry
  17272. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17273. Geometry.call( this );
  17274. this.type = 'TorusKnotGeometry';
  17275. this.parameters = {
  17276. radius: radius,
  17277. tube: tube,
  17278. tubularSegments: tubularSegments,
  17279. radialSegments: radialSegments,
  17280. p: p,
  17281. q: q
  17282. };
  17283. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17284. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17285. this.mergeVertices();
  17286. }
  17287. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17288. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17289. // TorusKnotBufferGeometry
  17290. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17291. BufferGeometry.call( this );
  17292. this.type = 'TorusKnotBufferGeometry';
  17293. this.parameters = {
  17294. radius: radius,
  17295. tube: tube,
  17296. tubularSegments: tubularSegments,
  17297. radialSegments: radialSegments,
  17298. p: p,
  17299. q: q
  17300. };
  17301. radius = radius || 1;
  17302. tube = tube || 0.4;
  17303. tubularSegments = Math.floor( tubularSegments ) || 64;
  17304. radialSegments = Math.floor( radialSegments ) || 8;
  17305. p = p || 2;
  17306. q = q || 3;
  17307. // buffers
  17308. var indices = [];
  17309. var vertices = [];
  17310. var normals = [];
  17311. var uvs = [];
  17312. // helper variables
  17313. var i, j;
  17314. var vertex = new Vector3();
  17315. var normal = new Vector3();
  17316. var P1 = new Vector3();
  17317. var P2 = new Vector3();
  17318. var B = new Vector3();
  17319. var T = new Vector3();
  17320. var N = new Vector3();
  17321. // generate vertices, normals and uvs
  17322. for ( i = 0; i <= tubularSegments; ++ i ) {
  17323. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17324. var u = i / tubularSegments * p * Math.PI * 2;
  17325. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17326. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17327. calculatePositionOnCurve( u, p, q, radius, P1 );
  17328. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17329. // calculate orthonormal basis
  17330. T.subVectors( P2, P1 );
  17331. N.addVectors( P2, P1 );
  17332. B.crossVectors( T, N );
  17333. N.crossVectors( B, T );
  17334. // normalize B, N. T can be ignored, we don't use it
  17335. B.normalize();
  17336. N.normalize();
  17337. for ( j = 0; j <= radialSegments; ++ j ) {
  17338. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17339. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17340. var v = j / radialSegments * Math.PI * 2;
  17341. var cx = - tube * Math.cos( v );
  17342. var cy = tube * Math.sin( v );
  17343. // now calculate the final vertex position.
  17344. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17345. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17346. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17347. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17348. vertices.push( vertex.x, vertex.y, vertex.z );
  17349. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17350. normal.subVectors( vertex, P1 ).normalize();
  17351. normals.push( normal.x, normal.y, normal.z );
  17352. // uv
  17353. uvs.push( i / tubularSegments );
  17354. uvs.push( j / radialSegments );
  17355. }
  17356. }
  17357. // generate indices
  17358. for ( j = 1; j <= tubularSegments; j ++ ) {
  17359. for ( i = 1; i <= radialSegments; i ++ ) {
  17360. // indices
  17361. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17362. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17363. var c = ( radialSegments + 1 ) * j + i;
  17364. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17365. // faces
  17366. indices.push( a, b, d );
  17367. indices.push( b, c, d );
  17368. }
  17369. }
  17370. // build geometry
  17371. this.setIndex( indices );
  17372. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17373. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17374. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17375. // this function calculates the current position on the torus curve
  17376. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17377. var cu = Math.cos( u );
  17378. var su = Math.sin( u );
  17379. var quOverP = q / p * u;
  17380. var cs = Math.cos( quOverP );
  17381. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17382. position.y = radius * ( 2 + cs ) * su * 0.5;
  17383. position.z = radius * Math.sin( quOverP ) * 0.5;
  17384. }
  17385. }
  17386. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17387. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17388. /**
  17389. * @author oosmoxiecode
  17390. * @author mrdoob / http://mrdoob.com/
  17391. * @author Mugen87 / https://github.com/Mugen87
  17392. */
  17393. // TorusGeometry
  17394. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17395. Geometry.call( this );
  17396. this.type = 'TorusGeometry';
  17397. this.parameters = {
  17398. radius: radius,
  17399. tube: tube,
  17400. radialSegments: radialSegments,
  17401. tubularSegments: tubularSegments,
  17402. arc: arc
  17403. };
  17404. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17405. this.mergeVertices();
  17406. }
  17407. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17408. TorusGeometry.prototype.constructor = TorusGeometry;
  17409. // TorusBufferGeometry
  17410. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17411. BufferGeometry.call( this );
  17412. this.type = 'TorusBufferGeometry';
  17413. this.parameters = {
  17414. radius: radius,
  17415. tube: tube,
  17416. radialSegments: radialSegments,
  17417. tubularSegments: tubularSegments,
  17418. arc: arc
  17419. };
  17420. radius = radius || 1;
  17421. tube = tube || 0.4;
  17422. radialSegments = Math.floor( radialSegments ) || 8;
  17423. tubularSegments = Math.floor( tubularSegments ) || 6;
  17424. arc = arc || Math.PI * 2;
  17425. // buffers
  17426. var indices = [];
  17427. var vertices = [];
  17428. var normals = [];
  17429. var uvs = [];
  17430. // helper variables
  17431. var center = new Vector3();
  17432. var vertex = new Vector3();
  17433. var normal = new Vector3();
  17434. var j, i;
  17435. // generate vertices, normals and uvs
  17436. for ( j = 0; j <= radialSegments; j ++ ) {
  17437. for ( i = 0; i <= tubularSegments; i ++ ) {
  17438. var u = i / tubularSegments * arc;
  17439. var v = j / radialSegments * Math.PI * 2;
  17440. // vertex
  17441. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17442. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17443. vertex.z = tube * Math.sin( v );
  17444. vertices.push( vertex.x, vertex.y, vertex.z );
  17445. // normal
  17446. center.x = radius * Math.cos( u );
  17447. center.y = radius * Math.sin( u );
  17448. normal.subVectors( vertex, center ).normalize();
  17449. normals.push( normal.x, normal.y, normal.z );
  17450. // uv
  17451. uvs.push( i / tubularSegments );
  17452. uvs.push( j / radialSegments );
  17453. }
  17454. }
  17455. // generate indices
  17456. for ( j = 1; j <= radialSegments; j ++ ) {
  17457. for ( i = 1; i <= tubularSegments; i ++ ) {
  17458. // indices
  17459. var a = ( tubularSegments + 1 ) * j + i - 1;
  17460. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  17461. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  17462. var d = ( tubularSegments + 1 ) * j + i;
  17463. // faces
  17464. indices.push( a, b, d );
  17465. indices.push( b, c, d );
  17466. }
  17467. }
  17468. // build geometry
  17469. this.setIndex( indices );
  17470. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17471. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17472. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17473. }
  17474. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17475. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17476. /**
  17477. * @author Mugen87 / https://github.com/Mugen87
  17478. * Port from https://github.com/mapbox/earcut (v2.1.5)
  17479. */
  17480. var Earcut = {
  17481. triangulate: function ( data, holeIndices, dim ) {
  17482. dim = dim || 2;
  17483. var hasHoles = holeIndices && holeIndices.length,
  17484. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17485. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17486. triangles = [];
  17487. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17488. var minX, minY, maxX, maxY, x, y, invSize;
  17489. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17490. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17491. if ( data.length > 80 * dim ) {
  17492. minX = maxX = data[ 0 ];
  17493. minY = maxY = data[ 1 ];
  17494. for ( var i = dim; i < outerLen; i += dim ) {
  17495. x = data[ i ];
  17496. y = data[ i + 1 ];
  17497. if ( x < minX ) { minX = x; }
  17498. if ( y < minY ) { minY = y; }
  17499. if ( x > maxX ) { maxX = x; }
  17500. if ( y > maxY ) { maxY = y; }
  17501. }
  17502. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17503. invSize = Math.max( maxX - minX, maxY - minY );
  17504. invSize = invSize !== 0 ? 1 / invSize : 0;
  17505. }
  17506. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17507. return triangles;
  17508. }
  17509. };
  17510. // create a circular doubly linked list from polygon points in the specified winding order
  17511. function linkedList( data, start, end, dim, clockwise ) {
  17512. var i, last;
  17513. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17514. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17515. } else {
  17516. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17517. }
  17518. if ( last && equals( last, last.next ) ) {
  17519. removeNode( last );
  17520. last = last.next;
  17521. }
  17522. return last;
  17523. }
  17524. // eliminate colinear or duplicate points
  17525. function filterPoints( start, end ) {
  17526. if ( ! start ) { return start; }
  17527. if ( ! end ) { end = start; }
  17528. var p = start,
  17529. again;
  17530. do {
  17531. again = false;
  17532. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17533. removeNode( p );
  17534. p = end = p.prev;
  17535. if ( p === p.next ) { break; }
  17536. again = true;
  17537. } else {
  17538. p = p.next;
  17539. }
  17540. } while ( again || p !== end );
  17541. return end;
  17542. }
  17543. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17544. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17545. if ( ! ear ) { return; }
  17546. // interlink polygon nodes in z-order
  17547. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17548. var stop = ear,
  17549. prev, next;
  17550. // iterate through ears, slicing them one by one
  17551. while ( ear.prev !== ear.next ) {
  17552. prev = ear.prev;
  17553. next = ear.next;
  17554. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17555. // cut off the triangle
  17556. triangles.push( prev.i / dim );
  17557. triangles.push( ear.i / dim );
  17558. triangles.push( next.i / dim );
  17559. removeNode( ear );
  17560. // skipping the next vertex leads to less sliver triangles
  17561. ear = next.next;
  17562. stop = next.next;
  17563. continue;
  17564. }
  17565. ear = next;
  17566. // if we looped through the whole remaining polygon and can't find any more ears
  17567. if ( ear === stop ) {
  17568. // try filtering points and slicing again
  17569. if ( ! pass ) {
  17570. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17571. // if this didn't work, try curing all small self-intersections locally
  17572. } else if ( pass === 1 ) {
  17573. ear = cureLocalIntersections( ear, triangles, dim );
  17574. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17575. // as a last resort, try splitting the remaining polygon into two
  17576. } else if ( pass === 2 ) {
  17577. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17578. }
  17579. break;
  17580. }
  17581. }
  17582. }
  17583. // check whether a polygon node forms a valid ear with adjacent nodes
  17584. function isEar( ear ) {
  17585. var a = ear.prev,
  17586. b = ear,
  17587. c = ear.next;
  17588. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17589. // now make sure we don't have other points inside the potential ear
  17590. var p = ear.next.next;
  17591. while ( p !== ear.prev ) {
  17592. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17593. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17594. p = p.next;
  17595. }
  17596. return true;
  17597. }
  17598. function isEarHashed( ear, minX, minY, invSize ) {
  17599. var a = ear.prev,
  17600. b = ear,
  17601. c = ear.next;
  17602. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17603. // triangle bbox; min & max are calculated like this for speed
  17604. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17605. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17606. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17607. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17608. // z-order range for the current triangle bbox;
  17609. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17610. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17611. var p = ear.prevZ,
  17612. n = ear.nextZ;
  17613. // look for points inside the triangle in both directions
  17614. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17615. if ( p !== ear.prev && p !== ear.next &&
  17616. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17617. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17618. p = p.prevZ;
  17619. if ( n !== ear.prev && n !== ear.next &&
  17620. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17621. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17622. n = n.nextZ;
  17623. }
  17624. // look for remaining points in decreasing z-order
  17625. while ( p && p.z >= minZ ) {
  17626. if ( p !== ear.prev && p !== ear.next &&
  17627. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17628. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17629. p = p.prevZ;
  17630. }
  17631. // look for remaining points in increasing z-order
  17632. while ( n && n.z <= maxZ ) {
  17633. if ( n !== ear.prev && n !== ear.next &&
  17634. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17635. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17636. n = n.nextZ;
  17637. }
  17638. return true;
  17639. }
  17640. // go through all polygon nodes and cure small local self-intersections
  17641. function cureLocalIntersections( start, triangles, dim ) {
  17642. var p = start;
  17643. do {
  17644. var a = p.prev,
  17645. b = p.next.next;
  17646. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17647. triangles.push( a.i / dim );
  17648. triangles.push( p.i / dim );
  17649. triangles.push( b.i / dim );
  17650. // remove two nodes involved
  17651. removeNode( p );
  17652. removeNode( p.next );
  17653. p = start = b;
  17654. }
  17655. p = p.next;
  17656. } while ( p !== start );
  17657. return p;
  17658. }
  17659. // try splitting polygon into two and triangulate them independently
  17660. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17661. // look for a valid diagonal that divides the polygon into two
  17662. var a = start;
  17663. do {
  17664. var b = a.next.next;
  17665. while ( b !== a.prev ) {
  17666. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17667. // split the polygon in two by the diagonal
  17668. var c = splitPolygon( a, b );
  17669. // filter colinear points around the cuts
  17670. a = filterPoints( a, a.next );
  17671. c = filterPoints( c, c.next );
  17672. // run earcut on each half
  17673. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17674. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17675. return;
  17676. }
  17677. b = b.next;
  17678. }
  17679. a = a.next;
  17680. } while ( a !== start );
  17681. }
  17682. // link every hole into the outer loop, producing a single-ring polygon without holes
  17683. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17684. var queue = [],
  17685. i, len, start, end, list;
  17686. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17687. start = holeIndices[ i ] * dim;
  17688. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17689. list = linkedList( data, start, end, dim, false );
  17690. if ( list === list.next ) { list.steiner = true; }
  17691. queue.push( getLeftmost( list ) );
  17692. }
  17693. queue.sort( compareX );
  17694. // process holes from left to right
  17695. for ( i = 0; i < queue.length; i ++ ) {
  17696. eliminateHole( queue[ i ], outerNode );
  17697. outerNode = filterPoints( outerNode, outerNode.next );
  17698. }
  17699. return outerNode;
  17700. }
  17701. function compareX( a, b ) {
  17702. return a.x - b.x;
  17703. }
  17704. // find a bridge between vertices that connects hole with an outer ring and and link it
  17705. function eliminateHole( hole, outerNode ) {
  17706. outerNode = findHoleBridge( hole, outerNode );
  17707. if ( outerNode ) {
  17708. var b = splitPolygon( outerNode, hole );
  17709. filterPoints( b, b.next );
  17710. }
  17711. }
  17712. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17713. function findHoleBridge( hole, outerNode ) {
  17714. var p = outerNode,
  17715. hx = hole.x,
  17716. hy = hole.y,
  17717. qx = - Infinity,
  17718. m;
  17719. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17720. // segment's endpoint with lesser x will be potential connection point
  17721. do {
  17722. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17723. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17724. if ( x <= hx && x > qx ) {
  17725. qx = x;
  17726. if ( x === hx ) {
  17727. if ( hy === p.y ) { return p; }
  17728. if ( hy === p.next.y ) { return p.next; }
  17729. }
  17730. m = p.x < p.next.x ? p : p.next;
  17731. }
  17732. }
  17733. p = p.next;
  17734. } while ( p !== outerNode );
  17735. if ( ! m ) { return null; }
  17736. if ( hx === qx ) { return m.prev; } // hole touches outer segment; pick lower endpoint
  17737. // look for points inside the triangle of hole point, segment intersection and endpoint;
  17738. // if there are no points found, we have a valid connection;
  17739. // otherwise choose the point of the minimum angle with the ray as connection point
  17740. var stop = m,
  17741. mx = m.x,
  17742. my = m.y,
  17743. tanMin = Infinity,
  17744. tan;
  17745. p = m.next;
  17746. while ( p !== stop ) {
  17747. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  17748. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  17749. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  17750. if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
  17751. m = p;
  17752. tanMin = tan;
  17753. }
  17754. }
  17755. p = p.next;
  17756. }
  17757. return m;
  17758. }
  17759. // interlink polygon nodes in z-order
  17760. function indexCurve( start, minX, minY, invSize ) {
  17761. var p = start;
  17762. do {
  17763. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  17764. p.prevZ = p.prev;
  17765. p.nextZ = p.next;
  17766. p = p.next;
  17767. } while ( p !== start );
  17768. p.prevZ.nextZ = null;
  17769. p.prevZ = null;
  17770. sortLinked( p );
  17771. }
  17772. // Simon Tatham's linked list merge sort algorithm
  17773. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  17774. function sortLinked( list ) {
  17775. var i, p, q, e, tail, numMerges, pSize, qSize,
  17776. inSize = 1;
  17777. do {
  17778. p = list;
  17779. list = null;
  17780. tail = null;
  17781. numMerges = 0;
  17782. while ( p ) {
  17783. numMerges ++;
  17784. q = p;
  17785. pSize = 0;
  17786. for ( i = 0; i < inSize; i ++ ) {
  17787. pSize ++;
  17788. q = q.nextZ;
  17789. if ( ! q ) { break; }
  17790. }
  17791. qSize = inSize;
  17792. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  17793. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  17794. e = p;
  17795. p = p.nextZ;
  17796. pSize --;
  17797. } else {
  17798. e = q;
  17799. q = q.nextZ;
  17800. qSize --;
  17801. }
  17802. if ( tail ) { tail.nextZ = e; }
  17803. else { list = e; }
  17804. e.prevZ = tail;
  17805. tail = e;
  17806. }
  17807. p = q;
  17808. }
  17809. tail.nextZ = null;
  17810. inSize *= 2;
  17811. } while ( numMerges > 1 );
  17812. return list;
  17813. }
  17814. // z-order of a point given coords and inverse of the longer side of data bbox
  17815. function zOrder( x, y, minX, minY, invSize ) {
  17816. // coords are transformed into non-negative 15-bit integer range
  17817. x = 32767 * ( x - minX ) * invSize;
  17818. y = 32767 * ( y - minY ) * invSize;
  17819. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  17820. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  17821. x = ( x | ( x << 2 ) ) & 0x33333333;
  17822. x = ( x | ( x << 1 ) ) & 0x55555555;
  17823. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  17824. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  17825. y = ( y | ( y << 2 ) ) & 0x33333333;
  17826. y = ( y | ( y << 1 ) ) & 0x55555555;
  17827. return x | ( y << 1 );
  17828. }
  17829. // find the leftmost node of a polygon ring
  17830. function getLeftmost( start ) {
  17831. var p = start,
  17832. leftmost = start;
  17833. do {
  17834. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  17835. p = p.next;
  17836. } while ( p !== start );
  17837. return leftmost;
  17838. }
  17839. // check if a point lies within a convex triangle
  17840. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  17841. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  17842. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  17843. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  17844. }
  17845. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  17846. function isValidDiagonal( a, b ) {
  17847. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
  17848. locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
  17849. }
  17850. // signed area of a triangle
  17851. function area( p, q, r ) {
  17852. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  17853. }
  17854. // check if two points are equal
  17855. function equals( p1, p2 ) {
  17856. return p1.x === p2.x && p1.y === p2.y;
  17857. }
  17858. // check if two segments intersect
  17859. function intersects( p1, q1, p2, q2 ) {
  17860. if ( ( equals( p1, p2 ) && equals( q1, q2 ) ) ||
  17861. ( equals( p1, q2 ) && equals( p2, q1 ) ) ) { return true; }
  17862. return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
  17863. area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
  17864. }
  17865. // check if a polygon diagonal intersects any polygon segments
  17866. function intersectsPolygon( a, b ) {
  17867. var p = a;
  17868. do {
  17869. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  17870. intersects( p, p.next, a, b ) ) { return true; }
  17871. p = p.next;
  17872. } while ( p !== a );
  17873. return false;
  17874. }
  17875. // check if a polygon diagonal is locally inside the polygon
  17876. function locallyInside( a, b ) {
  17877. return area( a.prev, a, a.next ) < 0 ?
  17878. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  17879. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  17880. }
  17881. // check if the middle point of a polygon diagonal is inside the polygon
  17882. function middleInside( a, b ) {
  17883. var p = a,
  17884. inside = false,
  17885. px = ( a.x + b.x ) / 2,
  17886. py = ( a.y + b.y ) / 2;
  17887. do {
  17888. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  17889. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  17890. { inside = ! inside; }
  17891. p = p.next;
  17892. } while ( p !== a );
  17893. return inside;
  17894. }
  17895. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  17896. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  17897. function splitPolygon( a, b ) {
  17898. var a2 = new Node( a.i, a.x, a.y ),
  17899. b2 = new Node( b.i, b.x, b.y ),
  17900. an = a.next,
  17901. bp = b.prev;
  17902. a.next = b;
  17903. b.prev = a;
  17904. a2.next = an;
  17905. an.prev = a2;
  17906. b2.next = a2;
  17907. a2.prev = b2;
  17908. bp.next = b2;
  17909. b2.prev = bp;
  17910. return b2;
  17911. }
  17912. // create a node and optionally link it with previous one (in a circular doubly linked list)
  17913. function insertNode( i, x, y, last ) {
  17914. var p = new Node( i, x, y );
  17915. if ( ! last ) {
  17916. p.prev = p;
  17917. p.next = p;
  17918. } else {
  17919. p.next = last.next;
  17920. p.prev = last;
  17921. last.next.prev = p;
  17922. last.next = p;
  17923. }
  17924. return p;
  17925. }
  17926. function removeNode( p ) {
  17927. p.next.prev = p.prev;
  17928. p.prev.next = p.next;
  17929. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  17930. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  17931. }
  17932. function Node( i, x, y ) {
  17933. // vertex index in coordinates array
  17934. this.i = i;
  17935. // vertex coordinates
  17936. this.x = x;
  17937. this.y = y;
  17938. // previous and next vertex nodes in a polygon ring
  17939. this.prev = null;
  17940. this.next = null;
  17941. // z-order curve value
  17942. this.z = null;
  17943. // previous and next nodes in z-order
  17944. this.prevZ = null;
  17945. this.nextZ = null;
  17946. // indicates whether this is a steiner point
  17947. this.steiner = false;
  17948. }
  17949. function signedArea( data, start, end, dim ) {
  17950. var sum = 0;
  17951. for ( var i = start, j = end - dim; i < end; i += dim ) {
  17952. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  17953. j = i;
  17954. }
  17955. return sum;
  17956. }
  17957. /**
  17958. * @author zz85 / http://www.lab4games.net/zz85/blog
  17959. */
  17960. var ShapeUtils = {
  17961. // calculate area of the contour polygon
  17962. area: function ( contour ) {
  17963. var n = contour.length;
  17964. var a = 0.0;
  17965. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  17966. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  17967. }
  17968. return a * 0.5;
  17969. },
  17970. isClockWise: function ( pts ) {
  17971. return ShapeUtils.area( pts ) < 0;
  17972. },
  17973. triangulateShape: function ( contour, holes ) {
  17974. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  17975. var holeIndices = []; // array of hole indices
  17976. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  17977. removeDupEndPts( contour );
  17978. addContour( vertices, contour );
  17979. //
  17980. var holeIndex = contour.length;
  17981. holes.forEach( removeDupEndPts );
  17982. for ( var i = 0; i < holes.length; i ++ ) {
  17983. holeIndices.push( holeIndex );
  17984. holeIndex += holes[ i ].length;
  17985. addContour( vertices, holes[ i ] );
  17986. }
  17987. //
  17988. var triangles = Earcut.triangulate( vertices, holeIndices );
  17989. //
  17990. for ( var i = 0; i < triangles.length; i += 3 ) {
  17991. faces.push( triangles.slice( i, i + 3 ) );
  17992. }
  17993. return faces;
  17994. }
  17995. };
  17996. function removeDupEndPts( points ) {
  17997. var l = points.length;
  17998. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  17999. points.pop();
  18000. }
  18001. }
  18002. function addContour( vertices, contour ) {
  18003. for ( var i = 0; i < contour.length; i ++ ) {
  18004. vertices.push( contour[ i ].x );
  18005. vertices.push( contour[ i ].y );
  18006. }
  18007. }
  18008. /**
  18009. * @author zz85 / http://www.lab4games.net/zz85/blog
  18010. *
  18011. * Creates extruded geometry from a path shape.
  18012. *
  18013. * parameters = {
  18014. *
  18015. * curveSegments: <int>, // number of points on the curves
  18016. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18017. * depth: <float>, // Depth to extrude the shape
  18018. *
  18019. * bevelEnabled: <bool>, // turn on bevel
  18020. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18021. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18022. * bevelOffset: <float>, // how far from shape outline does bevel start
  18023. * bevelSegments: <int>, // number of bevel layers
  18024. *
  18025. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18026. *
  18027. * UVGenerator: <Object> // object that provides UV generator functions
  18028. *
  18029. * }
  18030. */
  18031. // ExtrudeGeometry
  18032. function ExtrudeGeometry( shapes, options ) {
  18033. Geometry.call( this );
  18034. this.type = 'ExtrudeGeometry';
  18035. this.parameters = {
  18036. shapes: shapes,
  18037. options: options
  18038. };
  18039. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18040. this.mergeVertices();
  18041. }
  18042. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18043. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18044. ExtrudeGeometry.prototype.toJSON = function () {
  18045. var data = Geometry.prototype.toJSON.call( this );
  18046. var shapes = this.parameters.shapes;
  18047. var options = this.parameters.options;
  18048. return toJSON( shapes, options, data );
  18049. };
  18050. // ExtrudeBufferGeometry
  18051. function ExtrudeBufferGeometry( shapes, options ) {
  18052. BufferGeometry.call( this );
  18053. this.type = 'ExtrudeBufferGeometry';
  18054. this.parameters = {
  18055. shapes: shapes,
  18056. options: options
  18057. };
  18058. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18059. var scope = this;
  18060. var verticesArray = [];
  18061. var uvArray = [];
  18062. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18063. var shape = shapes[ i ];
  18064. addShape( shape );
  18065. }
  18066. // build geometry
  18067. this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18068. this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18069. this.computeVertexNormals();
  18070. // functions
  18071. function addShape( shape ) {
  18072. var placeholder = [];
  18073. // options
  18074. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18075. var steps = options.steps !== undefined ? options.steps : 1;
  18076. var depth = options.depth !== undefined ? options.depth : 100;
  18077. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18078. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18079. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18080. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18081. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18082. var extrudePath = options.extrudePath;
  18083. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18084. // deprecated options
  18085. if ( options.amount !== undefined ) {
  18086. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18087. depth = options.amount;
  18088. }
  18089. //
  18090. var extrudePts, extrudeByPath = false;
  18091. var splineTube, binormal, normal, position2;
  18092. if ( extrudePath ) {
  18093. extrudePts = extrudePath.getSpacedPoints( steps );
  18094. extrudeByPath = true;
  18095. bevelEnabled = false; // bevels not supported for path extrusion
  18096. // SETUP TNB variables
  18097. // TODO1 - have a .isClosed in spline?
  18098. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18099. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18100. binormal = new Vector3();
  18101. normal = new Vector3();
  18102. position2 = new Vector3();
  18103. }
  18104. // Safeguards if bevels are not enabled
  18105. if ( ! bevelEnabled ) {
  18106. bevelSegments = 0;
  18107. bevelThickness = 0;
  18108. bevelSize = 0;
  18109. bevelOffset = 0;
  18110. }
  18111. // Variables initialization
  18112. var ahole, h, hl; // looping of holes
  18113. var shapePoints = shape.extractPoints( curveSegments );
  18114. var vertices = shapePoints.shape;
  18115. var holes = shapePoints.holes;
  18116. var reverse = ! ShapeUtils.isClockWise( vertices );
  18117. if ( reverse ) {
  18118. vertices = vertices.reverse();
  18119. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18120. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18121. ahole = holes[ h ];
  18122. if ( ShapeUtils.isClockWise( ahole ) ) {
  18123. holes[ h ] = ahole.reverse();
  18124. }
  18125. }
  18126. }
  18127. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18128. /* Vertices */
  18129. var contour = vertices; // vertices has all points but contour has only points of circumference
  18130. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18131. ahole = holes[ h ];
  18132. vertices = vertices.concat( ahole );
  18133. }
  18134. function scalePt2( pt, vec, size ) {
  18135. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18136. return vec.clone().multiplyScalar( size ).add( pt );
  18137. }
  18138. var b, bs, t, z,
  18139. vert, vlen = vertices.length,
  18140. face, flen = faces.length;
  18141. // Find directions for point movement
  18142. function getBevelVec( inPt, inPrev, inNext ) {
  18143. // computes for inPt the corresponding point inPt' on a new contour
  18144. // shifted by 1 unit (length of normalized vector) to the left
  18145. // if we walk along contour clockwise, this new contour is outside the old one
  18146. //
  18147. // inPt' is the intersection of the two lines parallel to the two
  18148. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18149. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18150. // good reading for geometry algorithms (here: line-line intersection)
  18151. // http://geomalgorithms.com/a05-_intersect-1.html
  18152. var v_prev_x = inPt.x - inPrev.x,
  18153. v_prev_y = inPt.y - inPrev.y;
  18154. var v_next_x = inNext.x - inPt.x,
  18155. v_next_y = inNext.y - inPt.y;
  18156. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18157. // check for collinear edges
  18158. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18159. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18160. // not collinear
  18161. // length of vectors for normalizing
  18162. var v_prev_len = Math.sqrt( v_prev_lensq );
  18163. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18164. // shift adjacent points by unit vectors to the left
  18165. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18166. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18167. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18168. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18169. // scaling factor for v_prev to intersection point
  18170. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18171. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18172. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18173. // vector from inPt to intersection point
  18174. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18175. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18176. // Don't normalize!, otherwise sharp corners become ugly
  18177. // but prevent crazy spikes
  18178. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18179. if ( v_trans_lensq <= 2 ) {
  18180. return new Vector2( v_trans_x, v_trans_y );
  18181. } else {
  18182. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18183. }
  18184. } else {
  18185. // handle special case of collinear edges
  18186. var direction_eq = false; // assumes: opposite
  18187. if ( v_prev_x > Number.EPSILON ) {
  18188. if ( v_next_x > Number.EPSILON ) {
  18189. direction_eq = true;
  18190. }
  18191. } else {
  18192. if ( v_prev_x < - Number.EPSILON ) {
  18193. if ( v_next_x < - Number.EPSILON ) {
  18194. direction_eq = true;
  18195. }
  18196. } else {
  18197. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18198. direction_eq = true;
  18199. }
  18200. }
  18201. }
  18202. if ( direction_eq ) {
  18203. // console.log("Warning: lines are a straight sequence");
  18204. v_trans_x = - v_prev_y;
  18205. v_trans_y = v_prev_x;
  18206. shrink_by = Math.sqrt( v_prev_lensq );
  18207. } else {
  18208. // console.log("Warning: lines are a straight spike");
  18209. v_trans_x = v_prev_x;
  18210. v_trans_y = v_prev_y;
  18211. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18212. }
  18213. }
  18214. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18215. }
  18216. var contourMovements = [];
  18217. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18218. if ( j === il ) { j = 0; }
  18219. if ( k === il ) { k = 0; }
  18220. // (j)---(i)---(k)
  18221. // console.log('i,j,k', i, j , k)
  18222. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18223. }
  18224. var holesMovements = [],
  18225. oneHoleMovements, verticesMovements = contourMovements.concat();
  18226. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18227. ahole = holes[ h ];
  18228. oneHoleMovements = [];
  18229. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18230. if ( j === il ) { j = 0; }
  18231. if ( k === il ) { k = 0; }
  18232. // (j)---(i)---(k)
  18233. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18234. }
  18235. holesMovements.push( oneHoleMovements );
  18236. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18237. }
  18238. // Loop bevelSegments, 1 for the front, 1 for the back
  18239. for ( b = 0; b < bevelSegments; b ++ ) {
  18240. //for ( b = bevelSegments; b > 0; b -- ) {
  18241. t = b / bevelSegments;
  18242. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18243. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18244. // contract shape
  18245. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18246. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18247. v( vert.x, vert.y, - z );
  18248. }
  18249. // expand holes
  18250. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18251. ahole = holes[ h ];
  18252. oneHoleMovements = holesMovements[ h ];
  18253. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18254. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18255. v( vert.x, vert.y, - z );
  18256. }
  18257. }
  18258. }
  18259. bs = bevelSize + bevelOffset;
  18260. // Back facing vertices
  18261. for ( i = 0; i < vlen; i ++ ) {
  18262. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18263. if ( ! extrudeByPath ) {
  18264. v( vert.x, vert.y, 0 );
  18265. } else {
  18266. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18267. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  18268. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  18269. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18270. v( position2.x, position2.y, position2.z );
  18271. }
  18272. }
  18273. // Add stepped vertices...
  18274. // Including front facing vertices
  18275. var s;
  18276. for ( s = 1; s <= steps; s ++ ) {
  18277. for ( i = 0; i < vlen; i ++ ) {
  18278. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18279. if ( ! extrudeByPath ) {
  18280. v( vert.x, vert.y, depth / steps * s );
  18281. } else {
  18282. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18283. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  18284. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  18285. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18286. v( position2.x, position2.y, position2.z );
  18287. }
  18288. }
  18289. }
  18290. // Add bevel segments planes
  18291. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18292. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18293. t = b / bevelSegments;
  18294. z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18295. bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18296. // contract shape
  18297. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18298. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18299. v( vert.x, vert.y, depth + z );
  18300. }
  18301. // expand holes
  18302. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18303. ahole = holes[ h ];
  18304. oneHoleMovements = holesMovements[ h ];
  18305. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18306. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18307. if ( ! extrudeByPath ) {
  18308. v( vert.x, vert.y, depth + z );
  18309. } else {
  18310. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18311. }
  18312. }
  18313. }
  18314. }
  18315. /* Faces */
  18316. // Top and bottom faces
  18317. buildLidFaces();
  18318. // Sides faces
  18319. buildSideFaces();
  18320. ///// Internal functions
  18321. function buildLidFaces() {
  18322. var start = verticesArray.length / 3;
  18323. if ( bevelEnabled ) {
  18324. var layer = 0; // steps + 1
  18325. var offset = vlen * layer;
  18326. // Bottom faces
  18327. for ( i = 0; i < flen; i ++ ) {
  18328. face = faces[ i ];
  18329. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18330. }
  18331. layer = steps + bevelSegments * 2;
  18332. offset = vlen * layer;
  18333. // Top faces
  18334. for ( i = 0; i < flen; i ++ ) {
  18335. face = faces[ i ];
  18336. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  18337. }
  18338. } else {
  18339. // Bottom faces
  18340. for ( i = 0; i < flen; i ++ ) {
  18341. face = faces[ i ];
  18342. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  18343. }
  18344. // Top faces
  18345. for ( i = 0; i < flen; i ++ ) {
  18346. face = faces[ i ];
  18347. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  18348. }
  18349. }
  18350. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18351. }
  18352. // Create faces for the z-sides of the shape
  18353. function buildSideFaces() {
  18354. var start = verticesArray.length / 3;
  18355. var layeroffset = 0;
  18356. sidewalls( contour, layeroffset );
  18357. layeroffset += contour.length;
  18358. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18359. ahole = holes[ h ];
  18360. sidewalls( ahole, layeroffset );
  18361. //, true
  18362. layeroffset += ahole.length;
  18363. }
  18364. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18365. }
  18366. function sidewalls( contour, layeroffset ) {
  18367. var j, k;
  18368. i = contour.length;
  18369. while ( -- i >= 0 ) {
  18370. j = i;
  18371. k = i - 1;
  18372. if ( k < 0 ) { k = contour.length - 1; }
  18373. //console.log('b', i,j, i-1, k,vertices.length);
  18374. var s = 0,
  18375. sl = steps + bevelSegments * 2;
  18376. for ( s = 0; s < sl; s ++ ) {
  18377. var slen1 = vlen * s;
  18378. var slen2 = vlen * ( s + 1 );
  18379. var a = layeroffset + j + slen1,
  18380. b = layeroffset + k + slen1,
  18381. c = layeroffset + k + slen2,
  18382. d = layeroffset + j + slen2;
  18383. f4( a, b, c, d );
  18384. }
  18385. }
  18386. }
  18387. function v( x, y, z ) {
  18388. placeholder.push( x );
  18389. placeholder.push( y );
  18390. placeholder.push( z );
  18391. }
  18392. function f3( a, b, c ) {
  18393. addVertex( a );
  18394. addVertex( b );
  18395. addVertex( c );
  18396. var nextIndex = verticesArray.length / 3;
  18397. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18398. addUV( uvs[ 0 ] );
  18399. addUV( uvs[ 1 ] );
  18400. addUV( uvs[ 2 ] );
  18401. }
  18402. function f4( a, b, c, d ) {
  18403. addVertex( a );
  18404. addVertex( b );
  18405. addVertex( d );
  18406. addVertex( b );
  18407. addVertex( c );
  18408. addVertex( d );
  18409. var nextIndex = verticesArray.length / 3;
  18410. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18411. addUV( uvs[ 0 ] );
  18412. addUV( uvs[ 1 ] );
  18413. addUV( uvs[ 3 ] );
  18414. addUV( uvs[ 1 ] );
  18415. addUV( uvs[ 2 ] );
  18416. addUV( uvs[ 3 ] );
  18417. }
  18418. function addVertex( index ) {
  18419. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18420. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18421. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18422. }
  18423. function addUV( vector2 ) {
  18424. uvArray.push( vector2.x );
  18425. uvArray.push( vector2.y );
  18426. }
  18427. }
  18428. }
  18429. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18430. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18431. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18432. var data = BufferGeometry.prototype.toJSON.call( this );
  18433. var shapes = this.parameters.shapes;
  18434. var options = this.parameters.options;
  18435. return toJSON( shapes, options, data );
  18436. };
  18437. //
  18438. var WorldUVGenerator = {
  18439. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18440. var a_x = vertices[ indexA * 3 ];
  18441. var a_y = vertices[ indexA * 3 + 1 ];
  18442. var b_x = vertices[ indexB * 3 ];
  18443. var b_y = vertices[ indexB * 3 + 1 ];
  18444. var c_x = vertices[ indexC * 3 ];
  18445. var c_y = vertices[ indexC * 3 + 1 ];
  18446. return [
  18447. new Vector2( a_x, a_y ),
  18448. new Vector2( b_x, b_y ),
  18449. new Vector2( c_x, c_y )
  18450. ];
  18451. },
  18452. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18453. var a_x = vertices[ indexA * 3 ];
  18454. var a_y = vertices[ indexA * 3 + 1 ];
  18455. var a_z = vertices[ indexA * 3 + 2 ];
  18456. var b_x = vertices[ indexB * 3 ];
  18457. var b_y = vertices[ indexB * 3 + 1 ];
  18458. var b_z = vertices[ indexB * 3 + 2 ];
  18459. var c_x = vertices[ indexC * 3 ];
  18460. var c_y = vertices[ indexC * 3 + 1 ];
  18461. var c_z = vertices[ indexC * 3 + 2 ];
  18462. var d_x = vertices[ indexD * 3 ];
  18463. var d_y = vertices[ indexD * 3 + 1 ];
  18464. var d_z = vertices[ indexD * 3 + 2 ];
  18465. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18466. return [
  18467. new Vector2( a_x, 1 - a_z ),
  18468. new Vector2( b_x, 1 - b_z ),
  18469. new Vector2( c_x, 1 - c_z ),
  18470. new Vector2( d_x, 1 - d_z )
  18471. ];
  18472. } else {
  18473. return [
  18474. new Vector2( a_y, 1 - a_z ),
  18475. new Vector2( b_y, 1 - b_z ),
  18476. new Vector2( c_y, 1 - c_z ),
  18477. new Vector2( d_y, 1 - d_z )
  18478. ];
  18479. }
  18480. }
  18481. };
  18482. function toJSON( shapes, options, data ) {
  18483. //
  18484. data.shapes = [];
  18485. if ( Array.isArray( shapes ) ) {
  18486. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18487. var shape = shapes[ i ];
  18488. data.shapes.push( shape.uuid );
  18489. }
  18490. } else {
  18491. data.shapes.push( shapes.uuid );
  18492. }
  18493. //
  18494. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18495. return data;
  18496. }
  18497. /**
  18498. * @author zz85 / http://www.lab4games.net/zz85/blog
  18499. * @author alteredq / http://alteredqualia.com/
  18500. *
  18501. * Text = 3D Text
  18502. *
  18503. * parameters = {
  18504. * font: <THREE.Font>, // font
  18505. *
  18506. * size: <float>, // size of the text
  18507. * height: <float>, // thickness to extrude text
  18508. * curveSegments: <int>, // number of points on the curves
  18509. *
  18510. * bevelEnabled: <bool>, // turn on bevel
  18511. * bevelThickness: <float>, // how deep into text bevel goes
  18512. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18513. * bevelOffset: <float> // how far from text outline does bevel start
  18514. * }
  18515. */
  18516. // TextGeometry
  18517. function TextGeometry( text, parameters ) {
  18518. Geometry.call( this );
  18519. this.type = 'TextGeometry';
  18520. this.parameters = {
  18521. text: text,
  18522. parameters: parameters
  18523. };
  18524. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18525. this.mergeVertices();
  18526. }
  18527. TextGeometry.prototype = Object.create( Geometry.prototype );
  18528. TextGeometry.prototype.constructor = TextGeometry;
  18529. // TextBufferGeometry
  18530. function TextBufferGeometry( text, parameters ) {
  18531. parameters = parameters || {};
  18532. var font = parameters.font;
  18533. if ( ! ( font && font.isFont ) ) {
  18534. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18535. return new Geometry();
  18536. }
  18537. var shapes = font.generateShapes( text, parameters.size );
  18538. // translate parameters to ExtrudeGeometry API
  18539. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18540. // defaults
  18541. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18542. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18543. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18544. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18545. this.type = 'TextBufferGeometry';
  18546. }
  18547. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18548. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18549. /**
  18550. * @author mrdoob / http://mrdoob.com/
  18551. * @author benaadams / https://twitter.com/ben_a_adams
  18552. * @author Mugen87 / https://github.com/Mugen87
  18553. */
  18554. // SphereGeometry
  18555. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18556. Geometry.call( this );
  18557. this.type = 'SphereGeometry';
  18558. this.parameters = {
  18559. radius: radius,
  18560. widthSegments: widthSegments,
  18561. heightSegments: heightSegments,
  18562. phiStart: phiStart,
  18563. phiLength: phiLength,
  18564. thetaStart: thetaStart,
  18565. thetaLength: thetaLength
  18566. };
  18567. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18568. this.mergeVertices();
  18569. }
  18570. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18571. SphereGeometry.prototype.constructor = SphereGeometry;
  18572. // SphereBufferGeometry
  18573. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18574. BufferGeometry.call( this );
  18575. this.type = 'SphereBufferGeometry';
  18576. this.parameters = {
  18577. radius: radius,
  18578. widthSegments: widthSegments,
  18579. heightSegments: heightSegments,
  18580. phiStart: phiStart,
  18581. phiLength: phiLength,
  18582. thetaStart: thetaStart,
  18583. thetaLength: thetaLength
  18584. };
  18585. radius = radius || 1;
  18586. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18587. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18588. phiStart = phiStart !== undefined ? phiStart : 0;
  18589. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18590. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18591. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18592. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18593. var ix, iy;
  18594. var index = 0;
  18595. var grid = [];
  18596. var vertex = new Vector3();
  18597. var normal = new Vector3();
  18598. // buffers
  18599. var indices = [];
  18600. var vertices = [];
  18601. var normals = [];
  18602. var uvs = [];
  18603. // generate vertices, normals and uvs
  18604. for ( iy = 0; iy <= heightSegments; iy ++ ) {
  18605. var verticesRow = [];
  18606. var v = iy / heightSegments;
  18607. // special case for the poles
  18608. var uOffset = 0;
  18609. if ( iy == 0 && thetaStart == 0 ) {
  18610. uOffset = 0.5 / widthSegments;
  18611. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18612. uOffset = - 0.5 / widthSegments;
  18613. }
  18614. for ( ix = 0; ix <= widthSegments; ix ++ ) {
  18615. var u = ix / widthSegments;
  18616. // vertex
  18617. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18618. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18619. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18620. vertices.push( vertex.x, vertex.y, vertex.z );
  18621. // normal
  18622. normal.copy( vertex ).normalize();
  18623. normals.push( normal.x, normal.y, normal.z );
  18624. // uv
  18625. uvs.push( u + uOffset, 1 - v );
  18626. verticesRow.push( index ++ );
  18627. }
  18628. grid.push( verticesRow );
  18629. }
  18630. // indices
  18631. for ( iy = 0; iy < heightSegments; iy ++ ) {
  18632. for ( ix = 0; ix < widthSegments; ix ++ ) {
  18633. var a = grid[ iy ][ ix + 1 ];
  18634. var b = grid[ iy ][ ix ];
  18635. var c = grid[ iy + 1 ][ ix ];
  18636. var d = grid[ iy + 1 ][ ix + 1 ];
  18637. if ( iy !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18638. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18639. }
  18640. }
  18641. // build geometry
  18642. this.setIndex( indices );
  18643. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18644. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18645. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18646. }
  18647. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18648. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18649. /**
  18650. * @author Kaleb Murphy
  18651. * @author Mugen87 / https://github.com/Mugen87
  18652. */
  18653. // RingGeometry
  18654. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18655. Geometry.call( this );
  18656. this.type = 'RingGeometry';
  18657. this.parameters = {
  18658. innerRadius: innerRadius,
  18659. outerRadius: outerRadius,
  18660. thetaSegments: thetaSegments,
  18661. phiSegments: phiSegments,
  18662. thetaStart: thetaStart,
  18663. thetaLength: thetaLength
  18664. };
  18665. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18666. this.mergeVertices();
  18667. }
  18668. RingGeometry.prototype = Object.create( Geometry.prototype );
  18669. RingGeometry.prototype.constructor = RingGeometry;
  18670. // RingBufferGeometry
  18671. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18672. BufferGeometry.call( this );
  18673. this.type = 'RingBufferGeometry';
  18674. this.parameters = {
  18675. innerRadius: innerRadius,
  18676. outerRadius: outerRadius,
  18677. thetaSegments: thetaSegments,
  18678. phiSegments: phiSegments,
  18679. thetaStart: thetaStart,
  18680. thetaLength: thetaLength
  18681. };
  18682. innerRadius = innerRadius || 0.5;
  18683. outerRadius = outerRadius || 1;
  18684. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18685. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18686. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18687. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18688. // buffers
  18689. var indices = [];
  18690. var vertices = [];
  18691. var normals = [];
  18692. var uvs = [];
  18693. // some helper variables
  18694. var segment;
  18695. var radius = innerRadius;
  18696. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18697. var vertex = new Vector3();
  18698. var uv = new Vector2();
  18699. var j, i;
  18700. // generate vertices, normals and uvs
  18701. for ( j = 0; j <= phiSegments; j ++ ) {
  18702. for ( i = 0; i <= thetaSegments; i ++ ) {
  18703. // values are generate from the inside of the ring to the outside
  18704. segment = thetaStart + i / thetaSegments * thetaLength;
  18705. // vertex
  18706. vertex.x = radius * Math.cos( segment );
  18707. vertex.y = radius * Math.sin( segment );
  18708. vertices.push( vertex.x, vertex.y, vertex.z );
  18709. // normal
  18710. normals.push( 0, 0, 1 );
  18711. // uv
  18712. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18713. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18714. uvs.push( uv.x, uv.y );
  18715. }
  18716. // increase the radius for next row of vertices
  18717. radius += radiusStep;
  18718. }
  18719. // indices
  18720. for ( j = 0; j < phiSegments; j ++ ) {
  18721. var thetaSegmentLevel = j * ( thetaSegments + 1 );
  18722. for ( i = 0; i < thetaSegments; i ++ ) {
  18723. segment = i + thetaSegmentLevel;
  18724. var a = segment;
  18725. var b = segment + thetaSegments + 1;
  18726. var c = segment + thetaSegments + 2;
  18727. var d = segment + 1;
  18728. // faces
  18729. indices.push( a, b, d );
  18730. indices.push( b, c, d );
  18731. }
  18732. }
  18733. // build geometry
  18734. this.setIndex( indices );
  18735. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18736. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18737. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18738. }
  18739. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18740. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  18741. /**
  18742. * @author zz85 / https://github.com/zz85
  18743. * @author bhouston / http://clara.io
  18744. * @author Mugen87 / https://github.com/Mugen87
  18745. */
  18746. // LatheGeometry
  18747. function LatheGeometry( points, segments, phiStart, phiLength ) {
  18748. Geometry.call( this );
  18749. this.type = 'LatheGeometry';
  18750. this.parameters = {
  18751. points: points,
  18752. segments: segments,
  18753. phiStart: phiStart,
  18754. phiLength: phiLength
  18755. };
  18756. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  18757. this.mergeVertices();
  18758. }
  18759. LatheGeometry.prototype = Object.create( Geometry.prototype );
  18760. LatheGeometry.prototype.constructor = LatheGeometry;
  18761. // LatheBufferGeometry
  18762. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  18763. BufferGeometry.call( this );
  18764. this.type = 'LatheBufferGeometry';
  18765. this.parameters = {
  18766. points: points,
  18767. segments: segments,
  18768. phiStart: phiStart,
  18769. phiLength: phiLength
  18770. };
  18771. segments = Math.floor( segments ) || 12;
  18772. phiStart = phiStart || 0;
  18773. phiLength = phiLength || Math.PI * 2;
  18774. // clamp phiLength so it's in range of [ 0, 2PI ]
  18775. phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
  18776. // buffers
  18777. var indices = [];
  18778. var vertices = [];
  18779. var uvs = [];
  18780. // helper variables
  18781. var base;
  18782. var inverseSegments = 1.0 / segments;
  18783. var vertex = new Vector3();
  18784. var uv = new Vector2();
  18785. var i, j;
  18786. // generate vertices and uvs
  18787. for ( i = 0; i <= segments; i ++ ) {
  18788. var phi = phiStart + i * inverseSegments * phiLength;
  18789. var sin = Math.sin( phi );
  18790. var cos = Math.cos( phi );
  18791. for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
  18792. // vertex
  18793. vertex.x = points[ j ].x * sin;
  18794. vertex.y = points[ j ].y;
  18795. vertex.z = points[ j ].x * cos;
  18796. vertices.push( vertex.x, vertex.y, vertex.z );
  18797. // uv
  18798. uv.x = i / segments;
  18799. uv.y = j / ( points.length - 1 );
  18800. uvs.push( uv.x, uv.y );
  18801. }
  18802. }
  18803. // indices
  18804. for ( i = 0; i < segments; i ++ ) {
  18805. for ( j = 0; j < ( points.length - 1 ); j ++ ) {
  18806. base = j + i * points.length;
  18807. var a = base;
  18808. var b = base + points.length;
  18809. var c = base + points.length + 1;
  18810. var d = base + 1;
  18811. // faces
  18812. indices.push( a, b, d );
  18813. indices.push( b, c, d );
  18814. }
  18815. }
  18816. // build geometry
  18817. this.setIndex( indices );
  18818. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18819. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18820. // generate normals
  18821. this.computeVertexNormals();
  18822. // if the geometry is closed, we need to average the normals along the seam.
  18823. // because the corresponding vertices are identical (but still have different UVs).
  18824. if ( phiLength === Math.PI * 2 ) {
  18825. var normals = this.attributes.normal.array;
  18826. var n1 = new Vector3();
  18827. var n2 = new Vector3();
  18828. var n = new Vector3();
  18829. // this is the buffer offset for the last line of vertices
  18830. base = segments * points.length * 3;
  18831. for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {
  18832. // select the normal of the vertex in the first line
  18833. n1.x = normals[ j + 0 ];
  18834. n1.y = normals[ j + 1 ];
  18835. n1.z = normals[ j + 2 ];
  18836. // select the normal of the vertex in the last line
  18837. n2.x = normals[ base + j + 0 ];
  18838. n2.y = normals[ base + j + 1 ];
  18839. n2.z = normals[ base + j + 2 ];
  18840. // average normals
  18841. n.addVectors( n1, n2 ).normalize();
  18842. // assign the new values to both normals
  18843. normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
  18844. normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
  18845. normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;
  18846. }
  18847. }
  18848. }
  18849. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18850. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  18851. /**
  18852. * @author jonobr1 / http://jonobr1.com
  18853. * @author Mugen87 / https://github.com/Mugen87
  18854. */
  18855. // ShapeGeometry
  18856. function ShapeGeometry( shapes, curveSegments ) {
  18857. Geometry.call( this );
  18858. this.type = 'ShapeGeometry';
  18859. if ( typeof curveSegments === 'object' ) {
  18860. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  18861. curveSegments = curveSegments.curveSegments;
  18862. }
  18863. this.parameters = {
  18864. shapes: shapes,
  18865. curveSegments: curveSegments
  18866. };
  18867. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  18868. this.mergeVertices();
  18869. }
  18870. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  18871. ShapeGeometry.prototype.constructor = ShapeGeometry;
  18872. ShapeGeometry.prototype.toJSON = function () {
  18873. var data = Geometry.prototype.toJSON.call( this );
  18874. var shapes = this.parameters.shapes;
  18875. return toJSON$1( shapes, data );
  18876. };
  18877. // ShapeBufferGeometry
  18878. function ShapeBufferGeometry( shapes, curveSegments ) {
  18879. BufferGeometry.call( this );
  18880. this.type = 'ShapeBufferGeometry';
  18881. this.parameters = {
  18882. shapes: shapes,
  18883. curveSegments: curveSegments
  18884. };
  18885. curveSegments = curveSegments || 12;
  18886. // buffers
  18887. var indices = [];
  18888. var vertices = [];
  18889. var normals = [];
  18890. var uvs = [];
  18891. // helper variables
  18892. var groupStart = 0;
  18893. var groupCount = 0;
  18894. // allow single and array values for "shapes" parameter
  18895. if ( Array.isArray( shapes ) === false ) {
  18896. addShape( shapes );
  18897. } else {
  18898. for ( var i = 0; i < shapes.length; i ++ ) {
  18899. addShape( shapes[ i ] );
  18900. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  18901. groupStart += groupCount;
  18902. groupCount = 0;
  18903. }
  18904. }
  18905. // build geometry
  18906. this.setIndex( indices );
  18907. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18908. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18909. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18910. // helper functions
  18911. function addShape( shape ) {
  18912. var i, l, shapeHole;
  18913. var indexOffset = vertices.length / 3;
  18914. var points = shape.extractPoints( curveSegments );
  18915. var shapeVertices = points.shape;
  18916. var shapeHoles = points.holes;
  18917. // check direction of vertices
  18918. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  18919. shapeVertices = shapeVertices.reverse();
  18920. }
  18921. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18922. shapeHole = shapeHoles[ i ];
  18923. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  18924. shapeHoles[ i ] = shapeHole.reverse();
  18925. }
  18926. }
  18927. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  18928. // join vertices of inner and outer paths to a single array
  18929. for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
  18930. shapeHole = shapeHoles[ i ];
  18931. shapeVertices = shapeVertices.concat( shapeHole );
  18932. }
  18933. // vertices, normals, uvs
  18934. for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
  18935. var vertex = shapeVertices[ i ];
  18936. vertices.push( vertex.x, vertex.y, 0 );
  18937. normals.push( 0, 0, 1 );
  18938. uvs.push( vertex.x, vertex.y ); // world uvs
  18939. }
  18940. // incides
  18941. for ( i = 0, l = faces.length; i < l; i ++ ) {
  18942. var face = faces[ i ];
  18943. var a = face[ 0 ] + indexOffset;
  18944. var b = face[ 1 ] + indexOffset;
  18945. var c = face[ 2 ] + indexOffset;
  18946. indices.push( a, b, c );
  18947. groupCount += 3;
  18948. }
  18949. }
  18950. }
  18951. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18952. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  18953. ShapeBufferGeometry.prototype.toJSON = function () {
  18954. var data = BufferGeometry.prototype.toJSON.call( this );
  18955. var shapes = this.parameters.shapes;
  18956. return toJSON$1( shapes, data );
  18957. };
  18958. //
  18959. function toJSON$1( shapes, data ) {
  18960. data.shapes = [];
  18961. if ( Array.isArray( shapes ) ) {
  18962. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18963. var shape = shapes[ i ];
  18964. data.shapes.push( shape.uuid );
  18965. }
  18966. } else {
  18967. data.shapes.push( shapes.uuid );
  18968. }
  18969. return data;
  18970. }
  18971. /**
  18972. * @author WestLangley / http://github.com/WestLangley
  18973. * @author Mugen87 / https://github.com/Mugen87
  18974. */
  18975. function EdgesGeometry( geometry, thresholdAngle ) {
  18976. BufferGeometry.call( this );
  18977. this.type = 'EdgesGeometry';
  18978. this.parameters = {
  18979. thresholdAngle: thresholdAngle
  18980. };
  18981. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  18982. // buffer
  18983. var vertices = [];
  18984. // helper variables
  18985. var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
  18986. var edge = [ 0, 0 ], edges = {}, edge1, edge2;
  18987. var key, keys = [ 'a', 'b', 'c' ];
  18988. // prepare source geometry
  18989. var geometry2;
  18990. if ( geometry.isBufferGeometry ) {
  18991. geometry2 = new Geometry();
  18992. geometry2.fromBufferGeometry( geometry );
  18993. } else {
  18994. geometry2 = geometry.clone();
  18995. }
  18996. geometry2.mergeVertices();
  18997. geometry2.computeFaceNormals();
  18998. var sourceVertices = geometry2.vertices;
  18999. var faces = geometry2.faces;
  19000. // now create a data structure where each entry represents an edge with its adjoining faces
  19001. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19002. var face = faces[ i ];
  19003. for ( var j = 0; j < 3; j ++ ) {
  19004. edge1 = face[ keys[ j ] ];
  19005. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19006. edge[ 0 ] = Math.min( edge1, edge2 );
  19007. edge[ 1 ] = Math.max( edge1, edge2 );
  19008. key = edge[ 0 ] + ',' + edge[ 1 ];
  19009. if ( edges[ key ] === undefined ) {
  19010. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19011. } else {
  19012. edges[ key ].face2 = i;
  19013. }
  19014. }
  19015. }
  19016. // generate vertices
  19017. for ( key in edges ) {
  19018. var e = edges[ key ];
  19019. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19020. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19021. var vertex = sourceVertices[ e.index1 ];
  19022. vertices.push( vertex.x, vertex.y, vertex.z );
  19023. vertex = sourceVertices[ e.index2 ];
  19024. vertices.push( vertex.x, vertex.y, vertex.z );
  19025. }
  19026. }
  19027. // build geometry
  19028. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19029. }
  19030. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19031. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19032. /**
  19033. * @author mrdoob / http://mrdoob.com/
  19034. * @author Mugen87 / https://github.com/Mugen87
  19035. */
  19036. // CylinderGeometry
  19037. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19038. Geometry.call( this );
  19039. this.type = 'CylinderGeometry';
  19040. this.parameters = {
  19041. radiusTop: radiusTop,
  19042. radiusBottom: radiusBottom,
  19043. height: height,
  19044. radialSegments: radialSegments,
  19045. heightSegments: heightSegments,
  19046. openEnded: openEnded,
  19047. thetaStart: thetaStart,
  19048. thetaLength: thetaLength
  19049. };
  19050. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19051. this.mergeVertices();
  19052. }
  19053. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19054. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19055. // CylinderBufferGeometry
  19056. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19057. BufferGeometry.call( this );
  19058. this.type = 'CylinderBufferGeometry';
  19059. this.parameters = {
  19060. radiusTop: radiusTop,
  19061. radiusBottom: radiusBottom,
  19062. height: height,
  19063. radialSegments: radialSegments,
  19064. heightSegments: heightSegments,
  19065. openEnded: openEnded,
  19066. thetaStart: thetaStart,
  19067. thetaLength: thetaLength
  19068. };
  19069. var scope = this;
  19070. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19071. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19072. height = height || 1;
  19073. radialSegments = Math.floor( radialSegments ) || 8;
  19074. heightSegments = Math.floor( heightSegments ) || 1;
  19075. openEnded = openEnded !== undefined ? openEnded : false;
  19076. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19077. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19078. // buffers
  19079. var indices = [];
  19080. var vertices = [];
  19081. var normals = [];
  19082. var uvs = [];
  19083. // helper variables
  19084. var index = 0;
  19085. var indexArray = [];
  19086. var halfHeight = height / 2;
  19087. var groupStart = 0;
  19088. // generate geometry
  19089. generateTorso();
  19090. if ( openEnded === false ) {
  19091. if ( radiusTop > 0 ) { generateCap( true ); }
  19092. if ( radiusBottom > 0 ) { generateCap( false ); }
  19093. }
  19094. // build geometry
  19095. this.setIndex( indices );
  19096. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19097. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19098. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19099. function generateTorso() {
  19100. var x, y;
  19101. var normal = new Vector3();
  19102. var vertex = new Vector3();
  19103. var groupCount = 0;
  19104. // this will be used to calculate the normal
  19105. var slope = ( radiusBottom - radiusTop ) / height;
  19106. // generate vertices, normals and uvs
  19107. for ( y = 0; y <= heightSegments; y ++ ) {
  19108. var indexRow = [];
  19109. var v = y / heightSegments;
  19110. // calculate the radius of the current row
  19111. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19112. for ( x = 0; x <= radialSegments; x ++ ) {
  19113. var u = x / radialSegments;
  19114. var theta = u * thetaLength + thetaStart;
  19115. var sinTheta = Math.sin( theta );
  19116. var cosTheta = Math.cos( theta );
  19117. // vertex
  19118. vertex.x = radius * sinTheta;
  19119. vertex.y = - v * height + halfHeight;
  19120. vertex.z = radius * cosTheta;
  19121. vertices.push( vertex.x, vertex.y, vertex.z );
  19122. // normal
  19123. normal.set( sinTheta, slope, cosTheta ).normalize();
  19124. normals.push( normal.x, normal.y, normal.z );
  19125. // uv
  19126. uvs.push( u, 1 - v );
  19127. // save index of vertex in respective row
  19128. indexRow.push( index ++ );
  19129. }
  19130. // now save vertices of the row in our index array
  19131. indexArray.push( indexRow );
  19132. }
  19133. // generate indices
  19134. for ( x = 0; x < radialSegments; x ++ ) {
  19135. for ( y = 0; y < heightSegments; y ++ ) {
  19136. // we use the index array to access the correct indices
  19137. var a = indexArray[ y ][ x ];
  19138. var b = indexArray[ y + 1 ][ x ];
  19139. var c = indexArray[ y + 1 ][ x + 1 ];
  19140. var d = indexArray[ y ][ x + 1 ];
  19141. // faces
  19142. indices.push( a, b, d );
  19143. indices.push( b, c, d );
  19144. // update group counter
  19145. groupCount += 6;
  19146. }
  19147. }
  19148. // add a group to the geometry. this will ensure multi material support
  19149. scope.addGroup( groupStart, groupCount, 0 );
  19150. // calculate new start value for groups
  19151. groupStart += groupCount;
  19152. }
  19153. function generateCap( top ) {
  19154. var x, centerIndexStart, centerIndexEnd;
  19155. var uv = new Vector2();
  19156. var vertex = new Vector3();
  19157. var groupCount = 0;
  19158. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19159. var sign = ( top === true ) ? 1 : - 1;
  19160. // save the index of the first center vertex
  19161. centerIndexStart = index;
  19162. // first we generate the center vertex data of the cap.
  19163. // because the geometry needs one set of uvs per face,
  19164. // we must generate a center vertex per face/segment
  19165. for ( x = 1; x <= radialSegments; x ++ ) {
  19166. // vertex
  19167. vertices.push( 0, halfHeight * sign, 0 );
  19168. // normal
  19169. normals.push( 0, sign, 0 );
  19170. // uv
  19171. uvs.push( 0.5, 0.5 );
  19172. // increase index
  19173. index ++;
  19174. }
  19175. // save the index of the last center vertex
  19176. centerIndexEnd = index;
  19177. // now we generate the surrounding vertices, normals and uvs
  19178. for ( x = 0; x <= radialSegments; x ++ ) {
  19179. var u = x / radialSegments;
  19180. var theta = u * thetaLength + thetaStart;
  19181. var cosTheta = Math.cos( theta );
  19182. var sinTheta = Math.sin( theta );
  19183. // vertex
  19184. vertex.x = radius * sinTheta;
  19185. vertex.y = halfHeight * sign;
  19186. vertex.z = radius * cosTheta;
  19187. vertices.push( vertex.x, vertex.y, vertex.z );
  19188. // normal
  19189. normals.push( 0, sign, 0 );
  19190. // uv
  19191. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19192. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19193. uvs.push( uv.x, uv.y );
  19194. // increase index
  19195. index ++;
  19196. }
  19197. // generate indices
  19198. for ( x = 0; x < radialSegments; x ++ ) {
  19199. var c = centerIndexStart + x;
  19200. var i = centerIndexEnd + x;
  19201. if ( top === true ) {
  19202. // face top
  19203. indices.push( i, i + 1, c );
  19204. } else {
  19205. // face bottom
  19206. indices.push( i + 1, i, c );
  19207. }
  19208. groupCount += 3;
  19209. }
  19210. // add a group to the geometry. this will ensure multi material support
  19211. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19212. // calculate new start value for groups
  19213. groupStart += groupCount;
  19214. }
  19215. }
  19216. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19217. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19218. /**
  19219. * @author abelnation / http://github.com/abelnation
  19220. */
  19221. // ConeGeometry
  19222. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19223. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19224. this.type = 'ConeGeometry';
  19225. this.parameters = {
  19226. radius: radius,
  19227. height: height,
  19228. radialSegments: radialSegments,
  19229. heightSegments: heightSegments,
  19230. openEnded: openEnded,
  19231. thetaStart: thetaStart,
  19232. thetaLength: thetaLength
  19233. };
  19234. }
  19235. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19236. ConeGeometry.prototype.constructor = ConeGeometry;
  19237. // ConeBufferGeometry
  19238. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19239. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19240. this.type = 'ConeBufferGeometry';
  19241. this.parameters = {
  19242. radius: radius,
  19243. height: height,
  19244. radialSegments: radialSegments,
  19245. heightSegments: heightSegments,
  19246. openEnded: openEnded,
  19247. thetaStart: thetaStart,
  19248. thetaLength: thetaLength
  19249. };
  19250. }
  19251. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19252. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19253. /**
  19254. * @author benaadams / https://twitter.com/ben_a_adams
  19255. * @author Mugen87 / https://github.com/Mugen87
  19256. * @author hughes
  19257. */
  19258. // CircleGeometry
  19259. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19260. Geometry.call( this );
  19261. this.type = 'CircleGeometry';
  19262. this.parameters = {
  19263. radius: radius,
  19264. segments: segments,
  19265. thetaStart: thetaStart,
  19266. thetaLength: thetaLength
  19267. };
  19268. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19269. this.mergeVertices();
  19270. }
  19271. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19272. CircleGeometry.prototype.constructor = CircleGeometry;
  19273. // CircleBufferGeometry
  19274. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19275. BufferGeometry.call( this );
  19276. this.type = 'CircleBufferGeometry';
  19277. this.parameters = {
  19278. radius: radius,
  19279. segments: segments,
  19280. thetaStart: thetaStart,
  19281. thetaLength: thetaLength
  19282. };
  19283. radius = radius || 1;
  19284. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19285. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19286. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19287. // buffers
  19288. var indices = [];
  19289. var vertices = [];
  19290. var normals = [];
  19291. var uvs = [];
  19292. // helper variables
  19293. var i, s;
  19294. var vertex = new Vector3();
  19295. var uv = new Vector2();
  19296. // center point
  19297. vertices.push( 0, 0, 0 );
  19298. normals.push( 0, 0, 1 );
  19299. uvs.push( 0.5, 0.5 );
  19300. for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19301. var segment = thetaStart + s / segments * thetaLength;
  19302. // vertex
  19303. vertex.x = radius * Math.cos( segment );
  19304. vertex.y = radius * Math.sin( segment );
  19305. vertices.push( vertex.x, vertex.y, vertex.z );
  19306. // normal
  19307. normals.push( 0, 0, 1 );
  19308. // uvs
  19309. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19310. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19311. uvs.push( uv.x, uv.y );
  19312. }
  19313. // indices
  19314. for ( i = 1; i <= segments; i ++ ) {
  19315. indices.push( i, i + 1, 0 );
  19316. }
  19317. // build geometry
  19318. this.setIndex( indices );
  19319. this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19320. this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19321. this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19322. }
  19323. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19324. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19325. var Geometries = /*#__PURE__*/Object.freeze({
  19326. __proto__: null,
  19327. WireframeGeometry: WireframeGeometry,
  19328. ParametricGeometry: ParametricGeometry,
  19329. ParametricBufferGeometry: ParametricBufferGeometry,
  19330. TetrahedronGeometry: TetrahedronGeometry,
  19331. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19332. OctahedronGeometry: OctahedronGeometry,
  19333. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19334. IcosahedronGeometry: IcosahedronGeometry,
  19335. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19336. DodecahedronGeometry: DodecahedronGeometry,
  19337. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19338. PolyhedronGeometry: PolyhedronGeometry,
  19339. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19340. TubeGeometry: TubeGeometry,
  19341. TubeBufferGeometry: TubeBufferGeometry,
  19342. TorusKnotGeometry: TorusKnotGeometry,
  19343. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19344. TorusGeometry: TorusGeometry,
  19345. TorusBufferGeometry: TorusBufferGeometry,
  19346. TextGeometry: TextGeometry,
  19347. TextBufferGeometry: TextBufferGeometry,
  19348. SphereGeometry: SphereGeometry,
  19349. SphereBufferGeometry: SphereBufferGeometry,
  19350. RingGeometry: RingGeometry,
  19351. RingBufferGeometry: RingBufferGeometry,
  19352. PlaneGeometry: PlaneGeometry,
  19353. PlaneBufferGeometry: PlaneBufferGeometry,
  19354. LatheGeometry: LatheGeometry,
  19355. LatheBufferGeometry: LatheBufferGeometry,
  19356. ShapeGeometry: ShapeGeometry,
  19357. ShapeBufferGeometry: ShapeBufferGeometry,
  19358. ExtrudeGeometry: ExtrudeGeometry,
  19359. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19360. EdgesGeometry: EdgesGeometry,
  19361. ConeGeometry: ConeGeometry,
  19362. ConeBufferGeometry: ConeBufferGeometry,
  19363. CylinderGeometry: CylinderGeometry,
  19364. CylinderBufferGeometry: CylinderBufferGeometry,
  19365. CircleGeometry: CircleGeometry,
  19366. CircleBufferGeometry: CircleBufferGeometry,
  19367. BoxGeometry: BoxGeometry,
  19368. BoxBufferGeometry: BoxBufferGeometry
  19369. });
  19370. /**
  19371. * @author mrdoob / http://mrdoob.com/
  19372. *
  19373. * parameters = {
  19374. * color: <THREE.Color>
  19375. * }
  19376. */
  19377. function ShadowMaterial( parameters ) {
  19378. Material.call( this );
  19379. this.type = 'ShadowMaterial';
  19380. this.color = new Color( 0x000000 );
  19381. this.transparent = true;
  19382. this.setValues( parameters );
  19383. }
  19384. ShadowMaterial.prototype = Object.create( Material.prototype );
  19385. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19386. ShadowMaterial.prototype.isShadowMaterial = true;
  19387. ShadowMaterial.prototype.copy = function ( source ) {
  19388. Material.prototype.copy.call( this, source );
  19389. this.color.copy( source.color );
  19390. return this;
  19391. };
  19392. /**
  19393. * @author mrdoob / http://mrdoob.com/
  19394. */
  19395. function RawShaderMaterial( parameters ) {
  19396. ShaderMaterial.call( this, parameters );
  19397. this.type = 'RawShaderMaterial';
  19398. }
  19399. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19400. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19401. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19402. /**
  19403. * @author WestLangley / http://github.com/WestLangley
  19404. *
  19405. * parameters = {
  19406. * color: <hex>,
  19407. * roughness: <float>,
  19408. * metalness: <float>,
  19409. * opacity: <float>,
  19410. *
  19411. * map: new THREE.Texture( <Image> ),
  19412. *
  19413. * lightMap: new THREE.Texture( <Image> ),
  19414. * lightMapIntensity: <float>
  19415. *
  19416. * aoMap: new THREE.Texture( <Image> ),
  19417. * aoMapIntensity: <float>
  19418. *
  19419. * emissive: <hex>,
  19420. * emissiveIntensity: <float>
  19421. * emissiveMap: new THREE.Texture( <Image> ),
  19422. *
  19423. * bumpMap: new THREE.Texture( <Image> ),
  19424. * bumpScale: <float>,
  19425. *
  19426. * normalMap: new THREE.Texture( <Image> ),
  19427. * normalMapType: THREE.TangentSpaceNormalMap,
  19428. * normalScale: <Vector2>,
  19429. *
  19430. * displacementMap: new THREE.Texture( <Image> ),
  19431. * displacementScale: <float>,
  19432. * displacementBias: <float>,
  19433. *
  19434. * roughnessMap: new THREE.Texture( <Image> ),
  19435. *
  19436. * metalnessMap: new THREE.Texture( <Image> ),
  19437. *
  19438. * alphaMap: new THREE.Texture( <Image> ),
  19439. *
  19440. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19441. * envMapIntensity: <float>
  19442. *
  19443. * refractionRatio: <float>,
  19444. *
  19445. * wireframe: <boolean>,
  19446. * wireframeLinewidth: <float>,
  19447. *
  19448. * skinning: <bool>,
  19449. * morphTargets: <bool>,
  19450. * morphNormals: <bool>
  19451. * }
  19452. */
  19453. function MeshStandardMaterial( parameters ) {
  19454. Material.call( this );
  19455. this.defines = { 'STANDARD': '' };
  19456. this.type = 'MeshStandardMaterial';
  19457. this.color = new Color( 0xffffff ); // diffuse
  19458. this.roughness = 0.5;
  19459. this.metalness = 0.5;
  19460. this.map = null;
  19461. this.lightMap = null;
  19462. this.lightMapIntensity = 1.0;
  19463. this.aoMap = null;
  19464. this.aoMapIntensity = 1.0;
  19465. this.emissive = new Color( 0x000000 );
  19466. this.emissiveIntensity = 1.0;
  19467. this.emissiveMap = null;
  19468. this.bumpMap = null;
  19469. this.bumpScale = 1;
  19470. this.normalMap = null;
  19471. this.normalMapType = TangentSpaceNormalMap;
  19472. this.normalScale = new Vector2( 1, 1 );
  19473. this.displacementMap = null;
  19474. this.displacementScale = 1;
  19475. this.displacementBias = 0;
  19476. this.roughnessMap = null;
  19477. this.metalnessMap = null;
  19478. this.alphaMap = null;
  19479. this.envMap = null;
  19480. this.envMapIntensity = 1.0;
  19481. this.refractionRatio = 0.98;
  19482. this.wireframe = false;
  19483. this.wireframeLinewidth = 1;
  19484. this.wireframeLinecap = 'round';
  19485. this.wireframeLinejoin = 'round';
  19486. this.skinning = false;
  19487. this.morphTargets = false;
  19488. this.morphNormals = false;
  19489. this.setValues( parameters );
  19490. }
  19491. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19492. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19493. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19494. MeshStandardMaterial.prototype.copy = function ( source ) {
  19495. Material.prototype.copy.call( this, source );
  19496. this.defines = { 'STANDARD': '' };
  19497. this.color.copy( source.color );
  19498. this.roughness = source.roughness;
  19499. this.metalness = source.metalness;
  19500. this.map = source.map;
  19501. this.lightMap = source.lightMap;
  19502. this.lightMapIntensity = source.lightMapIntensity;
  19503. this.aoMap = source.aoMap;
  19504. this.aoMapIntensity = source.aoMapIntensity;
  19505. this.emissive.copy( source.emissive );
  19506. this.emissiveMap = source.emissiveMap;
  19507. this.emissiveIntensity = source.emissiveIntensity;
  19508. this.bumpMap = source.bumpMap;
  19509. this.bumpScale = source.bumpScale;
  19510. this.normalMap = source.normalMap;
  19511. this.normalMapType = source.normalMapType;
  19512. this.normalScale.copy( source.normalScale );
  19513. this.displacementMap = source.displacementMap;
  19514. this.displacementScale = source.displacementScale;
  19515. this.displacementBias = source.displacementBias;
  19516. this.roughnessMap = source.roughnessMap;
  19517. this.metalnessMap = source.metalnessMap;
  19518. this.alphaMap = source.alphaMap;
  19519. this.envMap = source.envMap;
  19520. this.envMapIntensity = source.envMapIntensity;
  19521. this.refractionRatio = source.refractionRatio;
  19522. this.wireframe = source.wireframe;
  19523. this.wireframeLinewidth = source.wireframeLinewidth;
  19524. this.wireframeLinecap = source.wireframeLinecap;
  19525. this.wireframeLinejoin = source.wireframeLinejoin;
  19526. this.skinning = source.skinning;
  19527. this.morphTargets = source.morphTargets;
  19528. this.morphNormals = source.morphNormals;
  19529. return this;
  19530. };
  19531. /**
  19532. * @author WestLangley / http://github.com/WestLangley
  19533. *
  19534. * parameters = {
  19535. * reflectivity: <float>
  19536. * clearcoat: <float>
  19537. * clearcoatRoughness: <float>
  19538. *
  19539. * sheen: <Color>
  19540. *
  19541. * clearcoatNormalScale: <Vector2>,
  19542. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19543. * }
  19544. */
  19545. function MeshPhysicalMaterial( parameters ) {
  19546. MeshStandardMaterial.call( this );
  19547. this.defines = {
  19548. 'STANDARD': '',
  19549. 'PHYSICAL': ''
  19550. };
  19551. this.type = 'MeshPhysicalMaterial';
  19552. this.reflectivity = 0.5; // maps to F0 = 0.04
  19553. this.clearcoat = 0.0;
  19554. this.clearcoatRoughness = 0.0;
  19555. this.sheen = null; // null will disable sheen bsdf
  19556. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19557. this.clearcoatNormalMap = null;
  19558. this.transparency = 0.0;
  19559. this.setValues( parameters );
  19560. }
  19561. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19562. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19563. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19564. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19565. MeshStandardMaterial.prototype.copy.call( this, source );
  19566. this.defines = {
  19567. 'STANDARD': '',
  19568. 'PHYSICAL': ''
  19569. };
  19570. this.reflectivity = source.reflectivity;
  19571. this.clearcoat = source.clearcoat;
  19572. this.clearcoatRoughness = source.clearcoatRoughness;
  19573. if ( source.sheen ) { this.sheen = ( this.sheen || new Color() ).copy( source.sheen ); }
  19574. else { this.sheen = null; }
  19575. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19576. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19577. this.transparency = source.transparency;
  19578. return this;
  19579. };
  19580. /**
  19581. * @author mrdoob / http://mrdoob.com/
  19582. * @author alteredq / http://alteredqualia.com/
  19583. *
  19584. * parameters = {
  19585. * color: <hex>,
  19586. * specular: <hex>,
  19587. * shininess: <float>,
  19588. * opacity: <float>,
  19589. *
  19590. * map: new THREE.Texture( <Image> ),
  19591. *
  19592. * lightMap: new THREE.Texture( <Image> ),
  19593. * lightMapIntensity: <float>
  19594. *
  19595. * aoMap: new THREE.Texture( <Image> ),
  19596. * aoMapIntensity: <float>
  19597. *
  19598. * emissive: <hex>,
  19599. * emissiveIntensity: <float>
  19600. * emissiveMap: new THREE.Texture( <Image> ),
  19601. *
  19602. * bumpMap: new THREE.Texture( <Image> ),
  19603. * bumpScale: <float>,
  19604. *
  19605. * normalMap: new THREE.Texture( <Image> ),
  19606. * normalMapType: THREE.TangentSpaceNormalMap,
  19607. * normalScale: <Vector2>,
  19608. *
  19609. * displacementMap: new THREE.Texture( <Image> ),
  19610. * displacementScale: <float>,
  19611. * displacementBias: <float>,
  19612. *
  19613. * specularMap: new THREE.Texture( <Image> ),
  19614. *
  19615. * alphaMap: new THREE.Texture( <Image> ),
  19616. *
  19617. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19618. * combine: THREE.Multiply,
  19619. * reflectivity: <float>,
  19620. * refractionRatio: <float>,
  19621. *
  19622. * wireframe: <boolean>,
  19623. * wireframeLinewidth: <float>,
  19624. *
  19625. * skinning: <bool>,
  19626. * morphTargets: <bool>,
  19627. * morphNormals: <bool>
  19628. * }
  19629. */
  19630. function MeshPhongMaterial( parameters ) {
  19631. Material.call( this );
  19632. this.type = 'MeshPhongMaterial';
  19633. this.color = new Color( 0xffffff ); // diffuse
  19634. this.specular = new Color( 0x111111 );
  19635. this.shininess = 30;
  19636. this.map = null;
  19637. this.lightMap = null;
  19638. this.lightMapIntensity = 1.0;
  19639. this.aoMap = null;
  19640. this.aoMapIntensity = 1.0;
  19641. this.emissive = new Color( 0x000000 );
  19642. this.emissiveIntensity = 1.0;
  19643. this.emissiveMap = null;
  19644. this.bumpMap = null;
  19645. this.bumpScale = 1;
  19646. this.normalMap = null;
  19647. this.normalMapType = TangentSpaceNormalMap;
  19648. this.normalScale = new Vector2( 1, 1 );
  19649. this.displacementMap = null;
  19650. this.displacementScale = 1;
  19651. this.displacementBias = 0;
  19652. this.specularMap = null;
  19653. this.alphaMap = null;
  19654. this.envMap = null;
  19655. this.combine = MultiplyOperation;
  19656. this.reflectivity = 1;
  19657. this.refractionRatio = 0.98;
  19658. this.wireframe = false;
  19659. this.wireframeLinewidth = 1;
  19660. this.wireframeLinecap = 'round';
  19661. this.wireframeLinejoin = 'round';
  19662. this.skinning = false;
  19663. this.morphTargets = false;
  19664. this.morphNormals = false;
  19665. this.setValues( parameters );
  19666. }
  19667. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19668. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19669. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19670. MeshPhongMaterial.prototype.copy = function ( source ) {
  19671. Material.prototype.copy.call( this, source );
  19672. this.color.copy( source.color );
  19673. this.specular.copy( source.specular );
  19674. this.shininess = source.shininess;
  19675. this.map = source.map;
  19676. this.lightMap = source.lightMap;
  19677. this.lightMapIntensity = source.lightMapIntensity;
  19678. this.aoMap = source.aoMap;
  19679. this.aoMapIntensity = source.aoMapIntensity;
  19680. this.emissive.copy( source.emissive );
  19681. this.emissiveMap = source.emissiveMap;
  19682. this.emissiveIntensity = source.emissiveIntensity;
  19683. this.bumpMap = source.bumpMap;
  19684. this.bumpScale = source.bumpScale;
  19685. this.normalMap = source.normalMap;
  19686. this.normalMapType = source.normalMapType;
  19687. this.normalScale.copy( source.normalScale );
  19688. this.displacementMap = source.displacementMap;
  19689. this.displacementScale = source.displacementScale;
  19690. this.displacementBias = source.displacementBias;
  19691. this.specularMap = source.specularMap;
  19692. this.alphaMap = source.alphaMap;
  19693. this.envMap = source.envMap;
  19694. this.combine = source.combine;
  19695. this.reflectivity = source.reflectivity;
  19696. this.refractionRatio = source.refractionRatio;
  19697. this.wireframe = source.wireframe;
  19698. this.wireframeLinewidth = source.wireframeLinewidth;
  19699. this.wireframeLinecap = source.wireframeLinecap;
  19700. this.wireframeLinejoin = source.wireframeLinejoin;
  19701. this.skinning = source.skinning;
  19702. this.morphTargets = source.morphTargets;
  19703. this.morphNormals = source.morphNormals;
  19704. return this;
  19705. };
  19706. /**
  19707. * @author takahirox / http://github.com/takahirox
  19708. *
  19709. * parameters = {
  19710. * gradientMap: new THREE.Texture( <Image> )
  19711. * }
  19712. */
  19713. function MeshToonMaterial( parameters ) {
  19714. MeshPhongMaterial.call( this );
  19715. this.defines = { 'TOON': '' };
  19716. this.type = 'MeshToonMaterial';
  19717. this.gradientMap = null;
  19718. this.setValues( parameters );
  19719. }
  19720. MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
  19721. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  19722. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  19723. MeshToonMaterial.prototype.copy = function ( source ) {
  19724. MeshPhongMaterial.prototype.copy.call( this, source );
  19725. this.gradientMap = source.gradientMap;
  19726. return this;
  19727. };
  19728. /**
  19729. * @author mrdoob / http://mrdoob.com/
  19730. * @author WestLangley / http://github.com/WestLangley
  19731. *
  19732. * parameters = {
  19733. * opacity: <float>,
  19734. *
  19735. * bumpMap: new THREE.Texture( <Image> ),
  19736. * bumpScale: <float>,
  19737. *
  19738. * normalMap: new THREE.Texture( <Image> ),
  19739. * normalMapType: THREE.TangentSpaceNormalMap,
  19740. * normalScale: <Vector2>,
  19741. *
  19742. * displacementMap: new THREE.Texture( <Image> ),
  19743. * displacementScale: <float>,
  19744. * displacementBias: <float>,
  19745. *
  19746. * wireframe: <boolean>,
  19747. * wireframeLinewidth: <float>
  19748. *
  19749. * skinning: <bool>,
  19750. * morphTargets: <bool>,
  19751. * morphNormals: <bool>
  19752. * }
  19753. */
  19754. function MeshNormalMaterial( parameters ) {
  19755. Material.call( this );
  19756. this.type = 'MeshNormalMaterial';
  19757. this.bumpMap = null;
  19758. this.bumpScale = 1;
  19759. this.normalMap = null;
  19760. this.normalMapType = TangentSpaceNormalMap;
  19761. this.normalScale = new Vector2( 1, 1 );
  19762. this.displacementMap = null;
  19763. this.displacementScale = 1;
  19764. this.displacementBias = 0;
  19765. this.wireframe = false;
  19766. this.wireframeLinewidth = 1;
  19767. this.fog = false;
  19768. this.skinning = false;
  19769. this.morphTargets = false;
  19770. this.morphNormals = false;
  19771. this.setValues( parameters );
  19772. }
  19773. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  19774. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  19775. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  19776. MeshNormalMaterial.prototype.copy = function ( source ) {
  19777. Material.prototype.copy.call( this, source );
  19778. this.bumpMap = source.bumpMap;
  19779. this.bumpScale = source.bumpScale;
  19780. this.normalMap = source.normalMap;
  19781. this.normalMapType = source.normalMapType;
  19782. this.normalScale.copy( source.normalScale );
  19783. this.displacementMap = source.displacementMap;
  19784. this.displacementScale = source.displacementScale;
  19785. this.displacementBias = source.displacementBias;
  19786. this.wireframe = source.wireframe;
  19787. this.wireframeLinewidth = source.wireframeLinewidth;
  19788. this.skinning = source.skinning;
  19789. this.morphTargets = source.morphTargets;
  19790. this.morphNormals = source.morphNormals;
  19791. return this;
  19792. };
  19793. /**
  19794. * @author mrdoob / http://mrdoob.com/
  19795. * @author alteredq / http://alteredqualia.com/
  19796. *
  19797. * parameters = {
  19798. * color: <hex>,
  19799. * opacity: <float>,
  19800. *
  19801. * map: new THREE.Texture( <Image> ),
  19802. *
  19803. * lightMap: new THREE.Texture( <Image> ),
  19804. * lightMapIntensity: <float>
  19805. *
  19806. * aoMap: new THREE.Texture( <Image> ),
  19807. * aoMapIntensity: <float>
  19808. *
  19809. * emissive: <hex>,
  19810. * emissiveIntensity: <float>
  19811. * emissiveMap: new THREE.Texture( <Image> ),
  19812. *
  19813. * specularMap: new THREE.Texture( <Image> ),
  19814. *
  19815. * alphaMap: new THREE.Texture( <Image> ),
  19816. *
  19817. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19818. * combine: THREE.Multiply,
  19819. * reflectivity: <float>,
  19820. * refractionRatio: <float>,
  19821. *
  19822. * wireframe: <boolean>,
  19823. * wireframeLinewidth: <float>,
  19824. *
  19825. * skinning: <bool>,
  19826. * morphTargets: <bool>,
  19827. * morphNormals: <bool>
  19828. * }
  19829. */
  19830. function MeshLambertMaterial( parameters ) {
  19831. Material.call( this );
  19832. this.type = 'MeshLambertMaterial';
  19833. this.color = new Color( 0xffffff ); // diffuse
  19834. this.map = null;
  19835. this.lightMap = null;
  19836. this.lightMapIntensity = 1.0;
  19837. this.aoMap = null;
  19838. this.aoMapIntensity = 1.0;
  19839. this.emissive = new Color( 0x000000 );
  19840. this.emissiveIntensity = 1.0;
  19841. this.emissiveMap = null;
  19842. this.specularMap = null;
  19843. this.alphaMap = null;
  19844. this.envMap = null;
  19845. this.combine = MultiplyOperation;
  19846. this.reflectivity = 1;
  19847. this.refractionRatio = 0.98;
  19848. this.wireframe = false;
  19849. this.wireframeLinewidth = 1;
  19850. this.wireframeLinecap = 'round';
  19851. this.wireframeLinejoin = 'round';
  19852. this.skinning = false;
  19853. this.morphTargets = false;
  19854. this.morphNormals = false;
  19855. this.setValues( parameters );
  19856. }
  19857. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  19858. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  19859. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  19860. MeshLambertMaterial.prototype.copy = function ( source ) {
  19861. Material.prototype.copy.call( this, source );
  19862. this.color.copy( source.color );
  19863. this.map = source.map;
  19864. this.lightMap = source.lightMap;
  19865. this.lightMapIntensity = source.lightMapIntensity;
  19866. this.aoMap = source.aoMap;
  19867. this.aoMapIntensity = source.aoMapIntensity;
  19868. this.emissive.copy( source.emissive );
  19869. this.emissiveMap = source.emissiveMap;
  19870. this.emissiveIntensity = source.emissiveIntensity;
  19871. this.specularMap = source.specularMap;
  19872. this.alphaMap = source.alphaMap;
  19873. this.envMap = source.envMap;
  19874. this.combine = source.combine;
  19875. this.reflectivity = source.reflectivity;
  19876. this.refractionRatio = source.refractionRatio;
  19877. this.wireframe = source.wireframe;
  19878. this.wireframeLinewidth = source.wireframeLinewidth;
  19879. this.wireframeLinecap = source.wireframeLinecap;
  19880. this.wireframeLinejoin = source.wireframeLinejoin;
  19881. this.skinning = source.skinning;
  19882. this.morphTargets = source.morphTargets;
  19883. this.morphNormals = source.morphNormals;
  19884. return this;
  19885. };
  19886. /**
  19887. * @author WestLangley / http://github.com/WestLangley
  19888. *
  19889. * parameters = {
  19890. * color: <hex>,
  19891. * opacity: <float>,
  19892. *
  19893. * matcap: new THREE.Texture( <Image> ),
  19894. *
  19895. * map: new THREE.Texture( <Image> ),
  19896. *
  19897. * bumpMap: new THREE.Texture( <Image> ),
  19898. * bumpScale: <float>,
  19899. *
  19900. * normalMap: new THREE.Texture( <Image> ),
  19901. * normalMapType: THREE.TangentSpaceNormalMap,
  19902. * normalScale: <Vector2>,
  19903. *
  19904. * displacementMap: new THREE.Texture( <Image> ),
  19905. * displacementScale: <float>,
  19906. * displacementBias: <float>,
  19907. *
  19908. * alphaMap: new THREE.Texture( <Image> ),
  19909. *
  19910. * skinning: <bool>,
  19911. * morphTargets: <bool>,
  19912. * morphNormals: <bool>
  19913. * }
  19914. */
  19915. function MeshMatcapMaterial( parameters ) {
  19916. Material.call( this );
  19917. this.defines = { 'MATCAP': '' };
  19918. this.type = 'MeshMatcapMaterial';
  19919. this.color = new Color( 0xffffff ); // diffuse
  19920. this.matcap = null;
  19921. this.map = null;
  19922. this.bumpMap = null;
  19923. this.bumpScale = 1;
  19924. this.normalMap = null;
  19925. this.normalMapType = TangentSpaceNormalMap;
  19926. this.normalScale = new Vector2( 1, 1 );
  19927. this.displacementMap = null;
  19928. this.displacementScale = 1;
  19929. this.displacementBias = 0;
  19930. this.alphaMap = null;
  19931. this.skinning = false;
  19932. this.morphTargets = false;
  19933. this.morphNormals = false;
  19934. this.setValues( parameters );
  19935. }
  19936. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  19937. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  19938. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  19939. MeshMatcapMaterial.prototype.copy = function ( source ) {
  19940. Material.prototype.copy.call( this, source );
  19941. this.defines = { 'MATCAP': '' };
  19942. this.color.copy( source.color );
  19943. this.matcap = source.matcap;
  19944. this.map = source.map;
  19945. this.bumpMap = source.bumpMap;
  19946. this.bumpScale = source.bumpScale;
  19947. this.normalMap = source.normalMap;
  19948. this.normalMapType = source.normalMapType;
  19949. this.normalScale.copy( source.normalScale );
  19950. this.displacementMap = source.displacementMap;
  19951. this.displacementScale = source.displacementScale;
  19952. this.displacementBias = source.displacementBias;
  19953. this.alphaMap = source.alphaMap;
  19954. this.skinning = source.skinning;
  19955. this.morphTargets = source.morphTargets;
  19956. this.morphNormals = source.morphNormals;
  19957. return this;
  19958. };
  19959. /**
  19960. * @author alteredq / http://alteredqualia.com/
  19961. *
  19962. * parameters = {
  19963. * color: <hex>,
  19964. * opacity: <float>,
  19965. *
  19966. * linewidth: <float>,
  19967. *
  19968. * scale: <float>,
  19969. * dashSize: <float>,
  19970. * gapSize: <float>
  19971. * }
  19972. */
  19973. function LineDashedMaterial( parameters ) {
  19974. LineBasicMaterial.call( this );
  19975. this.type = 'LineDashedMaterial';
  19976. this.scale = 1;
  19977. this.dashSize = 3;
  19978. this.gapSize = 1;
  19979. this.setValues( parameters );
  19980. }
  19981. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  19982. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  19983. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  19984. LineDashedMaterial.prototype.copy = function ( source ) {
  19985. LineBasicMaterial.prototype.copy.call( this, source );
  19986. this.scale = source.scale;
  19987. this.dashSize = source.dashSize;
  19988. this.gapSize = source.gapSize;
  19989. return this;
  19990. };
  19991. var Materials = /*#__PURE__*/Object.freeze({
  19992. __proto__: null,
  19993. ShadowMaterial: ShadowMaterial,
  19994. SpriteMaterial: SpriteMaterial,
  19995. RawShaderMaterial: RawShaderMaterial,
  19996. ShaderMaterial: ShaderMaterial,
  19997. PointsMaterial: PointsMaterial,
  19998. MeshPhysicalMaterial: MeshPhysicalMaterial,
  19999. MeshStandardMaterial: MeshStandardMaterial,
  20000. MeshPhongMaterial: MeshPhongMaterial,
  20001. MeshToonMaterial: MeshToonMaterial,
  20002. MeshNormalMaterial: MeshNormalMaterial,
  20003. MeshLambertMaterial: MeshLambertMaterial,
  20004. MeshDepthMaterial: MeshDepthMaterial,
  20005. MeshDistanceMaterial: MeshDistanceMaterial,
  20006. MeshBasicMaterial: MeshBasicMaterial,
  20007. MeshMatcapMaterial: MeshMatcapMaterial,
  20008. LineDashedMaterial: LineDashedMaterial,
  20009. LineBasicMaterial: LineBasicMaterial,
  20010. Material: Material
  20011. });
  20012. /**
  20013. * @author tschw
  20014. * @author Ben Houston / http://clara.io/
  20015. * @author David Sarno / http://lighthaus.us/
  20016. */
  20017. var AnimationUtils = {
  20018. // same as Array.prototype.slice, but also works on typed arrays
  20019. arraySlice: function ( array, from, to ) {
  20020. if ( AnimationUtils.isTypedArray( array ) ) {
  20021. // in ios9 array.subarray(from, undefined) will return empty array
  20022. // but array.subarray(from) or array.subarray(from, len) is correct
  20023. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20024. }
  20025. return array.slice( from, to );
  20026. },
  20027. // converts an array to a specific type
  20028. convertArray: function ( array, type, forceClone ) {
  20029. if ( ! array || // let 'undefined' and 'null' pass
  20030. ! forceClone && array.constructor === type ) { return array; }
  20031. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20032. return new type( array ); // create typed array
  20033. }
  20034. return Array.prototype.slice.call( array ); // create Array
  20035. },
  20036. isTypedArray: function ( object ) {
  20037. return ArrayBuffer.isView( object ) &&
  20038. ! ( object instanceof DataView );
  20039. },
  20040. // returns an array by which times and values can be sorted
  20041. getKeyframeOrder: function ( times ) {
  20042. function compareTime( i, j ) {
  20043. return times[ i ] - times[ j ];
  20044. }
  20045. var n = times.length;
  20046. var result = new Array( n );
  20047. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20048. result.sort( compareTime );
  20049. return result;
  20050. },
  20051. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20052. sortedArray: function ( values, stride, order ) {
  20053. var nValues = values.length;
  20054. var result = new values.constructor( nValues );
  20055. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20056. var srcOffset = order[ i ] * stride;
  20057. for ( var j = 0; j !== stride; ++ j ) {
  20058. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20059. }
  20060. }
  20061. return result;
  20062. },
  20063. // function for parsing AOS keyframe formats
  20064. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20065. var i = 1, key = jsonKeys[ 0 ];
  20066. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20067. key = jsonKeys[ i ++ ];
  20068. }
  20069. if ( key === undefined ) { return; } // no data
  20070. var value = key[ valuePropertyName ];
  20071. if ( value === undefined ) { return; } // no data
  20072. if ( Array.isArray( value ) ) {
  20073. do {
  20074. value = key[ valuePropertyName ];
  20075. if ( value !== undefined ) {
  20076. times.push( key.time );
  20077. values.push.apply( values, value ); // push all elements
  20078. }
  20079. key = jsonKeys[ i ++ ];
  20080. } while ( key !== undefined );
  20081. } else if ( value.toArray !== undefined ) {
  20082. // ...assume THREE.Math-ish
  20083. do {
  20084. value = key[ valuePropertyName ];
  20085. if ( value !== undefined ) {
  20086. times.push( key.time );
  20087. value.toArray( values, values.length );
  20088. }
  20089. key = jsonKeys[ i ++ ];
  20090. } while ( key !== undefined );
  20091. } else {
  20092. // otherwise push as-is
  20093. do {
  20094. value = key[ valuePropertyName ];
  20095. if ( value !== undefined ) {
  20096. times.push( key.time );
  20097. values.push( value );
  20098. }
  20099. key = jsonKeys[ i ++ ];
  20100. } while ( key !== undefined );
  20101. }
  20102. }
  20103. };
  20104. /**
  20105. * Abstract base class of interpolants over parametric samples.
  20106. *
  20107. * The parameter domain is one dimensional, typically the time or a path
  20108. * along a curve defined by the data.
  20109. *
  20110. * The sample values can have any dimensionality and derived classes may
  20111. * apply special interpretations to the data.
  20112. *
  20113. * This class provides the interval seek in a Template Method, deferring
  20114. * the actual interpolation to derived classes.
  20115. *
  20116. * Time complexity is O(1) for linear access crossing at most two points
  20117. * and O(log N) for random access, where N is the number of positions.
  20118. *
  20119. * References:
  20120. *
  20121. * http://www.oodesign.com/template-method-pattern.html
  20122. *
  20123. * @author tschw
  20124. */
  20125. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20126. this.parameterPositions = parameterPositions;
  20127. this._cachedIndex = 0;
  20128. this.resultBuffer = resultBuffer !== undefined ?
  20129. resultBuffer : new sampleValues.constructor( sampleSize );
  20130. this.sampleValues = sampleValues;
  20131. this.valueSize = sampleSize;
  20132. }
  20133. Object.assign( Interpolant.prototype, {
  20134. evaluate: function ( t ) {
  20135. var pp = this.parameterPositions,
  20136. i1 = this._cachedIndex,
  20137. t1 = pp[ i1 ],
  20138. t0 = pp[ i1 - 1 ];
  20139. validate_interval: {
  20140. seek: {
  20141. var right;
  20142. linear_scan: {
  20143. //- See http://jsperf.com/comparison-to-undefined/3
  20144. //- slower code:
  20145. //-
  20146. //- if ( t >= t1 || t1 === undefined ) {
  20147. forward_scan: if ( ! ( t < t1 ) ) {
  20148. for ( var giveUpAt = i1 + 2; ; ) {
  20149. if ( t1 === undefined ) {
  20150. if ( t < t0 ) { break forward_scan; }
  20151. // after end
  20152. i1 = pp.length;
  20153. this._cachedIndex = i1;
  20154. return this.afterEnd_( i1 - 1, t, t0 );
  20155. }
  20156. if ( i1 === giveUpAt ) { break; } // this loop
  20157. t0 = t1;
  20158. t1 = pp[ ++ i1 ];
  20159. if ( t < t1 ) {
  20160. // we have arrived at the sought interval
  20161. break seek;
  20162. }
  20163. }
  20164. // prepare binary search on the right side of the index
  20165. right = pp.length;
  20166. break linear_scan;
  20167. }
  20168. //- slower code:
  20169. //- if ( t < t0 || t0 === undefined ) {
  20170. if ( ! ( t >= t0 ) ) {
  20171. // looping?
  20172. var t1global = pp[ 1 ];
  20173. if ( t < t1global ) {
  20174. i1 = 2; // + 1, using the scan for the details
  20175. t0 = t1global;
  20176. }
  20177. // linear reverse scan
  20178. for ( var giveUpAt = i1 - 2; ; ) {
  20179. if ( t0 === undefined ) {
  20180. // before start
  20181. this._cachedIndex = 0;
  20182. return this.beforeStart_( 0, t, t1 );
  20183. }
  20184. if ( i1 === giveUpAt ) { break; } // this loop
  20185. t1 = t0;
  20186. t0 = pp[ -- i1 - 1 ];
  20187. if ( t >= t0 ) {
  20188. // we have arrived at the sought interval
  20189. break seek;
  20190. }
  20191. }
  20192. // prepare binary search on the left side of the index
  20193. right = i1;
  20194. i1 = 0;
  20195. break linear_scan;
  20196. }
  20197. // the interval is valid
  20198. break validate_interval;
  20199. } // linear scan
  20200. // binary search
  20201. while ( i1 < right ) {
  20202. var mid = ( i1 + right ) >>> 1;
  20203. if ( t < pp[ mid ] ) {
  20204. right = mid;
  20205. } else {
  20206. i1 = mid + 1;
  20207. }
  20208. }
  20209. t1 = pp[ i1 ];
  20210. t0 = pp[ i1 - 1 ];
  20211. // check boundary cases, again
  20212. if ( t0 === undefined ) {
  20213. this._cachedIndex = 0;
  20214. return this.beforeStart_( 0, t, t1 );
  20215. }
  20216. if ( t1 === undefined ) {
  20217. i1 = pp.length;
  20218. this._cachedIndex = i1;
  20219. return this.afterEnd_( i1 - 1, t0, t );
  20220. }
  20221. } // seek
  20222. this._cachedIndex = i1;
  20223. this.intervalChanged_( i1, t0, t1 );
  20224. } // validate_interval
  20225. return this.interpolate_( i1, t0, t, t1 );
  20226. },
  20227. settings: null, // optional, subclass-specific settings structure
  20228. // Note: The indirection allows central control of many interpolants.
  20229. // --- Protected interface
  20230. DefaultSettings_: {},
  20231. getSettings_: function () {
  20232. return this.settings || this.DefaultSettings_;
  20233. },
  20234. copySampleValue_: function ( index ) {
  20235. // copies a sample value to the result buffer
  20236. var result = this.resultBuffer,
  20237. values = this.sampleValues,
  20238. stride = this.valueSize,
  20239. offset = index * stride;
  20240. for ( var i = 0; i !== stride; ++ i ) {
  20241. result[ i ] = values[ offset + i ];
  20242. }
  20243. return result;
  20244. },
  20245. // Template methods for derived classes:
  20246. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20247. throw new Error( 'call to abstract method' );
  20248. // implementations shall return this.resultBuffer
  20249. },
  20250. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20251. // empty
  20252. }
  20253. } );
  20254. //!\ DECLARE ALIAS AFTER assign prototype !
  20255. Object.assign( Interpolant.prototype, {
  20256. //( 0, t, t0 ), returns this.resultBuffer
  20257. beforeStart_: Interpolant.prototype.copySampleValue_,
  20258. //( N-1, tN-1, t ), returns this.resultBuffer
  20259. afterEnd_: Interpolant.prototype.copySampleValue_,
  20260. } );
  20261. /**
  20262. * Fast and simple cubic spline interpolant.
  20263. *
  20264. * It was derived from a Hermitian construction setting the first derivative
  20265. * at each sample position to the linear slope between neighboring positions
  20266. * over their parameter interval.
  20267. *
  20268. * @author tschw
  20269. */
  20270. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20271. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20272. this._weightPrev = - 0;
  20273. this._offsetPrev = - 0;
  20274. this._weightNext = - 0;
  20275. this._offsetNext = - 0;
  20276. }
  20277. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20278. constructor: CubicInterpolant,
  20279. DefaultSettings_: {
  20280. endingStart: ZeroCurvatureEnding,
  20281. endingEnd: ZeroCurvatureEnding
  20282. },
  20283. intervalChanged_: function ( i1, t0, t1 ) {
  20284. var pp = this.parameterPositions,
  20285. iPrev = i1 - 2,
  20286. iNext = i1 + 1,
  20287. tPrev = pp[ iPrev ],
  20288. tNext = pp[ iNext ];
  20289. if ( tPrev === undefined ) {
  20290. switch ( this.getSettings_().endingStart ) {
  20291. case ZeroSlopeEnding:
  20292. // f'(t0) = 0
  20293. iPrev = i1;
  20294. tPrev = 2 * t0 - t1;
  20295. break;
  20296. case WrapAroundEnding:
  20297. // use the other end of the curve
  20298. iPrev = pp.length - 2;
  20299. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20300. break;
  20301. default: // ZeroCurvatureEnding
  20302. // f''(t0) = 0 a.k.a. Natural Spline
  20303. iPrev = i1;
  20304. tPrev = t1;
  20305. }
  20306. }
  20307. if ( tNext === undefined ) {
  20308. switch ( this.getSettings_().endingEnd ) {
  20309. case ZeroSlopeEnding:
  20310. // f'(tN) = 0
  20311. iNext = i1;
  20312. tNext = 2 * t1 - t0;
  20313. break;
  20314. case WrapAroundEnding:
  20315. // use the other end of the curve
  20316. iNext = 1;
  20317. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20318. break;
  20319. default: // ZeroCurvatureEnding
  20320. // f''(tN) = 0, a.k.a. Natural Spline
  20321. iNext = i1 - 1;
  20322. tNext = t0;
  20323. }
  20324. }
  20325. var halfDt = ( t1 - t0 ) * 0.5,
  20326. stride = this.valueSize;
  20327. this._weightPrev = halfDt / ( t0 - tPrev );
  20328. this._weightNext = halfDt / ( tNext - t1 );
  20329. this._offsetPrev = iPrev * stride;
  20330. this._offsetNext = iNext * stride;
  20331. },
  20332. interpolate_: function ( i1, t0, t, t1 ) {
  20333. var result = this.resultBuffer,
  20334. values = this.sampleValues,
  20335. stride = this.valueSize,
  20336. o1 = i1 * stride, o0 = o1 - stride,
  20337. oP = this._offsetPrev, oN = this._offsetNext,
  20338. wP = this._weightPrev, wN = this._weightNext,
  20339. p = ( t - t0 ) / ( t1 - t0 ),
  20340. pp = p * p,
  20341. ppp = pp * p;
  20342. // evaluate polynomials
  20343. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20344. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20345. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20346. var sN = wN * ppp - wN * pp;
  20347. // combine data linearly
  20348. for ( var i = 0; i !== stride; ++ i ) {
  20349. result[ i ] =
  20350. sP * values[ oP + i ] +
  20351. s0 * values[ o0 + i ] +
  20352. s1 * values[ o1 + i ] +
  20353. sN * values[ oN + i ];
  20354. }
  20355. return result;
  20356. }
  20357. } );
  20358. /**
  20359. * @author tschw
  20360. */
  20361. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20362. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20363. }
  20364. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20365. constructor: LinearInterpolant,
  20366. interpolate_: function ( i1, t0, t, t1 ) {
  20367. var result = this.resultBuffer,
  20368. values = this.sampleValues,
  20369. stride = this.valueSize,
  20370. offset1 = i1 * stride,
  20371. offset0 = offset1 - stride,
  20372. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20373. weight0 = 1 - weight1;
  20374. for ( var i = 0; i !== stride; ++ i ) {
  20375. result[ i ] =
  20376. values[ offset0 + i ] * weight0 +
  20377. values[ offset1 + i ] * weight1;
  20378. }
  20379. return result;
  20380. }
  20381. } );
  20382. /**
  20383. *
  20384. * Interpolant that evaluates to the sample value at the position preceeding
  20385. * the parameter.
  20386. *
  20387. * @author tschw
  20388. */
  20389. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20390. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20391. }
  20392. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20393. constructor: DiscreteInterpolant,
  20394. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20395. return this.copySampleValue_( i1 - 1 );
  20396. }
  20397. } );
  20398. /**
  20399. *
  20400. * A timed sequence of keyframes for a specific property.
  20401. *
  20402. *
  20403. * @author Ben Houston / http://clara.io/
  20404. * @author David Sarno / http://lighthaus.us/
  20405. * @author tschw
  20406. */
  20407. function KeyframeTrack( name, times, values, interpolation ) {
  20408. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20409. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20410. this.name = name;
  20411. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20412. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20413. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20414. }
  20415. // Static methods
  20416. Object.assign( KeyframeTrack, {
  20417. // Serialization (in static context, because of constructor invocation
  20418. // and automatic invocation of .toJSON):
  20419. toJSON: function ( track ) {
  20420. var trackType = track.constructor;
  20421. var json;
  20422. // derived classes can define a static toJSON method
  20423. if ( trackType.toJSON !== undefined ) {
  20424. json = trackType.toJSON( track );
  20425. } else {
  20426. // by default, we assume the data can be serialized as-is
  20427. json = {
  20428. 'name': track.name,
  20429. 'times': AnimationUtils.convertArray( track.times, Array ),
  20430. 'values': AnimationUtils.convertArray( track.values, Array )
  20431. };
  20432. var interpolation = track.getInterpolation();
  20433. if ( interpolation !== track.DefaultInterpolation ) {
  20434. json.interpolation = interpolation;
  20435. }
  20436. }
  20437. json.type = track.ValueTypeName; // mandatory
  20438. return json;
  20439. }
  20440. } );
  20441. Object.assign( KeyframeTrack.prototype, {
  20442. constructor: KeyframeTrack,
  20443. TimeBufferType: Float32Array,
  20444. ValueBufferType: Float32Array,
  20445. DefaultInterpolation: InterpolateLinear,
  20446. InterpolantFactoryMethodDiscrete: function ( result ) {
  20447. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20448. },
  20449. InterpolantFactoryMethodLinear: function ( result ) {
  20450. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20451. },
  20452. InterpolantFactoryMethodSmooth: function ( result ) {
  20453. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20454. },
  20455. setInterpolation: function ( interpolation ) {
  20456. var factoryMethod;
  20457. switch ( interpolation ) {
  20458. case InterpolateDiscrete:
  20459. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20460. break;
  20461. case InterpolateLinear:
  20462. factoryMethod = this.InterpolantFactoryMethodLinear;
  20463. break;
  20464. case InterpolateSmooth:
  20465. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20466. break;
  20467. }
  20468. if ( factoryMethod === undefined ) {
  20469. var message = "unsupported interpolation for " +
  20470. this.ValueTypeName + " keyframe track named " + this.name;
  20471. if ( this.createInterpolant === undefined ) {
  20472. // fall back to default, unless the default itself is messed up
  20473. if ( interpolation !== this.DefaultInterpolation ) {
  20474. this.setInterpolation( this.DefaultInterpolation );
  20475. } else {
  20476. throw new Error( message ); // fatal, in this case
  20477. }
  20478. }
  20479. console.warn( 'THREE.KeyframeTrack:', message );
  20480. return this;
  20481. }
  20482. this.createInterpolant = factoryMethod;
  20483. return this;
  20484. },
  20485. getInterpolation: function () {
  20486. switch ( this.createInterpolant ) {
  20487. case this.InterpolantFactoryMethodDiscrete:
  20488. return InterpolateDiscrete;
  20489. case this.InterpolantFactoryMethodLinear:
  20490. return InterpolateLinear;
  20491. case this.InterpolantFactoryMethodSmooth:
  20492. return InterpolateSmooth;
  20493. }
  20494. },
  20495. getValueSize: function () {
  20496. return this.values.length / this.times.length;
  20497. },
  20498. // move all keyframes either forwards or backwards in time
  20499. shift: function ( timeOffset ) {
  20500. if ( timeOffset !== 0.0 ) {
  20501. var times = this.times;
  20502. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20503. times[ i ] += timeOffset;
  20504. }
  20505. }
  20506. return this;
  20507. },
  20508. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20509. scale: function ( timeScale ) {
  20510. if ( timeScale !== 1.0 ) {
  20511. var times = this.times;
  20512. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20513. times[ i ] *= timeScale;
  20514. }
  20515. }
  20516. return this;
  20517. },
  20518. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20519. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20520. trim: function ( startTime, endTime ) {
  20521. var times = this.times,
  20522. nKeys = times.length,
  20523. from = 0,
  20524. to = nKeys - 1;
  20525. while ( from !== nKeys && times[ from ] < startTime ) {
  20526. ++ from;
  20527. }
  20528. while ( to !== - 1 && times[ to ] > endTime ) {
  20529. -- to;
  20530. }
  20531. ++ to; // inclusive -> exclusive bound
  20532. if ( from !== 0 || to !== nKeys ) {
  20533. // empty tracks are forbidden, so keep at least one keyframe
  20534. if ( from >= to ) { to = Math.max( to, 1 ), from = to - 1; }
  20535. var stride = this.getValueSize();
  20536. this.times = AnimationUtils.arraySlice( times, from, to );
  20537. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20538. }
  20539. return this;
  20540. },
  20541. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20542. validate: function () {
  20543. var valid = true;
  20544. var valueSize = this.getValueSize();
  20545. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20546. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20547. valid = false;
  20548. }
  20549. var times = this.times,
  20550. values = this.values,
  20551. nKeys = times.length;
  20552. if ( nKeys === 0 ) {
  20553. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20554. valid = false;
  20555. }
  20556. var prevTime = null;
  20557. for ( var i = 0; i !== nKeys; i ++ ) {
  20558. var currTime = times[ i ];
  20559. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20560. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20561. valid = false;
  20562. break;
  20563. }
  20564. if ( prevTime !== null && prevTime > currTime ) {
  20565. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20566. valid = false;
  20567. break;
  20568. }
  20569. prevTime = currTime;
  20570. }
  20571. if ( values !== undefined ) {
  20572. if ( AnimationUtils.isTypedArray( values ) ) {
  20573. for ( var i = 0, n = values.length; i !== n; ++ i ) {
  20574. var value = values[ i ];
  20575. if ( isNaN( value ) ) {
  20576. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  20577. valid = false;
  20578. break;
  20579. }
  20580. }
  20581. }
  20582. }
  20583. return valid;
  20584. },
  20585. // removes equivalent sequential keys as common in morph target sequences
  20586. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20587. optimize: function () {
  20588. var times = this.times,
  20589. values = this.values,
  20590. stride = this.getValueSize(),
  20591. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20592. writeIndex = 1,
  20593. lastIndex = times.length - 1;
  20594. for ( var i = 1; i < lastIndex; ++ i ) {
  20595. var keep = false;
  20596. var time = times[ i ];
  20597. var timeNext = times[ i + 1 ];
  20598. // remove adjacent keyframes scheduled at the same time
  20599. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20600. if ( ! smoothInterpolation ) {
  20601. // remove unnecessary keyframes same as their neighbors
  20602. var offset = i * stride,
  20603. offsetP = offset - stride,
  20604. offsetN = offset + stride;
  20605. for ( var j = 0; j !== stride; ++ j ) {
  20606. var value = values[ offset + j ];
  20607. if ( value !== values[ offsetP + j ] ||
  20608. value !== values[ offsetN + j ] ) {
  20609. keep = true;
  20610. break;
  20611. }
  20612. }
  20613. } else {
  20614. keep = true;
  20615. }
  20616. }
  20617. // in-place compaction
  20618. if ( keep ) {
  20619. if ( i !== writeIndex ) {
  20620. times[ writeIndex ] = times[ i ];
  20621. var readOffset = i * stride,
  20622. writeOffset = writeIndex * stride;
  20623. for ( var j = 0; j !== stride; ++ j ) {
  20624. values[ writeOffset + j ] = values[ readOffset + j ];
  20625. }
  20626. }
  20627. ++ writeIndex;
  20628. }
  20629. }
  20630. // flush last keyframe (compaction looks ahead)
  20631. if ( lastIndex > 0 ) {
  20632. times[ writeIndex ] = times[ lastIndex ];
  20633. for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  20634. values[ writeOffset + j ] = values[ readOffset + j ];
  20635. }
  20636. ++ writeIndex;
  20637. }
  20638. if ( writeIndex !== times.length ) {
  20639. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  20640. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  20641. }
  20642. return this;
  20643. },
  20644. clone: function () {
  20645. var times = AnimationUtils.arraySlice( this.times, 0 );
  20646. var values = AnimationUtils.arraySlice( this.values, 0 );
  20647. var TypedKeyframeTrack = this.constructor;
  20648. var track = new TypedKeyframeTrack( this.name, times, values );
  20649. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  20650. track.createInterpolant = this.createInterpolant;
  20651. return track;
  20652. }
  20653. } );
  20654. /**
  20655. *
  20656. * A Track of Boolean keyframe values.
  20657. *
  20658. *
  20659. * @author Ben Houston / http://clara.io/
  20660. * @author David Sarno / http://lighthaus.us/
  20661. * @author tschw
  20662. */
  20663. function BooleanKeyframeTrack( name, times, values ) {
  20664. KeyframeTrack.call( this, name, times, values );
  20665. }
  20666. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20667. constructor: BooleanKeyframeTrack,
  20668. ValueTypeName: 'bool',
  20669. ValueBufferType: Array,
  20670. DefaultInterpolation: InterpolateDiscrete,
  20671. InterpolantFactoryMethodLinear: undefined,
  20672. InterpolantFactoryMethodSmooth: undefined
  20673. // Note: Actually this track could have a optimized / compressed
  20674. // representation of a single value and a custom interpolant that
  20675. // computes "firstValue ^ isOdd( index )".
  20676. } );
  20677. /**
  20678. *
  20679. * A Track of keyframe values that represent color.
  20680. *
  20681. *
  20682. * @author Ben Houston / http://clara.io/
  20683. * @author David Sarno / http://lighthaus.us/
  20684. * @author tschw
  20685. */
  20686. function ColorKeyframeTrack( name, times, values, interpolation ) {
  20687. KeyframeTrack.call( this, name, times, values, interpolation );
  20688. }
  20689. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20690. constructor: ColorKeyframeTrack,
  20691. ValueTypeName: 'color'
  20692. // ValueBufferType is inherited
  20693. // DefaultInterpolation is inherited
  20694. // Note: Very basic implementation and nothing special yet.
  20695. // However, this is the place for color space parameterization.
  20696. } );
  20697. /**
  20698. *
  20699. * A Track of numeric keyframe values.
  20700. *
  20701. * @author Ben Houston / http://clara.io/
  20702. * @author David Sarno / http://lighthaus.us/
  20703. * @author tschw
  20704. */
  20705. function NumberKeyframeTrack( name, times, values, interpolation ) {
  20706. KeyframeTrack.call( this, name, times, values, interpolation );
  20707. }
  20708. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20709. constructor: NumberKeyframeTrack,
  20710. ValueTypeName: 'number'
  20711. // ValueBufferType is inherited
  20712. // DefaultInterpolation is inherited
  20713. } );
  20714. /**
  20715. * Spherical linear unit quaternion interpolant.
  20716. *
  20717. * @author tschw
  20718. */
  20719. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20720. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20721. }
  20722. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20723. constructor: QuaternionLinearInterpolant,
  20724. interpolate_: function ( i1, t0, t, t1 ) {
  20725. var result = this.resultBuffer,
  20726. values = this.sampleValues,
  20727. stride = this.valueSize,
  20728. offset = i1 * stride,
  20729. alpha = ( t - t0 ) / ( t1 - t0 );
  20730. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  20731. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  20732. }
  20733. return result;
  20734. }
  20735. } );
  20736. /**
  20737. *
  20738. * A Track of quaternion keyframe values.
  20739. *
  20740. * @author Ben Houston / http://clara.io/
  20741. * @author David Sarno / http://lighthaus.us/
  20742. * @author tschw
  20743. */
  20744. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  20745. KeyframeTrack.call( this, name, times, values, interpolation );
  20746. }
  20747. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20748. constructor: QuaternionKeyframeTrack,
  20749. ValueTypeName: 'quaternion',
  20750. // ValueBufferType is inherited
  20751. DefaultInterpolation: InterpolateLinear,
  20752. InterpolantFactoryMethodLinear: function ( result ) {
  20753. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20754. },
  20755. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  20756. } );
  20757. /**
  20758. *
  20759. * A Track that interpolates Strings
  20760. *
  20761. *
  20762. * @author Ben Houston / http://clara.io/
  20763. * @author David Sarno / http://lighthaus.us/
  20764. * @author tschw
  20765. */
  20766. function StringKeyframeTrack( name, times, values, interpolation ) {
  20767. KeyframeTrack.call( this, name, times, values, interpolation );
  20768. }
  20769. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20770. constructor: StringKeyframeTrack,
  20771. ValueTypeName: 'string',
  20772. ValueBufferType: Array,
  20773. DefaultInterpolation: InterpolateDiscrete,
  20774. InterpolantFactoryMethodLinear: undefined,
  20775. InterpolantFactoryMethodSmooth: undefined
  20776. } );
  20777. /**
  20778. *
  20779. * A Track of vectored keyframe values.
  20780. *
  20781. *
  20782. * @author Ben Houston / http://clara.io/
  20783. * @author David Sarno / http://lighthaus.us/
  20784. * @author tschw
  20785. */
  20786. function VectorKeyframeTrack( name, times, values, interpolation ) {
  20787. KeyframeTrack.call( this, name, times, values, interpolation );
  20788. }
  20789. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  20790. constructor: VectorKeyframeTrack,
  20791. ValueTypeName: 'vector'
  20792. // ValueBufferType is inherited
  20793. // DefaultInterpolation is inherited
  20794. } );
  20795. /**
  20796. *
  20797. * Reusable set of Tracks that represent an animation.
  20798. *
  20799. * @author Ben Houston / http://clara.io/
  20800. * @author David Sarno / http://lighthaus.us/
  20801. */
  20802. function AnimationClip( name, duration, tracks ) {
  20803. this.name = name;
  20804. this.tracks = tracks;
  20805. this.duration = ( duration !== undefined ) ? duration : - 1;
  20806. this.uuid = _Math.generateUUID();
  20807. // this means it should figure out its duration by scanning the tracks
  20808. if ( this.duration < 0 ) {
  20809. this.resetDuration();
  20810. }
  20811. }
  20812. function getTrackTypeForValueTypeName( typeName ) {
  20813. switch ( typeName.toLowerCase() ) {
  20814. case 'scalar':
  20815. case 'double':
  20816. case 'float':
  20817. case 'number':
  20818. case 'integer':
  20819. return NumberKeyframeTrack;
  20820. case 'vector':
  20821. case 'vector2':
  20822. case 'vector3':
  20823. case 'vector4':
  20824. return VectorKeyframeTrack;
  20825. case 'color':
  20826. return ColorKeyframeTrack;
  20827. case 'quaternion':
  20828. return QuaternionKeyframeTrack;
  20829. case 'bool':
  20830. case 'boolean':
  20831. return BooleanKeyframeTrack;
  20832. case 'string':
  20833. return StringKeyframeTrack;
  20834. }
  20835. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  20836. }
  20837. function parseKeyframeTrack( json ) {
  20838. if ( json.type === undefined ) {
  20839. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  20840. }
  20841. var trackType = getTrackTypeForValueTypeName( json.type );
  20842. if ( json.times === undefined ) {
  20843. var times = [], values = [];
  20844. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  20845. json.times = times;
  20846. json.values = values;
  20847. }
  20848. // derived classes can define a static parse method
  20849. if ( trackType.parse !== undefined ) {
  20850. return trackType.parse( json );
  20851. } else {
  20852. // by default, we assume a constructor compatible with the base
  20853. return new trackType( json.name, json.times, json.values, json.interpolation );
  20854. }
  20855. }
  20856. Object.assign( AnimationClip, {
  20857. parse: function ( json ) {
  20858. var tracks = [],
  20859. jsonTracks = json.tracks,
  20860. frameTime = 1.0 / ( json.fps || 1.0 );
  20861. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  20862. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  20863. }
  20864. return new AnimationClip( json.name, json.duration, tracks );
  20865. },
  20866. toJSON: function ( clip ) {
  20867. var tracks = [],
  20868. clipTracks = clip.tracks;
  20869. var json = {
  20870. 'name': clip.name,
  20871. 'duration': clip.duration,
  20872. 'tracks': tracks,
  20873. 'uuid': clip.uuid
  20874. };
  20875. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  20876. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  20877. }
  20878. return json;
  20879. },
  20880. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  20881. var numMorphTargets = morphTargetSequence.length;
  20882. var tracks = [];
  20883. for ( var i = 0; i < numMorphTargets; i ++ ) {
  20884. var times = [];
  20885. var values = [];
  20886. times.push(
  20887. ( i + numMorphTargets - 1 ) % numMorphTargets,
  20888. i,
  20889. ( i + 1 ) % numMorphTargets );
  20890. values.push( 0, 1, 0 );
  20891. var order = AnimationUtils.getKeyframeOrder( times );
  20892. times = AnimationUtils.sortedArray( times, 1, order );
  20893. values = AnimationUtils.sortedArray( values, 1, order );
  20894. // if there is a key at the first frame, duplicate it as the
  20895. // last frame as well for perfect loop.
  20896. if ( ! noLoop && times[ 0 ] === 0 ) {
  20897. times.push( numMorphTargets );
  20898. values.push( values[ 0 ] );
  20899. }
  20900. tracks.push(
  20901. new NumberKeyframeTrack(
  20902. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  20903. times, values
  20904. ).scale( 1.0 / fps ) );
  20905. }
  20906. return new AnimationClip( name, - 1, tracks );
  20907. },
  20908. findByName: function ( objectOrClipArray, name ) {
  20909. var clipArray = objectOrClipArray;
  20910. if ( ! Array.isArray( objectOrClipArray ) ) {
  20911. var o = objectOrClipArray;
  20912. clipArray = o.geometry && o.geometry.animations || o.animations;
  20913. }
  20914. for ( var i = 0; i < clipArray.length; i ++ ) {
  20915. if ( clipArray[ i ].name === name ) {
  20916. return clipArray[ i ];
  20917. }
  20918. }
  20919. return null;
  20920. },
  20921. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  20922. var animationToMorphTargets = {};
  20923. // tested with https://regex101.com/ on trick sequences
  20924. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  20925. var pattern = /^([\w-]*?)([\d]+)$/;
  20926. // sort morph target names into animation groups based
  20927. // patterns like Walk_001, Walk_002, Run_001, Run_002
  20928. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  20929. var morphTarget = morphTargets[ i ];
  20930. var parts = morphTarget.name.match( pattern );
  20931. if ( parts && parts.length > 1 ) {
  20932. var name = parts[ 1 ];
  20933. var animationMorphTargets = animationToMorphTargets[ name ];
  20934. if ( ! animationMorphTargets ) {
  20935. animationToMorphTargets[ name ] = animationMorphTargets = [];
  20936. }
  20937. animationMorphTargets.push( morphTarget );
  20938. }
  20939. }
  20940. var clips = [];
  20941. for ( var name in animationToMorphTargets ) {
  20942. clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  20943. }
  20944. return clips;
  20945. },
  20946. // parse the animation.hierarchy format
  20947. parseAnimation: function ( animation, bones ) {
  20948. if ( ! animation ) {
  20949. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  20950. return null;
  20951. }
  20952. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  20953. // only return track if there are actually keys.
  20954. if ( animationKeys.length !== 0 ) {
  20955. var times = [];
  20956. var values = [];
  20957. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  20958. // empty keys are filtered out, so check again
  20959. if ( times.length !== 0 ) {
  20960. destTracks.push( new trackType( trackName, times, values ) );
  20961. }
  20962. }
  20963. };
  20964. var tracks = [];
  20965. var clipName = animation.name || 'default';
  20966. // automatic length determination in AnimationClip.
  20967. var duration = animation.length || - 1;
  20968. var fps = animation.fps || 30;
  20969. var hierarchyTracks = animation.hierarchy || [];
  20970. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  20971. var animationKeys = hierarchyTracks[ h ].keys;
  20972. // skip empty tracks
  20973. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  20974. // process morph targets
  20975. if ( animationKeys[ 0 ].morphTargets ) {
  20976. // figure out all morph targets used in this track
  20977. var morphTargetNames = {};
  20978. for ( var k = 0; k < animationKeys.length; k ++ ) {
  20979. if ( animationKeys[ k ].morphTargets ) {
  20980. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  20981. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  20982. }
  20983. }
  20984. }
  20985. // create a track for each morph target with all zero
  20986. // morphTargetInfluences except for the keys in which
  20987. // the morphTarget is named.
  20988. for ( var morphTargetName in morphTargetNames ) {
  20989. var times = [];
  20990. var values = [];
  20991. for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  20992. var animationKey = animationKeys[ k ];
  20993. times.push( animationKey.time );
  20994. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  20995. }
  20996. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  20997. }
  20998. duration = morphTargetNames.length * ( fps || 1.0 );
  20999. } else {
  21000. // ...assume skeletal animation
  21001. var boneName = '.bones[' + bones[ h ].name + ']';
  21002. addNonemptyTrack(
  21003. VectorKeyframeTrack, boneName + '.position',
  21004. animationKeys, 'pos', tracks );
  21005. addNonemptyTrack(
  21006. QuaternionKeyframeTrack, boneName + '.quaternion',
  21007. animationKeys, 'rot', tracks );
  21008. addNonemptyTrack(
  21009. VectorKeyframeTrack, boneName + '.scale',
  21010. animationKeys, 'scl', tracks );
  21011. }
  21012. }
  21013. if ( tracks.length === 0 ) {
  21014. return null;
  21015. }
  21016. var clip = new AnimationClip( clipName, duration, tracks );
  21017. return clip;
  21018. }
  21019. } );
  21020. Object.assign( AnimationClip.prototype, {
  21021. resetDuration: function () {
  21022. var tracks = this.tracks, duration = 0;
  21023. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21024. var track = this.tracks[ i ];
  21025. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21026. }
  21027. this.duration = duration;
  21028. return this;
  21029. },
  21030. trim: function () {
  21031. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21032. this.tracks[ i ].trim( 0, this.duration );
  21033. }
  21034. return this;
  21035. },
  21036. validate: function () {
  21037. var valid = true;
  21038. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21039. valid = valid && this.tracks[ i ].validate();
  21040. }
  21041. return valid;
  21042. },
  21043. optimize: function () {
  21044. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21045. this.tracks[ i ].optimize();
  21046. }
  21047. return this;
  21048. },
  21049. clone: function () {
  21050. var tracks = [];
  21051. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21052. tracks.push( this.tracks[ i ].clone() );
  21053. }
  21054. return new AnimationClip( this.name, this.duration, tracks );
  21055. }
  21056. } );
  21057. /**
  21058. * @author mrdoob / http://mrdoob.com/
  21059. */
  21060. var Cache = {
  21061. enabled: false,
  21062. files: {},
  21063. add: function ( key, file ) {
  21064. if ( this.enabled === false ) { return; }
  21065. // console.log( 'THREE.Cache', 'Adding key:', key );
  21066. this.files[ key ] = file;
  21067. },
  21068. get: function ( key ) {
  21069. if ( this.enabled === false ) { return; }
  21070. // console.log( 'THREE.Cache', 'Checking key:', key );
  21071. return this.files[ key ];
  21072. },
  21073. remove: function ( key ) {
  21074. delete this.files[ key ];
  21075. },
  21076. clear: function () {
  21077. this.files = {};
  21078. }
  21079. };
  21080. /**
  21081. * @author mrdoob / http://mrdoob.com/
  21082. */
  21083. function LoadingManager( onLoad, onProgress, onError ) {
  21084. var scope = this;
  21085. var isLoading = false;
  21086. var itemsLoaded = 0;
  21087. var itemsTotal = 0;
  21088. var urlModifier = undefined;
  21089. var handlers = [];
  21090. // Refer to #5689 for the reason why we don't set .onStart
  21091. // in the constructor
  21092. this.onStart = undefined;
  21093. this.onLoad = onLoad;
  21094. this.onProgress = onProgress;
  21095. this.onError = onError;
  21096. this.itemStart = function ( url ) {
  21097. itemsTotal ++;
  21098. if ( isLoading === false ) {
  21099. if ( scope.onStart !== undefined ) {
  21100. scope.onStart( url, itemsLoaded, itemsTotal );
  21101. }
  21102. }
  21103. isLoading = true;
  21104. };
  21105. this.itemEnd = function ( url ) {
  21106. itemsLoaded ++;
  21107. if ( scope.onProgress !== undefined ) {
  21108. scope.onProgress( url, itemsLoaded, itemsTotal );
  21109. }
  21110. if ( itemsLoaded === itemsTotal ) {
  21111. isLoading = false;
  21112. if ( scope.onLoad !== undefined ) {
  21113. scope.onLoad();
  21114. }
  21115. }
  21116. };
  21117. this.itemError = function ( url ) {
  21118. if ( scope.onError !== undefined ) {
  21119. scope.onError( url );
  21120. }
  21121. };
  21122. this.resolveURL = function ( url ) {
  21123. if ( urlModifier ) {
  21124. return urlModifier( url );
  21125. }
  21126. return url;
  21127. };
  21128. this.setURLModifier = function ( transform ) {
  21129. urlModifier = transform;
  21130. return this;
  21131. };
  21132. this.addHandler = function ( regex, loader ) {
  21133. handlers.push( regex, loader );
  21134. return this;
  21135. };
  21136. this.removeHandler = function ( regex ) {
  21137. var index = handlers.indexOf( regex );
  21138. if ( index !== - 1 ) {
  21139. handlers.splice( index, 2 );
  21140. }
  21141. return this;
  21142. };
  21143. this.getHandler = function ( file ) {
  21144. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21145. var regex = handlers[ i ];
  21146. var loader = handlers[ i + 1 ];
  21147. if ( regex.test( file ) ) {
  21148. return loader;
  21149. }
  21150. }
  21151. return null;
  21152. };
  21153. }
  21154. var DefaultLoadingManager = new LoadingManager();
  21155. /**
  21156. * @author alteredq / http://alteredqualia.com/
  21157. */
  21158. function Loader( manager ) {
  21159. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21160. this.crossOrigin = 'anonymous';
  21161. this.path = '';
  21162. this.resourcePath = '';
  21163. }
  21164. Object.assign( Loader.prototype, {
  21165. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21166. parse: function ( /* data */ ) {},
  21167. setCrossOrigin: function ( crossOrigin ) {
  21168. this.crossOrigin = crossOrigin;
  21169. return this;
  21170. },
  21171. setPath: function ( path ) {
  21172. this.path = path;
  21173. return this;
  21174. },
  21175. setResourcePath: function ( resourcePath ) {
  21176. this.resourcePath = resourcePath;
  21177. return this;
  21178. }
  21179. } );
  21180. /**
  21181. * @author mrdoob / http://mrdoob.com/
  21182. */
  21183. var loading = {};
  21184. function FileLoader( manager ) {
  21185. Loader.call( this, manager );
  21186. }
  21187. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21188. constructor: FileLoader,
  21189. load: function ( url, onLoad, onProgress, onError ) {
  21190. if ( url === undefined ) { url = ''; }
  21191. if ( this.path !== undefined ) { url = this.path + url; }
  21192. url = this.manager.resolveURL( url );
  21193. var scope = this;
  21194. var cached = Cache.get( url );
  21195. if ( cached !== undefined ) {
  21196. scope.manager.itemStart( url );
  21197. setTimeout( function () {
  21198. if ( onLoad ) { onLoad( cached ); }
  21199. scope.manager.itemEnd( url );
  21200. }, 0 );
  21201. return cached;
  21202. }
  21203. // Check if request is duplicate
  21204. if ( loading[ url ] !== undefined ) {
  21205. loading[ url ].push( {
  21206. onLoad: onLoad,
  21207. onProgress: onProgress,
  21208. onError: onError
  21209. } );
  21210. return;
  21211. }
  21212. // Check for data: URI
  21213. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21214. var dataUriRegexResult = url.match( dataUriRegex );
  21215. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21216. if ( dataUriRegexResult ) {
  21217. var mimeType = dataUriRegexResult[ 1 ];
  21218. var isBase64 = !! dataUriRegexResult[ 2 ];
  21219. var data = dataUriRegexResult[ 3 ];
  21220. data = decodeURIComponent( data );
  21221. if ( isBase64 ) { data = atob( data ); }
  21222. try {
  21223. var response;
  21224. var responseType = ( this.responseType || '' ).toLowerCase();
  21225. switch ( responseType ) {
  21226. case 'arraybuffer':
  21227. case 'blob':
  21228. var view = new Uint8Array( data.length );
  21229. for ( var i = 0; i < data.length; i ++ ) {
  21230. view[ i ] = data.charCodeAt( i );
  21231. }
  21232. if ( responseType === 'blob' ) {
  21233. response = new Blob( [ view.buffer ], { type: mimeType } );
  21234. } else {
  21235. response = view.buffer;
  21236. }
  21237. break;
  21238. case 'document':
  21239. var parser = new DOMParser();
  21240. response = parser.parseFromString( data, mimeType );
  21241. break;
  21242. case 'json':
  21243. response = JSON.parse( data );
  21244. break;
  21245. default: // 'text' or other
  21246. response = data;
  21247. break;
  21248. }
  21249. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21250. setTimeout( function () {
  21251. if ( onLoad ) { onLoad( response ); }
  21252. scope.manager.itemEnd( url );
  21253. }, 0 );
  21254. } catch ( error ) {
  21255. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21256. setTimeout( function () {
  21257. if ( onError ) { onError( error ); }
  21258. scope.manager.itemError( url );
  21259. scope.manager.itemEnd( url );
  21260. }, 0 );
  21261. }
  21262. } else {
  21263. // Initialise array for duplicate requests
  21264. loading[ url ] = [];
  21265. loading[ url ].push( {
  21266. onLoad: onLoad,
  21267. onProgress: onProgress,
  21268. onError: onError
  21269. } );
  21270. var request = new XMLHttpRequest();
  21271. request.open( 'GET', url, true );
  21272. request.addEventListener( 'load', function ( event ) {
  21273. var response = this.response;
  21274. var callbacks = loading[ url ];
  21275. delete loading[ url ];
  21276. if ( this.status === 200 || this.status === 0 ) {
  21277. // Some browsers return HTTP Status 0 when using non-http protocol
  21278. // e.g. 'file://' or 'data://'. Handle as success.
  21279. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21280. // Add to cache only on HTTP success, so that we do not cache
  21281. // error response bodies as proper responses to requests.
  21282. Cache.add( url, response );
  21283. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21284. var callback = callbacks[ i ];
  21285. if ( callback.onLoad ) { callback.onLoad( response ); }
  21286. }
  21287. scope.manager.itemEnd( url );
  21288. } else {
  21289. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21290. var callback = callbacks[ i ];
  21291. if ( callback.onError ) { callback.onError( event ); }
  21292. }
  21293. scope.manager.itemError( url );
  21294. scope.manager.itemEnd( url );
  21295. }
  21296. }, false );
  21297. request.addEventListener( 'progress', function ( event ) {
  21298. var callbacks = loading[ url ];
  21299. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21300. var callback = callbacks[ i ];
  21301. if ( callback.onProgress ) { callback.onProgress( event ); }
  21302. }
  21303. }, false );
  21304. request.addEventListener( 'error', function ( event ) {
  21305. var callbacks = loading[ url ];
  21306. delete loading[ url ];
  21307. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21308. var callback = callbacks[ i ];
  21309. if ( callback.onError ) { callback.onError( event ); }
  21310. }
  21311. scope.manager.itemError( url );
  21312. scope.manager.itemEnd( url );
  21313. }, false );
  21314. request.addEventListener( 'abort', function ( event ) {
  21315. var callbacks = loading[ url ];
  21316. delete loading[ url ];
  21317. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21318. var callback = callbacks[ i ];
  21319. if ( callback.onError ) { callback.onError( event ); }
  21320. }
  21321. scope.manager.itemError( url );
  21322. scope.manager.itemEnd( url );
  21323. }, false );
  21324. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21325. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21326. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21327. for ( var header in this.requestHeader ) {
  21328. request.setRequestHeader( header, this.requestHeader[ header ] );
  21329. }
  21330. request.send( null );
  21331. }
  21332. scope.manager.itemStart( url );
  21333. return request;
  21334. },
  21335. setResponseType: function ( value ) {
  21336. this.responseType = value;
  21337. return this;
  21338. },
  21339. setWithCredentials: function ( value ) {
  21340. this.withCredentials = value;
  21341. return this;
  21342. },
  21343. setMimeType: function ( value ) {
  21344. this.mimeType = value;
  21345. return this;
  21346. },
  21347. setRequestHeader: function ( value ) {
  21348. this.requestHeader = value;
  21349. return this;
  21350. }
  21351. } );
  21352. /**
  21353. * @author bhouston / http://clara.io/
  21354. */
  21355. function AnimationLoader( manager ) {
  21356. Loader.call( this, manager );
  21357. }
  21358. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21359. constructor: AnimationLoader,
  21360. load: function ( url, onLoad, onProgress, onError ) {
  21361. var scope = this;
  21362. var loader = new FileLoader( scope.manager );
  21363. loader.setPath( scope.path );
  21364. loader.load( url, function ( text ) {
  21365. onLoad( scope.parse( JSON.parse( text ) ) );
  21366. }, onProgress, onError );
  21367. },
  21368. parse: function ( json ) {
  21369. var animations = [];
  21370. for ( var i = 0; i < json.length; i ++ ) {
  21371. var clip = AnimationClip.parse( json[ i ] );
  21372. animations.push( clip );
  21373. }
  21374. return animations;
  21375. }
  21376. } );
  21377. /**
  21378. * @author mrdoob / http://mrdoob.com/
  21379. *
  21380. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21381. *
  21382. * Sub classes have to implement the parse() method which will be used in load().
  21383. */
  21384. function CompressedTextureLoader( manager ) {
  21385. Loader.call( this, manager );
  21386. }
  21387. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21388. constructor: CompressedTextureLoader,
  21389. load: function ( url, onLoad, onProgress, onError ) {
  21390. var scope = this;
  21391. var images = [];
  21392. var texture = new CompressedTexture();
  21393. texture.image = images;
  21394. var loader = new FileLoader( this.manager );
  21395. loader.setPath( this.path );
  21396. loader.setResponseType( 'arraybuffer' );
  21397. function loadTexture( i ) {
  21398. loader.load( url[ i ], function ( buffer ) {
  21399. var texDatas = scope.parse( buffer, true );
  21400. images[ i ] = {
  21401. width: texDatas.width,
  21402. height: texDatas.height,
  21403. format: texDatas.format,
  21404. mipmaps: texDatas.mipmaps
  21405. };
  21406. loaded += 1;
  21407. if ( loaded === 6 ) {
  21408. if ( texDatas.mipmapCount === 1 )
  21409. { texture.minFilter = LinearFilter; }
  21410. texture.format = texDatas.format;
  21411. texture.needsUpdate = true;
  21412. if ( onLoad ) { onLoad( texture ); }
  21413. }
  21414. }, onProgress, onError );
  21415. }
  21416. if ( Array.isArray( url ) ) {
  21417. var loaded = 0;
  21418. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21419. loadTexture( i );
  21420. }
  21421. } else {
  21422. // compressed cubemap texture stored in a single DDS file
  21423. loader.load( url, function ( buffer ) {
  21424. var texDatas = scope.parse( buffer, true );
  21425. if ( texDatas.isCubemap ) {
  21426. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21427. for ( var f = 0; f < faces; f ++ ) {
  21428. images[ f ] = { mipmaps: [] };
  21429. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21430. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21431. images[ f ].format = texDatas.format;
  21432. images[ f ].width = texDatas.width;
  21433. images[ f ].height = texDatas.height;
  21434. }
  21435. }
  21436. } else {
  21437. texture.image.width = texDatas.width;
  21438. texture.image.height = texDatas.height;
  21439. texture.mipmaps = texDatas.mipmaps;
  21440. }
  21441. if ( texDatas.mipmapCount === 1 ) {
  21442. texture.minFilter = LinearFilter;
  21443. }
  21444. texture.format = texDatas.format;
  21445. texture.needsUpdate = true;
  21446. if ( onLoad ) { onLoad( texture ); }
  21447. }, onProgress, onError );
  21448. }
  21449. return texture;
  21450. }
  21451. } );
  21452. /**
  21453. * @author Nikos M. / https://github.com/foo123/
  21454. *
  21455. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21456. *
  21457. * Sub classes have to implement the parse() method which will be used in load().
  21458. */
  21459. function DataTextureLoader( manager ) {
  21460. Loader.call( this, manager );
  21461. }
  21462. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21463. constructor: DataTextureLoader,
  21464. load: function ( url, onLoad, onProgress, onError ) {
  21465. var scope = this;
  21466. var texture = new DataTexture();
  21467. var loader = new FileLoader( this.manager );
  21468. loader.setResponseType( 'arraybuffer' );
  21469. loader.setPath( this.path );
  21470. loader.load( url, function ( buffer ) {
  21471. var texData = scope.parse( buffer );
  21472. if ( ! texData ) { return; }
  21473. if ( texData.image !== undefined ) {
  21474. texture.image = texData.image;
  21475. } else if ( texData.data !== undefined ) {
  21476. texture.image.width = texData.width;
  21477. texture.image.height = texData.height;
  21478. texture.image.data = texData.data;
  21479. }
  21480. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21481. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21482. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21483. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipmapLinearFilter;
  21484. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21485. if ( texData.format !== undefined ) {
  21486. texture.format = texData.format;
  21487. }
  21488. if ( texData.type !== undefined ) {
  21489. texture.type = texData.type;
  21490. }
  21491. if ( texData.mipmaps !== undefined ) {
  21492. texture.mipmaps = texData.mipmaps;
  21493. }
  21494. if ( texData.mipmapCount === 1 ) {
  21495. texture.minFilter = LinearFilter;
  21496. }
  21497. texture.needsUpdate = true;
  21498. if ( onLoad ) { onLoad( texture, texData ); }
  21499. }, onProgress, onError );
  21500. return texture;
  21501. }
  21502. } );
  21503. /**
  21504. * @author mrdoob / http://mrdoob.com/
  21505. */
  21506. function ImageLoader( manager ) {
  21507. Loader.call( this, manager );
  21508. }
  21509. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21510. constructor: ImageLoader,
  21511. load: function ( url, onLoad, onProgress, onError ) {
  21512. if ( this.path !== undefined ) { url = this.path + url; }
  21513. url = this.manager.resolveURL( url );
  21514. var scope = this;
  21515. var cached = Cache.get( url );
  21516. if ( cached !== undefined ) {
  21517. scope.manager.itemStart( url );
  21518. setTimeout( function () {
  21519. if ( onLoad ) { onLoad( cached ); }
  21520. scope.manager.itemEnd( url );
  21521. }, 0 );
  21522. return cached;
  21523. }
  21524. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21525. function onImageLoad() {
  21526. image.removeEventListener( 'load', onImageLoad, false );
  21527. image.removeEventListener( 'error', onImageError, false );
  21528. Cache.add( url, this );
  21529. if ( onLoad ) { onLoad( this ); }
  21530. scope.manager.itemEnd( url );
  21531. }
  21532. function onImageError( event ) {
  21533. image.removeEventListener( 'load', onImageLoad, false );
  21534. image.removeEventListener( 'error', onImageError, false );
  21535. if ( onError ) { onError( event ); }
  21536. scope.manager.itemError( url );
  21537. scope.manager.itemEnd( url );
  21538. }
  21539. image.addEventListener( 'load', onImageLoad, false );
  21540. image.addEventListener( 'error', onImageError, false );
  21541. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21542. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21543. }
  21544. scope.manager.itemStart( url );
  21545. image.src = url;
  21546. return image;
  21547. }
  21548. } );
  21549. /**
  21550. * @author mrdoob / http://mrdoob.com/
  21551. */
  21552. function CubeTextureLoader( manager ) {
  21553. Loader.call( this, manager );
  21554. }
  21555. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21556. constructor: CubeTextureLoader,
  21557. load: function ( urls, onLoad, onProgress, onError ) {
  21558. var texture = new CubeTexture();
  21559. var loader = new ImageLoader( this.manager );
  21560. loader.setCrossOrigin( this.crossOrigin );
  21561. loader.setPath( this.path );
  21562. var loaded = 0;
  21563. function loadTexture( i ) {
  21564. loader.load( urls[ i ], function ( image ) {
  21565. texture.images[ i ] = image;
  21566. loaded ++;
  21567. if ( loaded === 6 ) {
  21568. texture.needsUpdate = true;
  21569. if ( onLoad ) { onLoad( texture ); }
  21570. }
  21571. }, undefined, onError );
  21572. }
  21573. for ( var i = 0; i < urls.length; ++ i ) {
  21574. loadTexture( i );
  21575. }
  21576. return texture;
  21577. }
  21578. } );
  21579. /**
  21580. * @author mrdoob / http://mrdoob.com/
  21581. */
  21582. function TextureLoader( manager ) {
  21583. Loader.call( this, manager );
  21584. }
  21585. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21586. constructor: TextureLoader,
  21587. load: function ( url, onLoad, onProgress, onError ) {
  21588. var texture = new Texture();
  21589. var loader = new ImageLoader( this.manager );
  21590. loader.setCrossOrigin( this.crossOrigin );
  21591. loader.setPath( this.path );
  21592. loader.load( url, function ( image ) {
  21593. texture.image = image;
  21594. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21595. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21596. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21597. texture.needsUpdate = true;
  21598. if ( onLoad !== undefined ) {
  21599. onLoad( texture );
  21600. }
  21601. }, onProgress, onError );
  21602. return texture;
  21603. }
  21604. } );
  21605. /**
  21606. * @author zz85 / http://www.lab4games.net/zz85/blog
  21607. * Extensible curve object
  21608. *
  21609. * Some common of curve methods:
  21610. * .getPoint( t, optionalTarget ), .getTangent( t )
  21611. * .getPointAt( u, optionalTarget ), .getTangentAt( u )
  21612. * .getPoints(), .getSpacedPoints()
  21613. * .getLength()
  21614. * .updateArcLengths()
  21615. *
  21616. * This following curves inherit from THREE.Curve:
  21617. *
  21618. * -- 2D curves --
  21619. * THREE.ArcCurve
  21620. * THREE.CubicBezierCurve
  21621. * THREE.EllipseCurve
  21622. * THREE.LineCurve
  21623. * THREE.QuadraticBezierCurve
  21624. * THREE.SplineCurve
  21625. *
  21626. * -- 3D curves --
  21627. * THREE.CatmullRomCurve3
  21628. * THREE.CubicBezierCurve3
  21629. * THREE.LineCurve3
  21630. * THREE.QuadraticBezierCurve3
  21631. *
  21632. * A series of curves can be represented as a THREE.CurvePath.
  21633. *
  21634. **/
  21635. /**************************************************************
  21636. * Abstract Curve base class
  21637. **************************************************************/
  21638. function Curve() {
  21639. this.type = 'Curve';
  21640. this.arcLengthDivisions = 200;
  21641. }
  21642. Object.assign( Curve.prototype, {
  21643. // Virtual base class method to overwrite and implement in subclasses
  21644. // - t [0 .. 1]
  21645. getPoint: function ( /* t, optionalTarget */ ) {
  21646. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21647. return null;
  21648. },
  21649. // Get point at relative position in curve according to arc length
  21650. // - u [0 .. 1]
  21651. getPointAt: function ( u, optionalTarget ) {
  21652. var t = this.getUtoTmapping( u );
  21653. return this.getPoint( t, optionalTarget );
  21654. },
  21655. // Get sequence of points using getPoint( t )
  21656. getPoints: function ( divisions ) {
  21657. if ( divisions === undefined ) { divisions = 5; }
  21658. var points = [];
  21659. for ( var d = 0; d <= divisions; d ++ ) {
  21660. points.push( this.getPoint( d / divisions ) );
  21661. }
  21662. return points;
  21663. },
  21664. // Get sequence of points using getPointAt( u )
  21665. getSpacedPoints: function ( divisions ) {
  21666. if ( divisions === undefined ) { divisions = 5; }
  21667. var points = [];
  21668. for ( var d = 0; d <= divisions; d ++ ) {
  21669. points.push( this.getPointAt( d / divisions ) );
  21670. }
  21671. return points;
  21672. },
  21673. // Get total curve arc length
  21674. getLength: function () {
  21675. var lengths = this.getLengths();
  21676. return lengths[ lengths.length - 1 ];
  21677. },
  21678. // Get list of cumulative segment lengths
  21679. getLengths: function ( divisions ) {
  21680. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  21681. if ( this.cacheArcLengths &&
  21682. ( this.cacheArcLengths.length === divisions + 1 ) &&
  21683. ! this.needsUpdate ) {
  21684. return this.cacheArcLengths;
  21685. }
  21686. this.needsUpdate = false;
  21687. var cache = [];
  21688. var current, last = this.getPoint( 0 );
  21689. var p, sum = 0;
  21690. cache.push( 0 );
  21691. for ( p = 1; p <= divisions; p ++ ) {
  21692. current = this.getPoint( p / divisions );
  21693. sum += current.distanceTo( last );
  21694. cache.push( sum );
  21695. last = current;
  21696. }
  21697. this.cacheArcLengths = cache;
  21698. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  21699. },
  21700. updateArcLengths: function () {
  21701. this.needsUpdate = true;
  21702. this.getLengths();
  21703. },
  21704. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  21705. getUtoTmapping: function ( u, distance ) {
  21706. var arcLengths = this.getLengths();
  21707. var i = 0, il = arcLengths.length;
  21708. var targetArcLength; // The targeted u distance value to get
  21709. if ( distance ) {
  21710. targetArcLength = distance;
  21711. } else {
  21712. targetArcLength = u * arcLengths[ il - 1 ];
  21713. }
  21714. // binary search for the index with largest value smaller than target u distance
  21715. var low = 0, high = il - 1, comparison;
  21716. while ( low <= high ) {
  21717. 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
  21718. comparison = arcLengths[ i ] - targetArcLength;
  21719. if ( comparison < 0 ) {
  21720. low = i + 1;
  21721. } else if ( comparison > 0 ) {
  21722. high = i - 1;
  21723. } else {
  21724. high = i;
  21725. break;
  21726. // DONE
  21727. }
  21728. }
  21729. i = high;
  21730. if ( arcLengths[ i ] === targetArcLength ) {
  21731. return i / ( il - 1 );
  21732. }
  21733. // we could get finer grain at lengths, or use simple interpolation between two points
  21734. var lengthBefore = arcLengths[ i ];
  21735. var lengthAfter = arcLengths[ i + 1 ];
  21736. var segmentLength = lengthAfter - lengthBefore;
  21737. // determine where we are between the 'before' and 'after' points
  21738. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  21739. // add that fractional amount to t
  21740. var t = ( i + segmentFraction ) / ( il - 1 );
  21741. return t;
  21742. },
  21743. // Returns a unit vector tangent at t
  21744. // In case any sub curve does not implement its tangent derivation,
  21745. // 2 points a small delta apart will be used to find its gradient
  21746. // which seems to give a reasonable approximation
  21747. getTangent: function ( t ) {
  21748. var delta = 0.0001;
  21749. var t1 = t - delta;
  21750. var t2 = t + delta;
  21751. // Capping in case of danger
  21752. if ( t1 < 0 ) { t1 = 0; }
  21753. if ( t2 > 1 ) { t2 = 1; }
  21754. var pt1 = this.getPoint( t1 );
  21755. var pt2 = this.getPoint( t2 );
  21756. var vec = pt2.clone().sub( pt1 );
  21757. return vec.normalize();
  21758. },
  21759. getTangentAt: function ( u ) {
  21760. var t = this.getUtoTmapping( u );
  21761. return this.getTangent( t );
  21762. },
  21763. computeFrenetFrames: function ( segments, closed ) {
  21764. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  21765. var normal = new Vector3();
  21766. var tangents = [];
  21767. var normals = [];
  21768. var binormals = [];
  21769. var vec = new Vector3();
  21770. var mat = new Matrix4();
  21771. var i, u, theta;
  21772. // compute the tangent vectors for each segment on the curve
  21773. for ( i = 0; i <= segments; i ++ ) {
  21774. u = i / segments;
  21775. tangents[ i ] = this.getTangentAt( u );
  21776. tangents[ i ].normalize();
  21777. }
  21778. // select an initial normal vector perpendicular to the first tangent vector,
  21779. // and in the direction of the minimum tangent xyz component
  21780. normals[ 0 ] = new Vector3();
  21781. binormals[ 0 ] = new Vector3();
  21782. var min = Number.MAX_VALUE;
  21783. var tx = Math.abs( tangents[ 0 ].x );
  21784. var ty = Math.abs( tangents[ 0 ].y );
  21785. var tz = Math.abs( tangents[ 0 ].z );
  21786. if ( tx <= min ) {
  21787. min = tx;
  21788. normal.set( 1, 0, 0 );
  21789. }
  21790. if ( ty <= min ) {
  21791. min = ty;
  21792. normal.set( 0, 1, 0 );
  21793. }
  21794. if ( tz <= min ) {
  21795. normal.set( 0, 0, 1 );
  21796. }
  21797. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  21798. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  21799. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  21800. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  21801. for ( i = 1; i <= segments; i ++ ) {
  21802. normals[ i ] = normals[ i - 1 ].clone();
  21803. binormals[ i ] = binormals[ i - 1 ].clone();
  21804. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  21805. if ( vec.length() > Number.EPSILON ) {
  21806. vec.normalize();
  21807. theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  21808. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  21809. }
  21810. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21811. }
  21812. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  21813. if ( closed === true ) {
  21814. theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  21815. theta /= segments;
  21816. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  21817. theta = - theta;
  21818. }
  21819. for ( i = 1; i <= segments; i ++ ) {
  21820. // twist a little...
  21821. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  21822. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  21823. }
  21824. }
  21825. return {
  21826. tangents: tangents,
  21827. normals: normals,
  21828. binormals: binormals
  21829. };
  21830. },
  21831. clone: function () {
  21832. return new this.constructor().copy( this );
  21833. },
  21834. copy: function ( source ) {
  21835. this.arcLengthDivisions = source.arcLengthDivisions;
  21836. return this;
  21837. },
  21838. toJSON: function () {
  21839. var data = {
  21840. metadata: {
  21841. version: 4.5,
  21842. type: 'Curve',
  21843. generator: 'Curve.toJSON'
  21844. }
  21845. };
  21846. data.arcLengthDivisions = this.arcLengthDivisions;
  21847. data.type = this.type;
  21848. return data;
  21849. },
  21850. fromJSON: function ( json ) {
  21851. this.arcLengthDivisions = json.arcLengthDivisions;
  21852. return this;
  21853. }
  21854. } );
  21855. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  21856. Curve.call( this );
  21857. this.type = 'EllipseCurve';
  21858. this.aX = aX || 0;
  21859. this.aY = aY || 0;
  21860. this.xRadius = xRadius || 1;
  21861. this.yRadius = yRadius || 1;
  21862. this.aStartAngle = aStartAngle || 0;
  21863. this.aEndAngle = aEndAngle || 2 * Math.PI;
  21864. this.aClockwise = aClockwise || false;
  21865. this.aRotation = aRotation || 0;
  21866. }
  21867. EllipseCurve.prototype = Object.create( Curve.prototype );
  21868. EllipseCurve.prototype.constructor = EllipseCurve;
  21869. EllipseCurve.prototype.isEllipseCurve = true;
  21870. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  21871. var point = optionalTarget || new Vector2();
  21872. var twoPi = Math.PI * 2;
  21873. var deltaAngle = this.aEndAngle - this.aStartAngle;
  21874. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  21875. // ensures that deltaAngle is 0 .. 2 PI
  21876. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  21877. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  21878. if ( deltaAngle < Number.EPSILON ) {
  21879. if ( samePoints ) {
  21880. deltaAngle = 0;
  21881. } else {
  21882. deltaAngle = twoPi;
  21883. }
  21884. }
  21885. if ( this.aClockwise === true && ! samePoints ) {
  21886. if ( deltaAngle === twoPi ) {
  21887. deltaAngle = - twoPi;
  21888. } else {
  21889. deltaAngle = deltaAngle - twoPi;
  21890. }
  21891. }
  21892. var angle = this.aStartAngle + t * deltaAngle;
  21893. var x = this.aX + this.xRadius * Math.cos( angle );
  21894. var y = this.aY + this.yRadius * Math.sin( angle );
  21895. if ( this.aRotation !== 0 ) {
  21896. var cos = Math.cos( this.aRotation );
  21897. var sin = Math.sin( this.aRotation );
  21898. var tx = x - this.aX;
  21899. var ty = y - this.aY;
  21900. // Rotate the point about the center of the ellipse.
  21901. x = tx * cos - ty * sin + this.aX;
  21902. y = tx * sin + ty * cos + this.aY;
  21903. }
  21904. return point.set( x, y );
  21905. };
  21906. EllipseCurve.prototype.copy = function ( source ) {
  21907. Curve.prototype.copy.call( this, source );
  21908. this.aX = source.aX;
  21909. this.aY = source.aY;
  21910. this.xRadius = source.xRadius;
  21911. this.yRadius = source.yRadius;
  21912. this.aStartAngle = source.aStartAngle;
  21913. this.aEndAngle = source.aEndAngle;
  21914. this.aClockwise = source.aClockwise;
  21915. this.aRotation = source.aRotation;
  21916. return this;
  21917. };
  21918. EllipseCurve.prototype.toJSON = function () {
  21919. var data = Curve.prototype.toJSON.call( this );
  21920. data.aX = this.aX;
  21921. data.aY = this.aY;
  21922. data.xRadius = this.xRadius;
  21923. data.yRadius = this.yRadius;
  21924. data.aStartAngle = this.aStartAngle;
  21925. data.aEndAngle = this.aEndAngle;
  21926. data.aClockwise = this.aClockwise;
  21927. data.aRotation = this.aRotation;
  21928. return data;
  21929. };
  21930. EllipseCurve.prototype.fromJSON = function ( json ) {
  21931. Curve.prototype.fromJSON.call( this, json );
  21932. this.aX = json.aX;
  21933. this.aY = json.aY;
  21934. this.xRadius = json.xRadius;
  21935. this.yRadius = json.yRadius;
  21936. this.aStartAngle = json.aStartAngle;
  21937. this.aEndAngle = json.aEndAngle;
  21938. this.aClockwise = json.aClockwise;
  21939. this.aRotation = json.aRotation;
  21940. return this;
  21941. };
  21942. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  21943. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  21944. this.type = 'ArcCurve';
  21945. }
  21946. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  21947. ArcCurve.prototype.constructor = ArcCurve;
  21948. ArcCurve.prototype.isArcCurve = true;
  21949. /**
  21950. * @author zz85 https://github.com/zz85
  21951. *
  21952. * Centripetal CatmullRom Curve - which is useful for avoiding
  21953. * cusps and self-intersections in non-uniform catmull rom curves.
  21954. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  21955. *
  21956. * curve.type accepts centripetal(default), chordal and catmullrom
  21957. * curve.tension is used for catmullrom which defaults to 0.5
  21958. */
  21959. /*
  21960. Based on an optimized c++ solution in
  21961. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  21962. - http://ideone.com/NoEbVM
  21963. This CubicPoly class could be used for reusing some variables and calculations,
  21964. but for three.js curve use, it could be possible inlined and flatten into a single function call
  21965. which can be placed in CurveUtils.
  21966. */
  21967. function CubicPoly() {
  21968. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  21969. /*
  21970. * Compute coefficients for a cubic polynomial
  21971. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  21972. * such that
  21973. * p(0) = x0, p(1) = x1
  21974. * and
  21975. * p'(0) = t0, p'(1) = t1.
  21976. */
  21977. function init( x0, x1, t0, t1 ) {
  21978. c0 = x0;
  21979. c1 = t0;
  21980. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  21981. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  21982. }
  21983. return {
  21984. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  21985. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  21986. },
  21987. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  21988. // compute tangents when parameterized in [t1,t2]
  21989. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  21990. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  21991. // rescale tangents for parametrization in [0,1]
  21992. t1 *= dt1;
  21993. t2 *= dt1;
  21994. init( x1, x2, t1, t2 );
  21995. },
  21996. calc: function ( t ) {
  21997. var t2 = t * t;
  21998. var t3 = t2 * t;
  21999. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22000. }
  22001. };
  22002. }
  22003. //
  22004. var tmp = new Vector3();
  22005. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22006. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22007. Curve.call( this );
  22008. this.type = 'CatmullRomCurve3';
  22009. this.points = points || [];
  22010. this.closed = closed || false;
  22011. this.curveType = curveType || 'centripetal';
  22012. this.tension = tension || 0.5;
  22013. }
  22014. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22015. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22016. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22017. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22018. var point = optionalTarget || new Vector3();
  22019. var points = this.points;
  22020. var l = points.length;
  22021. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22022. var intPoint = Math.floor( p );
  22023. var weight = p - intPoint;
  22024. if ( this.closed ) {
  22025. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22026. } else if ( weight === 0 && intPoint === l - 1 ) {
  22027. intPoint = l - 2;
  22028. weight = 1;
  22029. }
  22030. var p0, p1, p2, p3; // 4 points
  22031. if ( this.closed || intPoint > 0 ) {
  22032. p0 = points[ ( intPoint - 1 ) % l ];
  22033. } else {
  22034. // extrapolate first point
  22035. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22036. p0 = tmp;
  22037. }
  22038. p1 = points[ intPoint % l ];
  22039. p2 = points[ ( intPoint + 1 ) % l ];
  22040. if ( this.closed || intPoint + 2 < l ) {
  22041. p3 = points[ ( intPoint + 2 ) % l ];
  22042. } else {
  22043. // extrapolate last point
  22044. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22045. p3 = tmp;
  22046. }
  22047. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22048. // init Centripetal / Chordal Catmull-Rom
  22049. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22050. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22051. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22052. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22053. // safety check for repeated points
  22054. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22055. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22056. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22057. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22058. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22059. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22060. } else if ( this.curveType === 'catmullrom' ) {
  22061. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22062. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22063. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22064. }
  22065. point.set(
  22066. px.calc( weight ),
  22067. py.calc( weight ),
  22068. pz.calc( weight )
  22069. );
  22070. return point;
  22071. };
  22072. CatmullRomCurve3.prototype.copy = function ( source ) {
  22073. Curve.prototype.copy.call( this, source );
  22074. this.points = [];
  22075. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22076. var point = source.points[ i ];
  22077. this.points.push( point.clone() );
  22078. }
  22079. this.closed = source.closed;
  22080. this.curveType = source.curveType;
  22081. this.tension = source.tension;
  22082. return this;
  22083. };
  22084. CatmullRomCurve3.prototype.toJSON = function () {
  22085. var data = Curve.prototype.toJSON.call( this );
  22086. data.points = [];
  22087. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22088. var point = this.points[ i ];
  22089. data.points.push( point.toArray() );
  22090. }
  22091. data.closed = this.closed;
  22092. data.curveType = this.curveType;
  22093. data.tension = this.tension;
  22094. return data;
  22095. };
  22096. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22097. Curve.prototype.fromJSON.call( this, json );
  22098. this.points = [];
  22099. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22100. var point = json.points[ i ];
  22101. this.points.push( new Vector3().fromArray( point ) );
  22102. }
  22103. this.closed = json.closed;
  22104. this.curveType = json.curveType;
  22105. this.tension = json.tension;
  22106. return this;
  22107. };
  22108. /**
  22109. * @author zz85 / http://www.lab4games.net/zz85/blog
  22110. *
  22111. * Bezier Curves formulas obtained from
  22112. * http://en.wikipedia.org/wiki/Bézier_curve
  22113. */
  22114. function CatmullRom( t, p0, p1, p2, p3 ) {
  22115. var v0 = ( p2 - p0 ) * 0.5;
  22116. var v1 = ( p3 - p1 ) * 0.5;
  22117. var t2 = t * t;
  22118. var t3 = t * t2;
  22119. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22120. }
  22121. //
  22122. function QuadraticBezierP0( t, p ) {
  22123. var k = 1 - t;
  22124. return k * k * p;
  22125. }
  22126. function QuadraticBezierP1( t, p ) {
  22127. return 2 * ( 1 - t ) * t * p;
  22128. }
  22129. function QuadraticBezierP2( t, p ) {
  22130. return t * t * p;
  22131. }
  22132. function QuadraticBezier( t, p0, p1, p2 ) {
  22133. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22134. QuadraticBezierP2( t, p2 );
  22135. }
  22136. //
  22137. function CubicBezierP0( t, p ) {
  22138. var k = 1 - t;
  22139. return k * k * k * p;
  22140. }
  22141. function CubicBezierP1( t, p ) {
  22142. var k = 1 - t;
  22143. return 3 * k * k * t * p;
  22144. }
  22145. function CubicBezierP2( t, p ) {
  22146. return 3 * ( 1 - t ) * t * t * p;
  22147. }
  22148. function CubicBezierP3( t, p ) {
  22149. return t * t * t * p;
  22150. }
  22151. function CubicBezier( t, p0, p1, p2, p3 ) {
  22152. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22153. CubicBezierP3( t, p3 );
  22154. }
  22155. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22156. Curve.call( this );
  22157. this.type = 'CubicBezierCurve';
  22158. this.v0 = v0 || new Vector2();
  22159. this.v1 = v1 || new Vector2();
  22160. this.v2 = v2 || new Vector2();
  22161. this.v3 = v3 || new Vector2();
  22162. }
  22163. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22164. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22165. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22166. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22167. var point = optionalTarget || new Vector2();
  22168. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22169. point.set(
  22170. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22171. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22172. );
  22173. return point;
  22174. };
  22175. CubicBezierCurve.prototype.copy = function ( source ) {
  22176. Curve.prototype.copy.call( this, source );
  22177. this.v0.copy( source.v0 );
  22178. this.v1.copy( source.v1 );
  22179. this.v2.copy( source.v2 );
  22180. this.v3.copy( source.v3 );
  22181. return this;
  22182. };
  22183. CubicBezierCurve.prototype.toJSON = function () {
  22184. var data = Curve.prototype.toJSON.call( this );
  22185. data.v0 = this.v0.toArray();
  22186. data.v1 = this.v1.toArray();
  22187. data.v2 = this.v2.toArray();
  22188. data.v3 = this.v3.toArray();
  22189. return data;
  22190. };
  22191. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22192. Curve.prototype.fromJSON.call( this, json );
  22193. this.v0.fromArray( json.v0 );
  22194. this.v1.fromArray( json.v1 );
  22195. this.v2.fromArray( json.v2 );
  22196. this.v3.fromArray( json.v3 );
  22197. return this;
  22198. };
  22199. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22200. Curve.call( this );
  22201. this.type = 'CubicBezierCurve3';
  22202. this.v0 = v0 || new Vector3();
  22203. this.v1 = v1 || new Vector3();
  22204. this.v2 = v2 || new Vector3();
  22205. this.v3 = v3 || new Vector3();
  22206. }
  22207. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22208. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22209. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22210. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22211. var point = optionalTarget || new Vector3();
  22212. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22213. point.set(
  22214. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22215. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22216. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22217. );
  22218. return point;
  22219. };
  22220. CubicBezierCurve3.prototype.copy = function ( source ) {
  22221. Curve.prototype.copy.call( this, source );
  22222. this.v0.copy( source.v0 );
  22223. this.v1.copy( source.v1 );
  22224. this.v2.copy( source.v2 );
  22225. this.v3.copy( source.v3 );
  22226. return this;
  22227. };
  22228. CubicBezierCurve3.prototype.toJSON = function () {
  22229. var data = Curve.prototype.toJSON.call( this );
  22230. data.v0 = this.v0.toArray();
  22231. data.v1 = this.v1.toArray();
  22232. data.v2 = this.v2.toArray();
  22233. data.v3 = this.v3.toArray();
  22234. return data;
  22235. };
  22236. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22237. Curve.prototype.fromJSON.call( this, json );
  22238. this.v0.fromArray( json.v0 );
  22239. this.v1.fromArray( json.v1 );
  22240. this.v2.fromArray( json.v2 );
  22241. this.v3.fromArray( json.v3 );
  22242. return this;
  22243. };
  22244. function LineCurve( v1, v2 ) {
  22245. Curve.call( this );
  22246. this.type = 'LineCurve';
  22247. this.v1 = v1 || new Vector2();
  22248. this.v2 = v2 || new Vector2();
  22249. }
  22250. LineCurve.prototype = Object.create( Curve.prototype );
  22251. LineCurve.prototype.constructor = LineCurve;
  22252. LineCurve.prototype.isLineCurve = true;
  22253. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22254. var point = optionalTarget || new Vector2();
  22255. if ( t === 1 ) {
  22256. point.copy( this.v2 );
  22257. } else {
  22258. point.copy( this.v2 ).sub( this.v1 );
  22259. point.multiplyScalar( t ).add( this.v1 );
  22260. }
  22261. return point;
  22262. };
  22263. // Line curve is linear, so we can overwrite default getPointAt
  22264. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22265. return this.getPoint( u, optionalTarget );
  22266. };
  22267. LineCurve.prototype.getTangent = function ( /* t */ ) {
  22268. var tangent = this.v2.clone().sub( this.v1 );
  22269. return tangent.normalize();
  22270. };
  22271. LineCurve.prototype.copy = function ( source ) {
  22272. Curve.prototype.copy.call( this, source );
  22273. this.v1.copy( source.v1 );
  22274. this.v2.copy( source.v2 );
  22275. return this;
  22276. };
  22277. LineCurve.prototype.toJSON = function () {
  22278. var data = Curve.prototype.toJSON.call( this );
  22279. data.v1 = this.v1.toArray();
  22280. data.v2 = this.v2.toArray();
  22281. return data;
  22282. };
  22283. LineCurve.prototype.fromJSON = function ( json ) {
  22284. Curve.prototype.fromJSON.call( this, json );
  22285. this.v1.fromArray( json.v1 );
  22286. this.v2.fromArray( json.v2 );
  22287. return this;
  22288. };
  22289. function LineCurve3( v1, v2 ) {
  22290. Curve.call( this );
  22291. this.type = 'LineCurve3';
  22292. this.v1 = v1 || new Vector3();
  22293. this.v2 = v2 || new Vector3();
  22294. }
  22295. LineCurve3.prototype = Object.create( Curve.prototype );
  22296. LineCurve3.prototype.constructor = LineCurve3;
  22297. LineCurve3.prototype.isLineCurve3 = true;
  22298. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22299. var point = optionalTarget || new Vector3();
  22300. if ( t === 1 ) {
  22301. point.copy( this.v2 );
  22302. } else {
  22303. point.copy( this.v2 ).sub( this.v1 );
  22304. point.multiplyScalar( t ).add( this.v1 );
  22305. }
  22306. return point;
  22307. };
  22308. // Line curve is linear, so we can overwrite default getPointAt
  22309. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22310. return this.getPoint( u, optionalTarget );
  22311. };
  22312. LineCurve3.prototype.copy = function ( source ) {
  22313. Curve.prototype.copy.call( this, source );
  22314. this.v1.copy( source.v1 );
  22315. this.v2.copy( source.v2 );
  22316. return this;
  22317. };
  22318. LineCurve3.prototype.toJSON = function () {
  22319. var data = Curve.prototype.toJSON.call( this );
  22320. data.v1 = this.v1.toArray();
  22321. data.v2 = this.v2.toArray();
  22322. return data;
  22323. };
  22324. LineCurve3.prototype.fromJSON = function ( json ) {
  22325. Curve.prototype.fromJSON.call( this, json );
  22326. this.v1.fromArray( json.v1 );
  22327. this.v2.fromArray( json.v2 );
  22328. return this;
  22329. };
  22330. function QuadraticBezierCurve( v0, v1, v2 ) {
  22331. Curve.call( this );
  22332. this.type = 'QuadraticBezierCurve';
  22333. this.v0 = v0 || new Vector2();
  22334. this.v1 = v1 || new Vector2();
  22335. this.v2 = v2 || new Vector2();
  22336. }
  22337. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22338. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22339. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22340. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22341. var point = optionalTarget || new Vector2();
  22342. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22343. point.set(
  22344. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22345. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22346. );
  22347. return point;
  22348. };
  22349. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22350. Curve.prototype.copy.call( this, source );
  22351. this.v0.copy( source.v0 );
  22352. this.v1.copy( source.v1 );
  22353. this.v2.copy( source.v2 );
  22354. return this;
  22355. };
  22356. QuadraticBezierCurve.prototype.toJSON = function () {
  22357. var data = Curve.prototype.toJSON.call( this );
  22358. data.v0 = this.v0.toArray();
  22359. data.v1 = this.v1.toArray();
  22360. data.v2 = this.v2.toArray();
  22361. return data;
  22362. };
  22363. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22364. Curve.prototype.fromJSON.call( this, json );
  22365. this.v0.fromArray( json.v0 );
  22366. this.v1.fromArray( json.v1 );
  22367. this.v2.fromArray( json.v2 );
  22368. return this;
  22369. };
  22370. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22371. Curve.call( this );
  22372. this.type = 'QuadraticBezierCurve3';
  22373. this.v0 = v0 || new Vector3();
  22374. this.v1 = v1 || new Vector3();
  22375. this.v2 = v2 || new Vector3();
  22376. }
  22377. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22378. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22379. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22380. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22381. var point = optionalTarget || new Vector3();
  22382. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22383. point.set(
  22384. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22385. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22386. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22387. );
  22388. return point;
  22389. };
  22390. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22391. Curve.prototype.copy.call( this, source );
  22392. this.v0.copy( source.v0 );
  22393. this.v1.copy( source.v1 );
  22394. this.v2.copy( source.v2 );
  22395. return this;
  22396. };
  22397. QuadraticBezierCurve3.prototype.toJSON = function () {
  22398. var data = Curve.prototype.toJSON.call( this );
  22399. data.v0 = this.v0.toArray();
  22400. data.v1 = this.v1.toArray();
  22401. data.v2 = this.v2.toArray();
  22402. return data;
  22403. };
  22404. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22405. Curve.prototype.fromJSON.call( this, json );
  22406. this.v0.fromArray( json.v0 );
  22407. this.v1.fromArray( json.v1 );
  22408. this.v2.fromArray( json.v2 );
  22409. return this;
  22410. };
  22411. function SplineCurve( points /* array of Vector2 */ ) {
  22412. Curve.call( this );
  22413. this.type = 'SplineCurve';
  22414. this.points = points || [];
  22415. }
  22416. SplineCurve.prototype = Object.create( Curve.prototype );
  22417. SplineCurve.prototype.constructor = SplineCurve;
  22418. SplineCurve.prototype.isSplineCurve = true;
  22419. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22420. var point = optionalTarget || new Vector2();
  22421. var points = this.points;
  22422. var p = ( points.length - 1 ) * t;
  22423. var intPoint = Math.floor( p );
  22424. var weight = p - intPoint;
  22425. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22426. var p1 = points[ intPoint ];
  22427. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22428. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22429. point.set(
  22430. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22431. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22432. );
  22433. return point;
  22434. };
  22435. SplineCurve.prototype.copy = function ( source ) {
  22436. Curve.prototype.copy.call( this, source );
  22437. this.points = [];
  22438. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22439. var point = source.points[ i ];
  22440. this.points.push( point.clone() );
  22441. }
  22442. return this;
  22443. };
  22444. SplineCurve.prototype.toJSON = function () {
  22445. var data = Curve.prototype.toJSON.call( this );
  22446. data.points = [];
  22447. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22448. var point = this.points[ i ];
  22449. data.points.push( point.toArray() );
  22450. }
  22451. return data;
  22452. };
  22453. SplineCurve.prototype.fromJSON = function ( json ) {
  22454. Curve.prototype.fromJSON.call( this, json );
  22455. this.points = [];
  22456. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22457. var point = json.points[ i ];
  22458. this.points.push( new Vector2().fromArray( point ) );
  22459. }
  22460. return this;
  22461. };
  22462. var Curves = /*#__PURE__*/Object.freeze({
  22463. __proto__: null,
  22464. ArcCurve: ArcCurve,
  22465. CatmullRomCurve3: CatmullRomCurve3,
  22466. CubicBezierCurve: CubicBezierCurve,
  22467. CubicBezierCurve3: CubicBezierCurve3,
  22468. EllipseCurve: EllipseCurve,
  22469. LineCurve: LineCurve,
  22470. LineCurve3: LineCurve3,
  22471. QuadraticBezierCurve: QuadraticBezierCurve,
  22472. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22473. SplineCurve: SplineCurve
  22474. });
  22475. /**
  22476. * @author zz85 / http://www.lab4games.net/zz85/blog
  22477. *
  22478. **/
  22479. /**************************************************************
  22480. * Curved Path - a curve path is simply a array of connected
  22481. * curves, but retains the api of a curve
  22482. **************************************************************/
  22483. function CurvePath() {
  22484. Curve.call( this );
  22485. this.type = 'CurvePath';
  22486. this.curves = [];
  22487. this.autoClose = false; // Automatically closes the path
  22488. }
  22489. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22490. constructor: CurvePath,
  22491. add: function ( curve ) {
  22492. this.curves.push( curve );
  22493. },
  22494. closePath: function () {
  22495. // Add a line curve if start and end of lines are not connected
  22496. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22497. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22498. if ( ! startPoint.equals( endPoint ) ) {
  22499. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22500. }
  22501. },
  22502. // To get accurate point with reference to
  22503. // entire path distance at time t,
  22504. // following has to be done:
  22505. // 1. Length of each sub path have to be known
  22506. // 2. Locate and identify type of curve
  22507. // 3. Get t for the curve
  22508. // 4. Return curve.getPointAt(t')
  22509. getPoint: function ( t ) {
  22510. var d = t * this.getLength();
  22511. var curveLengths = this.getCurveLengths();
  22512. var i = 0;
  22513. // To think about boundaries points.
  22514. while ( i < curveLengths.length ) {
  22515. if ( curveLengths[ i ] >= d ) {
  22516. var diff = curveLengths[ i ] - d;
  22517. var curve = this.curves[ i ];
  22518. var segmentLength = curve.getLength();
  22519. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22520. return curve.getPointAt( u );
  22521. }
  22522. i ++;
  22523. }
  22524. return null;
  22525. // loop where sum != 0, sum > d , sum+1 <d
  22526. },
  22527. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22528. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22529. // getPoint() depends on getLength
  22530. getLength: function () {
  22531. var lens = this.getCurveLengths();
  22532. return lens[ lens.length - 1 ];
  22533. },
  22534. // cacheLengths must be recalculated.
  22535. updateArcLengths: function () {
  22536. this.needsUpdate = true;
  22537. this.cacheLengths = null;
  22538. this.getCurveLengths();
  22539. },
  22540. // Compute lengths and cache them
  22541. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22542. getCurveLengths: function () {
  22543. // We use cache values if curves and cache array are same length
  22544. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22545. return this.cacheLengths;
  22546. }
  22547. // Get length of sub-curve
  22548. // Push sums into cached array
  22549. var lengths = [], sums = 0;
  22550. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22551. sums += this.curves[ i ].getLength();
  22552. lengths.push( sums );
  22553. }
  22554. this.cacheLengths = lengths;
  22555. return lengths;
  22556. },
  22557. getSpacedPoints: function ( divisions ) {
  22558. if ( divisions === undefined ) { divisions = 40; }
  22559. var points = [];
  22560. for ( var i = 0; i <= divisions; i ++ ) {
  22561. points.push( this.getPoint( i / divisions ) );
  22562. }
  22563. if ( this.autoClose ) {
  22564. points.push( points[ 0 ] );
  22565. }
  22566. return points;
  22567. },
  22568. getPoints: function ( divisions ) {
  22569. divisions = divisions || 12;
  22570. var points = [], last;
  22571. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22572. var curve = curves[ i ];
  22573. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22574. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22575. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22576. : divisions;
  22577. var pts = curve.getPoints( resolution );
  22578. for ( var j = 0; j < pts.length; j ++ ) {
  22579. var point = pts[ j ];
  22580. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22581. points.push( point );
  22582. last = point;
  22583. }
  22584. }
  22585. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22586. points.push( points[ 0 ] );
  22587. }
  22588. return points;
  22589. },
  22590. copy: function ( source ) {
  22591. Curve.prototype.copy.call( this, source );
  22592. this.curves = [];
  22593. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22594. var curve = source.curves[ i ];
  22595. this.curves.push( curve.clone() );
  22596. }
  22597. this.autoClose = source.autoClose;
  22598. return this;
  22599. },
  22600. toJSON: function () {
  22601. var data = Curve.prototype.toJSON.call( this );
  22602. data.autoClose = this.autoClose;
  22603. data.curves = [];
  22604. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22605. var curve = this.curves[ i ];
  22606. data.curves.push( curve.toJSON() );
  22607. }
  22608. return data;
  22609. },
  22610. fromJSON: function ( json ) {
  22611. Curve.prototype.fromJSON.call( this, json );
  22612. this.autoClose = json.autoClose;
  22613. this.curves = [];
  22614. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22615. var curve = json.curves[ i ];
  22616. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22617. }
  22618. return this;
  22619. }
  22620. } );
  22621. /**
  22622. * @author zz85 / http://www.lab4games.net/zz85/blog
  22623. * Creates free form 2d path using series of points, lines or curves.
  22624. **/
  22625. function Path( points ) {
  22626. CurvePath.call( this );
  22627. this.type = 'Path';
  22628. this.currentPoint = new Vector2();
  22629. if ( points ) {
  22630. this.setFromPoints( points );
  22631. }
  22632. }
  22633. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22634. constructor: Path,
  22635. setFromPoints: function ( points ) {
  22636. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22637. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22638. this.lineTo( points[ i ].x, points[ i ].y );
  22639. }
  22640. },
  22641. moveTo: function ( x, y ) {
  22642. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22643. },
  22644. lineTo: function ( x, y ) {
  22645. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22646. this.curves.push( curve );
  22647. this.currentPoint.set( x, y );
  22648. },
  22649. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22650. var curve = new QuadraticBezierCurve(
  22651. this.currentPoint.clone(),
  22652. new Vector2( aCPx, aCPy ),
  22653. new Vector2( aX, aY )
  22654. );
  22655. this.curves.push( curve );
  22656. this.currentPoint.set( aX, aY );
  22657. },
  22658. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  22659. var curve = new CubicBezierCurve(
  22660. this.currentPoint.clone(),
  22661. new Vector2( aCP1x, aCP1y ),
  22662. new Vector2( aCP2x, aCP2y ),
  22663. new Vector2( aX, aY )
  22664. );
  22665. this.curves.push( curve );
  22666. this.currentPoint.set( aX, aY );
  22667. },
  22668. splineThru: function ( pts /*Array of Vector*/ ) {
  22669. var npts = [ this.currentPoint.clone() ].concat( pts );
  22670. var curve = new SplineCurve( npts );
  22671. this.curves.push( curve );
  22672. this.currentPoint.copy( pts[ pts.length - 1 ] );
  22673. },
  22674. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22675. var x0 = this.currentPoint.x;
  22676. var y0 = this.currentPoint.y;
  22677. this.absarc( aX + x0, aY + y0, aRadius,
  22678. aStartAngle, aEndAngle, aClockwise );
  22679. },
  22680. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22681. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22682. },
  22683. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22684. var x0 = this.currentPoint.x;
  22685. var y0 = this.currentPoint.y;
  22686. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22687. },
  22688. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22689. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  22690. if ( this.curves.length > 0 ) {
  22691. // if a previous curve is present, attempt to join
  22692. var firstPoint = curve.getPoint( 0 );
  22693. if ( ! firstPoint.equals( this.currentPoint ) ) {
  22694. this.lineTo( firstPoint.x, firstPoint.y );
  22695. }
  22696. }
  22697. this.curves.push( curve );
  22698. var lastPoint = curve.getPoint( 1 );
  22699. this.currentPoint.copy( lastPoint );
  22700. },
  22701. copy: function ( source ) {
  22702. CurvePath.prototype.copy.call( this, source );
  22703. this.currentPoint.copy( source.currentPoint );
  22704. return this;
  22705. },
  22706. toJSON: function () {
  22707. var data = CurvePath.prototype.toJSON.call( this );
  22708. data.currentPoint = this.currentPoint.toArray();
  22709. return data;
  22710. },
  22711. fromJSON: function ( json ) {
  22712. CurvePath.prototype.fromJSON.call( this, json );
  22713. this.currentPoint.fromArray( json.currentPoint );
  22714. return this;
  22715. }
  22716. } );
  22717. /**
  22718. * @author zz85 / http://www.lab4games.net/zz85/blog
  22719. * Defines a 2d shape plane using paths.
  22720. **/
  22721. // STEP 1 Create a path.
  22722. // STEP 2 Turn path into shape.
  22723. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  22724. // STEP 3a - Extract points from each shape, turn to vertices
  22725. // STEP 3b - Triangulate each shape, add faces.
  22726. function Shape( points ) {
  22727. Path.call( this, points );
  22728. this.uuid = _Math.generateUUID();
  22729. this.type = 'Shape';
  22730. this.holes = [];
  22731. }
  22732. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  22733. constructor: Shape,
  22734. getPointsHoles: function ( divisions ) {
  22735. var holesPts = [];
  22736. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22737. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  22738. }
  22739. return holesPts;
  22740. },
  22741. // get points of shape and holes (keypoints based on segments parameter)
  22742. extractPoints: function ( divisions ) {
  22743. return {
  22744. shape: this.getPoints( divisions ),
  22745. holes: this.getPointsHoles( divisions )
  22746. };
  22747. },
  22748. copy: function ( source ) {
  22749. Path.prototype.copy.call( this, source );
  22750. this.holes = [];
  22751. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  22752. var hole = source.holes[ i ];
  22753. this.holes.push( hole.clone() );
  22754. }
  22755. return this;
  22756. },
  22757. toJSON: function () {
  22758. var data = Path.prototype.toJSON.call( this );
  22759. data.uuid = this.uuid;
  22760. data.holes = [];
  22761. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  22762. var hole = this.holes[ i ];
  22763. data.holes.push( hole.toJSON() );
  22764. }
  22765. return data;
  22766. },
  22767. fromJSON: function ( json ) {
  22768. Path.prototype.fromJSON.call( this, json );
  22769. this.uuid = json.uuid;
  22770. this.holes = [];
  22771. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  22772. var hole = json.holes[ i ];
  22773. this.holes.push( new Path().fromJSON( hole ) );
  22774. }
  22775. return this;
  22776. }
  22777. } );
  22778. /**
  22779. * @author mrdoob / http://mrdoob.com/
  22780. * @author alteredq / http://alteredqualia.com/
  22781. */
  22782. function Light( color, intensity ) {
  22783. Object3D.call( this );
  22784. this.type = 'Light';
  22785. this.color = new Color( color );
  22786. this.intensity = intensity !== undefined ? intensity : 1;
  22787. this.receiveShadow = undefined;
  22788. }
  22789. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22790. constructor: Light,
  22791. isLight: true,
  22792. copy: function ( source ) {
  22793. Object3D.prototype.copy.call( this, source );
  22794. this.color.copy( source.color );
  22795. this.intensity = source.intensity;
  22796. return this;
  22797. },
  22798. toJSON: function ( meta ) {
  22799. var data = Object3D.prototype.toJSON.call( this, meta );
  22800. data.object.color = this.color.getHex();
  22801. data.object.intensity = this.intensity;
  22802. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  22803. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  22804. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  22805. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  22806. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  22807. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  22808. return data;
  22809. }
  22810. } );
  22811. /**
  22812. * @author alteredq / http://alteredqualia.com/
  22813. */
  22814. function HemisphereLight( skyColor, groundColor, intensity ) {
  22815. Light.call( this, skyColor, intensity );
  22816. this.type = 'HemisphereLight';
  22817. this.castShadow = undefined;
  22818. this.position.copy( Object3D.DefaultUp );
  22819. this.updateMatrix();
  22820. this.groundColor = new Color( groundColor );
  22821. }
  22822. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22823. constructor: HemisphereLight,
  22824. isHemisphereLight: true,
  22825. copy: function ( source ) {
  22826. Light.prototype.copy.call( this, source );
  22827. this.groundColor.copy( source.groundColor );
  22828. return this;
  22829. }
  22830. } );
  22831. /**
  22832. * @author mrdoob / http://mrdoob.com/
  22833. */
  22834. function LightShadow( camera ) {
  22835. this.camera = camera;
  22836. this.bias = 0;
  22837. this.radius = 1;
  22838. this.mapSize = new Vector2( 512, 512 );
  22839. this.map = null;
  22840. this.mapPass = null;
  22841. this.matrix = new Matrix4();
  22842. this._frustum = new Frustum();
  22843. this._frameExtents = new Vector2( 1, 1 );
  22844. this._viewportCount = 1;
  22845. this._viewports = [
  22846. new Vector4( 0, 0, 1, 1 )
  22847. ];
  22848. }
  22849. Object.assign( LightShadow.prototype, {
  22850. _projScreenMatrix: new Matrix4(),
  22851. _lightPositionWorld: new Vector3(),
  22852. _lookTarget: new Vector3(),
  22853. getViewportCount: function () {
  22854. return this._viewportCount;
  22855. },
  22856. getFrustum: function () {
  22857. return this._frustum;
  22858. },
  22859. updateMatrices: function ( light ) {
  22860. var shadowCamera = this.camera,
  22861. shadowMatrix = this.matrix,
  22862. projScreenMatrix = this._projScreenMatrix,
  22863. lookTarget = this._lookTarget,
  22864. lightPositionWorld = this._lightPositionWorld;
  22865. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  22866. shadowCamera.position.copy( lightPositionWorld );
  22867. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  22868. shadowCamera.lookAt( lookTarget );
  22869. shadowCamera.updateMatrixWorld();
  22870. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  22871. this._frustum.setFromMatrix( projScreenMatrix );
  22872. shadowMatrix.set(
  22873. 0.5, 0.0, 0.0, 0.5,
  22874. 0.0, 0.5, 0.0, 0.5,
  22875. 0.0, 0.0, 0.5, 0.5,
  22876. 0.0, 0.0, 0.0, 1.0
  22877. );
  22878. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  22879. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  22880. },
  22881. getViewport: function ( viewportIndex ) {
  22882. return this._viewports[ viewportIndex ];
  22883. },
  22884. getFrameExtents: function () {
  22885. return this._frameExtents;
  22886. },
  22887. copy: function ( source ) {
  22888. this.camera = source.camera.clone();
  22889. this.bias = source.bias;
  22890. this.radius = source.radius;
  22891. this.mapSize.copy( source.mapSize );
  22892. return this;
  22893. },
  22894. clone: function () {
  22895. return new this.constructor().copy( this );
  22896. },
  22897. toJSON: function () {
  22898. var object = {};
  22899. if ( this.bias !== 0 ) { object.bias = this.bias; }
  22900. if ( this.radius !== 1 ) { object.radius = this.radius; }
  22901. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  22902. object.camera = this.camera.toJSON( false ).object;
  22903. delete object.camera.matrix;
  22904. return object;
  22905. }
  22906. } );
  22907. /**
  22908. * @author mrdoob / http://mrdoob.com/
  22909. */
  22910. function SpotLightShadow() {
  22911. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  22912. }
  22913. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  22914. constructor: SpotLightShadow,
  22915. isSpotLightShadow: true,
  22916. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  22917. var camera = this.camera;
  22918. var fov = _Math.RAD2DEG * 2 * light.angle;
  22919. var aspect = this.mapSize.width / this.mapSize.height;
  22920. var far = light.distance || camera.far;
  22921. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  22922. camera.fov = fov;
  22923. camera.aspect = aspect;
  22924. camera.far = far;
  22925. camera.updateProjectionMatrix();
  22926. }
  22927. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  22928. }
  22929. } );
  22930. /**
  22931. * @author alteredq / http://alteredqualia.com/
  22932. */
  22933. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  22934. Light.call( this, color, intensity );
  22935. this.type = 'SpotLight';
  22936. this.position.copy( Object3D.DefaultUp );
  22937. this.updateMatrix();
  22938. this.target = new Object3D();
  22939. Object.defineProperty( this, 'power', {
  22940. get: function () {
  22941. // intensity = power per solid angle.
  22942. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22943. return this.intensity * Math.PI;
  22944. },
  22945. set: function ( power ) {
  22946. // intensity = power per solid angle.
  22947. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  22948. this.intensity = power / Math.PI;
  22949. }
  22950. } );
  22951. this.distance = ( distance !== undefined ) ? distance : 0;
  22952. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  22953. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  22954. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  22955. this.shadow = new SpotLightShadow();
  22956. }
  22957. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  22958. constructor: SpotLight,
  22959. isSpotLight: true,
  22960. copy: function ( source ) {
  22961. Light.prototype.copy.call( this, source );
  22962. this.distance = source.distance;
  22963. this.angle = source.angle;
  22964. this.penumbra = source.penumbra;
  22965. this.decay = source.decay;
  22966. this.target = source.target.clone();
  22967. this.shadow = source.shadow.clone();
  22968. return this;
  22969. }
  22970. } );
  22971. function PointLightShadow() {
  22972. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  22973. this._frameExtents = new Vector2( 4, 2 );
  22974. this._viewportCount = 6;
  22975. this._viewports = [
  22976. // These viewports map a cube-map onto a 2D texture with the
  22977. // following orientation:
  22978. //
  22979. // xzXZ
  22980. // y Y
  22981. //
  22982. // X - Positive x direction
  22983. // x - Negative x direction
  22984. // Y - Positive y direction
  22985. // y - Negative y direction
  22986. // Z - Positive z direction
  22987. // z - Negative z direction
  22988. // positive X
  22989. new Vector4( 2, 1, 1, 1 ),
  22990. // negative X
  22991. new Vector4( 0, 1, 1, 1 ),
  22992. // positive Z
  22993. new Vector4( 3, 1, 1, 1 ),
  22994. // negative Z
  22995. new Vector4( 1, 1, 1, 1 ),
  22996. // positive Y
  22997. new Vector4( 3, 0, 1, 1 ),
  22998. // negative Y
  22999. new Vector4( 1, 0, 1, 1 )
  23000. ];
  23001. this._cubeDirections = [
  23002. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23003. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23004. ];
  23005. this._cubeUps = [
  23006. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23007. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23008. ];
  23009. }
  23010. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23011. constructor: PointLightShadow,
  23012. isPointLightShadow: true,
  23013. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  23014. var camera = this.camera,
  23015. shadowMatrix = this.matrix,
  23016. lightPositionWorld = this._lightPositionWorld,
  23017. lookTarget = this._lookTarget,
  23018. projScreenMatrix = this._projScreenMatrix;
  23019. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23020. camera.position.copy( lightPositionWorld );
  23021. lookTarget.copy( camera.position );
  23022. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23023. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23024. camera.lookAt( lookTarget );
  23025. camera.updateMatrixWorld();
  23026. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23027. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23028. this._frustum.setFromMatrix( projScreenMatrix );
  23029. }
  23030. } );
  23031. /**
  23032. * @author mrdoob / http://mrdoob.com/
  23033. */
  23034. function PointLight( color, intensity, distance, decay ) {
  23035. Light.call( this, color, intensity );
  23036. this.type = 'PointLight';
  23037. Object.defineProperty( this, 'power', {
  23038. get: function () {
  23039. // intensity = power per solid angle.
  23040. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23041. return this.intensity * 4 * Math.PI;
  23042. },
  23043. set: function ( power ) {
  23044. // intensity = power per solid angle.
  23045. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23046. this.intensity = power / ( 4 * Math.PI );
  23047. }
  23048. } );
  23049. this.distance = ( distance !== undefined ) ? distance : 0;
  23050. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23051. this.shadow = new PointLightShadow();
  23052. }
  23053. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23054. constructor: PointLight,
  23055. isPointLight: true,
  23056. copy: function ( source ) {
  23057. Light.prototype.copy.call( this, source );
  23058. this.distance = source.distance;
  23059. this.decay = source.decay;
  23060. this.shadow = source.shadow.clone();
  23061. return this;
  23062. }
  23063. } );
  23064. /**
  23065. * @author alteredq / http://alteredqualia.com/
  23066. * @author arose / http://github.com/arose
  23067. */
  23068. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23069. Camera.call( this );
  23070. this.type = 'OrthographicCamera';
  23071. this.zoom = 1;
  23072. this.view = null;
  23073. this.left = ( left !== undefined ) ? left : - 1;
  23074. this.right = ( right !== undefined ) ? right : 1;
  23075. this.top = ( top !== undefined ) ? top : 1;
  23076. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23077. this.near = ( near !== undefined ) ? near : 0.1;
  23078. this.far = ( far !== undefined ) ? far : 2000;
  23079. this.updateProjectionMatrix();
  23080. }
  23081. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23082. constructor: OrthographicCamera,
  23083. isOrthographicCamera: true,
  23084. copy: function ( source, recursive ) {
  23085. Camera.prototype.copy.call( this, source, recursive );
  23086. this.left = source.left;
  23087. this.right = source.right;
  23088. this.top = source.top;
  23089. this.bottom = source.bottom;
  23090. this.near = source.near;
  23091. this.far = source.far;
  23092. this.zoom = source.zoom;
  23093. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23094. return this;
  23095. },
  23096. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23097. if ( this.view === null ) {
  23098. this.view = {
  23099. enabled: true,
  23100. fullWidth: 1,
  23101. fullHeight: 1,
  23102. offsetX: 0,
  23103. offsetY: 0,
  23104. width: 1,
  23105. height: 1
  23106. };
  23107. }
  23108. this.view.enabled = true;
  23109. this.view.fullWidth = fullWidth;
  23110. this.view.fullHeight = fullHeight;
  23111. this.view.offsetX = x;
  23112. this.view.offsetY = y;
  23113. this.view.width = width;
  23114. this.view.height = height;
  23115. this.updateProjectionMatrix();
  23116. },
  23117. clearViewOffset: function () {
  23118. if ( this.view !== null ) {
  23119. this.view.enabled = false;
  23120. }
  23121. this.updateProjectionMatrix();
  23122. },
  23123. updateProjectionMatrix: function () {
  23124. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23125. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23126. var cx = ( this.right + this.left ) / 2;
  23127. var cy = ( this.top + this.bottom ) / 2;
  23128. var left = cx - dx;
  23129. var right = cx + dx;
  23130. var top = cy + dy;
  23131. var bottom = cy - dy;
  23132. if ( this.view !== null && this.view.enabled ) {
  23133. var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
  23134. var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
  23135. var scaleW = ( this.right - this.left ) / this.view.width;
  23136. var scaleH = ( this.top - this.bottom ) / this.view.height;
  23137. left += scaleW * ( this.view.offsetX / zoomW );
  23138. right = left + scaleW * ( this.view.width / zoomW );
  23139. top -= scaleH * ( this.view.offsetY / zoomH );
  23140. bottom = top - scaleH * ( this.view.height / zoomH );
  23141. }
  23142. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23143. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23144. },
  23145. toJSON: function ( meta ) {
  23146. var data = Object3D.prototype.toJSON.call( this, meta );
  23147. data.object.zoom = this.zoom;
  23148. data.object.left = this.left;
  23149. data.object.right = this.right;
  23150. data.object.top = this.top;
  23151. data.object.bottom = this.bottom;
  23152. data.object.near = this.near;
  23153. data.object.far = this.far;
  23154. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23155. return data;
  23156. }
  23157. } );
  23158. /**
  23159. * @author mrdoob / http://mrdoob.com/
  23160. */
  23161. function DirectionalLightShadow() {
  23162. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23163. }
  23164. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23165. constructor: DirectionalLightShadow,
  23166. isDirectionalLightShadow: true,
  23167. updateMatrices: function ( light, viewCamera, viewportIndex ) {
  23168. LightShadow.prototype.updateMatrices.call( this, light, viewCamera, viewportIndex );
  23169. }
  23170. } );
  23171. /**
  23172. * @author mrdoob / http://mrdoob.com/
  23173. * @author alteredq / http://alteredqualia.com/
  23174. */
  23175. function DirectionalLight( color, intensity ) {
  23176. Light.call( this, color, intensity );
  23177. this.type = 'DirectionalLight';
  23178. this.position.copy( Object3D.DefaultUp );
  23179. this.updateMatrix();
  23180. this.target = new Object3D();
  23181. this.shadow = new DirectionalLightShadow();
  23182. }
  23183. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23184. constructor: DirectionalLight,
  23185. isDirectionalLight: true,
  23186. copy: function ( source ) {
  23187. Light.prototype.copy.call( this, source );
  23188. this.target = source.target.clone();
  23189. this.shadow = source.shadow.clone();
  23190. return this;
  23191. }
  23192. } );
  23193. /**
  23194. * @author mrdoob / http://mrdoob.com/
  23195. */
  23196. function AmbientLight( color, intensity ) {
  23197. Light.call( this, color, intensity );
  23198. this.type = 'AmbientLight';
  23199. this.castShadow = undefined;
  23200. }
  23201. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23202. constructor: AmbientLight,
  23203. isAmbientLight: true
  23204. } );
  23205. /**
  23206. * @author abelnation / http://github.com/abelnation
  23207. */
  23208. function RectAreaLight( color, intensity, width, height ) {
  23209. Light.call( this, color, intensity );
  23210. this.type = 'RectAreaLight';
  23211. this.width = ( width !== undefined ) ? width : 10;
  23212. this.height = ( height !== undefined ) ? height : 10;
  23213. }
  23214. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23215. constructor: RectAreaLight,
  23216. isRectAreaLight: true,
  23217. copy: function ( source ) {
  23218. Light.prototype.copy.call( this, source );
  23219. this.width = source.width;
  23220. this.height = source.height;
  23221. return this;
  23222. },
  23223. toJSON: function ( meta ) {
  23224. var data = Light.prototype.toJSON.call( this, meta );
  23225. data.object.width = this.width;
  23226. data.object.height = this.height;
  23227. return data;
  23228. }
  23229. } );
  23230. /**
  23231. * @author mrdoob / http://mrdoob.com/
  23232. */
  23233. function MaterialLoader( manager ) {
  23234. Loader.call( this, manager );
  23235. this.textures = {};
  23236. }
  23237. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23238. constructor: MaterialLoader,
  23239. load: function ( url, onLoad, onProgress, onError ) {
  23240. var scope = this;
  23241. var loader = new FileLoader( scope.manager );
  23242. loader.setPath( scope.path );
  23243. loader.load( url, function ( text ) {
  23244. onLoad( scope.parse( JSON.parse( text ) ) );
  23245. }, onProgress, onError );
  23246. },
  23247. parse: function ( json ) {
  23248. var textures = this.textures;
  23249. function getTexture( name ) {
  23250. if ( textures[ name ] === undefined ) {
  23251. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23252. }
  23253. return textures[ name ];
  23254. }
  23255. var material = new Materials[ json.type ]();
  23256. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23257. if ( json.name !== undefined ) { material.name = json.name; }
  23258. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23259. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23260. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23261. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23262. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23263. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23264. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23265. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23266. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23267. if ( json.vertexColors !== undefined ) { material.vertexColors = json.vertexColors; }
  23268. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23269. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23270. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23271. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23272. if ( json.side !== undefined ) { material.side = json.side; }
  23273. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23274. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23275. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23276. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23277. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23278. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23279. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23280. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23281. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23282. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23283. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23284. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23285. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23286. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23287. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23288. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23289. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23290. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23291. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23292. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23293. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23294. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23295. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23296. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23297. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23298. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23299. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23300. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23301. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23302. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23303. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23304. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23305. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23306. // Shader Material
  23307. if ( json.uniforms !== undefined ) {
  23308. for ( var name in json.uniforms ) {
  23309. var uniform = json.uniforms[ name ];
  23310. material.uniforms[ name ] = {};
  23311. switch ( uniform.type ) {
  23312. case 't':
  23313. material.uniforms[ name ].value = getTexture( uniform.value );
  23314. break;
  23315. case 'c':
  23316. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23317. break;
  23318. case 'v2':
  23319. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23320. break;
  23321. case 'v3':
  23322. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23323. break;
  23324. case 'v4':
  23325. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23326. break;
  23327. case 'm3':
  23328. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23329. case 'm4':
  23330. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23331. break;
  23332. default:
  23333. material.uniforms[ name ].value = uniform.value;
  23334. }
  23335. }
  23336. }
  23337. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23338. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23339. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23340. if ( json.extensions !== undefined ) {
  23341. for ( var key in json.extensions ) {
  23342. material.extensions[ key ] = json.extensions[ key ];
  23343. }
  23344. }
  23345. // Deprecated
  23346. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23347. // for PointsMaterial
  23348. if ( json.size !== undefined ) { material.size = json.size; }
  23349. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23350. // maps
  23351. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23352. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23353. if ( json.alphaMap !== undefined ) {
  23354. material.alphaMap = getTexture( json.alphaMap );
  23355. material.transparent = true;
  23356. }
  23357. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23358. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23359. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23360. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23361. if ( json.normalScale !== undefined ) {
  23362. var normalScale = json.normalScale;
  23363. if ( Array.isArray( normalScale ) === false ) {
  23364. // Blender exporter used to export a scalar. See #7459
  23365. normalScale = [ normalScale, normalScale ];
  23366. }
  23367. material.normalScale = new Vector2().fromArray( normalScale );
  23368. }
  23369. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23370. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23371. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23372. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23373. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23374. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23375. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23376. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23377. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23378. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23379. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23380. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23381. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23382. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23383. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23384. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23385. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23386. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23387. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23388. return material;
  23389. },
  23390. setTextures: function ( value ) {
  23391. this.textures = value;
  23392. return this;
  23393. }
  23394. } );
  23395. /**
  23396. * @author Don McCurdy / https://www.donmccurdy.com
  23397. */
  23398. var LoaderUtils = {
  23399. decodeText: function ( array ) {
  23400. if ( typeof TextDecoder !== 'undefined' ) {
  23401. return new TextDecoder().decode( array );
  23402. }
  23403. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23404. // throws a "maximum call stack size exceeded" error for large arrays.
  23405. var s = '';
  23406. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23407. // Implicitly assumes little-endian.
  23408. s += String.fromCharCode( array[ i ] );
  23409. }
  23410. try {
  23411. // merges multi-byte utf-8 characters.
  23412. return decodeURIComponent( escape( s ) );
  23413. } catch ( e ) { // see #16358
  23414. return s;
  23415. }
  23416. },
  23417. extractUrlBase: function ( url ) {
  23418. var index = url.lastIndexOf( '/' );
  23419. if ( index === - 1 ) { return './'; }
  23420. return url.substr( 0, index + 1 );
  23421. }
  23422. };
  23423. /**
  23424. * @author benaadams / https://twitter.com/ben_a_adams
  23425. */
  23426. function InstancedBufferGeometry() {
  23427. BufferGeometry.call( this );
  23428. this.type = 'InstancedBufferGeometry';
  23429. this.maxInstancedCount = undefined;
  23430. }
  23431. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23432. constructor: InstancedBufferGeometry,
  23433. isInstancedBufferGeometry: true,
  23434. copy: function ( source ) {
  23435. BufferGeometry.prototype.copy.call( this, source );
  23436. this.maxInstancedCount = source.maxInstancedCount;
  23437. return this;
  23438. },
  23439. clone: function () {
  23440. return new this.constructor().copy( this );
  23441. },
  23442. toJSON: function () {
  23443. var data = BufferGeometry.prototype.toJSON.call( this );
  23444. data.maxInstancedCount = this.maxInstancedCount;
  23445. data.isInstancedBufferGeometry = true;
  23446. return data;
  23447. }
  23448. } );
  23449. /**
  23450. * @author benaadams / https://twitter.com/ben_a_adams
  23451. */
  23452. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23453. if ( typeof ( normalized ) === 'number' ) {
  23454. meshPerAttribute = normalized;
  23455. normalized = false;
  23456. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23457. }
  23458. BufferAttribute.call( this, array, itemSize, normalized );
  23459. this.meshPerAttribute = meshPerAttribute || 1;
  23460. }
  23461. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23462. constructor: InstancedBufferAttribute,
  23463. isInstancedBufferAttribute: true,
  23464. copy: function ( source ) {
  23465. BufferAttribute.prototype.copy.call( this, source );
  23466. this.meshPerAttribute = source.meshPerAttribute;
  23467. return this;
  23468. },
  23469. toJSON: function () {
  23470. var data = BufferAttribute.prototype.toJSON.call( this );
  23471. data.meshPerAttribute = this.meshPerAttribute;
  23472. data.isInstancedBufferAttribute = true;
  23473. return data;
  23474. }
  23475. } );
  23476. /**
  23477. * @author mrdoob / http://mrdoob.com/
  23478. */
  23479. function BufferGeometryLoader( manager ) {
  23480. Loader.call( this, manager );
  23481. }
  23482. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23483. constructor: BufferGeometryLoader,
  23484. load: function ( url, onLoad, onProgress, onError ) {
  23485. var scope = this;
  23486. var loader = new FileLoader( scope.manager );
  23487. loader.setPath( scope.path );
  23488. loader.load( url, function ( text ) {
  23489. onLoad( scope.parse( JSON.parse( text ) ) );
  23490. }, onProgress, onError );
  23491. },
  23492. parse: function ( json ) {
  23493. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  23494. var index = json.data.index;
  23495. if ( index !== undefined ) {
  23496. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  23497. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  23498. }
  23499. var attributes = json.data.attributes;
  23500. for ( var key in attributes ) {
  23501. var attribute = attributes[ key ];
  23502. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23503. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  23504. var bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  23505. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23506. geometry.addAttribute( key, bufferAttribute );
  23507. }
  23508. var morphAttributes = json.data.morphAttributes;
  23509. if ( morphAttributes ) {
  23510. for ( var key in morphAttributes ) {
  23511. var attributeArray = morphAttributes[ key ];
  23512. var array = [];
  23513. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  23514. var attribute = attributeArray[ i ];
  23515. var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  23516. var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  23517. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  23518. array.push( bufferAttribute );
  23519. }
  23520. geometry.morphAttributes[ key ] = array;
  23521. }
  23522. }
  23523. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  23524. if ( groups !== undefined ) {
  23525. for ( var i = 0, n = groups.length; i !== n; ++ i ) {
  23526. var group = groups[ i ];
  23527. geometry.addGroup( group.start, group.count, group.materialIndex );
  23528. }
  23529. }
  23530. var boundingSphere = json.data.boundingSphere;
  23531. if ( boundingSphere !== undefined ) {
  23532. var center = new Vector3();
  23533. if ( boundingSphere.center !== undefined ) {
  23534. center.fromArray( boundingSphere.center );
  23535. }
  23536. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  23537. }
  23538. if ( json.name ) { geometry.name = json.name; }
  23539. if ( json.userData ) { geometry.userData = json.userData; }
  23540. return geometry;
  23541. }
  23542. } );
  23543. var TYPED_ARRAYS = {
  23544. Int8Array: Int8Array,
  23545. Uint8Array: Uint8Array,
  23546. // Workaround for IE11 pre KB2929437. See #11440
  23547. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  23548. Int16Array: Int16Array,
  23549. Uint16Array: Uint16Array,
  23550. Int32Array: Int32Array,
  23551. Uint32Array: Uint32Array,
  23552. Float32Array: Float32Array,
  23553. Float64Array: Float64Array
  23554. };
  23555. /**
  23556. * @author mrdoob / http://mrdoob.com/
  23557. */
  23558. function ObjectLoader( manager ) {
  23559. Loader.call( this, manager );
  23560. }
  23561. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23562. constructor: ObjectLoader,
  23563. load: function ( url, onLoad, onProgress, onError ) {
  23564. var scope = this;
  23565. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  23566. this.resourcePath = this.resourcePath || path;
  23567. var loader = new FileLoader( scope.manager );
  23568. loader.setPath( this.path );
  23569. loader.load( url, function ( text ) {
  23570. var json = null;
  23571. try {
  23572. json = JSON.parse( text );
  23573. } catch ( error ) {
  23574. if ( onError !== undefined ) { onError( error ); }
  23575. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  23576. return;
  23577. }
  23578. var metadata = json.metadata;
  23579. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  23580. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  23581. return;
  23582. }
  23583. scope.parse( json, onLoad );
  23584. }, onProgress, onError );
  23585. },
  23586. parse: function ( json, onLoad ) {
  23587. var shapes = this.parseShape( json.shapes );
  23588. var geometries = this.parseGeometries( json.geometries, shapes );
  23589. var images = this.parseImages( json.images, function () {
  23590. if ( onLoad !== undefined ) { onLoad( object ); }
  23591. } );
  23592. var textures = this.parseTextures( json.textures, images );
  23593. var materials = this.parseMaterials( json.materials, textures );
  23594. var object = this.parseObject( json.object, geometries, materials );
  23595. if ( json.animations ) {
  23596. object.animations = this.parseAnimations( json.animations );
  23597. }
  23598. if ( json.images === undefined || json.images.length === 0 ) {
  23599. if ( onLoad !== undefined ) { onLoad( object ); }
  23600. }
  23601. return object;
  23602. },
  23603. parseShape: function ( json ) {
  23604. var shapes = {};
  23605. if ( json !== undefined ) {
  23606. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23607. var shape = new Shape().fromJSON( json[ i ] );
  23608. shapes[ shape.uuid ] = shape;
  23609. }
  23610. }
  23611. return shapes;
  23612. },
  23613. parseGeometries: function ( json, shapes ) {
  23614. var geometries = {};
  23615. if ( json !== undefined ) {
  23616. var bufferGeometryLoader = new BufferGeometryLoader();
  23617. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23618. var geometry;
  23619. var data = json[ i ];
  23620. switch ( data.type ) {
  23621. case 'PlaneGeometry':
  23622. case 'PlaneBufferGeometry':
  23623. geometry = new Geometries[ data.type ](
  23624. data.width,
  23625. data.height,
  23626. data.widthSegments,
  23627. data.heightSegments
  23628. );
  23629. break;
  23630. case 'BoxGeometry':
  23631. case 'BoxBufferGeometry':
  23632. case 'CubeGeometry': // backwards compatible
  23633. geometry = new Geometries[ data.type ](
  23634. data.width,
  23635. data.height,
  23636. data.depth,
  23637. data.widthSegments,
  23638. data.heightSegments,
  23639. data.depthSegments
  23640. );
  23641. break;
  23642. case 'CircleGeometry':
  23643. case 'CircleBufferGeometry':
  23644. geometry = new Geometries[ data.type ](
  23645. data.radius,
  23646. data.segments,
  23647. data.thetaStart,
  23648. data.thetaLength
  23649. );
  23650. break;
  23651. case 'CylinderGeometry':
  23652. case 'CylinderBufferGeometry':
  23653. geometry = new Geometries[ data.type ](
  23654. data.radiusTop,
  23655. data.radiusBottom,
  23656. data.height,
  23657. data.radialSegments,
  23658. data.heightSegments,
  23659. data.openEnded,
  23660. data.thetaStart,
  23661. data.thetaLength
  23662. );
  23663. break;
  23664. case 'ConeGeometry':
  23665. case 'ConeBufferGeometry':
  23666. geometry = new Geometries[ data.type ](
  23667. data.radius,
  23668. data.height,
  23669. data.radialSegments,
  23670. data.heightSegments,
  23671. data.openEnded,
  23672. data.thetaStart,
  23673. data.thetaLength
  23674. );
  23675. break;
  23676. case 'SphereGeometry':
  23677. case 'SphereBufferGeometry':
  23678. geometry = new Geometries[ data.type ](
  23679. data.radius,
  23680. data.widthSegments,
  23681. data.heightSegments,
  23682. data.phiStart,
  23683. data.phiLength,
  23684. data.thetaStart,
  23685. data.thetaLength
  23686. );
  23687. break;
  23688. case 'DodecahedronGeometry':
  23689. case 'DodecahedronBufferGeometry':
  23690. case 'IcosahedronGeometry':
  23691. case 'IcosahedronBufferGeometry':
  23692. case 'OctahedronGeometry':
  23693. case 'OctahedronBufferGeometry':
  23694. case 'TetrahedronGeometry':
  23695. case 'TetrahedronBufferGeometry':
  23696. geometry = new Geometries[ data.type ](
  23697. data.radius,
  23698. data.detail
  23699. );
  23700. break;
  23701. case 'RingGeometry':
  23702. case 'RingBufferGeometry':
  23703. geometry = new Geometries[ data.type ](
  23704. data.innerRadius,
  23705. data.outerRadius,
  23706. data.thetaSegments,
  23707. data.phiSegments,
  23708. data.thetaStart,
  23709. data.thetaLength
  23710. );
  23711. break;
  23712. case 'TorusGeometry':
  23713. case 'TorusBufferGeometry':
  23714. geometry = new Geometries[ data.type ](
  23715. data.radius,
  23716. data.tube,
  23717. data.radialSegments,
  23718. data.tubularSegments,
  23719. data.arc
  23720. );
  23721. break;
  23722. case 'TorusKnotGeometry':
  23723. case 'TorusKnotBufferGeometry':
  23724. geometry = new Geometries[ data.type ](
  23725. data.radius,
  23726. data.tube,
  23727. data.tubularSegments,
  23728. data.radialSegments,
  23729. data.p,
  23730. data.q
  23731. );
  23732. break;
  23733. case 'TubeGeometry':
  23734. case 'TubeBufferGeometry':
  23735. // This only works for built-in curves (e.g. CatmullRomCurve3).
  23736. // User defined curves or instances of CurvePath will not be deserialized.
  23737. geometry = new Geometries[ data.type ](
  23738. new Curves[ data.path.type ]().fromJSON( data.path ),
  23739. data.tubularSegments,
  23740. data.radius,
  23741. data.radialSegments,
  23742. data.closed
  23743. );
  23744. break;
  23745. case 'LatheGeometry':
  23746. case 'LatheBufferGeometry':
  23747. geometry = new Geometries[ data.type ](
  23748. data.points,
  23749. data.segments,
  23750. data.phiStart,
  23751. data.phiLength
  23752. );
  23753. break;
  23754. case 'PolyhedronGeometry':
  23755. case 'PolyhedronBufferGeometry':
  23756. geometry = new Geometries[ data.type ](
  23757. data.vertices,
  23758. data.indices,
  23759. data.radius,
  23760. data.details
  23761. );
  23762. break;
  23763. case 'ShapeGeometry':
  23764. case 'ShapeBufferGeometry':
  23765. var geometryShapes = [];
  23766. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23767. var shape = shapes[ data.shapes[ j ] ];
  23768. geometryShapes.push( shape );
  23769. }
  23770. geometry = new Geometries[ data.type ](
  23771. geometryShapes,
  23772. data.curveSegments
  23773. );
  23774. break;
  23775. case 'ExtrudeGeometry':
  23776. case 'ExtrudeBufferGeometry':
  23777. var geometryShapes = [];
  23778. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  23779. var shape = shapes[ data.shapes[ j ] ];
  23780. geometryShapes.push( shape );
  23781. }
  23782. var extrudePath = data.options.extrudePath;
  23783. if ( extrudePath !== undefined ) {
  23784. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  23785. }
  23786. geometry = new Geometries[ data.type ](
  23787. geometryShapes,
  23788. data.options
  23789. );
  23790. break;
  23791. case 'BufferGeometry':
  23792. case 'InstancedBufferGeometry':
  23793. geometry = bufferGeometryLoader.parse( data );
  23794. break;
  23795. case 'Geometry':
  23796. if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
  23797. var geometryLoader = new THREE.LegacyJSONLoader();
  23798. geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
  23799. } else {
  23800. console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
  23801. }
  23802. break;
  23803. default:
  23804. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  23805. continue;
  23806. }
  23807. geometry.uuid = data.uuid;
  23808. if ( data.name !== undefined ) { geometry.name = data.name; }
  23809. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  23810. geometries[ data.uuid ] = geometry;
  23811. }
  23812. }
  23813. return geometries;
  23814. },
  23815. parseMaterials: function ( json, textures ) {
  23816. var cache = {}; // MultiMaterial
  23817. var materials = {};
  23818. if ( json !== undefined ) {
  23819. var loader = new MaterialLoader();
  23820. loader.setTextures( textures );
  23821. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23822. var data = json[ i ];
  23823. if ( data.type === 'MultiMaterial' ) {
  23824. // Deprecated
  23825. var array = [];
  23826. for ( var j = 0; j < data.materials.length; j ++ ) {
  23827. var material = data.materials[ j ];
  23828. if ( cache[ material.uuid ] === undefined ) {
  23829. cache[ material.uuid ] = loader.parse( material );
  23830. }
  23831. array.push( cache[ material.uuid ] );
  23832. }
  23833. materials[ data.uuid ] = array;
  23834. } else {
  23835. if ( cache[ data.uuid ] === undefined ) {
  23836. cache[ data.uuid ] = loader.parse( data );
  23837. }
  23838. materials[ data.uuid ] = cache[ data.uuid ];
  23839. }
  23840. }
  23841. }
  23842. return materials;
  23843. },
  23844. parseAnimations: function ( json ) {
  23845. var animations = [];
  23846. for ( var i = 0; i < json.length; i ++ ) {
  23847. var data = json[ i ];
  23848. var clip = AnimationClip.parse( data );
  23849. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  23850. animations.push( clip );
  23851. }
  23852. return animations;
  23853. },
  23854. parseImages: function ( json, onLoad ) {
  23855. var scope = this;
  23856. var images = {};
  23857. function loadImage( url ) {
  23858. scope.manager.itemStart( url );
  23859. return loader.load( url, function () {
  23860. scope.manager.itemEnd( url );
  23861. }, undefined, function () {
  23862. scope.manager.itemError( url );
  23863. scope.manager.itemEnd( url );
  23864. } );
  23865. }
  23866. if ( json !== undefined && json.length > 0 ) {
  23867. var manager = new LoadingManager( onLoad );
  23868. var loader = new ImageLoader( manager );
  23869. loader.setCrossOrigin( this.crossOrigin );
  23870. for ( var i = 0, il = json.length; i < il; i ++ ) {
  23871. var image = json[ i ];
  23872. var url = image.url;
  23873. if ( Array.isArray( url ) ) {
  23874. // load array of images e.g CubeTexture
  23875. images[ image.uuid ] = [];
  23876. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  23877. var currentUrl = url[ j ];
  23878. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  23879. images[ image.uuid ].push( loadImage( path ) );
  23880. }
  23881. } else {
  23882. // load single image
  23883. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  23884. images[ image.uuid ] = loadImage( path );
  23885. }
  23886. }
  23887. }
  23888. return images;
  23889. },
  23890. parseTextures: function ( json, images ) {
  23891. function parseConstant( value, type ) {
  23892. if ( typeof value === 'number' ) { return value; }
  23893. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  23894. return type[ value ];
  23895. }
  23896. var textures = {};
  23897. if ( json !== undefined ) {
  23898. for ( var i = 0, l = json.length; i < l; i ++ ) {
  23899. var data = json[ i ];
  23900. if ( data.image === undefined ) {
  23901. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  23902. }
  23903. if ( images[ data.image ] === undefined ) {
  23904. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  23905. }
  23906. var texture;
  23907. if ( Array.isArray( images[ data.image ] ) ) {
  23908. texture = new CubeTexture( images[ data.image ] );
  23909. } else {
  23910. texture = new Texture( images[ data.image ] );
  23911. }
  23912. texture.needsUpdate = true;
  23913. texture.uuid = data.uuid;
  23914. if ( data.name !== undefined ) { texture.name = data.name; }
  23915. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  23916. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  23917. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  23918. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  23919. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  23920. if ( data.wrap !== undefined ) {
  23921. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  23922. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  23923. }
  23924. if ( data.format !== undefined ) { texture.format = data.format; }
  23925. if ( data.type !== undefined ) { texture.type = data.type; }
  23926. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  23927. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  23928. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  23929. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  23930. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  23931. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  23932. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  23933. textures[ data.uuid ] = texture;
  23934. }
  23935. }
  23936. return textures;
  23937. },
  23938. parseObject: function ( data, geometries, materials ) {
  23939. var object;
  23940. function getGeometry( name ) {
  23941. if ( geometries[ name ] === undefined ) {
  23942. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  23943. }
  23944. return geometries[ name ];
  23945. }
  23946. function getMaterial( name ) {
  23947. if ( name === undefined ) { return undefined; }
  23948. if ( Array.isArray( name ) ) {
  23949. var array = [];
  23950. for ( var i = 0, l = name.length; i < l; i ++ ) {
  23951. var uuid = name[ i ];
  23952. if ( materials[ uuid ] === undefined ) {
  23953. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  23954. }
  23955. array.push( materials[ uuid ] );
  23956. }
  23957. return array;
  23958. }
  23959. if ( materials[ name ] === undefined ) {
  23960. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  23961. }
  23962. return materials[ name ];
  23963. }
  23964. switch ( data.type ) {
  23965. case 'Scene':
  23966. object = new Scene();
  23967. if ( data.background !== undefined ) {
  23968. if ( Number.isInteger( data.background ) ) {
  23969. object.background = new Color( data.background );
  23970. }
  23971. }
  23972. if ( data.fog !== undefined ) {
  23973. if ( data.fog.type === 'Fog' ) {
  23974. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  23975. } else if ( data.fog.type === 'FogExp2' ) {
  23976. object.fog = new FogExp2( data.fog.color, data.fog.density );
  23977. }
  23978. }
  23979. break;
  23980. case 'PerspectiveCamera':
  23981. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  23982. if ( data.focus !== undefined ) { object.focus = data.focus; }
  23983. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23984. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  23985. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  23986. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23987. break;
  23988. case 'OrthographicCamera':
  23989. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  23990. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  23991. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  23992. break;
  23993. case 'AmbientLight':
  23994. object = new AmbientLight( data.color, data.intensity );
  23995. break;
  23996. case 'DirectionalLight':
  23997. object = new DirectionalLight( data.color, data.intensity );
  23998. break;
  23999. case 'PointLight':
  24000. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24001. break;
  24002. case 'RectAreaLight':
  24003. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24004. break;
  24005. case 'SpotLight':
  24006. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24007. break;
  24008. case 'HemisphereLight':
  24009. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24010. break;
  24011. case 'SkinnedMesh':
  24012. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24013. case 'Mesh':
  24014. var geometry = getGeometry( data.geometry );
  24015. var material = getMaterial( data.material );
  24016. if ( geometry.bones && geometry.bones.length > 0 ) {
  24017. object = new SkinnedMesh( geometry, material );
  24018. } else {
  24019. object = new Mesh( geometry, material );
  24020. }
  24021. if ( data.drawMode !== undefined ) { object.setDrawMode( data.drawMode ); }
  24022. break;
  24023. case 'LOD':
  24024. object = new LOD();
  24025. break;
  24026. case 'Line':
  24027. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24028. break;
  24029. case 'LineLoop':
  24030. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24031. break;
  24032. case 'LineSegments':
  24033. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24034. break;
  24035. case 'PointCloud':
  24036. case 'Points':
  24037. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24038. break;
  24039. case 'Sprite':
  24040. object = new Sprite( getMaterial( data.material ) );
  24041. break;
  24042. case 'Group':
  24043. object = new Group();
  24044. break;
  24045. default:
  24046. object = new Object3D();
  24047. }
  24048. object.uuid = data.uuid;
  24049. if ( data.name !== undefined ) { object.name = data.name; }
  24050. if ( data.matrix !== undefined ) {
  24051. object.matrix.fromArray( data.matrix );
  24052. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24053. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24054. } else {
  24055. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24056. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24057. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24058. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24059. }
  24060. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24061. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24062. if ( data.shadow ) {
  24063. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24064. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24065. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24066. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24067. }
  24068. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24069. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24070. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24071. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24072. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24073. if ( data.children !== undefined ) {
  24074. var children = data.children;
  24075. for ( var i = 0; i < children.length; i ++ ) {
  24076. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24077. }
  24078. }
  24079. if ( data.type === 'LOD' ) {
  24080. var levels = data.levels;
  24081. for ( var l = 0; l < levels.length; l ++ ) {
  24082. var level = levels[ l ];
  24083. var child = object.getObjectByProperty( 'uuid', level.object );
  24084. if ( child !== undefined ) {
  24085. object.addLevel( child, level.distance );
  24086. }
  24087. }
  24088. }
  24089. return object;
  24090. }
  24091. } );
  24092. var TEXTURE_MAPPING = {
  24093. UVMapping: UVMapping,
  24094. CubeReflectionMapping: CubeReflectionMapping,
  24095. CubeRefractionMapping: CubeRefractionMapping,
  24096. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24097. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24098. SphericalReflectionMapping: SphericalReflectionMapping,
  24099. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24100. CubeUVRefractionMapping: CubeUVRefractionMapping
  24101. };
  24102. var TEXTURE_WRAPPING = {
  24103. RepeatWrapping: RepeatWrapping,
  24104. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24105. MirroredRepeatWrapping: MirroredRepeatWrapping
  24106. };
  24107. var TEXTURE_FILTER = {
  24108. NearestFilter: NearestFilter,
  24109. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24110. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24111. LinearFilter: LinearFilter,
  24112. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24113. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24114. };
  24115. /**
  24116. * @author thespite / http://clicktorelease.com/
  24117. */
  24118. function ImageBitmapLoader( manager ) {
  24119. if ( typeof createImageBitmap === 'undefined' ) {
  24120. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24121. }
  24122. if ( typeof fetch === 'undefined' ) {
  24123. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24124. }
  24125. Loader.call( this, manager );
  24126. this.options = undefined;
  24127. }
  24128. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24129. constructor: ImageBitmapLoader,
  24130. setOptions: function setOptions( options ) {
  24131. this.options = options;
  24132. return this;
  24133. },
  24134. load: function ( url, onLoad, onProgress, onError ) {
  24135. if ( url === undefined ) { url = ''; }
  24136. if ( this.path !== undefined ) { url = this.path + url; }
  24137. url = this.manager.resolveURL( url );
  24138. var scope = this;
  24139. var cached = Cache.get( url );
  24140. if ( cached !== undefined ) {
  24141. scope.manager.itemStart( url );
  24142. setTimeout( function () {
  24143. if ( onLoad ) { onLoad( cached ); }
  24144. scope.manager.itemEnd( url );
  24145. }, 0 );
  24146. return cached;
  24147. }
  24148. fetch( url ).then( function ( res ) {
  24149. return res.blob();
  24150. } ).then( function ( blob ) {
  24151. if ( scope.options === undefined ) {
  24152. // Workaround for FireFox. It causes an error if you pass options.
  24153. return createImageBitmap( blob );
  24154. } else {
  24155. return createImageBitmap( blob, scope.options );
  24156. }
  24157. } ).then( function ( imageBitmap ) {
  24158. Cache.add( url, imageBitmap );
  24159. if ( onLoad ) { onLoad( imageBitmap ); }
  24160. scope.manager.itemEnd( url );
  24161. } ).catch( function ( e ) {
  24162. if ( onError ) { onError( e ); }
  24163. scope.manager.itemError( url );
  24164. scope.manager.itemEnd( url );
  24165. } );
  24166. scope.manager.itemStart( url );
  24167. }
  24168. } );
  24169. /**
  24170. * @author zz85 / http://www.lab4games.net/zz85/blog
  24171. * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
  24172. **/
  24173. function ShapePath() {
  24174. this.type = 'ShapePath';
  24175. this.color = new Color();
  24176. this.subPaths = [];
  24177. this.currentPath = null;
  24178. }
  24179. Object.assign( ShapePath.prototype, {
  24180. moveTo: function ( x, y ) {
  24181. this.currentPath = new Path();
  24182. this.subPaths.push( this.currentPath );
  24183. this.currentPath.moveTo( x, y );
  24184. },
  24185. lineTo: function ( x, y ) {
  24186. this.currentPath.lineTo( x, y );
  24187. },
  24188. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24189. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24190. },
  24191. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24192. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24193. },
  24194. splineThru: function ( pts ) {
  24195. this.currentPath.splineThru( pts );
  24196. },
  24197. toShapes: function ( isCCW, noHoles ) {
  24198. function toShapesNoHoles( inSubpaths ) {
  24199. var shapes = [];
  24200. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24201. var tmpPath = inSubpaths[ i ];
  24202. var tmpShape = new Shape();
  24203. tmpShape.curves = tmpPath.curves;
  24204. shapes.push( tmpShape );
  24205. }
  24206. return shapes;
  24207. }
  24208. function isPointInsidePolygon( inPt, inPolygon ) {
  24209. var polyLen = inPolygon.length;
  24210. // inPt on polygon contour => immediate success or
  24211. // toggling of inside/outside at every single! intersection point of an edge
  24212. // with the horizontal line through inPt, left of inPt
  24213. // not counting lowerY endpoints of edges and whole edges on that line
  24214. var inside = false;
  24215. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24216. var edgeLowPt = inPolygon[ p ];
  24217. var edgeHighPt = inPolygon[ q ];
  24218. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24219. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24220. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24221. // not parallel
  24222. if ( edgeDy < 0 ) {
  24223. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24224. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24225. }
  24226. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24227. if ( inPt.y === edgeLowPt.y ) {
  24228. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24229. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24230. } else {
  24231. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24232. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24233. if ( perpEdge < 0 ) { continue; }
  24234. inside = ! inside; // true intersection left of inPt
  24235. }
  24236. } else {
  24237. // parallel or collinear
  24238. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24239. // edge lies on the same horizontal line as inPt
  24240. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24241. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24242. // continue;
  24243. }
  24244. }
  24245. return inside;
  24246. }
  24247. var isClockWise = ShapeUtils.isClockWise;
  24248. var subPaths = this.subPaths;
  24249. if ( subPaths.length === 0 ) { return []; }
  24250. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24251. var solid, tmpPath, tmpShape, shapes = [];
  24252. if ( subPaths.length === 1 ) {
  24253. tmpPath = subPaths[ 0 ];
  24254. tmpShape = new Shape();
  24255. tmpShape.curves = tmpPath.curves;
  24256. shapes.push( tmpShape );
  24257. return shapes;
  24258. }
  24259. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24260. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24261. // console.log("Holes first", holesFirst);
  24262. var betterShapeHoles = [];
  24263. var newShapes = [];
  24264. var newShapeHoles = [];
  24265. var mainIdx = 0;
  24266. var tmpPoints;
  24267. newShapes[ mainIdx ] = undefined;
  24268. newShapeHoles[ mainIdx ] = [];
  24269. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24270. tmpPath = subPaths[ i ];
  24271. tmpPoints = tmpPath.getPoints();
  24272. solid = isClockWise( tmpPoints );
  24273. solid = isCCW ? ! solid : solid;
  24274. if ( solid ) {
  24275. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24276. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24277. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24278. if ( holesFirst ) { mainIdx ++; }
  24279. newShapeHoles[ mainIdx ] = [];
  24280. //console.log('cw', i);
  24281. } else {
  24282. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24283. //console.log('ccw', i);
  24284. }
  24285. }
  24286. // only Holes? -> probably all Shapes with wrong orientation
  24287. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24288. if ( newShapes.length > 1 ) {
  24289. var ambiguous = false;
  24290. var toChange = [];
  24291. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24292. betterShapeHoles[ sIdx ] = [];
  24293. }
  24294. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24295. var sho = newShapeHoles[ sIdx ];
  24296. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24297. var ho = sho[ hIdx ];
  24298. var hole_unassigned = true;
  24299. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24300. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24301. if ( sIdx !== s2Idx ) { toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } ); }
  24302. if ( hole_unassigned ) {
  24303. hole_unassigned = false;
  24304. betterShapeHoles[ s2Idx ].push( ho );
  24305. } else {
  24306. ambiguous = true;
  24307. }
  24308. }
  24309. }
  24310. if ( hole_unassigned ) {
  24311. betterShapeHoles[ sIdx ].push( ho );
  24312. }
  24313. }
  24314. }
  24315. // console.log("ambiguous: ", ambiguous);
  24316. if ( toChange.length > 0 ) {
  24317. // console.log("to change: ", toChange);
  24318. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24319. }
  24320. }
  24321. var tmpHoles;
  24322. for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
  24323. tmpShape = newShapes[ i ].s;
  24324. shapes.push( tmpShape );
  24325. tmpHoles = newShapeHoles[ i ];
  24326. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24327. tmpShape.holes.push( tmpHoles[ j ].h );
  24328. }
  24329. }
  24330. //console.log("shape", shapes);
  24331. return shapes;
  24332. }
  24333. } );
  24334. /**
  24335. * @author zz85 / http://www.lab4games.net/zz85/blog
  24336. * @author mrdoob / http://mrdoob.com/
  24337. */
  24338. function Font( data ) {
  24339. this.type = 'Font';
  24340. this.data = data;
  24341. }
  24342. Object.assign( Font.prototype, {
  24343. isFont: true,
  24344. generateShapes: function ( text, size ) {
  24345. if ( size === undefined ) { size = 100; }
  24346. var shapes = [];
  24347. var paths = createPaths( text, size, this.data );
  24348. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24349. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24350. }
  24351. return shapes;
  24352. }
  24353. } );
  24354. function createPaths( text, size, data ) {
  24355. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
  24356. var scale = size / data.resolution;
  24357. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24358. var paths = [];
  24359. var offsetX = 0, offsetY = 0;
  24360. for ( var i = 0; i < chars.length; i ++ ) {
  24361. var char = chars[ i ];
  24362. if ( char === '\n' ) {
  24363. offsetX = 0;
  24364. offsetY -= line_height;
  24365. } else {
  24366. var ret = createPath( char, scale, offsetX, offsetY, data );
  24367. offsetX += ret.offsetX;
  24368. paths.push( ret.path );
  24369. }
  24370. }
  24371. return paths;
  24372. }
  24373. function createPath( char, scale, offsetX, offsetY, data ) {
  24374. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24375. if ( ! glyph ) {
  24376. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24377. return;
  24378. }
  24379. var path = new ShapePath();
  24380. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24381. if ( glyph.o ) {
  24382. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24383. for ( var i = 0, l = outline.length; i < l; ) {
  24384. var action = outline[ i ++ ];
  24385. switch ( action ) {
  24386. case 'm': // moveTo
  24387. x = outline[ i ++ ] * scale + offsetX;
  24388. y = outline[ i ++ ] * scale + offsetY;
  24389. path.moveTo( x, y );
  24390. break;
  24391. case 'l': // lineTo
  24392. x = outline[ i ++ ] * scale + offsetX;
  24393. y = outline[ i ++ ] * scale + offsetY;
  24394. path.lineTo( x, y );
  24395. break;
  24396. case 'q': // quadraticCurveTo
  24397. cpx = outline[ i ++ ] * scale + offsetX;
  24398. cpy = outline[ i ++ ] * scale + offsetY;
  24399. cpx1 = outline[ i ++ ] * scale + offsetX;
  24400. cpy1 = outline[ i ++ ] * scale + offsetY;
  24401. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24402. break;
  24403. case 'b': // bezierCurveTo
  24404. cpx = outline[ i ++ ] * scale + offsetX;
  24405. cpy = outline[ i ++ ] * scale + offsetY;
  24406. cpx1 = outline[ i ++ ] * scale + offsetX;
  24407. cpy1 = outline[ i ++ ] * scale + offsetY;
  24408. cpx2 = outline[ i ++ ] * scale + offsetX;
  24409. cpy2 = outline[ i ++ ] * scale + offsetY;
  24410. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24411. break;
  24412. }
  24413. }
  24414. }
  24415. return { offsetX: glyph.ha * scale, path: path };
  24416. }
  24417. /**
  24418. * @author mrdoob / http://mrdoob.com/
  24419. */
  24420. function FontLoader( manager ) {
  24421. Loader.call( this, manager );
  24422. }
  24423. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24424. constructor: FontLoader,
  24425. load: function ( url, onLoad, onProgress, onError ) {
  24426. var scope = this;
  24427. var loader = new FileLoader( this.manager );
  24428. loader.setPath( this.path );
  24429. loader.load( url, function ( text ) {
  24430. var json;
  24431. try {
  24432. json = JSON.parse( text );
  24433. } catch ( e ) {
  24434. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24435. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24436. }
  24437. var font = scope.parse( json );
  24438. if ( onLoad ) { onLoad( font ); }
  24439. }, onProgress, onError );
  24440. },
  24441. parse: function ( json ) {
  24442. return new Font( json );
  24443. }
  24444. } );
  24445. /**
  24446. * @author mrdoob / http://mrdoob.com/
  24447. */
  24448. var _context;
  24449. var AudioContext = {
  24450. getContext: function () {
  24451. if ( _context === undefined ) {
  24452. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24453. }
  24454. return _context;
  24455. },
  24456. setContext: function ( value ) {
  24457. _context = value;
  24458. }
  24459. };
  24460. /**
  24461. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24462. */
  24463. function AudioLoader( manager ) {
  24464. Loader.call( this, manager );
  24465. }
  24466. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24467. constructor: AudioLoader,
  24468. load: function ( url, onLoad, onProgress, onError ) {
  24469. var loader = new FileLoader( this.manager );
  24470. loader.setResponseType( 'arraybuffer' );
  24471. loader.setPath( this.path );
  24472. loader.load( url, function ( buffer ) {
  24473. // Create a copy of the buffer. The `decodeAudioData` method
  24474. // detaches the buffer when complete, preventing reuse.
  24475. var bufferCopy = buffer.slice( 0 );
  24476. var context = AudioContext.getContext();
  24477. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24478. onLoad( audioBuffer );
  24479. } );
  24480. }, onProgress, onError );
  24481. }
  24482. } );
  24483. /**
  24484. * @author bhouston / http://clara.io
  24485. * @author WestLangley / http://github.com/WestLangley
  24486. *
  24487. * Primary reference:
  24488. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24489. *
  24490. * Secondary reference:
  24491. * https://www.ppsloan.org/publications/StupidSH36.pdf
  24492. */
  24493. // 3-band SH defined by 9 coefficients
  24494. function SphericalHarmonics3() {
  24495. this.coefficients = [];
  24496. for ( var i = 0; i < 9; i ++ ) {
  24497. this.coefficients.push( new Vector3() );
  24498. }
  24499. }
  24500. Object.assign( SphericalHarmonics3.prototype, {
  24501. isSphericalHarmonics3: true,
  24502. set: function ( coefficients ) {
  24503. for ( var i = 0; i < 9; i ++ ) {
  24504. this.coefficients[ i ].copy( coefficients[ i ] );
  24505. }
  24506. return this;
  24507. },
  24508. zero: function () {
  24509. for ( var i = 0; i < 9; i ++ ) {
  24510. this.coefficients[ i ].set( 0, 0, 0 );
  24511. }
  24512. return this;
  24513. },
  24514. // get the radiance in the direction of the normal
  24515. // target is a Vector3
  24516. getAt: function ( normal, target ) {
  24517. // normal is assumed to be unit length
  24518. var x = normal.x, y = normal.y, z = normal.z;
  24519. var coeff = this.coefficients;
  24520. // band 0
  24521. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  24522. // band 1
  24523. target.addScale( coeff[ 1 ], 0.488603 * y );
  24524. target.addScale( coeff[ 2 ], 0.488603 * z );
  24525. target.addScale( coeff[ 3 ], 0.488603 * x );
  24526. // band 2
  24527. target.addScale( coeff[ 4 ], 1.092548 * ( x * y ) );
  24528. target.addScale( coeff[ 5 ], 1.092548 * ( y * z ) );
  24529. target.addScale( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  24530. target.addScale( coeff[ 7 ], 1.092548 * ( x * z ) );
  24531. target.addScale( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  24532. return target;
  24533. },
  24534. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  24535. // target is a Vector3
  24536. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  24537. getIrradianceAt: function ( normal, target ) {
  24538. // normal is assumed to be unit length
  24539. var x = normal.x, y = normal.y, z = normal.z;
  24540. var coeff = this.coefficients;
  24541. // band 0
  24542. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  24543. // band 1
  24544. target.addScale( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  24545. target.addScale( coeff[ 2 ], 2.0 * 0.511664 * z );
  24546. target.addScale( coeff[ 3 ], 2.0 * 0.511664 * x );
  24547. // band 2
  24548. target.addScale( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  24549. target.addScale( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  24550. target.addScale( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  24551. target.addScale( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  24552. target.addScale( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  24553. return target;
  24554. },
  24555. add: function ( sh ) {
  24556. for ( var i = 0; i < 9; i ++ ) {
  24557. this.coefficients[ i ].add( sh.coefficients[ i ] );
  24558. }
  24559. return this;
  24560. },
  24561. scale: function ( s ) {
  24562. for ( var i = 0; i < 9; i ++ ) {
  24563. this.coefficients[ i ].multiplyScalar( s );
  24564. }
  24565. return this;
  24566. },
  24567. lerp: function ( sh, alpha ) {
  24568. for ( var i = 0; i < 9; i ++ ) {
  24569. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  24570. }
  24571. return this;
  24572. },
  24573. equals: function ( sh ) {
  24574. for ( var i = 0; i < 9; i ++ ) {
  24575. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  24576. return false;
  24577. }
  24578. }
  24579. return true;
  24580. },
  24581. copy: function ( sh ) {
  24582. return this.set( sh.coefficients );
  24583. },
  24584. clone: function () {
  24585. return new this.constructor().copy( this );
  24586. },
  24587. fromArray: function ( array, offset ) {
  24588. if ( offset === undefined ) { offset = 0; }
  24589. var coefficients = this.coefficients;
  24590. for ( var i = 0; i < 9; i ++ ) {
  24591. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  24592. }
  24593. return this;
  24594. },
  24595. toArray: function ( array, offset ) {
  24596. if ( array === undefined ) { array = []; }
  24597. if ( offset === undefined ) { offset = 0; }
  24598. var coefficients = this.coefficients;
  24599. for ( var i = 0; i < 9; i ++ ) {
  24600. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  24601. }
  24602. return array;
  24603. }
  24604. } );
  24605. Object.assign( SphericalHarmonics3, {
  24606. // evaluate the basis functions
  24607. // shBasis is an Array[ 9 ]
  24608. getBasisAt: function ( normal, shBasis ) {
  24609. // normal is assumed to be unit length
  24610. var x = normal.x, y = normal.y, z = normal.z;
  24611. // band 0
  24612. shBasis[ 0 ] = 0.282095;
  24613. // band 1
  24614. shBasis[ 1 ] = 0.488603 * y;
  24615. shBasis[ 2 ] = 0.488603 * z;
  24616. shBasis[ 3 ] = 0.488603 * x;
  24617. // band 2
  24618. shBasis[ 4 ] = 1.092548 * x * y;
  24619. shBasis[ 5 ] = 1.092548 * y * z;
  24620. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  24621. shBasis[ 7 ] = 1.092548 * x * z;
  24622. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  24623. }
  24624. } );
  24625. /**
  24626. * @author WestLangley / http://github.com/WestLangley
  24627. *
  24628. * A LightProbe is a source of indirect-diffuse light
  24629. */
  24630. function LightProbe( sh, intensity ) {
  24631. Light.call( this, undefined, intensity );
  24632. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  24633. }
  24634. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  24635. constructor: LightProbe,
  24636. isLightProbe: true,
  24637. copy: function ( source ) {
  24638. Light.prototype.copy.call( this, source );
  24639. this.sh.copy( source.sh );
  24640. this.intensity = source.intensity;
  24641. return this;
  24642. },
  24643. toJSON: function ( meta ) {
  24644. var data = Light.prototype.toJSON.call( this, meta );
  24645. // data.sh = this.sh.toArray(); // todo
  24646. return data;
  24647. }
  24648. } );
  24649. /**
  24650. * @author WestLangley / http://github.com/WestLangley
  24651. */
  24652. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  24653. LightProbe.call( this, undefined, intensity );
  24654. var color1 = new Color().set( skyColor );
  24655. var color2 = new Color().set( groundColor );
  24656. var sky = new Vector3( color1.r, color1.g, color1.b );
  24657. var ground = new Vector3( color2.r, color2.g, color2.b );
  24658. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  24659. var c0 = Math.sqrt( Math.PI );
  24660. var c1 = c0 * Math.sqrt( 0.75 );
  24661. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  24662. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  24663. }
  24664. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24665. constructor: HemisphereLightProbe,
  24666. isHemisphereLightProbe: true,
  24667. copy: function ( source ) { // modifying colors not currently supported
  24668. LightProbe.prototype.copy.call( this, source );
  24669. return this;
  24670. },
  24671. toJSON: function ( meta ) {
  24672. var data = LightProbe.prototype.toJSON.call( this, meta );
  24673. // data.sh = this.sh.toArray(); // todo
  24674. return data;
  24675. }
  24676. } );
  24677. /**
  24678. * @author WestLangley / http://github.com/WestLangley
  24679. */
  24680. function AmbientLightProbe( color, intensity ) {
  24681. LightProbe.call( this, undefined, intensity );
  24682. var color1 = new Color().set( color );
  24683. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  24684. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  24685. }
  24686. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  24687. constructor: AmbientLightProbe,
  24688. isAmbientLightProbe: true,
  24689. copy: function ( source ) { // modifying color not currently supported
  24690. LightProbe.prototype.copy.call( this, source );
  24691. return this;
  24692. },
  24693. toJSON: function ( meta ) {
  24694. var data = LightProbe.prototype.toJSON.call( this, meta );
  24695. // data.sh = this.sh.toArray(); // todo
  24696. return data;
  24697. }
  24698. } );
  24699. var _eyeRight = new Matrix4();
  24700. var _eyeLeft = new Matrix4();
  24701. /**
  24702. * @author mrdoob / http://mrdoob.com/
  24703. */
  24704. function StereoCamera() {
  24705. this.type = 'StereoCamera';
  24706. this.aspect = 1;
  24707. this.eyeSep = 0.064;
  24708. this.cameraL = new PerspectiveCamera();
  24709. this.cameraL.layers.enable( 1 );
  24710. this.cameraL.matrixAutoUpdate = false;
  24711. this.cameraR = new PerspectiveCamera();
  24712. this.cameraR.layers.enable( 2 );
  24713. this.cameraR.matrixAutoUpdate = false;
  24714. this._cache = {
  24715. focus: null,
  24716. fov: null,
  24717. aspect: null,
  24718. near: null,
  24719. far: null,
  24720. zoom: null,
  24721. eyeSep: null
  24722. };
  24723. }
  24724. Object.assign( StereoCamera.prototype, {
  24725. update: function ( camera ) {
  24726. var cache = this._cache;
  24727. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  24728. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  24729. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  24730. if ( needsUpdate ) {
  24731. cache.focus = camera.focus;
  24732. cache.fov = camera.fov;
  24733. cache.aspect = camera.aspect * this.aspect;
  24734. cache.near = camera.near;
  24735. cache.far = camera.far;
  24736. cache.zoom = camera.zoom;
  24737. cache.eyeSep = this.eyeSep;
  24738. // Off-axis stereoscopic effect based on
  24739. // http://paulbourke.net/stereographics/stereorender/
  24740. var projectionMatrix = camera.projectionMatrix.clone();
  24741. var eyeSepHalf = cache.eyeSep / 2;
  24742. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  24743. var ymax = ( cache.near * Math.tan( _Math.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  24744. var xmin, xmax;
  24745. // translate xOffset
  24746. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  24747. _eyeRight.elements[ 12 ] = eyeSepHalf;
  24748. // for left eye
  24749. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  24750. xmax = ymax * cache.aspect + eyeSepOnProjection;
  24751. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24752. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24753. this.cameraL.projectionMatrix.copy( projectionMatrix );
  24754. // for right eye
  24755. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  24756. xmax = ymax * cache.aspect - eyeSepOnProjection;
  24757. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  24758. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  24759. this.cameraR.projectionMatrix.copy( projectionMatrix );
  24760. }
  24761. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  24762. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  24763. }
  24764. } );
  24765. /**
  24766. * @author alteredq / http://alteredqualia.com/
  24767. */
  24768. function Clock( autoStart ) {
  24769. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  24770. this.startTime = 0;
  24771. this.oldTime = 0;
  24772. this.elapsedTime = 0;
  24773. this.running = false;
  24774. }
  24775. Object.assign( Clock.prototype, {
  24776. start: function () {
  24777. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  24778. this.oldTime = this.startTime;
  24779. this.elapsedTime = 0;
  24780. this.running = true;
  24781. },
  24782. stop: function () {
  24783. this.getElapsedTime();
  24784. this.running = false;
  24785. this.autoStart = false;
  24786. },
  24787. getElapsedTime: function () {
  24788. this.getDelta();
  24789. return this.elapsedTime;
  24790. },
  24791. getDelta: function () {
  24792. var diff = 0;
  24793. if ( this.autoStart && ! this.running ) {
  24794. this.start();
  24795. return 0;
  24796. }
  24797. if ( this.running ) {
  24798. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  24799. diff = ( newTime - this.oldTime ) / 1000;
  24800. this.oldTime = newTime;
  24801. this.elapsedTime += diff;
  24802. }
  24803. return diff;
  24804. }
  24805. } );
  24806. /**
  24807. * @author mrdoob / http://mrdoob.com/
  24808. */
  24809. var _position$2 = new Vector3();
  24810. var _quaternion$3 = new Quaternion();
  24811. var _scale$1 = new Vector3();
  24812. var _orientation = new Vector3();
  24813. function AudioListener() {
  24814. Object3D.call( this );
  24815. this.type = 'AudioListener';
  24816. this.context = AudioContext.getContext();
  24817. this.gain = this.context.createGain();
  24818. this.gain.connect( this.context.destination );
  24819. this.filter = null;
  24820. this.timeDelta = 0;
  24821. // private
  24822. this._clock = new Clock();
  24823. }
  24824. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24825. constructor: AudioListener,
  24826. getInput: function () {
  24827. return this.gain;
  24828. },
  24829. removeFilter: function ( ) {
  24830. if ( this.filter !== null ) {
  24831. this.gain.disconnect( this.filter );
  24832. this.filter.disconnect( this.context.destination );
  24833. this.gain.connect( this.context.destination );
  24834. this.filter = null;
  24835. }
  24836. return this;
  24837. },
  24838. getFilter: function () {
  24839. return this.filter;
  24840. },
  24841. setFilter: function ( value ) {
  24842. if ( this.filter !== null ) {
  24843. this.gain.disconnect( this.filter );
  24844. this.filter.disconnect( this.context.destination );
  24845. } else {
  24846. this.gain.disconnect( this.context.destination );
  24847. }
  24848. this.filter = value;
  24849. this.gain.connect( this.filter );
  24850. this.filter.connect( this.context.destination );
  24851. return this;
  24852. },
  24853. getMasterVolume: function () {
  24854. return this.gain.gain.value;
  24855. },
  24856. setMasterVolume: function ( value ) {
  24857. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  24858. return this;
  24859. },
  24860. updateMatrixWorld: function ( force ) {
  24861. Object3D.prototype.updateMatrixWorld.call( this, force );
  24862. var listener = this.context.listener;
  24863. var up = this.up;
  24864. this.timeDelta = this._clock.getDelta();
  24865. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  24866. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  24867. if ( listener.positionX ) {
  24868. // code path for Chrome (see #14393)
  24869. var endTime = this.context.currentTime + this.timeDelta;
  24870. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  24871. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  24872. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  24873. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  24874. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  24875. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  24876. listener.upX.linearRampToValueAtTime( up.x, endTime );
  24877. listener.upY.linearRampToValueAtTime( up.y, endTime );
  24878. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  24879. } else {
  24880. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  24881. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  24882. }
  24883. }
  24884. } );
  24885. /**
  24886. * @author mrdoob / http://mrdoob.com/
  24887. * @author Reece Aaron Lecrivain / http://reecenotes.com/
  24888. */
  24889. function Audio( listener ) {
  24890. Object3D.call( this );
  24891. this.type = 'Audio';
  24892. this.listener = listener;
  24893. this.context = listener.context;
  24894. this.gain = this.context.createGain();
  24895. this.gain.connect( listener.getInput() );
  24896. this.autoplay = false;
  24897. this.buffer = null;
  24898. this.detune = 0;
  24899. this.loop = false;
  24900. this.loopStart = 0;
  24901. this.loopEnd = 0;
  24902. this.startTime = 0;
  24903. this.offset = 0;
  24904. this.duration = undefined;
  24905. this.playbackRate = 1;
  24906. this.isPlaying = false;
  24907. this.hasPlaybackControl = true;
  24908. this.sourceType = 'empty';
  24909. this.filters = [];
  24910. }
  24911. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  24912. constructor: Audio,
  24913. getOutput: function () {
  24914. return this.gain;
  24915. },
  24916. setNodeSource: function ( audioNode ) {
  24917. this.hasPlaybackControl = false;
  24918. this.sourceType = 'audioNode';
  24919. this.source = audioNode;
  24920. this.connect();
  24921. return this;
  24922. },
  24923. setMediaElementSource: function ( mediaElement ) {
  24924. this.hasPlaybackControl = false;
  24925. this.sourceType = 'mediaNode';
  24926. this.source = this.context.createMediaElementSource( mediaElement );
  24927. this.connect();
  24928. return this;
  24929. },
  24930. setMediaStreamSource: function ( mediaStream ) {
  24931. this.hasPlaybackControl = false;
  24932. this.sourceType = 'mediaStreamNode';
  24933. this.source = this.context.createMediaStreamSource( mediaStream );
  24934. this.connect();
  24935. return this;
  24936. },
  24937. setBuffer: function ( audioBuffer ) {
  24938. this.buffer = audioBuffer;
  24939. this.sourceType = 'buffer';
  24940. if ( this.autoplay ) { this.play(); }
  24941. return this;
  24942. },
  24943. play: function () {
  24944. if ( this.isPlaying === true ) {
  24945. console.warn( 'THREE.Audio: Audio is already playing.' );
  24946. return;
  24947. }
  24948. if ( this.hasPlaybackControl === false ) {
  24949. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24950. return;
  24951. }
  24952. var source = this.context.createBufferSource();
  24953. source.buffer = this.buffer;
  24954. source.loop = this.loop;
  24955. source.loopStart = this.loopStart;
  24956. source.loopEnd = this.loopEnd;
  24957. source.onended = this.onEnded.bind( this );
  24958. this.startTime = this.context.currentTime;
  24959. source.start( this.startTime, this.offset, this.duration );
  24960. this.isPlaying = true;
  24961. this.source = source;
  24962. this.setDetune( this.detune );
  24963. this.setPlaybackRate( this.playbackRate );
  24964. return this.connect();
  24965. },
  24966. pause: function () {
  24967. if ( this.hasPlaybackControl === false ) {
  24968. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24969. return;
  24970. }
  24971. if ( this.isPlaying === true ) {
  24972. this.source.stop();
  24973. this.source.onended = null;
  24974. this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
  24975. this.isPlaying = false;
  24976. }
  24977. return this;
  24978. },
  24979. stop: function () {
  24980. if ( this.hasPlaybackControl === false ) {
  24981. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  24982. return;
  24983. }
  24984. this.source.stop();
  24985. this.source.onended = null;
  24986. this.offset = 0;
  24987. this.isPlaying = false;
  24988. return this;
  24989. },
  24990. connect: function () {
  24991. if ( this.filters.length > 0 ) {
  24992. this.source.connect( this.filters[ 0 ] );
  24993. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  24994. this.filters[ i - 1 ].connect( this.filters[ i ] );
  24995. }
  24996. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  24997. } else {
  24998. this.source.connect( this.getOutput() );
  24999. }
  25000. return this;
  25001. },
  25002. disconnect: function () {
  25003. if ( this.filters.length > 0 ) {
  25004. this.source.disconnect( this.filters[ 0 ] );
  25005. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25006. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25007. }
  25008. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25009. } else {
  25010. this.source.disconnect( this.getOutput() );
  25011. }
  25012. return this;
  25013. },
  25014. getFilters: function () {
  25015. return this.filters;
  25016. },
  25017. setFilters: function ( value ) {
  25018. if ( ! value ) { value = []; }
  25019. if ( this.isPlaying === true ) {
  25020. this.disconnect();
  25021. this.filters = value;
  25022. this.connect();
  25023. } else {
  25024. this.filters = value;
  25025. }
  25026. return this;
  25027. },
  25028. setDetune: function ( value ) {
  25029. this.detune = value;
  25030. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25031. if ( this.isPlaying === true ) {
  25032. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25033. }
  25034. return this;
  25035. },
  25036. getDetune: function () {
  25037. return this.detune;
  25038. },
  25039. getFilter: function () {
  25040. return this.getFilters()[ 0 ];
  25041. },
  25042. setFilter: function ( filter ) {
  25043. return this.setFilters( filter ? [ filter ] : [] );
  25044. },
  25045. setPlaybackRate: function ( value ) {
  25046. if ( this.hasPlaybackControl === false ) {
  25047. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25048. return;
  25049. }
  25050. this.playbackRate = value;
  25051. if ( this.isPlaying === true ) {
  25052. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25053. }
  25054. return this;
  25055. },
  25056. getPlaybackRate: function () {
  25057. return this.playbackRate;
  25058. },
  25059. onEnded: function () {
  25060. this.isPlaying = false;
  25061. },
  25062. getLoop: function () {
  25063. if ( this.hasPlaybackControl === false ) {
  25064. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25065. return false;
  25066. }
  25067. return this.loop;
  25068. },
  25069. setLoop: function ( value ) {
  25070. if ( this.hasPlaybackControl === false ) {
  25071. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25072. return;
  25073. }
  25074. this.loop = value;
  25075. if ( this.isPlaying === true ) {
  25076. this.source.loop = this.loop;
  25077. }
  25078. return this;
  25079. },
  25080. setLoopStart: function ( value ) {
  25081. this.loopStart = value;
  25082. return this;
  25083. },
  25084. setLoopEnd: function ( value ) {
  25085. this.loopEnd = value;
  25086. return this;
  25087. },
  25088. getVolume: function () {
  25089. return this.gain.gain.value;
  25090. },
  25091. setVolume: function ( value ) {
  25092. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25093. return this;
  25094. }
  25095. } );
  25096. /**
  25097. * @author mrdoob / http://mrdoob.com/
  25098. */
  25099. var _position$3 = new Vector3();
  25100. var _quaternion$4 = new Quaternion();
  25101. var _scale$2 = new Vector3();
  25102. var _orientation$1 = new Vector3();
  25103. function PositionalAudio( listener ) {
  25104. Audio.call( this, listener );
  25105. this.panner = this.context.createPanner();
  25106. this.panner.panningModel = 'HRTF';
  25107. this.panner.connect( this.gain );
  25108. }
  25109. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25110. constructor: PositionalAudio,
  25111. getOutput: function () {
  25112. return this.panner;
  25113. },
  25114. getRefDistance: function () {
  25115. return this.panner.refDistance;
  25116. },
  25117. setRefDistance: function ( value ) {
  25118. this.panner.refDistance = value;
  25119. return this;
  25120. },
  25121. getRolloffFactor: function () {
  25122. return this.panner.rolloffFactor;
  25123. },
  25124. setRolloffFactor: function ( value ) {
  25125. this.panner.rolloffFactor = value;
  25126. return this;
  25127. },
  25128. getDistanceModel: function () {
  25129. return this.panner.distanceModel;
  25130. },
  25131. setDistanceModel: function ( value ) {
  25132. this.panner.distanceModel = value;
  25133. return this;
  25134. },
  25135. getMaxDistance: function () {
  25136. return this.panner.maxDistance;
  25137. },
  25138. setMaxDistance: function ( value ) {
  25139. this.panner.maxDistance = value;
  25140. return this;
  25141. },
  25142. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25143. this.panner.coneInnerAngle = coneInnerAngle;
  25144. this.panner.coneOuterAngle = coneOuterAngle;
  25145. this.panner.coneOuterGain = coneOuterGain;
  25146. return this;
  25147. },
  25148. updateMatrixWorld: function ( force ) {
  25149. Object3D.prototype.updateMatrixWorld.call( this, force );
  25150. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25151. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25152. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25153. var panner = this.panner;
  25154. if ( panner.positionX ) {
  25155. // code path for Chrome and Firefox (see #14393)
  25156. var endTime = this.context.currentTime + this.listener.timeDelta;
  25157. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25158. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25159. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25160. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25161. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25162. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25163. } else {
  25164. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25165. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25166. }
  25167. }
  25168. } );
  25169. /**
  25170. * @author mrdoob / http://mrdoob.com/
  25171. */
  25172. function AudioAnalyser( audio, fftSize ) {
  25173. this.analyser = audio.context.createAnalyser();
  25174. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25175. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25176. audio.getOutput().connect( this.analyser );
  25177. }
  25178. Object.assign( AudioAnalyser.prototype, {
  25179. getFrequencyData: function () {
  25180. this.analyser.getByteFrequencyData( this.data );
  25181. return this.data;
  25182. },
  25183. getAverageFrequency: function () {
  25184. var value = 0, data = this.getFrequencyData();
  25185. for ( var i = 0; i < data.length; i ++ ) {
  25186. value += data[ i ];
  25187. }
  25188. return value / data.length;
  25189. }
  25190. } );
  25191. /**
  25192. *
  25193. * Buffered scene graph property that allows weighted accumulation.
  25194. *
  25195. *
  25196. * @author Ben Houston / http://clara.io/
  25197. * @author David Sarno / http://lighthaus.us/
  25198. * @author tschw
  25199. */
  25200. function PropertyMixer( binding, typeName, valueSize ) {
  25201. this.binding = binding;
  25202. this.valueSize = valueSize;
  25203. var bufferType = Float64Array,
  25204. mixFunction;
  25205. switch ( typeName ) {
  25206. case 'quaternion':
  25207. mixFunction = this._slerp;
  25208. break;
  25209. case 'string':
  25210. case 'bool':
  25211. bufferType = Array;
  25212. mixFunction = this._select;
  25213. break;
  25214. default:
  25215. mixFunction = this._lerp;
  25216. }
  25217. this.buffer = new bufferType( valueSize * 4 );
  25218. // layout: [ incoming | accu0 | accu1 | orig ]
  25219. //
  25220. // interpolators can use .buffer as their .result
  25221. // the data then goes to 'incoming'
  25222. //
  25223. // 'accu0' and 'accu1' are used frame-interleaved for
  25224. // the cumulative result and are compared to detect
  25225. // changes
  25226. //
  25227. // 'orig' stores the original state of the property
  25228. this._mixBufferRegion = mixFunction;
  25229. this.cumulativeWeight = 0;
  25230. this.useCount = 0;
  25231. this.referenceCount = 0;
  25232. }
  25233. Object.assign( PropertyMixer.prototype, {
  25234. // accumulate data in the 'incoming' region into 'accu<i>'
  25235. accumulate: function ( accuIndex, weight ) {
  25236. // note: happily accumulating nothing when weight = 0, the caller knows
  25237. // the weight and shouldn't have made the call in the first place
  25238. var buffer = this.buffer,
  25239. stride = this.valueSize,
  25240. offset = accuIndex * stride + stride,
  25241. currentWeight = this.cumulativeWeight;
  25242. if ( currentWeight === 0 ) {
  25243. // accuN := incoming * weight
  25244. for ( var i = 0; i !== stride; ++ i ) {
  25245. buffer[ offset + i ] = buffer[ i ];
  25246. }
  25247. currentWeight = weight;
  25248. } else {
  25249. // accuN := accuN + incoming * weight
  25250. currentWeight += weight;
  25251. var mix = weight / currentWeight;
  25252. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25253. }
  25254. this.cumulativeWeight = currentWeight;
  25255. },
  25256. // apply the state of 'accu<i>' to the binding when accus differ
  25257. apply: function ( accuIndex ) {
  25258. var stride = this.valueSize,
  25259. buffer = this.buffer,
  25260. offset = accuIndex * stride + stride,
  25261. weight = this.cumulativeWeight,
  25262. binding = this.binding;
  25263. this.cumulativeWeight = 0;
  25264. if ( weight < 1 ) {
  25265. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25266. var originalValueOffset = stride * 3;
  25267. this._mixBufferRegion(
  25268. buffer, offset, originalValueOffset, 1 - weight, stride );
  25269. }
  25270. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25271. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25272. // value has changed -> update scene graph
  25273. binding.setValue( buffer, offset );
  25274. break;
  25275. }
  25276. }
  25277. },
  25278. // remember the state of the bound property and copy it to both accus
  25279. saveOriginalState: function () {
  25280. var binding = this.binding;
  25281. var buffer = this.buffer,
  25282. stride = this.valueSize,
  25283. originalValueOffset = stride * 3;
  25284. binding.getValue( buffer, originalValueOffset );
  25285. // accu[0..1] := orig -- initially detect changes against the original
  25286. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25287. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25288. }
  25289. this.cumulativeWeight = 0;
  25290. },
  25291. // apply the state previously taken via 'saveOriginalState' to the binding
  25292. restoreOriginalState: function () {
  25293. var originalValueOffset = this.valueSize * 3;
  25294. this.binding.setValue( this.buffer, originalValueOffset );
  25295. },
  25296. // mix functions
  25297. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25298. if ( t >= 0.5 ) {
  25299. for ( var i = 0; i !== stride; ++ i ) {
  25300. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25301. }
  25302. }
  25303. },
  25304. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25305. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25306. },
  25307. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25308. var s = 1 - t;
  25309. for ( var i = 0; i !== stride; ++ i ) {
  25310. var j = dstOffset + i;
  25311. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25312. }
  25313. }
  25314. } );
  25315. /**
  25316. *
  25317. * A reference to a real property in the scene graph.
  25318. *
  25319. *
  25320. * @author Ben Houston / http://clara.io/
  25321. * @author David Sarno / http://lighthaus.us/
  25322. * @author tschw
  25323. */
  25324. // Characters [].:/ are reserved for track binding syntax.
  25325. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25326. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25327. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25328. // only latin characters, and the unicode \p{L} is not yet supported. So
  25329. // instead, we exclude reserved characters and match everything else.
  25330. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25331. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25332. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25333. // be matched to parse the rest of the track name.
  25334. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25335. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25336. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25337. // Object on target node, and accessor. May not contain reserved
  25338. // characters. Accessor may contain any character except closing bracket.
  25339. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25340. // Property and accessor. May not contain reserved characters. Accessor may
  25341. // contain any non-bracket characters.
  25342. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25343. var _trackRe = new RegExp( ''
  25344. + '^'
  25345. + _directoryRe
  25346. + _nodeRe
  25347. + _objectRe
  25348. + _propertyRe
  25349. + '$'
  25350. );
  25351. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25352. function Composite( targetGroup, path, optionalParsedPath ) {
  25353. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25354. this._targetGroup = targetGroup;
  25355. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25356. }
  25357. Object.assign( Composite.prototype, {
  25358. getValue: function ( array, offset ) {
  25359. this.bind(); // bind all binding
  25360. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25361. binding = this._bindings[ firstValidIndex ];
  25362. // and only call .getValue on the first
  25363. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25364. },
  25365. setValue: function ( array, offset ) {
  25366. var bindings = this._bindings;
  25367. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25368. bindings[ i ].setValue( array, offset );
  25369. }
  25370. },
  25371. bind: function () {
  25372. var bindings = this._bindings;
  25373. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25374. bindings[ i ].bind();
  25375. }
  25376. },
  25377. unbind: function () {
  25378. var bindings = this._bindings;
  25379. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25380. bindings[ i ].unbind();
  25381. }
  25382. }
  25383. } );
  25384. function PropertyBinding( rootNode, path, parsedPath ) {
  25385. this.path = path;
  25386. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25387. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25388. this.rootNode = rootNode;
  25389. }
  25390. Object.assign( PropertyBinding, {
  25391. Composite: Composite,
  25392. create: function ( root, path, parsedPath ) {
  25393. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25394. return new PropertyBinding( root, path, parsedPath );
  25395. } else {
  25396. return new PropertyBinding.Composite( root, path, parsedPath );
  25397. }
  25398. },
  25399. /**
  25400. * Replaces spaces with underscores and removes unsupported characters from
  25401. * node names, to ensure compatibility with parseTrackName().
  25402. *
  25403. * @param {string} name Node name to be sanitized.
  25404. * @return {string}
  25405. */
  25406. sanitizeNodeName: function ( name ) {
  25407. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25408. },
  25409. parseTrackName: function ( trackName ) {
  25410. var matches = _trackRe.exec( trackName );
  25411. if ( ! matches ) {
  25412. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25413. }
  25414. var results = {
  25415. // directoryName: matches[ 1 ], // (tschw) currently unused
  25416. nodeName: matches[ 2 ],
  25417. objectName: matches[ 3 ],
  25418. objectIndex: matches[ 4 ],
  25419. propertyName: matches[ 5 ], // required
  25420. propertyIndex: matches[ 6 ]
  25421. };
  25422. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25423. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25424. var objectName = results.nodeName.substring( lastDot + 1 );
  25425. // Object names must be checked against a whitelist. Otherwise, there
  25426. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25427. // 'bar' could be the objectName, or part of a nodeName (which can
  25428. // include '.' characters).
  25429. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25430. results.nodeName = results.nodeName.substring( 0, lastDot );
  25431. results.objectName = objectName;
  25432. }
  25433. }
  25434. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25435. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25436. }
  25437. return results;
  25438. },
  25439. findNode: function ( root, nodeName ) {
  25440. if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25441. return root;
  25442. }
  25443. // search into skeleton bones.
  25444. if ( root.skeleton ) {
  25445. var bone = root.skeleton.getBoneByName( nodeName );
  25446. if ( bone !== undefined ) {
  25447. return bone;
  25448. }
  25449. }
  25450. // search into node subtree.
  25451. if ( root.children ) {
  25452. var searchNodeSubtree = function ( children ) {
  25453. for ( var i = 0; i < children.length; i ++ ) {
  25454. var childNode = children[ i ];
  25455. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25456. return childNode;
  25457. }
  25458. var result = searchNodeSubtree( childNode.children );
  25459. if ( result ) { return result; }
  25460. }
  25461. return null;
  25462. };
  25463. var subTreeNode = searchNodeSubtree( root.children );
  25464. if ( subTreeNode ) {
  25465. return subTreeNode;
  25466. }
  25467. }
  25468. return null;
  25469. }
  25470. } );
  25471. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25472. // these are used to "bind" a nonexistent property
  25473. _getValue_unavailable: function () {},
  25474. _setValue_unavailable: function () {},
  25475. BindingType: {
  25476. Direct: 0,
  25477. EntireArray: 1,
  25478. ArrayElement: 2,
  25479. HasFromToArray: 3
  25480. },
  25481. Versioning: {
  25482. None: 0,
  25483. NeedsUpdate: 1,
  25484. MatrixWorldNeedsUpdate: 2
  25485. },
  25486. GetterByBindingType: [
  25487. function getValue_direct( buffer, offset ) {
  25488. buffer[ offset ] = this.node[ this.propertyName ];
  25489. },
  25490. function getValue_array( buffer, offset ) {
  25491. var source = this.resolvedProperty;
  25492. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25493. buffer[ offset ++ ] = source[ i ];
  25494. }
  25495. },
  25496. function getValue_arrayElement( buffer, offset ) {
  25497. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25498. },
  25499. function getValue_toArray( buffer, offset ) {
  25500. this.resolvedProperty.toArray( buffer, offset );
  25501. }
  25502. ],
  25503. SetterByBindingTypeAndVersioning: [
  25504. [
  25505. // Direct
  25506. function setValue_direct( buffer, offset ) {
  25507. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25508. },
  25509. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25510. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25511. this.targetObject.needsUpdate = true;
  25512. },
  25513. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25514. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25515. this.targetObject.matrixWorldNeedsUpdate = true;
  25516. }
  25517. ], [
  25518. // EntireArray
  25519. function setValue_array( buffer, offset ) {
  25520. var dest = this.resolvedProperty;
  25521. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25522. dest[ i ] = buffer[ offset ++ ];
  25523. }
  25524. },
  25525. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25526. var dest = this.resolvedProperty;
  25527. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25528. dest[ i ] = buffer[ offset ++ ];
  25529. }
  25530. this.targetObject.needsUpdate = true;
  25531. },
  25532. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25533. var dest = this.resolvedProperty;
  25534. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25535. dest[ i ] = buffer[ offset ++ ];
  25536. }
  25537. this.targetObject.matrixWorldNeedsUpdate = true;
  25538. }
  25539. ], [
  25540. // ArrayElement
  25541. function setValue_arrayElement( buffer, offset ) {
  25542. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25543. },
  25544. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25545. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25546. this.targetObject.needsUpdate = true;
  25547. },
  25548. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25549. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25550. this.targetObject.matrixWorldNeedsUpdate = true;
  25551. }
  25552. ], [
  25553. // HasToFromArray
  25554. function setValue_fromArray( buffer, offset ) {
  25555. this.resolvedProperty.fromArray( buffer, offset );
  25556. },
  25557. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25558. this.resolvedProperty.fromArray( buffer, offset );
  25559. this.targetObject.needsUpdate = true;
  25560. },
  25561. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25562. this.resolvedProperty.fromArray( buffer, offset );
  25563. this.targetObject.matrixWorldNeedsUpdate = true;
  25564. }
  25565. ]
  25566. ],
  25567. getValue: function getValue_unbound( targetArray, offset ) {
  25568. this.bind();
  25569. this.getValue( targetArray, offset );
  25570. // Note: This class uses a State pattern on a per-method basis:
  25571. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25572. // prototype version of these methods with one that represents
  25573. // the bound state. When the property is not found, the methods
  25574. // become no-ops.
  25575. },
  25576. setValue: function getValue_unbound( sourceArray, offset ) {
  25577. this.bind();
  25578. this.setValue( sourceArray, offset );
  25579. },
  25580. // create getter / setter pair for a property in the scene graph
  25581. bind: function () {
  25582. var targetObject = this.node,
  25583. parsedPath = this.parsedPath,
  25584. objectName = parsedPath.objectName,
  25585. propertyName = parsedPath.propertyName,
  25586. propertyIndex = parsedPath.propertyIndex;
  25587. if ( ! targetObject ) {
  25588. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25589. this.node = targetObject;
  25590. }
  25591. // set fail state so we can just 'return' on error
  25592. this.getValue = this._getValue_unavailable;
  25593. this.setValue = this._setValue_unavailable;
  25594. // ensure there is a value node
  25595. if ( ! targetObject ) {
  25596. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25597. return;
  25598. }
  25599. if ( objectName ) {
  25600. var objectIndex = parsedPath.objectIndex;
  25601. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  25602. switch ( objectName ) {
  25603. case 'materials':
  25604. if ( ! targetObject.material ) {
  25605. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  25606. return;
  25607. }
  25608. if ( ! targetObject.material.materials ) {
  25609. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  25610. return;
  25611. }
  25612. targetObject = targetObject.material.materials;
  25613. break;
  25614. case 'bones':
  25615. if ( ! targetObject.skeleton ) {
  25616. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  25617. return;
  25618. }
  25619. // potential future optimization: skip this if propertyIndex is already an integer
  25620. // and convert the integer string to a true integer.
  25621. targetObject = targetObject.skeleton.bones;
  25622. // support resolving morphTarget names into indices.
  25623. for ( var i = 0; i < targetObject.length; i ++ ) {
  25624. if ( targetObject[ i ].name === objectIndex ) {
  25625. objectIndex = i;
  25626. break;
  25627. }
  25628. }
  25629. break;
  25630. default:
  25631. if ( targetObject[ objectName ] === undefined ) {
  25632. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  25633. return;
  25634. }
  25635. targetObject = targetObject[ objectName ];
  25636. }
  25637. if ( objectIndex !== undefined ) {
  25638. if ( targetObject[ objectIndex ] === undefined ) {
  25639. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  25640. return;
  25641. }
  25642. targetObject = targetObject[ objectIndex ];
  25643. }
  25644. }
  25645. // resolve property
  25646. var nodeProperty = targetObject[ propertyName ];
  25647. if ( nodeProperty === undefined ) {
  25648. var nodeName = parsedPath.nodeName;
  25649. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  25650. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  25651. return;
  25652. }
  25653. // determine versioning scheme
  25654. var versioning = this.Versioning.None;
  25655. this.targetObject = targetObject;
  25656. if ( targetObject.needsUpdate !== undefined ) { // material
  25657. versioning = this.Versioning.NeedsUpdate;
  25658. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  25659. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  25660. }
  25661. // determine how the property gets bound
  25662. var bindingType = this.BindingType.Direct;
  25663. if ( propertyIndex !== undefined ) {
  25664. // access a sub element of the property array (only primitives are supported right now)
  25665. if ( propertyName === "morphTargetInfluences" ) {
  25666. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  25667. // support resolving morphTarget names into indices.
  25668. if ( ! targetObject.geometry ) {
  25669. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  25670. return;
  25671. }
  25672. if ( targetObject.geometry.isBufferGeometry ) {
  25673. if ( ! targetObject.geometry.morphAttributes ) {
  25674. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  25675. return;
  25676. }
  25677. for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
  25678. if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
  25679. propertyIndex = i;
  25680. break;
  25681. }
  25682. }
  25683. } else {
  25684. if ( ! targetObject.geometry.morphTargets ) {
  25685. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
  25686. return;
  25687. }
  25688. for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
  25689. if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
  25690. propertyIndex = i;
  25691. break;
  25692. }
  25693. }
  25694. }
  25695. }
  25696. bindingType = this.BindingType.ArrayElement;
  25697. this.resolvedProperty = nodeProperty;
  25698. this.propertyIndex = propertyIndex;
  25699. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  25700. // must use copy for Object3D.Euler/Quaternion
  25701. bindingType = this.BindingType.HasFromToArray;
  25702. this.resolvedProperty = nodeProperty;
  25703. } else if ( Array.isArray( nodeProperty ) ) {
  25704. bindingType = this.BindingType.EntireArray;
  25705. this.resolvedProperty = nodeProperty;
  25706. } else {
  25707. this.propertyName = propertyName;
  25708. }
  25709. // select getter / setter
  25710. this.getValue = this.GetterByBindingType[ bindingType ];
  25711. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  25712. },
  25713. unbind: function () {
  25714. this.node = null;
  25715. // back to the prototype version of getValue / setValue
  25716. // note: avoiding to mutate the shape of 'this' via 'delete'
  25717. this.getValue = this._getValue_unbound;
  25718. this.setValue = this._setValue_unbound;
  25719. }
  25720. } );
  25721. //!\ DECLARE ALIAS AFTER assign prototype !
  25722. Object.assign( PropertyBinding.prototype, {
  25723. // initial state of these methods that calls 'bind'
  25724. _getValue_unbound: PropertyBinding.prototype.getValue,
  25725. _setValue_unbound: PropertyBinding.prototype.setValue,
  25726. } );
  25727. /**
  25728. *
  25729. * A group of objects that receives a shared animation state.
  25730. *
  25731. * Usage:
  25732. *
  25733. * - Add objects you would otherwise pass as 'root' to the
  25734. * constructor or the .clipAction method of AnimationMixer.
  25735. *
  25736. * - Instead pass this object as 'root'.
  25737. *
  25738. * - You can also add and remove objects later when the mixer
  25739. * is running.
  25740. *
  25741. * Note:
  25742. *
  25743. * Objects of this class appear as one object to the mixer,
  25744. * so cache control of the individual objects must be done
  25745. * on the group.
  25746. *
  25747. * Limitation:
  25748. *
  25749. * - The animated properties must be compatible among the
  25750. * all objects in the group.
  25751. *
  25752. * - A single property can either be controlled through a
  25753. * target group or directly, but not both.
  25754. *
  25755. * @author tschw
  25756. */
  25757. function AnimationObjectGroup() {
  25758. this.uuid = _Math.generateUUID();
  25759. // cached objects followed by the active ones
  25760. this._objects = Array.prototype.slice.call( arguments );
  25761. this.nCachedObjects_ = 0; // threshold
  25762. // note: read by PropertyBinding.Composite
  25763. var indices = {};
  25764. this._indicesByUUID = indices; // for bookkeeping
  25765. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25766. indices[ arguments[ i ].uuid ] = i;
  25767. }
  25768. this._paths = []; // inside: string
  25769. this._parsedPaths = []; // inside: { we don't care, here }
  25770. this._bindings = []; // inside: Array< PropertyBinding >
  25771. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  25772. var scope = this;
  25773. this.stats = {
  25774. objects: {
  25775. get total() {
  25776. return scope._objects.length;
  25777. },
  25778. get inUse() {
  25779. return this.total - scope.nCachedObjects_;
  25780. }
  25781. },
  25782. get bindingsPerObject() {
  25783. return scope._bindings.length;
  25784. }
  25785. };
  25786. }
  25787. Object.assign( AnimationObjectGroup.prototype, {
  25788. isAnimationObjectGroup: true,
  25789. add: function () {
  25790. var objects = this._objects,
  25791. nObjects = objects.length,
  25792. nCachedObjects = this.nCachedObjects_,
  25793. indicesByUUID = this._indicesByUUID,
  25794. paths = this._paths,
  25795. parsedPaths = this._parsedPaths,
  25796. bindings = this._bindings,
  25797. nBindings = bindings.length,
  25798. knownObject = undefined;
  25799. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25800. var object = arguments[ i ],
  25801. uuid = object.uuid,
  25802. index = indicesByUUID[ uuid ];
  25803. if ( index === undefined ) {
  25804. // unknown object -> add it to the ACTIVE region
  25805. index = nObjects ++;
  25806. indicesByUUID[ uuid ] = index;
  25807. objects.push( object );
  25808. // accounting is done, now do the same for all bindings
  25809. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25810. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  25811. }
  25812. } else if ( index < nCachedObjects ) {
  25813. knownObject = objects[ index ];
  25814. // move existing object to the ACTIVE region
  25815. var firstActiveIndex = -- nCachedObjects,
  25816. lastCachedObject = objects[ firstActiveIndex ];
  25817. indicesByUUID[ lastCachedObject.uuid ] = index;
  25818. objects[ index ] = lastCachedObject;
  25819. indicesByUUID[ uuid ] = firstActiveIndex;
  25820. objects[ firstActiveIndex ] = object;
  25821. // accounting is done, now do the same for all bindings
  25822. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25823. var bindingsForPath = bindings[ j ],
  25824. lastCached = bindingsForPath[ firstActiveIndex ],
  25825. binding = bindingsForPath[ index ];
  25826. bindingsForPath[ index ] = lastCached;
  25827. if ( binding === undefined ) {
  25828. // since we do not bother to create new bindings
  25829. // for objects that are cached, the binding may
  25830. // or may not exist
  25831. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  25832. }
  25833. bindingsForPath[ firstActiveIndex ] = binding;
  25834. }
  25835. } else if ( objects[ index ] !== knownObject ) {
  25836. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  25837. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  25838. } // else the object is already where we want it to be
  25839. } // for arguments
  25840. this.nCachedObjects_ = nCachedObjects;
  25841. },
  25842. remove: function () {
  25843. var objects = this._objects,
  25844. nCachedObjects = this.nCachedObjects_,
  25845. indicesByUUID = this._indicesByUUID,
  25846. bindings = this._bindings,
  25847. nBindings = bindings.length;
  25848. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25849. var object = arguments[ i ],
  25850. uuid = object.uuid,
  25851. index = indicesByUUID[ uuid ];
  25852. if ( index !== undefined && index >= nCachedObjects ) {
  25853. // move existing object into the CACHED region
  25854. var lastCachedIndex = nCachedObjects ++,
  25855. firstActiveObject = objects[ lastCachedIndex ];
  25856. indicesByUUID[ firstActiveObject.uuid ] = index;
  25857. objects[ index ] = firstActiveObject;
  25858. indicesByUUID[ uuid ] = lastCachedIndex;
  25859. objects[ lastCachedIndex ] = object;
  25860. // accounting is done, now do the same for all bindings
  25861. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25862. var bindingsForPath = bindings[ j ],
  25863. firstActive = bindingsForPath[ lastCachedIndex ],
  25864. binding = bindingsForPath[ index ];
  25865. bindingsForPath[ index ] = firstActive;
  25866. bindingsForPath[ lastCachedIndex ] = binding;
  25867. }
  25868. }
  25869. } // for arguments
  25870. this.nCachedObjects_ = nCachedObjects;
  25871. },
  25872. // remove & forget
  25873. uncache: function () {
  25874. var objects = this._objects,
  25875. nObjects = objects.length,
  25876. nCachedObjects = this.nCachedObjects_,
  25877. indicesByUUID = this._indicesByUUID,
  25878. bindings = this._bindings,
  25879. nBindings = bindings.length;
  25880. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  25881. var object = arguments[ i ],
  25882. uuid = object.uuid,
  25883. index = indicesByUUID[ uuid ];
  25884. if ( index !== undefined ) {
  25885. delete indicesByUUID[ uuid ];
  25886. if ( index < nCachedObjects ) {
  25887. // object is cached, shrink the CACHED region
  25888. var firstActiveIndex = -- nCachedObjects,
  25889. lastCachedObject = objects[ firstActiveIndex ],
  25890. lastIndex = -- nObjects,
  25891. lastObject = objects[ lastIndex ];
  25892. // last cached object takes this object's place
  25893. indicesByUUID[ lastCachedObject.uuid ] = index;
  25894. objects[ index ] = lastCachedObject;
  25895. // last object goes to the activated slot and pop
  25896. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  25897. objects[ firstActiveIndex ] = lastObject;
  25898. objects.pop();
  25899. // accounting is done, now do the same for all bindings
  25900. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25901. var bindingsForPath = bindings[ j ],
  25902. lastCached = bindingsForPath[ firstActiveIndex ],
  25903. last = bindingsForPath[ lastIndex ];
  25904. bindingsForPath[ index ] = lastCached;
  25905. bindingsForPath[ firstActiveIndex ] = last;
  25906. bindingsForPath.pop();
  25907. }
  25908. } else {
  25909. // object is active, just swap with the last and pop
  25910. var lastIndex = -- nObjects,
  25911. lastObject = objects[ lastIndex ];
  25912. indicesByUUID[ lastObject.uuid ] = index;
  25913. objects[ index ] = lastObject;
  25914. objects.pop();
  25915. // accounting is done, now do the same for all bindings
  25916. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  25917. var bindingsForPath = bindings[ j ];
  25918. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  25919. bindingsForPath.pop();
  25920. }
  25921. } // cached or active
  25922. } // if object is known
  25923. } // for arguments
  25924. this.nCachedObjects_ = nCachedObjects;
  25925. },
  25926. // Internal interface used by befriended PropertyBinding.Composite:
  25927. subscribe_: function ( path, parsedPath ) {
  25928. // returns an array of bindings for the given path that is changed
  25929. // according to the contained objects in the group
  25930. var indicesByPath = this._bindingsIndicesByPath,
  25931. index = indicesByPath[ path ],
  25932. bindings = this._bindings;
  25933. if ( index !== undefined ) { return bindings[ index ]; }
  25934. var paths = this._paths,
  25935. parsedPaths = this._parsedPaths,
  25936. objects = this._objects,
  25937. nObjects = objects.length,
  25938. nCachedObjects = this.nCachedObjects_,
  25939. bindingsForPath = new Array( nObjects );
  25940. index = bindings.length;
  25941. indicesByPath[ path ] = index;
  25942. paths.push( path );
  25943. parsedPaths.push( parsedPath );
  25944. bindings.push( bindingsForPath );
  25945. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  25946. var object = objects[ i ];
  25947. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  25948. }
  25949. return bindingsForPath;
  25950. },
  25951. unsubscribe_: function ( path ) {
  25952. // tells the group to forget about a property path and no longer
  25953. // update the array previously obtained with 'subscribe_'
  25954. var indicesByPath = this._bindingsIndicesByPath,
  25955. index = indicesByPath[ path ];
  25956. if ( index !== undefined ) {
  25957. var paths = this._paths,
  25958. parsedPaths = this._parsedPaths,
  25959. bindings = this._bindings,
  25960. lastBindingsIndex = bindings.length - 1,
  25961. lastBindings = bindings[ lastBindingsIndex ],
  25962. lastBindingsPath = path[ lastBindingsIndex ];
  25963. indicesByPath[ lastBindingsPath ] = index;
  25964. bindings[ index ] = lastBindings;
  25965. bindings.pop();
  25966. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  25967. parsedPaths.pop();
  25968. paths[ index ] = paths[ lastBindingsIndex ];
  25969. paths.pop();
  25970. }
  25971. }
  25972. } );
  25973. /**
  25974. *
  25975. * Action provided by AnimationMixer for scheduling clip playback on specific
  25976. * objects.
  25977. *
  25978. * @author Ben Houston / http://clara.io/
  25979. * @author David Sarno / http://lighthaus.us/
  25980. * @author tschw
  25981. *
  25982. */
  25983. function AnimationAction( mixer, clip, localRoot ) {
  25984. this._mixer = mixer;
  25985. this._clip = clip;
  25986. this._localRoot = localRoot || null;
  25987. var tracks = clip.tracks,
  25988. nTracks = tracks.length,
  25989. interpolants = new Array( nTracks );
  25990. var interpolantSettings = {
  25991. endingStart: ZeroCurvatureEnding,
  25992. endingEnd: ZeroCurvatureEnding
  25993. };
  25994. for ( var i = 0; i !== nTracks; ++ i ) {
  25995. var interpolant = tracks[ i ].createInterpolant( null );
  25996. interpolants[ i ] = interpolant;
  25997. interpolant.settings = interpolantSettings;
  25998. }
  25999. this._interpolantSettings = interpolantSettings;
  26000. this._interpolants = interpolants; // bound by the mixer
  26001. // inside: PropertyMixer (managed by the mixer)
  26002. this._propertyBindings = new Array( nTracks );
  26003. this._cacheIndex = null; // for the memory manager
  26004. this._byClipCacheIndex = null; // for the memory manager
  26005. this._timeScaleInterpolant = null;
  26006. this._weightInterpolant = null;
  26007. this.loop = LoopRepeat;
  26008. this._loopCount = - 1;
  26009. // global mixer time when the action is to be started
  26010. // it's set back to 'null' upon start of the action
  26011. this._startTime = null;
  26012. // scaled local time of the action
  26013. // gets clamped or wrapped to 0..clip.duration according to loop
  26014. this.time = 0;
  26015. this.timeScale = 1;
  26016. this._effectiveTimeScale = 1;
  26017. this.weight = 1;
  26018. this._effectiveWeight = 1;
  26019. this.repetitions = Infinity; // no. of repetitions when looping
  26020. this.paused = false; // true -> zero effective time scale
  26021. this.enabled = true; // false -> zero effective weight
  26022. this.clampWhenFinished = false;// keep feeding the last frame?
  26023. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26024. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26025. }
  26026. Object.assign( AnimationAction.prototype, {
  26027. // State & Scheduling
  26028. play: function () {
  26029. this._mixer._activateAction( this );
  26030. return this;
  26031. },
  26032. stop: function () {
  26033. this._mixer._deactivateAction( this );
  26034. return this.reset();
  26035. },
  26036. reset: function () {
  26037. this.paused = false;
  26038. this.enabled = true;
  26039. this.time = 0; // restart clip
  26040. this._loopCount = - 1;// forget previous loops
  26041. this._startTime = null;// forget scheduling
  26042. return this.stopFading().stopWarping();
  26043. },
  26044. isRunning: function () {
  26045. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26046. this._startTime === null && this._mixer._isActiveAction( this );
  26047. },
  26048. // return true when play has been called
  26049. isScheduled: function () {
  26050. return this._mixer._isActiveAction( this );
  26051. },
  26052. startAt: function ( time ) {
  26053. this._startTime = time;
  26054. return this;
  26055. },
  26056. setLoop: function ( mode, repetitions ) {
  26057. this.loop = mode;
  26058. this.repetitions = repetitions;
  26059. return this;
  26060. },
  26061. // Weight
  26062. // set the weight stopping any scheduled fading
  26063. // although .enabled = false yields an effective weight of zero, this
  26064. // method does *not* change .enabled, because it would be confusing
  26065. setEffectiveWeight: function ( weight ) {
  26066. this.weight = weight;
  26067. // note: same logic as when updated at runtime
  26068. this._effectiveWeight = this.enabled ? weight : 0;
  26069. return this.stopFading();
  26070. },
  26071. // return the weight considering fading and .enabled
  26072. getEffectiveWeight: function () {
  26073. return this._effectiveWeight;
  26074. },
  26075. fadeIn: function ( duration ) {
  26076. return this._scheduleFading( duration, 0, 1 );
  26077. },
  26078. fadeOut: function ( duration ) {
  26079. return this._scheduleFading( duration, 1, 0 );
  26080. },
  26081. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26082. fadeOutAction.fadeOut( duration );
  26083. this.fadeIn( duration );
  26084. if ( warp ) {
  26085. var fadeInDuration = this._clip.duration,
  26086. fadeOutDuration = fadeOutAction._clip.duration,
  26087. startEndRatio = fadeOutDuration / fadeInDuration,
  26088. endStartRatio = fadeInDuration / fadeOutDuration;
  26089. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26090. this.warp( endStartRatio, 1.0, duration );
  26091. }
  26092. return this;
  26093. },
  26094. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26095. return fadeInAction.crossFadeFrom( this, duration, warp );
  26096. },
  26097. stopFading: function () {
  26098. var weightInterpolant = this._weightInterpolant;
  26099. if ( weightInterpolant !== null ) {
  26100. this._weightInterpolant = null;
  26101. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26102. }
  26103. return this;
  26104. },
  26105. // Time Scale Control
  26106. // set the time scale stopping any scheduled warping
  26107. // although .paused = true yields an effective time scale of zero, this
  26108. // method does *not* change .paused, because it would be confusing
  26109. setEffectiveTimeScale: function ( timeScale ) {
  26110. this.timeScale = timeScale;
  26111. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26112. return this.stopWarping();
  26113. },
  26114. // return the time scale considering warping and .paused
  26115. getEffectiveTimeScale: function () {
  26116. return this._effectiveTimeScale;
  26117. },
  26118. setDuration: function ( duration ) {
  26119. this.timeScale = this._clip.duration / duration;
  26120. return this.stopWarping();
  26121. },
  26122. syncWith: function ( action ) {
  26123. this.time = action.time;
  26124. this.timeScale = action.timeScale;
  26125. return this.stopWarping();
  26126. },
  26127. halt: function ( duration ) {
  26128. return this.warp( this._effectiveTimeScale, 0, duration );
  26129. },
  26130. warp: function ( startTimeScale, endTimeScale, duration ) {
  26131. var mixer = this._mixer, now = mixer.time,
  26132. interpolant = this._timeScaleInterpolant,
  26133. timeScale = this.timeScale;
  26134. if ( interpolant === null ) {
  26135. interpolant = mixer._lendControlInterpolant();
  26136. this._timeScaleInterpolant = interpolant;
  26137. }
  26138. var times = interpolant.parameterPositions,
  26139. values = interpolant.sampleValues;
  26140. times[ 0 ] = now;
  26141. times[ 1 ] = now + duration;
  26142. values[ 0 ] = startTimeScale / timeScale;
  26143. values[ 1 ] = endTimeScale / timeScale;
  26144. return this;
  26145. },
  26146. stopWarping: function () {
  26147. var timeScaleInterpolant = this._timeScaleInterpolant;
  26148. if ( timeScaleInterpolant !== null ) {
  26149. this._timeScaleInterpolant = null;
  26150. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26151. }
  26152. return this;
  26153. },
  26154. // Object Accessors
  26155. getMixer: function () {
  26156. return this._mixer;
  26157. },
  26158. getClip: function () {
  26159. return this._clip;
  26160. },
  26161. getRoot: function () {
  26162. return this._localRoot || this._mixer._root;
  26163. },
  26164. // Interna
  26165. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26166. // called by the mixer
  26167. if ( ! this.enabled ) {
  26168. // call ._updateWeight() to update ._effectiveWeight
  26169. this._updateWeight( time );
  26170. return;
  26171. }
  26172. var startTime = this._startTime;
  26173. if ( startTime !== null ) {
  26174. // check for scheduled start of action
  26175. var timeRunning = ( time - startTime ) * timeDirection;
  26176. if ( timeRunning < 0 || timeDirection === 0 ) {
  26177. return; // yet to come / don't decide when delta = 0
  26178. }
  26179. // start
  26180. this._startTime = null; // unschedule
  26181. deltaTime = timeDirection * timeRunning;
  26182. }
  26183. // apply time scale and advance time
  26184. deltaTime *= this._updateTimeScale( time );
  26185. var clipTime = this._updateTime( deltaTime );
  26186. // note: _updateTime may disable the action resulting in
  26187. // an effective weight of 0
  26188. var weight = this._updateWeight( time );
  26189. if ( weight > 0 ) {
  26190. var interpolants = this._interpolants;
  26191. var propertyMixers = this._propertyBindings;
  26192. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26193. interpolants[ j ].evaluate( clipTime );
  26194. propertyMixers[ j ].accumulate( accuIndex, weight );
  26195. }
  26196. }
  26197. },
  26198. _updateWeight: function ( time ) {
  26199. var weight = 0;
  26200. if ( this.enabled ) {
  26201. weight = this.weight;
  26202. var interpolant = this._weightInterpolant;
  26203. if ( interpolant !== null ) {
  26204. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26205. weight *= interpolantValue;
  26206. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26207. this.stopFading();
  26208. if ( interpolantValue === 0 ) {
  26209. // faded out, disable
  26210. this.enabled = false;
  26211. }
  26212. }
  26213. }
  26214. }
  26215. this._effectiveWeight = weight;
  26216. return weight;
  26217. },
  26218. _updateTimeScale: function ( time ) {
  26219. var timeScale = 0;
  26220. if ( ! this.paused ) {
  26221. timeScale = this.timeScale;
  26222. var interpolant = this._timeScaleInterpolant;
  26223. if ( interpolant !== null ) {
  26224. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26225. timeScale *= interpolantValue;
  26226. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26227. this.stopWarping();
  26228. if ( timeScale === 0 ) {
  26229. // motion has halted, pause
  26230. this.paused = true;
  26231. } else {
  26232. // warp done - apply final time scale
  26233. this.timeScale = timeScale;
  26234. }
  26235. }
  26236. }
  26237. }
  26238. this._effectiveTimeScale = timeScale;
  26239. return timeScale;
  26240. },
  26241. _updateTime: function ( deltaTime ) {
  26242. var time = this.time + deltaTime;
  26243. var duration = this._clip.duration;
  26244. var loop = this.loop;
  26245. var loopCount = this._loopCount;
  26246. var pingPong = ( loop === LoopPingPong );
  26247. if ( deltaTime === 0 ) {
  26248. if ( loopCount === - 1 ) { return time; }
  26249. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26250. }
  26251. if ( loop === LoopOnce ) {
  26252. if ( loopCount === - 1 ) {
  26253. // just started
  26254. this._loopCount = 0;
  26255. this._setEndings( true, true, false );
  26256. }
  26257. handle_stop: {
  26258. if ( time >= duration ) {
  26259. time = duration;
  26260. } else if ( time < 0 ) {
  26261. time = 0;
  26262. } else {
  26263. this.time = time;
  26264. break handle_stop;
  26265. }
  26266. if ( this.clampWhenFinished ) { this.paused = true; }
  26267. else { this.enabled = false; }
  26268. this.time = time;
  26269. this._mixer.dispatchEvent( {
  26270. type: 'finished', action: this,
  26271. direction: deltaTime < 0 ? - 1 : 1
  26272. } );
  26273. }
  26274. } else { // repetitive Repeat or PingPong
  26275. if ( loopCount === - 1 ) {
  26276. // just started
  26277. if ( deltaTime >= 0 ) {
  26278. loopCount = 0;
  26279. this._setEndings( true, this.repetitions === 0, pingPong );
  26280. } else {
  26281. // when looping in reverse direction, the initial
  26282. // transition through zero counts as a repetition,
  26283. // so leave loopCount at -1
  26284. this._setEndings( this.repetitions === 0, true, pingPong );
  26285. }
  26286. }
  26287. if ( time >= duration || time < 0 ) {
  26288. // wrap around
  26289. var loopDelta = Math.floor( time / duration ); // signed
  26290. time -= duration * loopDelta;
  26291. loopCount += Math.abs( loopDelta );
  26292. var pending = this.repetitions - loopCount;
  26293. if ( pending <= 0 ) {
  26294. // have to stop (switch state, clamp time, fire event)
  26295. if ( this.clampWhenFinished ) { this.paused = true; }
  26296. else { this.enabled = false; }
  26297. time = deltaTime > 0 ? duration : 0;
  26298. this.time = time;
  26299. this._mixer.dispatchEvent( {
  26300. type: 'finished', action: this,
  26301. direction: deltaTime > 0 ? 1 : - 1
  26302. } );
  26303. } else {
  26304. // keep running
  26305. if ( pending === 1 ) {
  26306. // entering the last round
  26307. var atStart = deltaTime < 0;
  26308. this._setEndings( atStart, ! atStart, pingPong );
  26309. } else {
  26310. this._setEndings( false, false, pingPong );
  26311. }
  26312. this._loopCount = loopCount;
  26313. this.time = time;
  26314. this._mixer.dispatchEvent( {
  26315. type: 'loop', action: this, loopDelta: loopDelta
  26316. } );
  26317. }
  26318. } else {
  26319. this.time = time;
  26320. }
  26321. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26322. // invert time for the "pong round"
  26323. return duration - time;
  26324. }
  26325. }
  26326. return time;
  26327. },
  26328. _setEndings: function ( atStart, atEnd, pingPong ) {
  26329. var settings = this._interpolantSettings;
  26330. if ( pingPong ) {
  26331. settings.endingStart = ZeroSlopeEnding;
  26332. settings.endingEnd = ZeroSlopeEnding;
  26333. } else {
  26334. // assuming for LoopOnce atStart == atEnd == true
  26335. if ( atStart ) {
  26336. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26337. } else {
  26338. settings.endingStart = WrapAroundEnding;
  26339. }
  26340. if ( atEnd ) {
  26341. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26342. } else {
  26343. settings.endingEnd = WrapAroundEnding;
  26344. }
  26345. }
  26346. },
  26347. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26348. var mixer = this._mixer, now = mixer.time,
  26349. interpolant = this._weightInterpolant;
  26350. if ( interpolant === null ) {
  26351. interpolant = mixer._lendControlInterpolant();
  26352. this._weightInterpolant = interpolant;
  26353. }
  26354. var times = interpolant.parameterPositions,
  26355. values = interpolant.sampleValues;
  26356. times[ 0 ] = now;
  26357. values[ 0 ] = weightNow;
  26358. times[ 1 ] = now + duration;
  26359. values[ 1 ] = weightThen;
  26360. return this;
  26361. }
  26362. } );
  26363. /**
  26364. *
  26365. * Player for AnimationClips.
  26366. *
  26367. *
  26368. * @author Ben Houston / http://clara.io/
  26369. * @author David Sarno / http://lighthaus.us/
  26370. * @author tschw
  26371. */
  26372. function AnimationMixer( root ) {
  26373. this._root = root;
  26374. this._initMemoryManager();
  26375. this._accuIndex = 0;
  26376. this.time = 0;
  26377. this.timeScale = 1.0;
  26378. }
  26379. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26380. constructor: AnimationMixer,
  26381. _bindAction: function ( action, prototypeAction ) {
  26382. var root = action._localRoot || this._root,
  26383. tracks = action._clip.tracks,
  26384. nTracks = tracks.length,
  26385. bindings = action._propertyBindings,
  26386. interpolants = action._interpolants,
  26387. rootUuid = root.uuid,
  26388. bindingsByRoot = this._bindingsByRootAndName,
  26389. bindingsByName = bindingsByRoot[ rootUuid ];
  26390. if ( bindingsByName === undefined ) {
  26391. bindingsByName = {};
  26392. bindingsByRoot[ rootUuid ] = bindingsByName;
  26393. }
  26394. for ( var i = 0; i !== nTracks; ++ i ) {
  26395. var track = tracks[ i ],
  26396. trackName = track.name,
  26397. binding = bindingsByName[ trackName ];
  26398. if ( binding !== undefined ) {
  26399. bindings[ i ] = binding;
  26400. } else {
  26401. binding = bindings[ i ];
  26402. if ( binding !== undefined ) {
  26403. // existing binding, make sure the cache knows
  26404. if ( binding._cacheIndex === null ) {
  26405. ++ binding.referenceCount;
  26406. this._addInactiveBinding( binding, rootUuid, trackName );
  26407. }
  26408. continue;
  26409. }
  26410. var path = prototypeAction && prototypeAction.
  26411. _propertyBindings[ i ].binding.parsedPath;
  26412. binding = new PropertyMixer(
  26413. PropertyBinding.create( root, trackName, path ),
  26414. track.ValueTypeName, track.getValueSize() );
  26415. ++ binding.referenceCount;
  26416. this._addInactiveBinding( binding, rootUuid, trackName );
  26417. bindings[ i ] = binding;
  26418. }
  26419. interpolants[ i ].resultBuffer = binding.buffer;
  26420. }
  26421. },
  26422. _activateAction: function ( action ) {
  26423. if ( ! this._isActiveAction( action ) ) {
  26424. if ( action._cacheIndex === null ) {
  26425. // this action has been forgotten by the cache, but the user
  26426. // appears to be still using it -> rebind
  26427. var rootUuid = ( action._localRoot || this._root ).uuid,
  26428. clipUuid = action._clip.uuid,
  26429. actionsForClip = this._actionsByClip[ clipUuid ];
  26430. this._bindAction( action,
  26431. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26432. this._addInactiveAction( action, clipUuid, rootUuid );
  26433. }
  26434. var bindings = action._propertyBindings;
  26435. // increment reference counts / sort out state
  26436. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26437. var binding = bindings[ i ];
  26438. if ( binding.useCount ++ === 0 ) {
  26439. this._lendBinding( binding );
  26440. binding.saveOriginalState();
  26441. }
  26442. }
  26443. this._lendAction( action );
  26444. }
  26445. },
  26446. _deactivateAction: function ( action ) {
  26447. if ( this._isActiveAction( action ) ) {
  26448. var bindings = action._propertyBindings;
  26449. // decrement reference counts / sort out state
  26450. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26451. var binding = bindings[ i ];
  26452. if ( -- binding.useCount === 0 ) {
  26453. binding.restoreOriginalState();
  26454. this._takeBackBinding( binding );
  26455. }
  26456. }
  26457. this._takeBackAction( action );
  26458. }
  26459. },
  26460. // Memory manager
  26461. _initMemoryManager: function () {
  26462. this._actions = []; // 'nActiveActions' followed by inactive ones
  26463. this._nActiveActions = 0;
  26464. this._actionsByClip = {};
  26465. // inside:
  26466. // {
  26467. // knownActions: Array< AnimationAction > - used as prototypes
  26468. // actionByRoot: AnimationAction - lookup
  26469. // }
  26470. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26471. this._nActiveBindings = 0;
  26472. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26473. this._controlInterpolants = []; // same game as above
  26474. this._nActiveControlInterpolants = 0;
  26475. var scope = this;
  26476. this.stats = {
  26477. actions: {
  26478. get total() {
  26479. return scope._actions.length;
  26480. },
  26481. get inUse() {
  26482. return scope._nActiveActions;
  26483. }
  26484. },
  26485. bindings: {
  26486. get total() {
  26487. return scope._bindings.length;
  26488. },
  26489. get inUse() {
  26490. return scope._nActiveBindings;
  26491. }
  26492. },
  26493. controlInterpolants: {
  26494. get total() {
  26495. return scope._controlInterpolants.length;
  26496. },
  26497. get inUse() {
  26498. return scope._nActiveControlInterpolants;
  26499. }
  26500. }
  26501. };
  26502. },
  26503. // Memory management for AnimationAction objects
  26504. _isActiveAction: function ( action ) {
  26505. var index = action._cacheIndex;
  26506. return index !== null && index < this._nActiveActions;
  26507. },
  26508. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26509. var actions = this._actions,
  26510. actionsByClip = this._actionsByClip,
  26511. actionsForClip = actionsByClip[ clipUuid ];
  26512. if ( actionsForClip === undefined ) {
  26513. actionsForClip = {
  26514. knownActions: [ action ],
  26515. actionByRoot: {}
  26516. };
  26517. action._byClipCacheIndex = 0;
  26518. actionsByClip[ clipUuid ] = actionsForClip;
  26519. } else {
  26520. var knownActions = actionsForClip.knownActions;
  26521. action._byClipCacheIndex = knownActions.length;
  26522. knownActions.push( action );
  26523. }
  26524. action._cacheIndex = actions.length;
  26525. actions.push( action );
  26526. actionsForClip.actionByRoot[ rootUuid ] = action;
  26527. },
  26528. _removeInactiveAction: function ( action ) {
  26529. var actions = this._actions,
  26530. lastInactiveAction = actions[ actions.length - 1 ],
  26531. cacheIndex = action._cacheIndex;
  26532. lastInactiveAction._cacheIndex = cacheIndex;
  26533. actions[ cacheIndex ] = lastInactiveAction;
  26534. actions.pop();
  26535. action._cacheIndex = null;
  26536. var clipUuid = action._clip.uuid,
  26537. actionsByClip = this._actionsByClip,
  26538. actionsForClip = actionsByClip[ clipUuid ],
  26539. knownActionsForClip = actionsForClip.knownActions,
  26540. lastKnownAction =
  26541. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26542. byClipCacheIndex = action._byClipCacheIndex;
  26543. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26544. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26545. knownActionsForClip.pop();
  26546. action._byClipCacheIndex = null;
  26547. var actionByRoot = actionsForClip.actionByRoot,
  26548. rootUuid = ( action._localRoot || this._root ).uuid;
  26549. delete actionByRoot[ rootUuid ];
  26550. if ( knownActionsForClip.length === 0 ) {
  26551. delete actionsByClip[ clipUuid ];
  26552. }
  26553. this._removeInactiveBindingsForAction( action );
  26554. },
  26555. _removeInactiveBindingsForAction: function ( action ) {
  26556. var bindings = action._propertyBindings;
  26557. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26558. var binding = bindings[ i ];
  26559. if ( -- binding.referenceCount === 0 ) {
  26560. this._removeInactiveBinding( binding );
  26561. }
  26562. }
  26563. },
  26564. _lendAction: function ( action ) {
  26565. // [ active actions | inactive actions ]
  26566. // [ active actions >| inactive actions ]
  26567. // s a
  26568. // <-swap->
  26569. // a s
  26570. var actions = this._actions,
  26571. prevIndex = action._cacheIndex,
  26572. lastActiveIndex = this._nActiveActions ++,
  26573. firstInactiveAction = actions[ lastActiveIndex ];
  26574. action._cacheIndex = lastActiveIndex;
  26575. actions[ lastActiveIndex ] = action;
  26576. firstInactiveAction._cacheIndex = prevIndex;
  26577. actions[ prevIndex ] = firstInactiveAction;
  26578. },
  26579. _takeBackAction: function ( action ) {
  26580. // [ active actions | inactive actions ]
  26581. // [ active actions |< inactive actions ]
  26582. // a s
  26583. // <-swap->
  26584. // s a
  26585. var actions = this._actions,
  26586. prevIndex = action._cacheIndex,
  26587. firstInactiveIndex = -- this._nActiveActions,
  26588. lastActiveAction = actions[ firstInactiveIndex ];
  26589. action._cacheIndex = firstInactiveIndex;
  26590. actions[ firstInactiveIndex ] = action;
  26591. lastActiveAction._cacheIndex = prevIndex;
  26592. actions[ prevIndex ] = lastActiveAction;
  26593. },
  26594. // Memory management for PropertyMixer objects
  26595. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26596. var bindingsByRoot = this._bindingsByRootAndName,
  26597. bindingByName = bindingsByRoot[ rootUuid ],
  26598. bindings = this._bindings;
  26599. if ( bindingByName === undefined ) {
  26600. bindingByName = {};
  26601. bindingsByRoot[ rootUuid ] = bindingByName;
  26602. }
  26603. bindingByName[ trackName ] = binding;
  26604. binding._cacheIndex = bindings.length;
  26605. bindings.push( binding );
  26606. },
  26607. _removeInactiveBinding: function ( binding ) {
  26608. var bindings = this._bindings,
  26609. propBinding = binding.binding,
  26610. rootUuid = propBinding.rootNode.uuid,
  26611. trackName = propBinding.path,
  26612. bindingsByRoot = this._bindingsByRootAndName,
  26613. bindingByName = bindingsByRoot[ rootUuid ],
  26614. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26615. cacheIndex = binding._cacheIndex;
  26616. lastInactiveBinding._cacheIndex = cacheIndex;
  26617. bindings[ cacheIndex ] = lastInactiveBinding;
  26618. bindings.pop();
  26619. delete bindingByName[ trackName ];
  26620. if ( Object.keys( bindingByName ).length === 0 ) {
  26621. delete bindingsByRoot[ rootUuid ];
  26622. }
  26623. },
  26624. _lendBinding: function ( binding ) {
  26625. var bindings = this._bindings,
  26626. prevIndex = binding._cacheIndex,
  26627. lastActiveIndex = this._nActiveBindings ++,
  26628. firstInactiveBinding = bindings[ lastActiveIndex ];
  26629. binding._cacheIndex = lastActiveIndex;
  26630. bindings[ lastActiveIndex ] = binding;
  26631. firstInactiveBinding._cacheIndex = prevIndex;
  26632. bindings[ prevIndex ] = firstInactiveBinding;
  26633. },
  26634. _takeBackBinding: function ( binding ) {
  26635. var bindings = this._bindings,
  26636. prevIndex = binding._cacheIndex,
  26637. firstInactiveIndex = -- this._nActiveBindings,
  26638. lastActiveBinding = bindings[ firstInactiveIndex ];
  26639. binding._cacheIndex = firstInactiveIndex;
  26640. bindings[ firstInactiveIndex ] = binding;
  26641. lastActiveBinding._cacheIndex = prevIndex;
  26642. bindings[ prevIndex ] = lastActiveBinding;
  26643. },
  26644. // Memory management of Interpolants for weight and time scale
  26645. _lendControlInterpolant: function () {
  26646. var interpolants = this._controlInterpolants,
  26647. lastActiveIndex = this._nActiveControlInterpolants ++,
  26648. interpolant = interpolants[ lastActiveIndex ];
  26649. if ( interpolant === undefined ) {
  26650. interpolant = new LinearInterpolant(
  26651. new Float32Array( 2 ), new Float32Array( 2 ),
  26652. 1, this._controlInterpolantsResultBuffer );
  26653. interpolant.__cacheIndex = lastActiveIndex;
  26654. interpolants[ lastActiveIndex ] = interpolant;
  26655. }
  26656. return interpolant;
  26657. },
  26658. _takeBackControlInterpolant: function ( interpolant ) {
  26659. var interpolants = this._controlInterpolants,
  26660. prevIndex = interpolant.__cacheIndex,
  26661. firstInactiveIndex = -- this._nActiveControlInterpolants,
  26662. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  26663. interpolant.__cacheIndex = firstInactiveIndex;
  26664. interpolants[ firstInactiveIndex ] = interpolant;
  26665. lastActiveInterpolant.__cacheIndex = prevIndex;
  26666. interpolants[ prevIndex ] = lastActiveInterpolant;
  26667. },
  26668. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  26669. // return an action for a clip optionally using a custom root target
  26670. // object (this method allocates a lot of dynamic memory in case a
  26671. // previously unknown clip/root combination is specified)
  26672. clipAction: function ( clip, optionalRoot ) {
  26673. var root = optionalRoot || this._root,
  26674. rootUuid = root.uuid,
  26675. clipObject = typeof clip === 'string' ?
  26676. AnimationClip.findByName( root, clip ) : clip,
  26677. clipUuid = clipObject !== null ? clipObject.uuid : clip,
  26678. actionsForClip = this._actionsByClip[ clipUuid ],
  26679. prototypeAction = null;
  26680. if ( actionsForClip !== undefined ) {
  26681. var existingAction =
  26682. actionsForClip.actionByRoot[ rootUuid ];
  26683. if ( existingAction !== undefined ) {
  26684. return existingAction;
  26685. }
  26686. // we know the clip, so we don't have to parse all
  26687. // the bindings again but can just copy
  26688. prototypeAction = actionsForClip.knownActions[ 0 ];
  26689. // also, take the clip from the prototype action
  26690. if ( clipObject === null )
  26691. { clipObject = prototypeAction._clip; }
  26692. }
  26693. // clip must be known when specified via string
  26694. if ( clipObject === null ) { return null; }
  26695. // allocate all resources required to run it
  26696. var newAction = new AnimationAction( this, clipObject, optionalRoot );
  26697. this._bindAction( newAction, prototypeAction );
  26698. // and make the action known to the memory manager
  26699. this._addInactiveAction( newAction, clipUuid, rootUuid );
  26700. return newAction;
  26701. },
  26702. // get an existing action
  26703. existingAction: function ( clip, optionalRoot ) {
  26704. var root = optionalRoot || this._root,
  26705. rootUuid = root.uuid,
  26706. clipObject = typeof clip === 'string' ?
  26707. AnimationClip.findByName( root, clip ) : clip,
  26708. clipUuid = clipObject ? clipObject.uuid : clip,
  26709. actionsForClip = this._actionsByClip[ clipUuid ];
  26710. if ( actionsForClip !== undefined ) {
  26711. return actionsForClip.actionByRoot[ rootUuid ] || null;
  26712. }
  26713. return null;
  26714. },
  26715. // deactivates all previously scheduled actions
  26716. stopAllAction: function () {
  26717. var actions = this._actions,
  26718. nActions = this._nActiveActions,
  26719. bindings = this._bindings,
  26720. nBindings = this._nActiveBindings;
  26721. this._nActiveActions = 0;
  26722. this._nActiveBindings = 0;
  26723. for ( var i = 0; i !== nActions; ++ i ) {
  26724. actions[ i ].reset();
  26725. }
  26726. for ( var i = 0; i !== nBindings; ++ i ) {
  26727. bindings[ i ].useCount = 0;
  26728. }
  26729. return this;
  26730. },
  26731. // advance the time and update apply the animation
  26732. update: function ( deltaTime ) {
  26733. deltaTime *= this.timeScale;
  26734. var actions = this._actions,
  26735. nActions = this._nActiveActions,
  26736. time = this.time += deltaTime,
  26737. timeDirection = Math.sign( deltaTime ),
  26738. accuIndex = this._accuIndex ^= 1;
  26739. // run active actions
  26740. for ( var i = 0; i !== nActions; ++ i ) {
  26741. var action = actions[ i ];
  26742. action._update( time, deltaTime, timeDirection, accuIndex );
  26743. }
  26744. // update scene graph
  26745. var bindings = this._bindings,
  26746. nBindings = this._nActiveBindings;
  26747. for ( var i = 0; i !== nBindings; ++ i ) {
  26748. bindings[ i ].apply( accuIndex );
  26749. }
  26750. return this;
  26751. },
  26752. // Allows you to seek to a specific time in an animation.
  26753. setTime: function ( timeInSeconds ) {
  26754. this.time = 0; // Zero out time attribute for AnimationMixer object;
  26755. for ( var i = 0; i < this._actions.length; i ++ ) {
  26756. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  26757. }
  26758. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  26759. },
  26760. // return this mixer's root target object
  26761. getRoot: function () {
  26762. return this._root;
  26763. },
  26764. // free all resources specific to a particular clip
  26765. uncacheClip: function ( clip ) {
  26766. var actions = this._actions,
  26767. clipUuid = clip.uuid,
  26768. actionsByClip = this._actionsByClip,
  26769. actionsForClip = actionsByClip[ clipUuid ];
  26770. if ( actionsForClip !== undefined ) {
  26771. // note: just calling _removeInactiveAction would mess up the
  26772. // iteration state and also require updating the state we can
  26773. // just throw away
  26774. var actionsToRemove = actionsForClip.knownActions;
  26775. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  26776. var action = actionsToRemove[ i ];
  26777. this._deactivateAction( action );
  26778. var cacheIndex = action._cacheIndex,
  26779. lastInactiveAction = actions[ actions.length - 1 ];
  26780. action._cacheIndex = null;
  26781. action._byClipCacheIndex = null;
  26782. lastInactiveAction._cacheIndex = cacheIndex;
  26783. actions[ cacheIndex ] = lastInactiveAction;
  26784. actions.pop();
  26785. this._removeInactiveBindingsForAction( action );
  26786. }
  26787. delete actionsByClip[ clipUuid ];
  26788. }
  26789. },
  26790. // free all resources specific to a particular root target object
  26791. uncacheRoot: function ( root ) {
  26792. var rootUuid = root.uuid,
  26793. actionsByClip = this._actionsByClip;
  26794. for ( var clipUuid in actionsByClip ) {
  26795. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  26796. action = actionByRoot[ rootUuid ];
  26797. if ( action !== undefined ) {
  26798. this._deactivateAction( action );
  26799. this._removeInactiveAction( action );
  26800. }
  26801. }
  26802. var bindingsByRoot = this._bindingsByRootAndName,
  26803. bindingByName = bindingsByRoot[ rootUuid ];
  26804. if ( bindingByName !== undefined ) {
  26805. for ( var trackName in bindingByName ) {
  26806. var binding = bindingByName[ trackName ];
  26807. binding.restoreOriginalState();
  26808. this._removeInactiveBinding( binding );
  26809. }
  26810. }
  26811. },
  26812. // remove a targeted clip from the cache
  26813. uncacheAction: function ( clip, optionalRoot ) {
  26814. var action = this.existingAction( clip, optionalRoot );
  26815. if ( action !== null ) {
  26816. this._deactivateAction( action );
  26817. this._removeInactiveAction( action );
  26818. }
  26819. }
  26820. } );
  26821. /**
  26822. * @author mrdoob / http://mrdoob.com/
  26823. */
  26824. function Uniform( value ) {
  26825. if ( typeof value === 'string' ) {
  26826. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  26827. value = arguments[ 1 ];
  26828. }
  26829. this.value = value;
  26830. }
  26831. Uniform.prototype.clone = function () {
  26832. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  26833. };
  26834. /**
  26835. * @author benaadams / https://twitter.com/ben_a_adams
  26836. */
  26837. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  26838. InterleavedBuffer.call( this, array, stride );
  26839. this.meshPerAttribute = meshPerAttribute || 1;
  26840. }
  26841. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  26842. constructor: InstancedInterleavedBuffer,
  26843. isInstancedInterleavedBuffer: true,
  26844. copy: function ( source ) {
  26845. InterleavedBuffer.prototype.copy.call( this, source );
  26846. this.meshPerAttribute = source.meshPerAttribute;
  26847. return this;
  26848. }
  26849. } );
  26850. /**
  26851. * @author mrdoob / http://mrdoob.com/
  26852. * @author bhouston / http://clara.io/
  26853. * @author stephomi / http://stephaneginier.com/
  26854. */
  26855. function Raycaster( origin, direction, near, far ) {
  26856. this.ray = new Ray( origin, direction );
  26857. // direction is assumed to be normalized (for accurate distance calculations)
  26858. this.near = near || 0;
  26859. this.far = far || Infinity;
  26860. this.camera = null;
  26861. this.params = {
  26862. Mesh: {},
  26863. Line: {},
  26864. LOD: {},
  26865. Points: { threshold: 1 },
  26866. Sprite: {}
  26867. };
  26868. Object.defineProperties( this.params, {
  26869. PointCloud: {
  26870. get: function () {
  26871. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  26872. return this.Points;
  26873. }
  26874. }
  26875. } );
  26876. }
  26877. function ascSort( a, b ) {
  26878. return a.distance - b.distance;
  26879. }
  26880. function intersectObject( object, raycaster, intersects, recursive ) {
  26881. if ( object.visible === false ) { return; }
  26882. object.raycast( raycaster, intersects );
  26883. if ( recursive === true ) {
  26884. var children = object.children;
  26885. for ( var i = 0, l = children.length; i < l; i ++ ) {
  26886. intersectObject( children[ i ], raycaster, intersects, true );
  26887. }
  26888. }
  26889. }
  26890. Object.assign( Raycaster.prototype, {
  26891. linePrecision: 1,
  26892. set: function ( origin, direction ) {
  26893. // direction is assumed to be normalized (for accurate distance calculations)
  26894. this.ray.set( origin, direction );
  26895. },
  26896. setFromCamera: function ( coords, camera ) {
  26897. if ( ( camera && camera.isPerspectiveCamera ) ) {
  26898. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  26899. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  26900. this.camera = camera;
  26901. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  26902. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  26903. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  26904. this.camera = camera;
  26905. } else {
  26906. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  26907. }
  26908. },
  26909. intersectObject: function ( object, recursive, optionalTarget ) {
  26910. var intersects = optionalTarget || [];
  26911. intersectObject( object, this, intersects, recursive );
  26912. intersects.sort( ascSort );
  26913. return intersects;
  26914. },
  26915. intersectObjects: function ( objects, recursive, optionalTarget ) {
  26916. var intersects = optionalTarget || [];
  26917. if ( Array.isArray( objects ) === false ) {
  26918. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  26919. return intersects;
  26920. }
  26921. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  26922. intersectObject( objects[ i ], this, intersects, recursive );
  26923. }
  26924. intersects.sort( ascSort );
  26925. return intersects;
  26926. }
  26927. } );
  26928. /**
  26929. * @author bhouston / http://clara.io
  26930. * @author WestLangley / http://github.com/WestLangley
  26931. *
  26932. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  26933. *
  26934. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  26935. * The azimuthal angle (theta) is measured from the positive z-axiz.
  26936. */
  26937. function Spherical( radius, phi, theta ) {
  26938. this.radius = ( radius !== undefined ) ? radius : 1.0;
  26939. this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
  26940. this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
  26941. return this;
  26942. }
  26943. Object.assign( Spherical.prototype, {
  26944. set: function ( radius, phi, theta ) {
  26945. this.radius = radius;
  26946. this.phi = phi;
  26947. this.theta = theta;
  26948. return this;
  26949. },
  26950. clone: function () {
  26951. return new this.constructor().copy( this );
  26952. },
  26953. copy: function ( other ) {
  26954. this.radius = other.radius;
  26955. this.phi = other.phi;
  26956. this.theta = other.theta;
  26957. return this;
  26958. },
  26959. // restrict phi to be betwee EPS and PI-EPS
  26960. makeSafe: function () {
  26961. var EPS = 0.000001;
  26962. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  26963. return this;
  26964. },
  26965. setFromVector3: function ( v ) {
  26966. return this.setFromCartesianCoords( v.x, v.y, v.z );
  26967. },
  26968. setFromCartesianCoords: function ( x, y, z ) {
  26969. this.radius = Math.sqrt( x * x + y * y + z * z );
  26970. if ( this.radius === 0 ) {
  26971. this.theta = 0;
  26972. this.phi = 0;
  26973. } else {
  26974. this.theta = Math.atan2( x, z );
  26975. this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
  26976. }
  26977. return this;
  26978. }
  26979. } );
  26980. /**
  26981. * @author Mugen87 / https://github.com/Mugen87
  26982. *
  26983. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  26984. *
  26985. */
  26986. function Cylindrical( radius, theta, y ) {
  26987. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  26988. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  26989. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  26990. return this;
  26991. }
  26992. Object.assign( Cylindrical.prototype, {
  26993. set: function ( radius, theta, y ) {
  26994. this.radius = radius;
  26995. this.theta = theta;
  26996. this.y = y;
  26997. return this;
  26998. },
  26999. clone: function () {
  27000. return new this.constructor().copy( this );
  27001. },
  27002. copy: function ( other ) {
  27003. this.radius = other.radius;
  27004. this.theta = other.theta;
  27005. this.y = other.y;
  27006. return this;
  27007. },
  27008. setFromVector3: function ( v ) {
  27009. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27010. },
  27011. setFromCartesianCoords: function ( x, y, z ) {
  27012. this.radius = Math.sqrt( x * x + z * z );
  27013. this.theta = Math.atan2( x, z );
  27014. this.y = y;
  27015. return this;
  27016. }
  27017. } );
  27018. /**
  27019. * @author bhouston / http://clara.io
  27020. */
  27021. var _vector$6 = new Vector2();
  27022. function Box2( min, max ) {
  27023. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27024. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27025. }
  27026. Object.assign( Box2.prototype, {
  27027. set: function ( min, max ) {
  27028. this.min.copy( min );
  27029. this.max.copy( max );
  27030. return this;
  27031. },
  27032. setFromPoints: function ( points ) {
  27033. this.makeEmpty();
  27034. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27035. this.expandByPoint( points[ i ] );
  27036. }
  27037. return this;
  27038. },
  27039. setFromCenterAndSize: function ( center, size ) {
  27040. var halfSize = _vector$6.copy( size ).multiplyScalar( 0.5 );
  27041. this.min.copy( center ).sub( halfSize );
  27042. this.max.copy( center ).add( halfSize );
  27043. return this;
  27044. },
  27045. clone: function () {
  27046. return new this.constructor().copy( this );
  27047. },
  27048. copy: function ( box ) {
  27049. this.min.copy( box.min );
  27050. this.max.copy( box.max );
  27051. return this;
  27052. },
  27053. makeEmpty: function () {
  27054. this.min.x = this.min.y = + Infinity;
  27055. this.max.x = this.max.y = - Infinity;
  27056. return this;
  27057. },
  27058. isEmpty: function () {
  27059. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27060. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27061. },
  27062. getCenter: function ( target ) {
  27063. if ( target === undefined ) {
  27064. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27065. target = new Vector2();
  27066. }
  27067. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27068. },
  27069. getSize: function ( target ) {
  27070. if ( target === undefined ) {
  27071. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27072. target = new Vector2();
  27073. }
  27074. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27075. },
  27076. expandByPoint: function ( point ) {
  27077. this.min.min( point );
  27078. this.max.max( point );
  27079. return this;
  27080. },
  27081. expandByVector: function ( vector ) {
  27082. this.min.sub( vector );
  27083. this.max.add( vector );
  27084. return this;
  27085. },
  27086. expandByScalar: function ( scalar ) {
  27087. this.min.addScalar( - scalar );
  27088. this.max.addScalar( scalar );
  27089. return this;
  27090. },
  27091. containsPoint: function ( point ) {
  27092. return point.x < this.min.x || point.x > this.max.x ||
  27093. point.y < this.min.y || point.y > this.max.y ? false : true;
  27094. },
  27095. containsBox: function ( box ) {
  27096. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27097. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27098. },
  27099. getParameter: function ( point, target ) {
  27100. // This can potentially have a divide by zero if the box
  27101. // has a size dimension of 0.
  27102. if ( target === undefined ) {
  27103. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27104. target = new Vector2();
  27105. }
  27106. return target.set(
  27107. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27108. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27109. );
  27110. },
  27111. intersectsBox: function ( box ) {
  27112. // using 4 splitting planes to rule out intersections
  27113. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27114. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27115. },
  27116. clampPoint: function ( point, target ) {
  27117. if ( target === undefined ) {
  27118. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27119. target = new Vector2();
  27120. }
  27121. return target.copy( point ).clamp( this.min, this.max );
  27122. },
  27123. distanceToPoint: function ( point ) {
  27124. var clampedPoint = _vector$6.copy( point ).clamp( this.min, this.max );
  27125. return clampedPoint.sub( point ).length();
  27126. },
  27127. intersect: function ( box ) {
  27128. this.min.max( box.min );
  27129. this.max.min( box.max );
  27130. return this;
  27131. },
  27132. union: function ( box ) {
  27133. this.min.min( box.min );
  27134. this.max.max( box.max );
  27135. return this;
  27136. },
  27137. translate: function ( offset ) {
  27138. this.min.add( offset );
  27139. this.max.add( offset );
  27140. return this;
  27141. },
  27142. equals: function ( box ) {
  27143. return box.min.equals( this.min ) && box.max.equals( this.max );
  27144. }
  27145. } );
  27146. /**
  27147. * @author bhouston / http://clara.io
  27148. */
  27149. var _startP = new Vector3();
  27150. var _startEnd = new Vector3();
  27151. function Line3( start, end ) {
  27152. this.start = ( start !== undefined ) ? start : new Vector3();
  27153. this.end = ( end !== undefined ) ? end : new Vector3();
  27154. }
  27155. Object.assign( Line3.prototype, {
  27156. set: function ( start, end ) {
  27157. this.start.copy( start );
  27158. this.end.copy( end );
  27159. return this;
  27160. },
  27161. clone: function () {
  27162. return new this.constructor().copy( this );
  27163. },
  27164. copy: function ( line ) {
  27165. this.start.copy( line.start );
  27166. this.end.copy( line.end );
  27167. return this;
  27168. },
  27169. getCenter: function ( target ) {
  27170. if ( target === undefined ) {
  27171. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27172. target = new Vector3();
  27173. }
  27174. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27175. },
  27176. delta: function ( target ) {
  27177. if ( target === undefined ) {
  27178. console.warn( 'THREE.Line3: .delta() target is now required' );
  27179. target = new Vector3();
  27180. }
  27181. return target.subVectors( this.end, this.start );
  27182. },
  27183. distanceSq: function () {
  27184. return this.start.distanceToSquared( this.end );
  27185. },
  27186. distance: function () {
  27187. return this.start.distanceTo( this.end );
  27188. },
  27189. at: function ( t, target ) {
  27190. if ( target === undefined ) {
  27191. console.warn( 'THREE.Line3: .at() target is now required' );
  27192. target = new Vector3();
  27193. }
  27194. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27195. },
  27196. closestPointToPointParameter: function ( point, clampToLine ) {
  27197. _startP.subVectors( point, this.start );
  27198. _startEnd.subVectors( this.end, this.start );
  27199. var startEnd2 = _startEnd.dot( _startEnd );
  27200. var startEnd_startP = _startEnd.dot( _startP );
  27201. var t = startEnd_startP / startEnd2;
  27202. if ( clampToLine ) {
  27203. t = _Math.clamp( t, 0, 1 );
  27204. }
  27205. return t;
  27206. },
  27207. closestPointToPoint: function ( point, clampToLine, target ) {
  27208. var t = this.closestPointToPointParameter( point, clampToLine );
  27209. if ( target === undefined ) {
  27210. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27211. target = new Vector3();
  27212. }
  27213. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27214. },
  27215. applyMatrix4: function ( matrix ) {
  27216. this.start.applyMatrix4( matrix );
  27217. this.end.applyMatrix4( matrix );
  27218. return this;
  27219. },
  27220. equals: function ( line ) {
  27221. return line.start.equals( this.start ) && line.end.equals( this.end );
  27222. }
  27223. } );
  27224. /**
  27225. * @author alteredq / http://alteredqualia.com/
  27226. */
  27227. function ImmediateRenderObject( material ) {
  27228. Object3D.call( this );
  27229. this.material = material;
  27230. this.render = function ( /* renderCallback */ ) {};
  27231. }
  27232. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27233. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27234. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27235. /**
  27236. * @author mrdoob / http://mrdoob.com/
  27237. * @author WestLangley / http://github.com/WestLangley
  27238. */
  27239. var _v1$5 = new Vector3();
  27240. var _v2$3 = new Vector3();
  27241. var _normalMatrix$1 = new Matrix3();
  27242. var _keys = [ 'a', 'b', 'c' ];
  27243. function VertexNormalsHelper( object, size, hex, linewidth ) {
  27244. this.object = object;
  27245. this.size = ( size !== undefined ) ? size : 1;
  27246. var color = ( hex !== undefined ) ? hex : 0xff0000;
  27247. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27248. //
  27249. var nNormals = 0;
  27250. var objGeometry = this.object.geometry;
  27251. if ( objGeometry && objGeometry.isGeometry ) {
  27252. nNormals = objGeometry.faces.length * 3;
  27253. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27254. nNormals = objGeometry.attributes.normal.count;
  27255. }
  27256. //
  27257. var geometry = new BufferGeometry();
  27258. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27259. geometry.addAttribute( 'position', positions );
  27260. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27261. //
  27262. this.matrixAutoUpdate = false;
  27263. this.update();
  27264. }
  27265. VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27266. VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;
  27267. VertexNormalsHelper.prototype.update = function () {
  27268. this.object.updateMatrixWorld( true );
  27269. _normalMatrix$1.getNormalMatrix( this.object.matrixWorld );
  27270. var matrixWorld = this.object.matrixWorld;
  27271. var position = this.geometry.attributes.position;
  27272. //
  27273. var objGeometry = this.object.geometry;
  27274. if ( objGeometry && objGeometry.isGeometry ) {
  27275. var vertices = objGeometry.vertices;
  27276. var faces = objGeometry.faces;
  27277. var idx = 0;
  27278. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27279. var face = faces[ i ];
  27280. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  27281. var vertex = vertices[ face[ _keys[ j ] ] ];
  27282. var normal = face.vertexNormals[ j ];
  27283. _v1$5.copy( vertex ).applyMatrix4( matrixWorld );
  27284. _v2$3.copy( normal ).applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27285. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27286. idx = idx + 1;
  27287. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27288. idx = idx + 1;
  27289. }
  27290. }
  27291. } else if ( objGeometry && objGeometry.isBufferGeometry ) {
  27292. var objPos = objGeometry.attributes.position;
  27293. var objNorm = objGeometry.attributes.normal;
  27294. var idx = 0;
  27295. // for simplicity, ignore index and drawcalls, and render every normal
  27296. for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {
  27297. _v1$5.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );
  27298. _v2$3.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );
  27299. _v2$3.applyMatrix3( _normalMatrix$1 ).normalize().multiplyScalar( this.size ).add( _v1$5 );
  27300. position.setXYZ( idx, _v1$5.x, _v1$5.y, _v1$5.z );
  27301. idx = idx + 1;
  27302. position.setXYZ( idx, _v2$3.x, _v2$3.y, _v2$3.z );
  27303. idx = idx + 1;
  27304. }
  27305. }
  27306. position.needsUpdate = true;
  27307. };
  27308. /**
  27309. * @author alteredq / http://alteredqualia.com/
  27310. * @author mrdoob / http://mrdoob.com/
  27311. * @author WestLangley / http://github.com/WestLangley
  27312. */
  27313. var _vector$7 = new Vector3();
  27314. function SpotLightHelper( light, color ) {
  27315. Object3D.call( this );
  27316. this.light = light;
  27317. this.light.updateMatrixWorld();
  27318. this.matrix = light.matrixWorld;
  27319. this.matrixAutoUpdate = false;
  27320. this.color = color;
  27321. var geometry = new BufferGeometry();
  27322. var positions = [
  27323. 0, 0, 0, 0, 0, 1,
  27324. 0, 0, 0, 1, 0, 1,
  27325. 0, 0, 0, - 1, 0, 1,
  27326. 0, 0, 0, 0, 1, 1,
  27327. 0, 0, 0, 0, - 1, 1
  27328. ];
  27329. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27330. var p1 = ( i / l ) * Math.PI * 2;
  27331. var p2 = ( j / l ) * Math.PI * 2;
  27332. positions.push(
  27333. Math.cos( p1 ), Math.sin( p1 ), 1,
  27334. Math.cos( p2 ), Math.sin( p2 ), 1
  27335. );
  27336. }
  27337. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27338. var material = new LineBasicMaterial( { fog: false } );
  27339. this.cone = new LineSegments( geometry, material );
  27340. this.add( this.cone );
  27341. this.update();
  27342. }
  27343. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27344. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27345. SpotLightHelper.prototype.dispose = function () {
  27346. this.cone.geometry.dispose();
  27347. this.cone.material.dispose();
  27348. };
  27349. SpotLightHelper.prototype.update = function () {
  27350. this.light.updateMatrixWorld();
  27351. var coneLength = this.light.distance ? this.light.distance : 1000;
  27352. var coneWidth = coneLength * Math.tan( this.light.angle );
  27353. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27354. _vector$7.setFromMatrixPosition( this.light.target.matrixWorld );
  27355. this.cone.lookAt( _vector$7 );
  27356. if ( this.color !== undefined ) {
  27357. this.cone.material.color.set( this.color );
  27358. } else {
  27359. this.cone.material.color.copy( this.light.color );
  27360. }
  27361. };
  27362. /**
  27363. * @author Sean Griffin / http://twitter.com/sgrif
  27364. * @author Michael Guerrero / http://realitymeltdown.com
  27365. * @author mrdoob / http://mrdoob.com/
  27366. * @author ikerr / http://verold.com
  27367. * @author Mugen87 / https://github.com/Mugen87
  27368. */
  27369. var _vector$8 = new Vector3();
  27370. var _boneMatrix = new Matrix4();
  27371. var _matrixWorldInv = new Matrix4();
  27372. function getBoneList( object ) {
  27373. var boneList = [];
  27374. if ( object && object.isBone ) {
  27375. boneList.push( object );
  27376. }
  27377. for ( var i = 0; i < object.children.length; i ++ ) {
  27378. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27379. }
  27380. return boneList;
  27381. }
  27382. function SkeletonHelper( object ) {
  27383. var bones = getBoneList( object );
  27384. var geometry = new BufferGeometry();
  27385. var vertices = [];
  27386. var colors = [];
  27387. var color1 = new Color( 0, 0, 1 );
  27388. var color2 = new Color( 0, 1, 0 );
  27389. for ( var i = 0; i < bones.length; i ++ ) {
  27390. var bone = bones[ i ];
  27391. if ( bone.parent && bone.parent.isBone ) {
  27392. vertices.push( 0, 0, 0 );
  27393. vertices.push( 0, 0, 0 );
  27394. colors.push( color1.r, color1.g, color1.b );
  27395. colors.push( color2.r, color2.g, color2.b );
  27396. }
  27397. }
  27398. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27399. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27400. var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  27401. LineSegments.call( this, geometry, material );
  27402. this.root = object;
  27403. this.bones = bones;
  27404. this.matrix = object.matrixWorld;
  27405. this.matrixAutoUpdate = false;
  27406. }
  27407. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27408. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27409. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27410. var bones = this.bones;
  27411. var geometry = this.geometry;
  27412. var position = geometry.getAttribute( 'position' );
  27413. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27414. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27415. var bone = bones[ i ];
  27416. if ( bone.parent && bone.parent.isBone ) {
  27417. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27418. _vector$8.setFromMatrixPosition( _boneMatrix );
  27419. position.setXYZ( j, _vector$8.x, _vector$8.y, _vector$8.z );
  27420. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27421. _vector$8.setFromMatrixPosition( _boneMatrix );
  27422. position.setXYZ( j + 1, _vector$8.x, _vector$8.y, _vector$8.z );
  27423. j += 2;
  27424. }
  27425. }
  27426. geometry.getAttribute( 'position' ).needsUpdate = true;
  27427. Object3D.prototype.updateMatrixWorld.call( this, force );
  27428. };
  27429. /**
  27430. * @author alteredq / http://alteredqualia.com/
  27431. * @author mrdoob / http://mrdoob.com/
  27432. */
  27433. function PointLightHelper( light, sphereSize, color ) {
  27434. this.light = light;
  27435. this.light.updateMatrixWorld();
  27436. this.color = color;
  27437. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27438. var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27439. Mesh.call( this, geometry, material );
  27440. this.matrix = this.light.matrixWorld;
  27441. this.matrixAutoUpdate = false;
  27442. this.update();
  27443. /*
  27444. var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27445. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27446. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27447. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27448. var d = light.distance;
  27449. if ( d === 0.0 ) {
  27450. this.lightDistance.visible = false;
  27451. } else {
  27452. this.lightDistance.scale.set( d, d, d );
  27453. }
  27454. this.add( this.lightDistance );
  27455. */
  27456. }
  27457. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27458. PointLightHelper.prototype.constructor = PointLightHelper;
  27459. PointLightHelper.prototype.dispose = function () {
  27460. this.geometry.dispose();
  27461. this.material.dispose();
  27462. };
  27463. PointLightHelper.prototype.update = function () {
  27464. if ( this.color !== undefined ) {
  27465. this.material.color.set( this.color );
  27466. } else {
  27467. this.material.color.copy( this.light.color );
  27468. }
  27469. /*
  27470. var d = this.light.distance;
  27471. if ( d === 0.0 ) {
  27472. this.lightDistance.visible = false;
  27473. } else {
  27474. this.lightDistance.visible = true;
  27475. this.lightDistance.scale.set( d, d, d );
  27476. }
  27477. */
  27478. };
  27479. /**
  27480. * @author abelnation / http://github.com/abelnation
  27481. * @author Mugen87 / http://github.com/Mugen87
  27482. * @author WestLangley / http://github.com/WestLangley
  27483. *
  27484. * This helper must be added as a child of the light
  27485. */
  27486. function RectAreaLightHelper( light, color ) {
  27487. this.type = 'RectAreaLightHelper';
  27488. this.light = light;
  27489. this.color = color; // optional hardwired color for the helper
  27490. var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
  27491. var geometry = new BufferGeometry();
  27492. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27493. geometry.computeBoundingSphere();
  27494. var material = new LineBasicMaterial( { fog: false } );
  27495. Line.call( this, geometry, material );
  27496. //
  27497. var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
  27498. var geometry2 = new BufferGeometry();
  27499. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  27500. geometry2.computeBoundingSphere();
  27501. this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
  27502. this.update();
  27503. }
  27504. RectAreaLightHelper.prototype = Object.create( Line.prototype );
  27505. RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
  27506. RectAreaLightHelper.prototype.update = function () {
  27507. this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
  27508. if ( this.color !== undefined ) {
  27509. this.material.color.set( this.color );
  27510. this.children[ 0 ].material.color.set( this.color );
  27511. } else {
  27512. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  27513. // prevent hue shift
  27514. var c = this.material.color;
  27515. var max = Math.max( c.r, c.g, c.b );
  27516. if ( max > 1 ) { c.multiplyScalar( 1 / max ); }
  27517. this.children[ 0 ].material.color.copy( this.material.color );
  27518. }
  27519. };
  27520. RectAreaLightHelper.prototype.dispose = function () {
  27521. this.geometry.dispose();
  27522. this.material.dispose();
  27523. this.children[ 0 ].geometry.dispose();
  27524. this.children[ 0 ].material.dispose();
  27525. };
  27526. /**
  27527. * @author alteredq / http://alteredqualia.com/
  27528. * @author mrdoob / http://mrdoob.com/
  27529. * @author Mugen87 / https://github.com/Mugen87
  27530. */
  27531. var _vector$9 = new Vector3();
  27532. var _color1 = new Color();
  27533. var _color2 = new Color();
  27534. function HemisphereLightHelper( light, size, color ) {
  27535. Object3D.call( this );
  27536. this.light = light;
  27537. this.light.updateMatrixWorld();
  27538. this.matrix = light.matrixWorld;
  27539. this.matrixAutoUpdate = false;
  27540. this.color = color;
  27541. var geometry = new OctahedronBufferGeometry( size );
  27542. geometry.rotateY( Math.PI * 0.5 );
  27543. this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
  27544. if ( this.color === undefined ) { this.material.vertexColors = VertexColors; }
  27545. var position = geometry.getAttribute( 'position' );
  27546. var colors = new Float32Array( position.count * 3 );
  27547. geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27548. this.add( new Mesh( geometry, this.material ) );
  27549. this.update();
  27550. }
  27551. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27552. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27553. HemisphereLightHelper.prototype.dispose = function () {
  27554. this.children[ 0 ].geometry.dispose();
  27555. this.children[ 0 ].material.dispose();
  27556. };
  27557. HemisphereLightHelper.prototype.update = function () {
  27558. var mesh = this.children[ 0 ];
  27559. if ( this.color !== undefined ) {
  27560. this.material.color.set( this.color );
  27561. } else {
  27562. var colors = mesh.geometry.getAttribute( 'color' );
  27563. _color1.copy( this.light.color );
  27564. _color2.copy( this.light.groundColor );
  27565. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27566. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27567. colors.setXYZ( i, color.r, color.g, color.b );
  27568. }
  27569. colors.needsUpdate = true;
  27570. }
  27571. mesh.lookAt( _vector$9.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27572. };
  27573. /**
  27574. * @author WestLangley / http://github.com/WestLangley
  27575. */
  27576. function LightProbeHelper( lightProbe, size ) {
  27577. this.lightProbe = lightProbe;
  27578. this.size = size;
  27579. var defines = {};
  27580. defines[ 'GAMMA_OUTPUT' ] = "";
  27581. // material
  27582. var material = new ShaderMaterial( {
  27583. defines: defines,
  27584. uniforms: {
  27585. sh: { value: this.lightProbe.sh.coefficients }, // by reference
  27586. intensity: { value: this.lightProbe.intensity }
  27587. },
  27588. vertexShader: [
  27589. 'varying vec3 vNormal;',
  27590. 'void main() {',
  27591. ' vNormal = normalize( normalMatrix * normal );',
  27592. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  27593. '}' ].join( '\n' ),
  27594. fragmentShader: [
  27595. '#define RECIPROCAL_PI 0.318309886',
  27596. 'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
  27597. ' // matrix is assumed to be orthogonal',
  27598. ' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
  27599. '}',
  27600. 'vec3 linearToOutput( in vec3 a ) {',
  27601. ' #ifdef GAMMA_OUTPUT',
  27602. ' return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );',
  27603. ' #else',
  27604. ' return a;',
  27605. ' #endif',
  27606. '}',
  27607. '// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
  27608. 'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
  27609. ' // normal is assumed to have unit length',
  27610. ' float x = normal.x, y = normal.y, z = normal.z;',
  27611. ' // band 0',
  27612. ' vec3 result = shCoefficients[ 0 ] * 0.886227;',
  27613. ' // band 1',
  27614. ' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
  27615. ' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
  27616. ' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
  27617. ' // band 2',
  27618. ' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
  27619. ' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
  27620. ' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
  27621. ' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
  27622. ' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
  27623. ' return result;',
  27624. '}',
  27625. 'uniform vec3 sh[ 9 ]; // sh coefficients',
  27626. 'uniform float intensity; // light probe intensity',
  27627. 'varying vec3 vNormal;',
  27628. 'void main() {',
  27629. ' vec3 normal = normalize( vNormal );',
  27630. ' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
  27631. ' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
  27632. ' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
  27633. ' outgoingLight = linearToOutput( outgoingLight );',
  27634. ' gl_FragColor = vec4( outgoingLight, 1.0 );',
  27635. '}'
  27636. ].join( '\n' )
  27637. } );
  27638. var geometry = new SphereBufferGeometry( 1, 32, 16 );
  27639. Mesh.call( this, geometry, material );
  27640. this.onBeforeRender();
  27641. }
  27642. LightProbeHelper.prototype = Object.create( Mesh.prototype );
  27643. LightProbeHelper.prototype.constructor = LightProbeHelper;
  27644. LightProbeHelper.prototype.dispose = function () {
  27645. this.geometry.dispose();
  27646. this.material.dispose();
  27647. };
  27648. LightProbeHelper.prototype.onBeforeRender = function () {
  27649. this.position.copy( this.lightProbe.position );
  27650. this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
  27651. this.material.uniforms.intensity.value = this.lightProbe.intensity;
  27652. };
  27653. /**
  27654. * @author mrdoob / http://mrdoob.com/
  27655. */
  27656. function GridHelper( size, divisions, color1, color2 ) {
  27657. size = size || 10;
  27658. divisions = divisions || 10;
  27659. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27660. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27661. var center = divisions / 2;
  27662. var step = size / divisions;
  27663. var halfSize = size / 2;
  27664. var vertices = [], colors = [];
  27665. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27666. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27667. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27668. var color = i === center ? color1 : color2;
  27669. color.toArray( colors, j ); j += 3;
  27670. color.toArray( colors, j ); j += 3;
  27671. color.toArray( colors, j ); j += 3;
  27672. color.toArray( colors, j ); j += 3;
  27673. }
  27674. var geometry = new BufferGeometry();
  27675. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27676. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27677. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27678. LineSegments.call( this, geometry, material );
  27679. }
  27680. GridHelper.prototype = Object.assign( Object.create( LineSegments.prototype ), {
  27681. constructor: GridHelper,
  27682. copy: function ( source ) {
  27683. LineSegments.prototype.copy.call( this, source );
  27684. this.geometry.copy( source.geometry );
  27685. this.material.copy( source.material );
  27686. return this;
  27687. },
  27688. clone: function () {
  27689. return new this.constructor().copy( this );
  27690. }
  27691. } );
  27692. /**
  27693. * @author mrdoob / http://mrdoob.com/
  27694. * @author Mugen87 / http://github.com/Mugen87
  27695. * @author Hectate / http://www.github.com/Hectate
  27696. */
  27697. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27698. radius = radius || 10;
  27699. radials = radials || 16;
  27700. circles = circles || 8;
  27701. divisions = divisions || 64;
  27702. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27703. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27704. var vertices = [];
  27705. var colors = [];
  27706. var x, z;
  27707. var v, i, j, r, color;
  27708. // create the radials
  27709. for ( i = 0; i <= radials; i ++ ) {
  27710. v = ( i / radials ) * ( Math.PI * 2 );
  27711. x = Math.sin( v ) * radius;
  27712. z = Math.cos( v ) * radius;
  27713. vertices.push( 0, 0, 0 );
  27714. vertices.push( x, 0, z );
  27715. color = ( i & 1 ) ? color1 : color2;
  27716. colors.push( color.r, color.g, color.b );
  27717. colors.push( color.r, color.g, color.b );
  27718. }
  27719. // create the circles
  27720. for ( i = 0; i <= circles; i ++ ) {
  27721. color = ( i & 1 ) ? color1 : color2;
  27722. r = radius - ( radius / circles * i );
  27723. for ( j = 0; j < divisions; j ++ ) {
  27724. // first vertex
  27725. v = ( j / divisions ) * ( Math.PI * 2 );
  27726. x = Math.sin( v ) * r;
  27727. z = Math.cos( v ) * r;
  27728. vertices.push( x, 0, z );
  27729. colors.push( color.r, color.g, color.b );
  27730. // second vertex
  27731. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27732. x = Math.sin( v ) * r;
  27733. z = Math.cos( v ) * r;
  27734. vertices.push( x, 0, z );
  27735. colors.push( color.r, color.g, color.b );
  27736. }
  27737. }
  27738. var geometry = new BufferGeometry();
  27739. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27740. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27741. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  27742. LineSegments.call( this, geometry, material );
  27743. }
  27744. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27745. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27746. /**
  27747. * @author Mugen87 / http://github.com/Mugen87
  27748. */
  27749. function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
  27750. this.audio = audio;
  27751. this.range = range || 1;
  27752. this.divisionsInnerAngle = divisionsInnerAngle || 16;
  27753. this.divisionsOuterAngle = divisionsOuterAngle || 2;
  27754. var geometry = new BufferGeometry();
  27755. var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
  27756. var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
  27757. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  27758. var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
  27759. var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
  27760. Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
  27761. this.update();
  27762. }
  27763. PositionalAudioHelper.prototype = Object.create( Line.prototype );
  27764. PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
  27765. PositionalAudioHelper.prototype.update = function () {
  27766. var audio = this.audio;
  27767. var range = this.range;
  27768. var divisionsInnerAngle = this.divisionsInnerAngle;
  27769. var divisionsOuterAngle = this.divisionsOuterAngle;
  27770. var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
  27771. var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
  27772. var halfConeInnerAngle = coneInnerAngle / 2;
  27773. var halfConeOuterAngle = coneOuterAngle / 2;
  27774. var start = 0;
  27775. var count = 0;
  27776. var i, stride;
  27777. var geometry = this.geometry;
  27778. var positionAttribute = geometry.attributes.position;
  27779. geometry.clearGroups();
  27780. //
  27781. function generateSegment( from, to, divisions, materialIndex ) {
  27782. var step = ( to - from ) / divisions;
  27783. positionAttribute.setXYZ( start, 0, 0, 0 );
  27784. count ++;
  27785. for ( i = from; i < to; i += step ) {
  27786. stride = start + count;
  27787. positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
  27788. positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
  27789. positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
  27790. count += 3;
  27791. }
  27792. geometry.addGroup( start, count, materialIndex );
  27793. start += count;
  27794. count = 0;
  27795. }
  27796. //
  27797. generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
  27798. generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
  27799. generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
  27800. //
  27801. positionAttribute.needsUpdate = true;
  27802. if ( coneInnerAngle === coneOuterAngle ) { this.material[ 0 ].visible = false; }
  27803. };
  27804. PositionalAudioHelper.prototype.dispose = function () {
  27805. this.geometry.dispose();
  27806. this.material[ 0 ].dispose();
  27807. this.material[ 1 ].dispose();
  27808. };
  27809. /**
  27810. * @author mrdoob / http://mrdoob.com/
  27811. * @author WestLangley / http://github.com/WestLangley
  27812. */
  27813. var _v1$6 = new Vector3();
  27814. var _v2$4 = new Vector3();
  27815. var _normalMatrix$2 = new Matrix3();
  27816. function FaceNormalsHelper( object, size, hex, linewidth ) {
  27817. // FaceNormalsHelper only supports THREE.Geometry
  27818. this.object = object;
  27819. this.size = ( size !== undefined ) ? size : 1;
  27820. var color = ( hex !== undefined ) ? hex : 0xffff00;
  27821. var width = ( linewidth !== undefined ) ? linewidth : 1;
  27822. //
  27823. var nNormals = 0;
  27824. var objGeometry = this.object.geometry;
  27825. if ( objGeometry && objGeometry.isGeometry ) {
  27826. nNormals = objGeometry.faces.length;
  27827. } else {
  27828. console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );
  27829. }
  27830. //
  27831. var geometry = new BufferGeometry();
  27832. var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );
  27833. geometry.addAttribute( 'position', positions );
  27834. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );
  27835. //
  27836. this.matrixAutoUpdate = false;
  27837. this.update();
  27838. }
  27839. FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
  27840. FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;
  27841. FaceNormalsHelper.prototype.update = function () {
  27842. this.object.updateMatrixWorld( true );
  27843. _normalMatrix$2.getNormalMatrix( this.object.matrixWorld );
  27844. var matrixWorld = this.object.matrixWorld;
  27845. var position = this.geometry.attributes.position;
  27846. //
  27847. var objGeometry = this.object.geometry;
  27848. var vertices = objGeometry.vertices;
  27849. var faces = objGeometry.faces;
  27850. var idx = 0;
  27851. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  27852. var face = faces[ i ];
  27853. var normal = face.normal;
  27854. _v1$6.copy( vertices[ face.a ] )
  27855. .add( vertices[ face.b ] )
  27856. .add( vertices[ face.c ] )
  27857. .divideScalar( 3 )
  27858. .applyMatrix4( matrixWorld );
  27859. _v2$4.copy( normal ).applyMatrix3( _normalMatrix$2 ).normalize().multiplyScalar( this.size ).add( _v1$6 );
  27860. position.setXYZ( idx, _v1$6.x, _v1$6.y, _v1$6.z );
  27861. idx = idx + 1;
  27862. position.setXYZ( idx, _v2$4.x, _v2$4.y, _v2$4.z );
  27863. idx = idx + 1;
  27864. }
  27865. position.needsUpdate = true;
  27866. };
  27867. /**
  27868. * @author alteredq / http://alteredqualia.com/
  27869. * @author mrdoob / http://mrdoob.com/
  27870. * @author WestLangley / http://github.com/WestLangley
  27871. */
  27872. var _v1$7 = new Vector3();
  27873. var _v2$5 = new Vector3();
  27874. var _v3$1 = new Vector3();
  27875. function DirectionalLightHelper( light, size, color ) {
  27876. Object3D.call( this );
  27877. this.light = light;
  27878. this.light.updateMatrixWorld();
  27879. this.matrix = light.matrixWorld;
  27880. this.matrixAutoUpdate = false;
  27881. this.color = color;
  27882. if ( size === undefined ) { size = 1; }
  27883. var geometry = new BufferGeometry();
  27884. geometry.addAttribute( 'position', new Float32BufferAttribute( [
  27885. - size, size, 0,
  27886. size, size, 0,
  27887. size, - size, 0,
  27888. - size, - size, 0,
  27889. - size, size, 0
  27890. ], 3 ) );
  27891. var material = new LineBasicMaterial( { fog: false } );
  27892. this.lightPlane = new Line( geometry, material );
  27893. this.add( this.lightPlane );
  27894. geometry = new BufferGeometry();
  27895. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27896. this.targetLine = new Line( geometry, material );
  27897. this.add( this.targetLine );
  27898. this.update();
  27899. }
  27900. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27901. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27902. DirectionalLightHelper.prototype.dispose = function () {
  27903. this.lightPlane.geometry.dispose();
  27904. this.lightPlane.material.dispose();
  27905. this.targetLine.geometry.dispose();
  27906. this.targetLine.material.dispose();
  27907. };
  27908. DirectionalLightHelper.prototype.update = function () {
  27909. _v1$7.setFromMatrixPosition( this.light.matrixWorld );
  27910. _v2$5.setFromMatrixPosition( this.light.target.matrixWorld );
  27911. _v3$1.subVectors( _v2$5, _v1$7 );
  27912. this.lightPlane.lookAt( _v2$5 );
  27913. if ( this.color !== undefined ) {
  27914. this.lightPlane.material.color.set( this.color );
  27915. this.targetLine.material.color.set( this.color );
  27916. } else {
  27917. this.lightPlane.material.color.copy( this.light.color );
  27918. this.targetLine.material.color.copy( this.light.color );
  27919. }
  27920. this.targetLine.lookAt( _v2$5 );
  27921. this.targetLine.scale.z = _v3$1.length();
  27922. };
  27923. /**
  27924. * @author alteredq / http://alteredqualia.com/
  27925. * @author Mugen87 / https://github.com/Mugen87
  27926. *
  27927. * - shows frustum, line of sight and up of the camera
  27928. * - suitable for fast updates
  27929. * - based on frustum visualization in lightgl.js shadowmap example
  27930. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27931. */
  27932. var _vector$a = new Vector3();
  27933. var _camera = new Camera();
  27934. function CameraHelper( camera ) {
  27935. var geometry = new BufferGeometry();
  27936. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );
  27937. var vertices = [];
  27938. var colors = [];
  27939. var pointMap = {};
  27940. // colors
  27941. var colorFrustum = new Color( 0xffaa00 );
  27942. var colorCone = new Color( 0xff0000 );
  27943. var colorUp = new Color( 0x00aaff );
  27944. var colorTarget = new Color( 0xffffff );
  27945. var colorCross = new Color( 0x333333 );
  27946. // near
  27947. addLine( 'n1', 'n2', colorFrustum );
  27948. addLine( 'n2', 'n4', colorFrustum );
  27949. addLine( 'n4', 'n3', colorFrustum );
  27950. addLine( 'n3', 'n1', colorFrustum );
  27951. // far
  27952. addLine( 'f1', 'f2', colorFrustum );
  27953. addLine( 'f2', 'f4', colorFrustum );
  27954. addLine( 'f4', 'f3', colorFrustum );
  27955. addLine( 'f3', 'f1', colorFrustum );
  27956. // sides
  27957. addLine( 'n1', 'f1', colorFrustum );
  27958. addLine( 'n2', 'f2', colorFrustum );
  27959. addLine( 'n3', 'f3', colorFrustum );
  27960. addLine( 'n4', 'f4', colorFrustum );
  27961. // cone
  27962. addLine( 'p', 'n1', colorCone );
  27963. addLine( 'p', 'n2', colorCone );
  27964. addLine( 'p', 'n3', colorCone );
  27965. addLine( 'p', 'n4', colorCone );
  27966. // up
  27967. addLine( 'u1', 'u2', colorUp );
  27968. addLine( 'u2', 'u3', colorUp );
  27969. addLine( 'u3', 'u1', colorUp );
  27970. // target
  27971. addLine( 'c', 't', colorTarget );
  27972. addLine( 'p', 'c', colorCross );
  27973. // cross
  27974. addLine( 'cn1', 'cn2', colorCross );
  27975. addLine( 'cn3', 'cn4', colorCross );
  27976. addLine( 'cf1', 'cf2', colorCross );
  27977. addLine( 'cf3', 'cf4', colorCross );
  27978. function addLine( a, b, color ) {
  27979. addPoint( a, color );
  27980. addPoint( b, color );
  27981. }
  27982. function addPoint( id, color ) {
  27983. vertices.push( 0, 0, 0 );
  27984. colors.push( color.r, color.g, color.b );
  27985. if ( pointMap[ id ] === undefined ) {
  27986. pointMap[ id ] = [];
  27987. }
  27988. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27989. }
  27990. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27991. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27992. LineSegments.call( this, geometry, material );
  27993. this.camera = camera;
  27994. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  27995. this.matrix = camera.matrixWorld;
  27996. this.matrixAutoUpdate = false;
  27997. this.pointMap = pointMap;
  27998. this.update();
  27999. }
  28000. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28001. CameraHelper.prototype.constructor = CameraHelper;
  28002. CameraHelper.prototype.update = function () {
  28003. var geometry = this.geometry;
  28004. var pointMap = this.pointMap;
  28005. var w = 1, h = 1;
  28006. // we need just camera projection matrix inverse
  28007. // world matrix must be identity
  28008. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28009. // center / target
  28010. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28011. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28012. // near
  28013. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28014. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28015. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28016. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28017. // far
  28018. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28019. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28020. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28021. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28022. // up
  28023. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28024. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28025. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28026. // cross
  28027. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28028. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28029. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28030. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28031. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28032. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28033. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28034. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28035. geometry.getAttribute( 'position' ).needsUpdate = true;
  28036. };
  28037. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28038. _vector$a.set( x, y, z ).unproject( camera );
  28039. var points = pointMap[ point ];
  28040. if ( points !== undefined ) {
  28041. var position = geometry.getAttribute( 'position' );
  28042. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28043. position.setXYZ( points[ i ], _vector$a.x, _vector$a.y, _vector$a.z );
  28044. }
  28045. }
  28046. }
  28047. /**
  28048. * @author mrdoob / http://mrdoob.com/
  28049. * @author Mugen87 / http://github.com/Mugen87
  28050. */
  28051. var _box$2 = new Box3();
  28052. function BoxHelper( object, color ) {
  28053. this.object = object;
  28054. if ( color === undefined ) { color = 0xffff00; }
  28055. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  28056. var positions = new Float32Array( 8 * 3 );
  28057. var geometry = new BufferGeometry();
  28058. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28059. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28060. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28061. this.matrixAutoUpdate = false;
  28062. this.update();
  28063. }
  28064. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28065. BoxHelper.prototype.constructor = BoxHelper;
  28066. BoxHelper.prototype.update = function ( object ) {
  28067. if ( object !== undefined ) {
  28068. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28069. }
  28070. if ( this.object !== undefined ) {
  28071. _box$2.setFromObject( this.object );
  28072. }
  28073. if ( _box$2.isEmpty() ) { return; }
  28074. var min = _box$2.min;
  28075. var max = _box$2.max;
  28076. /*
  28077. 5____4
  28078. 1/___0/|
  28079. | 6__|_7
  28080. 2/___3/
  28081. 0: max.x, max.y, max.z
  28082. 1: min.x, max.y, max.z
  28083. 2: min.x, min.y, max.z
  28084. 3: max.x, min.y, max.z
  28085. 4: max.x, max.y, min.z
  28086. 5: min.x, max.y, min.z
  28087. 6: min.x, min.y, min.z
  28088. 7: max.x, min.y, min.z
  28089. */
  28090. var position = this.geometry.attributes.position;
  28091. var array = position.array;
  28092. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28093. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28094. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28095. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28096. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28097. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28098. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28099. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28100. position.needsUpdate = true;
  28101. this.geometry.computeBoundingSphere();
  28102. };
  28103. BoxHelper.prototype.setFromObject = function ( object ) {
  28104. this.object = object;
  28105. this.update();
  28106. return this;
  28107. };
  28108. BoxHelper.prototype.copy = function ( source ) {
  28109. LineSegments.prototype.copy.call( this, source );
  28110. this.object = source.object;
  28111. return this;
  28112. };
  28113. BoxHelper.prototype.clone = function () {
  28114. return new this.constructor().copy( this );
  28115. };
  28116. /**
  28117. * @author WestLangley / http://github.com/WestLangley
  28118. */
  28119. function Box3Helper( box, color ) {
  28120. this.type = 'Box3Helper';
  28121. this.box = box;
  28122. color = color || 0xffff00;
  28123. var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
  28124. var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
  28125. var geometry = new BufferGeometry();
  28126. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28127. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28128. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28129. this.geometry.computeBoundingSphere();
  28130. }
  28131. Box3Helper.prototype = Object.create( LineSegments.prototype );
  28132. Box3Helper.prototype.constructor = Box3Helper;
  28133. Box3Helper.prototype.updateMatrixWorld = function ( force ) {
  28134. var box = this.box;
  28135. if ( box.isEmpty() ) { return; }
  28136. box.getCenter( this.position );
  28137. box.getSize( this.scale );
  28138. this.scale.multiplyScalar( 0.5 );
  28139. Object3D.prototype.updateMatrixWorld.call( this, force );
  28140. };
  28141. /**
  28142. * @author WestLangley / http://github.com/WestLangley
  28143. */
  28144. function PlaneHelper( plane, size, hex ) {
  28145. this.type = 'PlaneHelper';
  28146. this.plane = plane;
  28147. this.size = ( size === undefined ) ? 1 : size;
  28148. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28149. var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
  28150. var geometry = new BufferGeometry();
  28151. geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28152. geometry.computeBoundingSphere();
  28153. Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
  28154. //
  28155. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28156. var geometry2 = new BufferGeometry();
  28157. geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28158. geometry2.computeBoundingSphere();
  28159. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
  28160. }
  28161. PlaneHelper.prototype = Object.create( Line.prototype );
  28162. PlaneHelper.prototype.constructor = PlaneHelper;
  28163. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28164. var scale = - this.plane.constant;
  28165. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28166. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28167. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28168. this.lookAt( this.plane.normal );
  28169. Object3D.prototype.updateMatrixWorld.call( this, force );
  28170. };
  28171. /**
  28172. * @author WestLangley / http://github.com/WestLangley
  28173. * @author zz85 / http://github.com/zz85
  28174. * @author bhouston / http://clara.io
  28175. *
  28176. * Creates an arrow for visualizing directions
  28177. *
  28178. * Parameters:
  28179. * dir - Vector3
  28180. * origin - Vector3
  28181. * length - Number
  28182. * color - color in hex value
  28183. * headLength - Number
  28184. * headWidth - Number
  28185. */
  28186. var _axis = new Vector3();
  28187. var _lineGeometry, _coneGeometry;
  28188. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28189. // dir is assumed to be normalized
  28190. Object3D.call( this );
  28191. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28192. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28193. if ( length === undefined ) { length = 1; }
  28194. if ( color === undefined ) { color = 0xffff00; }
  28195. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28196. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28197. if ( _lineGeometry === undefined ) {
  28198. _lineGeometry = new BufferGeometry();
  28199. _lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28200. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28201. _coneGeometry.translate( 0, - 0.5, 0 );
  28202. }
  28203. this.position.copy( origin );
  28204. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color } ) );
  28205. this.line.matrixAutoUpdate = false;
  28206. this.add( this.line );
  28207. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color } ) );
  28208. this.cone.matrixAutoUpdate = false;
  28209. this.add( this.cone );
  28210. this.setDirection( dir );
  28211. this.setLength( length, headLength, headWidth );
  28212. }
  28213. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28214. ArrowHelper.prototype.constructor = ArrowHelper;
  28215. ArrowHelper.prototype.setDirection = function ( dir ) {
  28216. // dir is assumed to be normalized
  28217. if ( dir.y > 0.99999 ) {
  28218. this.quaternion.set( 0, 0, 0, 1 );
  28219. } else if ( dir.y < - 0.99999 ) {
  28220. this.quaternion.set( 1, 0, 0, 0 );
  28221. } else {
  28222. _axis.set( dir.z, 0, - dir.x ).normalize();
  28223. var radians = Math.acos( dir.y );
  28224. this.quaternion.setFromAxisAngle( _axis, radians );
  28225. }
  28226. };
  28227. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28228. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28229. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28230. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28231. this.line.updateMatrix();
  28232. this.cone.scale.set( headWidth, headLength, headWidth );
  28233. this.cone.position.y = length;
  28234. this.cone.updateMatrix();
  28235. };
  28236. ArrowHelper.prototype.setColor = function ( color ) {
  28237. this.line.material.color.set( color );
  28238. this.cone.material.color.set( color );
  28239. };
  28240. ArrowHelper.prototype.copy = function ( source ) {
  28241. Object3D.prototype.copy.call( this, source, false );
  28242. this.line.copy( source.line );
  28243. this.cone.copy( source.cone );
  28244. return this;
  28245. };
  28246. ArrowHelper.prototype.clone = function () {
  28247. return new this.constructor().copy( this );
  28248. };
  28249. /**
  28250. * @author sroucheray / http://sroucheray.org/
  28251. * @author mrdoob / http://mrdoob.com/
  28252. */
  28253. function AxesHelper( size ) {
  28254. size = size || 1;
  28255. var vertices = [
  28256. 0, 0, 0, size, 0, 0,
  28257. 0, 0, 0, 0, size, 0,
  28258. 0, 0, 0, 0, 0, size
  28259. ];
  28260. var colors = [
  28261. 1, 0, 0, 1, 0.6, 0,
  28262. 0, 1, 0, 0.6, 1, 0,
  28263. 0, 0, 1, 0, 0.6, 1
  28264. ];
  28265. var geometry = new BufferGeometry();
  28266. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28267. geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28268. var material = new LineBasicMaterial( { vertexColors: VertexColors } );
  28269. LineSegments.call( this, geometry, material );
  28270. }
  28271. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28272. AxesHelper.prototype.constructor = AxesHelper;
  28273. /**
  28274. * @author mrdoob / http://mrdoob.com/
  28275. */
  28276. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28277. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28278. return new Face3( a, b, c, normal, color, materialIndex );
  28279. }
  28280. var LineStrip = 0;
  28281. var LinePieces = 1;
  28282. function MeshFaceMaterial( materials ) {
  28283. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28284. return materials;
  28285. }
  28286. function MultiMaterial( materials ) {
  28287. if ( materials === undefined ) { materials = []; }
  28288. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28289. materials.isMultiMaterial = true;
  28290. materials.materials = materials;
  28291. materials.clone = function () {
  28292. return materials.slice();
  28293. };
  28294. return materials;
  28295. }
  28296. function PointCloud( geometry, material ) {
  28297. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28298. return new Points( geometry, material );
  28299. }
  28300. function Particle( material ) {
  28301. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28302. return new Sprite( material );
  28303. }
  28304. function ParticleSystem( geometry, material ) {
  28305. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28306. return new Points( geometry, material );
  28307. }
  28308. function PointCloudMaterial( parameters ) {
  28309. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28310. return new PointsMaterial( parameters );
  28311. }
  28312. function ParticleBasicMaterial( parameters ) {
  28313. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28314. return new PointsMaterial( parameters );
  28315. }
  28316. function ParticleSystemMaterial( parameters ) {
  28317. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28318. return new PointsMaterial( parameters );
  28319. }
  28320. function Vertex( x, y, z ) {
  28321. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28322. return new Vector3( x, y, z );
  28323. }
  28324. //
  28325. function DynamicBufferAttribute( array, itemSize ) {
  28326. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
  28327. return new BufferAttribute( array, itemSize ).setDynamic( true );
  28328. }
  28329. function Int8Attribute( array, itemSize ) {
  28330. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28331. return new Int8BufferAttribute( array, itemSize );
  28332. }
  28333. function Uint8Attribute( array, itemSize ) {
  28334. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28335. return new Uint8BufferAttribute( array, itemSize );
  28336. }
  28337. function Uint8ClampedAttribute( array, itemSize ) {
  28338. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28339. return new Uint8ClampedBufferAttribute( array, itemSize );
  28340. }
  28341. function Int16Attribute( array, itemSize ) {
  28342. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28343. return new Int16BufferAttribute( array, itemSize );
  28344. }
  28345. function Uint16Attribute( array, itemSize ) {
  28346. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28347. return new Uint16BufferAttribute( array, itemSize );
  28348. }
  28349. function Int32Attribute( array, itemSize ) {
  28350. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28351. return new Int32BufferAttribute( array, itemSize );
  28352. }
  28353. function Uint32Attribute( array, itemSize ) {
  28354. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28355. return new Uint32BufferAttribute( array, itemSize );
  28356. }
  28357. function Float32Attribute( array, itemSize ) {
  28358. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28359. return new Float32BufferAttribute( array, itemSize );
  28360. }
  28361. function Float64Attribute( array, itemSize ) {
  28362. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28363. return new Float64BufferAttribute( array, itemSize );
  28364. }
  28365. //
  28366. Curve.create = function ( construct, getPoint ) {
  28367. console.log( 'THREE.Curve.create() has been deprecated' );
  28368. construct.prototype = Object.create( Curve.prototype );
  28369. construct.prototype.constructor = construct;
  28370. construct.prototype.getPoint = getPoint;
  28371. return construct;
  28372. };
  28373. //
  28374. Object.assign( CurvePath.prototype, {
  28375. createPointsGeometry: function ( divisions ) {
  28376. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28377. // generate geometry from path points (for Line or Points objects)
  28378. var pts = this.getPoints( divisions );
  28379. return this.createGeometry( pts );
  28380. },
  28381. createSpacedPointsGeometry: function ( divisions ) {
  28382. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28383. // generate geometry from equidistant sampling along the path
  28384. var pts = this.getSpacedPoints( divisions );
  28385. return this.createGeometry( pts );
  28386. },
  28387. createGeometry: function ( points ) {
  28388. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28389. var geometry = new Geometry();
  28390. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28391. var point = points[ i ];
  28392. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28393. }
  28394. return geometry;
  28395. }
  28396. } );
  28397. //
  28398. Object.assign( Path.prototype, {
  28399. fromPoints: function ( points ) {
  28400. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28401. this.setFromPoints( points );
  28402. }
  28403. } );
  28404. //
  28405. function ClosedSplineCurve3( points ) {
  28406. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28407. CatmullRomCurve3.call( this, points );
  28408. this.type = 'catmullrom';
  28409. this.closed = true;
  28410. }
  28411. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28412. //
  28413. function SplineCurve3( points ) {
  28414. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28415. CatmullRomCurve3.call( this, points );
  28416. this.type = 'catmullrom';
  28417. }
  28418. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28419. //
  28420. function Spline( points ) {
  28421. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28422. CatmullRomCurve3.call( this, points );
  28423. this.type = 'catmullrom';
  28424. }
  28425. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28426. Object.assign( Spline.prototype, {
  28427. initFromArray: function ( /* a */ ) {
  28428. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28429. },
  28430. getControlPointsArray: function ( /* optionalTarget */ ) {
  28431. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28432. },
  28433. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28434. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28435. }
  28436. } );
  28437. //
  28438. function AxisHelper( size ) {
  28439. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28440. return new AxesHelper( size );
  28441. }
  28442. function BoundingBoxHelper( object, color ) {
  28443. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28444. return new BoxHelper( object, color );
  28445. }
  28446. function EdgesHelper( object, hex ) {
  28447. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28448. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28449. }
  28450. GridHelper.prototype.setColors = function () {
  28451. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28452. };
  28453. SkeletonHelper.prototype.update = function () {
  28454. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28455. };
  28456. function WireframeHelper( object, hex ) {
  28457. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28458. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28459. }
  28460. //
  28461. Object.assign( Loader.prototype, {
  28462. extractUrlBase: function ( url ) {
  28463. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28464. return LoaderUtils.extractUrlBase( url );
  28465. }
  28466. } );
  28467. Loader.Handlers = {
  28468. add: function ( /* regex, loader */ ) {
  28469. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28470. },
  28471. get: function ( /* file */ ) {
  28472. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28473. }
  28474. };
  28475. function XHRLoader( manager ) {
  28476. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28477. return new FileLoader( manager );
  28478. }
  28479. function BinaryTextureLoader( manager ) {
  28480. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28481. return new DataTextureLoader( manager );
  28482. }
  28483. Object.assign( ObjectLoader.prototype, {
  28484. setTexturePath: function ( value ) {
  28485. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28486. return this.setResourcePath( value );
  28487. }
  28488. } );
  28489. //
  28490. Object.assign( Box2.prototype, {
  28491. center: function ( optionalTarget ) {
  28492. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28493. return this.getCenter( optionalTarget );
  28494. },
  28495. empty: function () {
  28496. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28497. return this.isEmpty();
  28498. },
  28499. isIntersectionBox: function ( box ) {
  28500. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28501. return this.intersectsBox( box );
  28502. },
  28503. size: function ( optionalTarget ) {
  28504. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28505. return this.getSize( optionalTarget );
  28506. }
  28507. } );
  28508. Object.assign( Box3.prototype, {
  28509. center: function ( optionalTarget ) {
  28510. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28511. return this.getCenter( optionalTarget );
  28512. },
  28513. empty: function () {
  28514. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28515. return this.isEmpty();
  28516. },
  28517. isIntersectionBox: function ( box ) {
  28518. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28519. return this.intersectsBox( box );
  28520. },
  28521. isIntersectionSphere: function ( sphere ) {
  28522. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28523. return this.intersectsSphere( sphere );
  28524. },
  28525. size: function ( optionalTarget ) {
  28526. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28527. return this.getSize( optionalTarget );
  28528. }
  28529. } );
  28530. Line3.prototype.center = function ( optionalTarget ) {
  28531. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28532. return this.getCenter( optionalTarget );
  28533. };
  28534. Object.assign( _Math, {
  28535. random16: function () {
  28536. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28537. return Math.random();
  28538. },
  28539. nearestPowerOfTwo: function ( value ) {
  28540. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28541. return _Math.floorPowerOfTwo( value );
  28542. },
  28543. nextPowerOfTwo: function ( value ) {
  28544. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28545. return _Math.ceilPowerOfTwo( value );
  28546. }
  28547. } );
  28548. Object.assign( Matrix3.prototype, {
  28549. flattenToArrayOffset: function ( array, offset ) {
  28550. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28551. return this.toArray( array, offset );
  28552. },
  28553. multiplyVector3: function ( vector ) {
  28554. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  28555. return vector.applyMatrix3( this );
  28556. },
  28557. multiplyVector3Array: function ( /* a */ ) {
  28558. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  28559. },
  28560. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28561. console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28562. return this.applyToBufferAttribute( buffer );
  28563. },
  28564. applyToVector3Array: function ( /* array, offset, length */ ) {
  28565. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  28566. }
  28567. } );
  28568. Object.assign( Matrix4.prototype, {
  28569. extractPosition: function ( m ) {
  28570. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  28571. return this.copyPosition( m );
  28572. },
  28573. flattenToArrayOffset: function ( array, offset ) {
  28574. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28575. return this.toArray( array, offset );
  28576. },
  28577. getPosition: function () {
  28578. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  28579. return new Vector3().setFromMatrixColumn( this, 3 );
  28580. },
  28581. setRotationFromQuaternion: function ( q ) {
  28582. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  28583. return this.makeRotationFromQuaternion( q );
  28584. },
  28585. multiplyToArray: function () {
  28586. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  28587. },
  28588. multiplyVector3: function ( vector ) {
  28589. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28590. return vector.applyMatrix4( this );
  28591. },
  28592. multiplyVector4: function ( vector ) {
  28593. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28594. return vector.applyMatrix4( this );
  28595. },
  28596. multiplyVector3Array: function ( /* a */ ) {
  28597. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  28598. },
  28599. rotateAxis: function ( v ) {
  28600. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  28601. v.transformDirection( this );
  28602. },
  28603. crossVector: function ( vector ) {
  28604. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  28605. return vector.applyMatrix4( this );
  28606. },
  28607. translate: function () {
  28608. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  28609. },
  28610. rotateX: function () {
  28611. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  28612. },
  28613. rotateY: function () {
  28614. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  28615. },
  28616. rotateZ: function () {
  28617. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  28618. },
  28619. rotateByAxis: function () {
  28620. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  28621. },
  28622. applyToBuffer: function ( buffer /*, offset, length */ ) {
  28623. console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
  28624. return this.applyToBufferAttribute( buffer );
  28625. },
  28626. applyToVector3Array: function ( /* array, offset, length */ ) {
  28627. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  28628. },
  28629. makeFrustum: function ( left, right, bottom, top, near, far ) {
  28630. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  28631. return this.makePerspective( left, right, top, bottom, near, far );
  28632. }
  28633. } );
  28634. Plane.prototype.isIntersectionLine = function ( line ) {
  28635. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  28636. return this.intersectsLine( line );
  28637. };
  28638. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  28639. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  28640. return vector.applyQuaternion( this );
  28641. };
  28642. Object.assign( Ray.prototype, {
  28643. isIntersectionBox: function ( box ) {
  28644. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28645. return this.intersectsBox( box );
  28646. },
  28647. isIntersectionPlane: function ( plane ) {
  28648. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  28649. return this.intersectsPlane( plane );
  28650. },
  28651. isIntersectionSphere: function ( sphere ) {
  28652. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28653. return this.intersectsSphere( sphere );
  28654. }
  28655. } );
  28656. Object.assign( Triangle.prototype, {
  28657. area: function () {
  28658. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  28659. return this.getArea();
  28660. },
  28661. barycoordFromPoint: function ( point, target ) {
  28662. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28663. return this.getBarycoord( point, target );
  28664. },
  28665. midpoint: function ( target ) {
  28666. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  28667. return this.getMidpoint( target );
  28668. },
  28669. normal: function ( target ) {
  28670. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28671. return this.getNormal( target );
  28672. },
  28673. plane: function ( target ) {
  28674. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  28675. return this.getPlane( target );
  28676. }
  28677. } );
  28678. Object.assign( Triangle, {
  28679. barycoordFromPoint: function ( point, a, b, c, target ) {
  28680. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  28681. return Triangle.getBarycoord( point, a, b, c, target );
  28682. },
  28683. normal: function ( a, b, c, target ) {
  28684. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  28685. return Triangle.getNormal( a, b, c, target );
  28686. }
  28687. } );
  28688. Object.assign( Shape.prototype, {
  28689. extractAllPoints: function ( divisions ) {
  28690. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  28691. return this.extractPoints( divisions );
  28692. },
  28693. extrude: function ( options ) {
  28694. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  28695. return new ExtrudeGeometry( this, options );
  28696. },
  28697. makeGeometry: function ( options ) {
  28698. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  28699. return new ShapeGeometry( this, options );
  28700. }
  28701. } );
  28702. Object.assign( Vector2.prototype, {
  28703. fromAttribute: function ( attribute, index, offset ) {
  28704. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28705. return this.fromBufferAttribute( attribute, index, offset );
  28706. },
  28707. distanceToManhattan: function ( v ) {
  28708. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28709. return this.manhattanDistanceTo( v );
  28710. },
  28711. lengthManhattan: function () {
  28712. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  28713. return this.manhattanLength();
  28714. }
  28715. } );
  28716. Object.assign( Vector3.prototype, {
  28717. setEulerFromRotationMatrix: function () {
  28718. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  28719. },
  28720. setEulerFromQuaternion: function () {
  28721. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  28722. },
  28723. getPositionFromMatrix: function ( m ) {
  28724. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  28725. return this.setFromMatrixPosition( m );
  28726. },
  28727. getScaleFromMatrix: function ( m ) {
  28728. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  28729. return this.setFromMatrixScale( m );
  28730. },
  28731. getColumnFromMatrix: function ( index, matrix ) {
  28732. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  28733. return this.setFromMatrixColumn( matrix, index );
  28734. },
  28735. applyProjection: function ( m ) {
  28736. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  28737. return this.applyMatrix4( m );
  28738. },
  28739. fromAttribute: function ( attribute, index, offset ) {
  28740. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28741. return this.fromBufferAttribute( attribute, index, offset );
  28742. },
  28743. distanceToManhattan: function ( v ) {
  28744. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  28745. return this.manhattanDistanceTo( v );
  28746. },
  28747. lengthManhattan: function () {
  28748. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  28749. return this.manhattanLength();
  28750. }
  28751. } );
  28752. Object.assign( Vector4.prototype, {
  28753. fromAttribute: function ( attribute, index, offset ) {
  28754. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  28755. return this.fromBufferAttribute( attribute, index, offset );
  28756. },
  28757. lengthManhattan: function () {
  28758. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  28759. return this.manhattanLength();
  28760. }
  28761. } );
  28762. //
  28763. Object.assign( Geometry.prototype, {
  28764. computeTangents: function () {
  28765. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  28766. },
  28767. computeLineDistances: function () {
  28768. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  28769. }
  28770. } );
  28771. Object.assign( Object3D.prototype, {
  28772. getChildByName: function ( name ) {
  28773. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  28774. return this.getObjectByName( name );
  28775. },
  28776. renderDepth: function () {
  28777. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  28778. },
  28779. translate: function ( distance, axis ) {
  28780. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  28781. return this.translateOnAxis( axis, distance );
  28782. },
  28783. getWorldRotation: function () {
  28784. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  28785. }
  28786. } );
  28787. Object.defineProperties( Object3D.prototype, {
  28788. eulerOrder: {
  28789. get: function () {
  28790. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28791. return this.rotation.order;
  28792. },
  28793. set: function ( value ) {
  28794. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  28795. this.rotation.order = value;
  28796. }
  28797. },
  28798. useQuaternion: {
  28799. get: function () {
  28800. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28801. },
  28802. set: function () {
  28803. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  28804. }
  28805. }
  28806. } );
  28807. Object.defineProperties( LOD.prototype, {
  28808. objects: {
  28809. get: function () {
  28810. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  28811. return this.levels;
  28812. }
  28813. }
  28814. } );
  28815. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  28816. get: function () {
  28817. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28818. },
  28819. set: function () {
  28820. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  28821. }
  28822. } );
  28823. SkinnedMesh.prototype.initBones = function () {
  28824. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  28825. };
  28826. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  28827. get: function () {
  28828. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28829. return this.arcLengthDivisions;
  28830. },
  28831. set: function ( value ) {
  28832. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  28833. this.arcLengthDivisions = value;
  28834. }
  28835. } );
  28836. //
  28837. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  28838. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  28839. "Use .setFocalLength and .filmGauge for a photographic setup." );
  28840. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  28841. this.setFocalLength( focalLength );
  28842. };
  28843. //
  28844. Object.defineProperties( Light.prototype, {
  28845. onlyShadow: {
  28846. set: function () {
  28847. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  28848. }
  28849. },
  28850. shadowCameraFov: {
  28851. set: function ( value ) {
  28852. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  28853. this.shadow.camera.fov = value;
  28854. }
  28855. },
  28856. shadowCameraLeft: {
  28857. set: function ( value ) {
  28858. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  28859. this.shadow.camera.left = value;
  28860. }
  28861. },
  28862. shadowCameraRight: {
  28863. set: function ( value ) {
  28864. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  28865. this.shadow.camera.right = value;
  28866. }
  28867. },
  28868. shadowCameraTop: {
  28869. set: function ( value ) {
  28870. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  28871. this.shadow.camera.top = value;
  28872. }
  28873. },
  28874. shadowCameraBottom: {
  28875. set: function ( value ) {
  28876. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  28877. this.shadow.camera.bottom = value;
  28878. }
  28879. },
  28880. shadowCameraNear: {
  28881. set: function ( value ) {
  28882. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  28883. this.shadow.camera.near = value;
  28884. }
  28885. },
  28886. shadowCameraFar: {
  28887. set: function ( value ) {
  28888. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  28889. this.shadow.camera.far = value;
  28890. }
  28891. },
  28892. shadowCameraVisible: {
  28893. set: function () {
  28894. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  28895. }
  28896. },
  28897. shadowBias: {
  28898. set: function ( value ) {
  28899. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  28900. this.shadow.bias = value;
  28901. }
  28902. },
  28903. shadowDarkness: {
  28904. set: function () {
  28905. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  28906. }
  28907. },
  28908. shadowMapWidth: {
  28909. set: function ( value ) {
  28910. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  28911. this.shadow.mapSize.width = value;
  28912. }
  28913. },
  28914. shadowMapHeight: {
  28915. set: function ( value ) {
  28916. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  28917. this.shadow.mapSize.height = value;
  28918. }
  28919. }
  28920. } );
  28921. //
  28922. Object.defineProperties( BufferAttribute.prototype, {
  28923. length: {
  28924. get: function () {
  28925. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  28926. return this.array.length;
  28927. }
  28928. },
  28929. dynamic: {
  28930. get: function () {
  28931. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  28932. return this.usage === DynamicDrawUsage;
  28933. },
  28934. set: function ( /* value */ ) {
  28935. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  28936. this.setUsage( DynamicDrawUsage );
  28937. }
  28938. }
  28939. } );
  28940. Object.assign( BufferAttribute.prototype, {
  28941. setDynamic: function ( value ) {
  28942. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  28943. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  28944. return this;
  28945. },
  28946. copyIndicesArray: function ( /* indices */ ) {
  28947. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  28948. },
  28949. setArray: function ( /* array */ ) {
  28950. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  28951. }
  28952. } );
  28953. Object.assign( BufferGeometry.prototype, {
  28954. addIndex: function ( index ) {
  28955. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  28956. this.setIndex( index );
  28957. },
  28958. addDrawCall: function ( start, count, indexOffset ) {
  28959. if ( indexOffset !== undefined ) {
  28960. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  28961. }
  28962. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  28963. this.addGroup( start, count );
  28964. },
  28965. clearDrawCalls: function () {
  28966. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  28967. this.clearGroups();
  28968. },
  28969. computeTangents: function () {
  28970. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  28971. },
  28972. computeOffsets: function () {
  28973. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  28974. }
  28975. } );
  28976. Object.defineProperties( BufferGeometry.prototype, {
  28977. drawcalls: {
  28978. get: function () {
  28979. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  28980. return this.groups;
  28981. }
  28982. },
  28983. offsets: {
  28984. get: function () {
  28985. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  28986. return this.groups;
  28987. }
  28988. }
  28989. } );
  28990. Object.defineProperties( InterleavedBuffer.prototype, {
  28991. dynamic: {
  28992. get: function () {
  28993. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  28994. return this.usage === DynamicDrawUsage;
  28995. },
  28996. set: function ( value ) {
  28997. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  28998. this.setUsage( value );
  28999. }
  29000. }
  29001. } );
  29002. Object.assign( InterleavedBuffer.prototype, {
  29003. setDynamic: function ( value ) {
  29004. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29005. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29006. return this;
  29007. },
  29008. setArray: function ( /* array */ ) {
  29009. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29010. }
  29011. } );
  29012. //
  29013. Object.assign( ExtrudeBufferGeometry.prototype, {
  29014. getArrays: function () {
  29015. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29016. },
  29017. addShapeList: function () {
  29018. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29019. },
  29020. addShape: function () {
  29021. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29022. }
  29023. } );
  29024. //
  29025. Object.defineProperties( Uniform.prototype, {
  29026. dynamic: {
  29027. set: function () {
  29028. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29029. }
  29030. },
  29031. onUpdate: {
  29032. value: function () {
  29033. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29034. return this;
  29035. }
  29036. }
  29037. } );
  29038. //
  29039. Object.defineProperties( Material.prototype, {
  29040. wrapAround: {
  29041. get: function () {
  29042. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29043. },
  29044. set: function () {
  29045. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29046. }
  29047. },
  29048. overdraw: {
  29049. get: function () {
  29050. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29051. },
  29052. set: function () {
  29053. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29054. }
  29055. },
  29056. wrapRGB: {
  29057. get: function () {
  29058. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29059. return new Color();
  29060. }
  29061. },
  29062. shading: {
  29063. get: function () {
  29064. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29065. },
  29066. set: function ( value ) {
  29067. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29068. this.flatShading = ( value === FlatShading );
  29069. }
  29070. },
  29071. stencilMask: {
  29072. get: function () {
  29073. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29074. return this.stencilFuncMask;
  29075. },
  29076. set: function ( value ) {
  29077. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29078. this.stencilFuncMask = value;
  29079. }
  29080. }
  29081. } );
  29082. Object.defineProperties( MeshPhongMaterial.prototype, {
  29083. metal: {
  29084. get: function () {
  29085. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29086. return false;
  29087. },
  29088. set: function () {
  29089. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29090. }
  29091. }
  29092. } );
  29093. Object.defineProperties( ShaderMaterial.prototype, {
  29094. derivatives: {
  29095. get: function () {
  29096. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29097. return this.extensions.derivatives;
  29098. },
  29099. set: function ( value ) {
  29100. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29101. this.extensions.derivatives = value;
  29102. }
  29103. }
  29104. } );
  29105. //
  29106. Object.assign( WebGLRenderer.prototype, {
  29107. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29108. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29109. this.setRenderTarget( renderTarget );
  29110. this.clear( color, depth, stencil );
  29111. },
  29112. animate: function ( callback ) {
  29113. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29114. this.setAnimationLoop( callback );
  29115. },
  29116. getCurrentRenderTarget: function () {
  29117. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29118. return this.getRenderTarget();
  29119. },
  29120. getMaxAnisotropy: function () {
  29121. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29122. return this.capabilities.getMaxAnisotropy();
  29123. },
  29124. getPrecision: function () {
  29125. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29126. return this.capabilities.precision;
  29127. },
  29128. resetGLState: function () {
  29129. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29130. return this.state.reset();
  29131. },
  29132. supportsFloatTextures: function () {
  29133. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29134. return this.extensions.get( 'OES_texture_float' );
  29135. },
  29136. supportsHalfFloatTextures: function () {
  29137. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29138. return this.extensions.get( 'OES_texture_half_float' );
  29139. },
  29140. supportsStandardDerivatives: function () {
  29141. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29142. return this.extensions.get( 'OES_standard_derivatives' );
  29143. },
  29144. supportsCompressedTextureS3TC: function () {
  29145. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29146. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29147. },
  29148. supportsCompressedTexturePVRTC: function () {
  29149. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29150. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29151. },
  29152. supportsBlendMinMax: function () {
  29153. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29154. return this.extensions.get( 'EXT_blend_minmax' );
  29155. },
  29156. supportsVertexTextures: function () {
  29157. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29158. return this.capabilities.vertexTextures;
  29159. },
  29160. supportsInstancedArrays: function () {
  29161. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29162. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29163. },
  29164. enableScissorTest: function ( boolean ) {
  29165. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29166. this.setScissorTest( boolean );
  29167. },
  29168. initMaterial: function () {
  29169. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29170. },
  29171. addPrePlugin: function () {
  29172. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29173. },
  29174. addPostPlugin: function () {
  29175. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29176. },
  29177. updateShadowMap: function () {
  29178. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29179. },
  29180. setFaceCulling: function () {
  29181. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29182. },
  29183. allocTextureUnit: function () {
  29184. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29185. },
  29186. setTexture: function () {
  29187. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29188. },
  29189. setTexture2D: function () {
  29190. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29191. },
  29192. setTextureCube: function () {
  29193. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29194. },
  29195. getActiveMipMapLevel: function () {
  29196. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29197. return this.getActiveMipmapLevel();
  29198. }
  29199. } );
  29200. Object.defineProperties( WebGLRenderer.prototype, {
  29201. shadowMapEnabled: {
  29202. get: function () {
  29203. return this.shadowMap.enabled;
  29204. },
  29205. set: function ( value ) {
  29206. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29207. this.shadowMap.enabled = value;
  29208. }
  29209. },
  29210. shadowMapType: {
  29211. get: function () {
  29212. return this.shadowMap.type;
  29213. },
  29214. set: function ( value ) {
  29215. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29216. this.shadowMap.type = value;
  29217. }
  29218. },
  29219. shadowMapCullFace: {
  29220. get: function () {
  29221. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29222. return undefined;
  29223. },
  29224. set: function ( /* value */ ) {
  29225. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29226. }
  29227. },
  29228. context: {
  29229. get: function () {
  29230. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29231. return this.getContext();
  29232. }
  29233. }
  29234. } );
  29235. Object.defineProperties( WebGLShadowMap.prototype, {
  29236. cullFace: {
  29237. get: function () {
  29238. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29239. return undefined;
  29240. },
  29241. set: function ( /* cullFace */ ) {
  29242. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29243. }
  29244. },
  29245. renderReverseSided: {
  29246. get: function () {
  29247. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29248. return undefined;
  29249. },
  29250. set: function () {
  29251. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29252. }
  29253. },
  29254. renderSingleSided: {
  29255. get: function () {
  29256. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29257. return undefined;
  29258. },
  29259. set: function () {
  29260. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29261. }
  29262. }
  29263. } );
  29264. //
  29265. Object.defineProperties( WebGLRenderTargetCube.prototype, {
  29266. activeCubeFace: {
  29267. set: function ( /* value */ ) {
  29268. console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
  29269. }
  29270. },
  29271. activeMipMapLevel: {
  29272. set: function ( /* value */ ) {
  29273. console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
  29274. }
  29275. }
  29276. } );
  29277. //
  29278. Object.defineProperties( WebGLRenderTarget.prototype, {
  29279. wrapS: {
  29280. get: function () {
  29281. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29282. return this.texture.wrapS;
  29283. },
  29284. set: function ( value ) {
  29285. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29286. this.texture.wrapS = value;
  29287. }
  29288. },
  29289. wrapT: {
  29290. get: function () {
  29291. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29292. return this.texture.wrapT;
  29293. },
  29294. set: function ( value ) {
  29295. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29296. this.texture.wrapT = value;
  29297. }
  29298. },
  29299. magFilter: {
  29300. get: function () {
  29301. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29302. return this.texture.magFilter;
  29303. },
  29304. set: function ( value ) {
  29305. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29306. this.texture.magFilter = value;
  29307. }
  29308. },
  29309. minFilter: {
  29310. get: function () {
  29311. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29312. return this.texture.minFilter;
  29313. },
  29314. set: function ( value ) {
  29315. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29316. this.texture.minFilter = value;
  29317. }
  29318. },
  29319. anisotropy: {
  29320. get: function () {
  29321. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29322. return this.texture.anisotropy;
  29323. },
  29324. set: function ( value ) {
  29325. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29326. this.texture.anisotropy = value;
  29327. }
  29328. },
  29329. offset: {
  29330. get: function () {
  29331. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29332. return this.texture.offset;
  29333. },
  29334. set: function ( value ) {
  29335. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29336. this.texture.offset = value;
  29337. }
  29338. },
  29339. repeat: {
  29340. get: function () {
  29341. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29342. return this.texture.repeat;
  29343. },
  29344. set: function ( value ) {
  29345. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29346. this.texture.repeat = value;
  29347. }
  29348. },
  29349. format: {
  29350. get: function () {
  29351. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29352. return this.texture.format;
  29353. },
  29354. set: function ( value ) {
  29355. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29356. this.texture.format = value;
  29357. }
  29358. },
  29359. type: {
  29360. get: function () {
  29361. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29362. return this.texture.type;
  29363. },
  29364. set: function ( value ) {
  29365. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29366. this.texture.type = value;
  29367. }
  29368. },
  29369. generateMipmaps: {
  29370. get: function () {
  29371. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29372. return this.texture.generateMipmaps;
  29373. },
  29374. set: function ( value ) {
  29375. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29376. this.texture.generateMipmaps = value;
  29377. }
  29378. }
  29379. } );
  29380. //
  29381. Object.defineProperties( WebVRManager.prototype, {
  29382. standing: {
  29383. set: function ( /* value */ ) {
  29384. console.warn( 'THREE.WebVRManager: .standing has been removed.' );
  29385. }
  29386. },
  29387. userHeight: {
  29388. set: function ( /* value */ ) {
  29389. console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
  29390. }
  29391. }
  29392. } );
  29393. //
  29394. Audio.prototype.load = function ( file ) {
  29395. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29396. var scope = this;
  29397. var audioLoader = new AudioLoader();
  29398. audioLoader.load( file, function ( buffer ) {
  29399. scope.setBuffer( buffer );
  29400. } );
  29401. return this;
  29402. };
  29403. AudioAnalyser.prototype.getData = function () {
  29404. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29405. return this.getFrequencyData();
  29406. };
  29407. //
  29408. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29409. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29410. return this.update( renderer, scene );
  29411. };
  29412. //
  29413. var GeometryUtils = {
  29414. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29415. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29416. var matrix;
  29417. if ( geometry2.isMesh ) {
  29418. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29419. matrix = geometry2.matrix;
  29420. geometry2 = geometry2.geometry;
  29421. }
  29422. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29423. },
  29424. center: function ( geometry ) {
  29425. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29426. return geometry.center();
  29427. }
  29428. };
  29429. ImageUtils.crossOrigin = undefined;
  29430. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29431. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29432. var loader = new TextureLoader();
  29433. loader.setCrossOrigin( this.crossOrigin );
  29434. var texture = loader.load( url, onLoad, undefined, onError );
  29435. if ( mapping ) { texture.mapping = mapping; }
  29436. return texture;
  29437. };
  29438. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29439. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29440. var loader = new CubeTextureLoader();
  29441. loader.setCrossOrigin( this.crossOrigin );
  29442. var texture = loader.load( urls, onLoad, undefined, onError );
  29443. if ( mapping ) { texture.mapping = mapping; }
  29444. return texture;
  29445. };
  29446. ImageUtils.loadCompressedTexture = function () {
  29447. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29448. };
  29449. ImageUtils.loadCompressedTextureCube = function () {
  29450. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  29451. };
  29452. //
  29453. function CanvasRenderer() {
  29454. console.error( 'THREE.CanvasRenderer has been removed' );
  29455. }
  29456. //
  29457. function JSONLoader() {
  29458. console.error( 'THREE.JSONLoader has been removed.' );
  29459. }
  29460. //
  29461. var SceneUtils = {
  29462. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  29463. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29464. },
  29465. detach: function ( /* child, parent, scene */ ) {
  29466. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29467. },
  29468. attach: function ( /* child, scene, parent */ ) {
  29469. console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
  29470. }
  29471. };
  29472. //
  29473. function LensFlare() {
  29474. console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
  29475. }
  29476. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  29477. /* eslint-disable no-undef */
  29478. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  29479. revision: REVISION,
  29480. } } ) );
  29481. /* eslint-enable no-undef */
  29482. }
  29483. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  29484. exports.AddEquation = AddEquation;
  29485. exports.AddOperation = AddOperation;
  29486. exports.AdditiveBlending = AdditiveBlending;
  29487. exports.AlphaFormat = AlphaFormat;
  29488. exports.AlwaysDepth = AlwaysDepth;
  29489. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  29490. exports.AmbientLight = AmbientLight;
  29491. exports.AmbientLightProbe = AmbientLightProbe;
  29492. exports.AnimationClip = AnimationClip;
  29493. exports.AnimationLoader = AnimationLoader;
  29494. exports.AnimationMixer = AnimationMixer;
  29495. exports.AnimationObjectGroup = AnimationObjectGroup;
  29496. exports.AnimationUtils = AnimationUtils;
  29497. exports.ArcCurve = ArcCurve;
  29498. exports.ArrayCamera = ArrayCamera;
  29499. exports.ArrowHelper = ArrowHelper;
  29500. exports.Audio = Audio;
  29501. exports.AudioAnalyser = AudioAnalyser;
  29502. exports.AudioContext = AudioContext;
  29503. exports.AudioListener = AudioListener;
  29504. exports.AudioLoader = AudioLoader;
  29505. exports.AxesHelper = AxesHelper;
  29506. exports.AxisHelper = AxisHelper;
  29507. exports.BackSide = BackSide;
  29508. exports.BasicDepthPacking = BasicDepthPacking;
  29509. exports.BasicShadowMap = BasicShadowMap;
  29510. exports.BinaryTextureLoader = BinaryTextureLoader;
  29511. exports.Bone = Bone;
  29512. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  29513. exports.BoundingBoxHelper = BoundingBoxHelper;
  29514. exports.Box2 = Box2;
  29515. exports.Box3 = Box3;
  29516. exports.Box3Helper = Box3Helper;
  29517. exports.BoxBufferGeometry = BoxBufferGeometry;
  29518. exports.BoxGeometry = BoxGeometry;
  29519. exports.BoxHelper = BoxHelper;
  29520. exports.BufferAttribute = BufferAttribute;
  29521. exports.BufferGeometry = BufferGeometry;
  29522. exports.BufferGeometryLoader = BufferGeometryLoader;
  29523. exports.ByteType = ByteType;
  29524. exports.Cache = Cache;
  29525. exports.Camera = Camera;
  29526. exports.CameraHelper = CameraHelper;
  29527. exports.CanvasRenderer = CanvasRenderer;
  29528. exports.CanvasTexture = CanvasTexture;
  29529. exports.CatmullRomCurve3 = CatmullRomCurve3;
  29530. exports.CineonToneMapping = CineonToneMapping;
  29531. exports.CircleBufferGeometry = CircleBufferGeometry;
  29532. exports.CircleGeometry = CircleGeometry;
  29533. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  29534. exports.Clock = Clock;
  29535. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  29536. exports.Color = Color;
  29537. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  29538. exports.CompressedTexture = CompressedTexture;
  29539. exports.CompressedTextureLoader = CompressedTextureLoader;
  29540. exports.ConeBufferGeometry = ConeBufferGeometry;
  29541. exports.ConeGeometry = ConeGeometry;
  29542. exports.CubeCamera = CubeCamera;
  29543. exports.CubeGeometry = BoxGeometry;
  29544. exports.CubeReflectionMapping = CubeReflectionMapping;
  29545. exports.CubeRefractionMapping = CubeRefractionMapping;
  29546. exports.CubeTexture = CubeTexture;
  29547. exports.CubeTextureLoader = CubeTextureLoader;
  29548. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  29549. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  29550. exports.CubicBezierCurve = CubicBezierCurve;
  29551. exports.CubicBezierCurve3 = CubicBezierCurve3;
  29552. exports.CubicInterpolant = CubicInterpolant;
  29553. exports.CullFaceBack = CullFaceBack;
  29554. exports.CullFaceFront = CullFaceFront;
  29555. exports.CullFaceFrontBack = CullFaceFrontBack;
  29556. exports.CullFaceNone = CullFaceNone;
  29557. exports.Curve = Curve;
  29558. exports.CurvePath = CurvePath;
  29559. exports.CustomBlending = CustomBlending;
  29560. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  29561. exports.CylinderGeometry = CylinderGeometry;
  29562. exports.Cylindrical = Cylindrical;
  29563. exports.DataTexture = DataTexture;
  29564. exports.DataTexture2DArray = DataTexture2DArray;
  29565. exports.DataTexture3D = DataTexture3D;
  29566. exports.DataTextureLoader = DataTextureLoader;
  29567. exports.DecrementStencilOp = DecrementStencilOp;
  29568. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  29569. exports.DefaultLoadingManager = DefaultLoadingManager;
  29570. exports.DepthFormat = DepthFormat;
  29571. exports.DepthStencilFormat = DepthStencilFormat;
  29572. exports.DepthTexture = DepthTexture;
  29573. exports.DirectionalLight = DirectionalLight;
  29574. exports.DirectionalLightHelper = DirectionalLightHelper;
  29575. exports.DirectionalLightShadow = DirectionalLightShadow;
  29576. exports.DiscreteInterpolant = DiscreteInterpolant;
  29577. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  29578. exports.DodecahedronGeometry = DodecahedronGeometry;
  29579. exports.DoubleSide = DoubleSide;
  29580. exports.DstAlphaFactor = DstAlphaFactor;
  29581. exports.DstColorFactor = DstColorFactor;
  29582. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  29583. exports.DynamicCopyUsage = DynamicCopyUsage;
  29584. exports.DynamicDrawUsage = DynamicDrawUsage;
  29585. exports.DynamicReadUsage = DynamicReadUsage;
  29586. exports.EdgesGeometry = EdgesGeometry;
  29587. exports.EdgesHelper = EdgesHelper;
  29588. exports.EllipseCurve = EllipseCurve;
  29589. exports.EqualDepth = EqualDepth;
  29590. exports.EqualStencilFunc = EqualStencilFunc;
  29591. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  29592. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  29593. exports.Euler = Euler;
  29594. exports.EventDispatcher = EventDispatcher;
  29595. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  29596. exports.ExtrudeGeometry = ExtrudeGeometry;
  29597. exports.Face3 = Face3;
  29598. exports.Face4 = Face4;
  29599. exports.FaceColors = FaceColors;
  29600. exports.FaceNormalsHelper = FaceNormalsHelper;
  29601. exports.FileLoader = FileLoader;
  29602. exports.FlatShading = FlatShading;
  29603. exports.Float32Attribute = Float32Attribute;
  29604. exports.Float32BufferAttribute = Float32BufferAttribute;
  29605. exports.Float64Attribute = Float64Attribute;
  29606. exports.Float64BufferAttribute = Float64BufferAttribute;
  29607. exports.FloatType = FloatType;
  29608. exports.Fog = Fog;
  29609. exports.FogExp2 = FogExp2;
  29610. exports.Font = Font;
  29611. exports.FontLoader = FontLoader;
  29612. exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
  29613. exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
  29614. exports.FrontSide = FrontSide;
  29615. exports.Frustum = Frustum;
  29616. exports.GammaEncoding = GammaEncoding;
  29617. exports.Geometry = Geometry;
  29618. exports.GeometryUtils = GeometryUtils;
  29619. exports.GreaterDepth = GreaterDepth;
  29620. exports.GreaterEqualDepth = GreaterEqualDepth;
  29621. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  29622. exports.GreaterStencilFunc = GreaterStencilFunc;
  29623. exports.GridHelper = GridHelper;
  29624. exports.Group = Group;
  29625. exports.HalfFloatType = HalfFloatType;
  29626. exports.HemisphereLight = HemisphereLight;
  29627. exports.HemisphereLightHelper = HemisphereLightHelper;
  29628. exports.HemisphereLightProbe = HemisphereLightProbe;
  29629. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  29630. exports.IcosahedronGeometry = IcosahedronGeometry;
  29631. exports.ImageBitmapLoader = ImageBitmapLoader;
  29632. exports.ImageLoader = ImageLoader;
  29633. exports.ImageUtils = ImageUtils;
  29634. exports.ImmediateRenderObject = ImmediateRenderObject;
  29635. exports.IncrementStencilOp = IncrementStencilOp;
  29636. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  29637. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  29638. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  29639. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  29640. exports.InstancedMesh = InstancedMesh;
  29641. exports.Int16Attribute = Int16Attribute;
  29642. exports.Int16BufferAttribute = Int16BufferAttribute;
  29643. exports.Int32Attribute = Int32Attribute;
  29644. exports.Int32BufferAttribute = Int32BufferAttribute;
  29645. exports.Int8Attribute = Int8Attribute;
  29646. exports.Int8BufferAttribute = Int8BufferAttribute;
  29647. exports.IntType = IntType;
  29648. exports.InterleavedBuffer = InterleavedBuffer;
  29649. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  29650. exports.Interpolant = Interpolant;
  29651. exports.InterpolateDiscrete = InterpolateDiscrete;
  29652. exports.InterpolateLinear = InterpolateLinear;
  29653. exports.InterpolateSmooth = InterpolateSmooth;
  29654. exports.InvertStencilOp = InvertStencilOp;
  29655. exports.JSONLoader = JSONLoader;
  29656. exports.KeepStencilOp = KeepStencilOp;
  29657. exports.KeyframeTrack = KeyframeTrack;
  29658. exports.LOD = LOD;
  29659. exports.LatheBufferGeometry = LatheBufferGeometry;
  29660. exports.LatheGeometry = LatheGeometry;
  29661. exports.Layers = Layers;
  29662. exports.LensFlare = LensFlare;
  29663. exports.LessDepth = LessDepth;
  29664. exports.LessEqualDepth = LessEqualDepth;
  29665. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  29666. exports.LessStencilFunc = LessStencilFunc;
  29667. exports.Light = Light;
  29668. exports.LightProbe = LightProbe;
  29669. exports.LightProbeHelper = LightProbeHelper;
  29670. exports.LightShadow = LightShadow;
  29671. exports.Line = Line;
  29672. exports.Line3 = Line3;
  29673. exports.LineBasicMaterial = LineBasicMaterial;
  29674. exports.LineCurve = LineCurve;
  29675. exports.LineCurve3 = LineCurve3;
  29676. exports.LineDashedMaterial = LineDashedMaterial;
  29677. exports.LineLoop = LineLoop;
  29678. exports.LinePieces = LinePieces;
  29679. exports.LineSegments = LineSegments;
  29680. exports.LineStrip = LineStrip;
  29681. exports.LinearEncoding = LinearEncoding;
  29682. exports.LinearFilter = LinearFilter;
  29683. exports.LinearInterpolant = LinearInterpolant;
  29684. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  29685. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  29686. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  29687. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  29688. exports.LinearToneMapping = LinearToneMapping;
  29689. exports.Loader = Loader;
  29690. exports.LoaderUtils = LoaderUtils;
  29691. exports.LoadingManager = LoadingManager;
  29692. exports.LogLuvEncoding = LogLuvEncoding;
  29693. exports.LoopOnce = LoopOnce;
  29694. exports.LoopPingPong = LoopPingPong;
  29695. exports.LoopRepeat = LoopRepeat;
  29696. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  29697. exports.LuminanceFormat = LuminanceFormat;
  29698. exports.MOUSE = MOUSE;
  29699. exports.Material = Material;
  29700. exports.MaterialLoader = MaterialLoader;
  29701. exports.Math = _Math;
  29702. exports.Matrix3 = Matrix3;
  29703. exports.Matrix4 = Matrix4;
  29704. exports.MaxEquation = MaxEquation;
  29705. exports.Mesh = Mesh;
  29706. exports.MeshBasicMaterial = MeshBasicMaterial;
  29707. exports.MeshDepthMaterial = MeshDepthMaterial;
  29708. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  29709. exports.MeshFaceMaterial = MeshFaceMaterial;
  29710. exports.MeshLambertMaterial = MeshLambertMaterial;
  29711. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  29712. exports.MeshNormalMaterial = MeshNormalMaterial;
  29713. exports.MeshPhongMaterial = MeshPhongMaterial;
  29714. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  29715. exports.MeshStandardMaterial = MeshStandardMaterial;
  29716. exports.MeshToonMaterial = MeshToonMaterial;
  29717. exports.MinEquation = MinEquation;
  29718. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  29719. exports.MixOperation = MixOperation;
  29720. exports.MultiMaterial = MultiMaterial;
  29721. exports.MultiplyBlending = MultiplyBlending;
  29722. exports.MultiplyOperation = MultiplyOperation;
  29723. exports.NearestFilter = NearestFilter;
  29724. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  29725. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  29726. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  29727. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  29728. exports.NeverDepth = NeverDepth;
  29729. exports.NeverStencilFunc = NeverStencilFunc;
  29730. exports.NoBlending = NoBlending;
  29731. exports.NoColors = NoColors;
  29732. exports.NoToneMapping = NoToneMapping;
  29733. exports.NormalBlending = NormalBlending;
  29734. exports.NotEqualDepth = NotEqualDepth;
  29735. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  29736. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  29737. exports.Object3D = Object3D;
  29738. exports.ObjectLoader = ObjectLoader;
  29739. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  29740. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  29741. exports.OctahedronGeometry = OctahedronGeometry;
  29742. exports.OneFactor = OneFactor;
  29743. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  29744. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  29745. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  29746. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  29747. exports.OrthographicCamera = OrthographicCamera;
  29748. exports.PCFShadowMap = PCFShadowMap;
  29749. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  29750. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  29751. exports.ParametricGeometry = ParametricGeometry;
  29752. exports.Particle = Particle;
  29753. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  29754. exports.ParticleSystem = ParticleSystem;
  29755. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  29756. exports.Path = Path;
  29757. exports.PerspectiveCamera = PerspectiveCamera;
  29758. exports.Plane = Plane;
  29759. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  29760. exports.PlaneGeometry = PlaneGeometry;
  29761. exports.PlaneHelper = PlaneHelper;
  29762. exports.PointCloud = PointCloud;
  29763. exports.PointCloudMaterial = PointCloudMaterial;
  29764. exports.PointLight = PointLight;
  29765. exports.PointLightHelper = PointLightHelper;
  29766. exports.Points = Points;
  29767. exports.PointsMaterial = PointsMaterial;
  29768. exports.PolarGridHelper = PolarGridHelper;
  29769. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  29770. exports.PolyhedronGeometry = PolyhedronGeometry;
  29771. exports.PositionalAudio = PositionalAudio;
  29772. exports.PositionalAudioHelper = PositionalAudioHelper;
  29773. exports.PropertyBinding = PropertyBinding;
  29774. exports.PropertyMixer = PropertyMixer;
  29775. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  29776. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  29777. exports.Quaternion = Quaternion;
  29778. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  29779. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  29780. exports.REVISION = REVISION;
  29781. exports.RGBADepthPacking = RGBADepthPacking;
  29782. exports.RGBAFormat = RGBAFormat;
  29783. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  29784. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  29785. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  29786. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  29787. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  29788. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  29789. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  29790. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  29791. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  29792. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  29793. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  29794. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  29795. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  29796. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  29797. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  29798. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  29799. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  29800. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  29801. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  29802. exports.RGBDEncoding = RGBDEncoding;
  29803. exports.RGBEEncoding = RGBEEncoding;
  29804. exports.RGBEFormat = RGBEFormat;
  29805. exports.RGBFormat = RGBFormat;
  29806. exports.RGBM16Encoding = RGBM16Encoding;
  29807. exports.RGBM7Encoding = RGBM7Encoding;
  29808. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  29809. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  29810. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  29811. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  29812. exports.RawShaderMaterial = RawShaderMaterial;
  29813. exports.Ray = Ray;
  29814. exports.Raycaster = Raycaster;
  29815. exports.RectAreaLight = RectAreaLight;
  29816. exports.RectAreaLightHelper = RectAreaLightHelper;
  29817. exports.RedFormat = RedFormat;
  29818. exports.ReinhardToneMapping = ReinhardToneMapping;
  29819. exports.RepeatWrapping = RepeatWrapping;
  29820. exports.ReplaceStencilOp = ReplaceStencilOp;
  29821. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  29822. exports.RingBufferGeometry = RingBufferGeometry;
  29823. exports.RingGeometry = RingGeometry;
  29824. exports.Scene = Scene;
  29825. exports.SceneUtils = SceneUtils;
  29826. exports.ShaderChunk = ShaderChunk;
  29827. exports.ShaderLib = ShaderLib;
  29828. exports.ShaderMaterial = ShaderMaterial;
  29829. exports.ShadowMaterial = ShadowMaterial;
  29830. exports.Shape = Shape;
  29831. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  29832. exports.ShapeGeometry = ShapeGeometry;
  29833. exports.ShapePath = ShapePath;
  29834. exports.ShapeUtils = ShapeUtils;
  29835. exports.ShortType = ShortType;
  29836. exports.Skeleton = Skeleton;
  29837. exports.SkeletonHelper = SkeletonHelper;
  29838. exports.SkinnedMesh = SkinnedMesh;
  29839. exports.SmoothShading = SmoothShading;
  29840. exports.Sphere = Sphere;
  29841. exports.SphereBufferGeometry = SphereBufferGeometry;
  29842. exports.SphereGeometry = SphereGeometry;
  29843. exports.Spherical = Spherical;
  29844. exports.SphericalHarmonics3 = SphericalHarmonics3;
  29845. exports.SphericalReflectionMapping = SphericalReflectionMapping;
  29846. exports.Spline = Spline;
  29847. exports.SplineCurve = SplineCurve;
  29848. exports.SplineCurve3 = SplineCurve3;
  29849. exports.SpotLight = SpotLight;
  29850. exports.SpotLightHelper = SpotLightHelper;
  29851. exports.SpotLightShadow = SpotLightShadow;
  29852. exports.Sprite = Sprite;
  29853. exports.SpriteMaterial = SpriteMaterial;
  29854. exports.SrcAlphaFactor = SrcAlphaFactor;
  29855. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  29856. exports.SrcColorFactor = SrcColorFactor;
  29857. exports.StaticCopyUsage = StaticCopyUsage;
  29858. exports.StaticDrawUsage = StaticDrawUsage;
  29859. exports.StaticReadUsage = StaticReadUsage;
  29860. exports.StereoCamera = StereoCamera;
  29861. exports.StreamCopyUsage = StreamCopyUsage;
  29862. exports.StreamDrawUsage = StreamDrawUsage;
  29863. exports.StreamReadUsage = StreamReadUsage;
  29864. exports.StringKeyframeTrack = StringKeyframeTrack;
  29865. exports.SubtractEquation = SubtractEquation;
  29866. exports.SubtractiveBlending = SubtractiveBlending;
  29867. exports.TOUCH = TOUCH;
  29868. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  29869. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  29870. exports.TetrahedronGeometry = TetrahedronGeometry;
  29871. exports.TextBufferGeometry = TextBufferGeometry;
  29872. exports.TextGeometry = TextGeometry;
  29873. exports.Texture = Texture;
  29874. exports.TextureLoader = TextureLoader;
  29875. exports.TorusBufferGeometry = TorusBufferGeometry;
  29876. exports.TorusGeometry = TorusGeometry;
  29877. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  29878. exports.TorusKnotGeometry = TorusKnotGeometry;
  29879. exports.Triangle = Triangle;
  29880. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  29881. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  29882. exports.TrianglesDrawMode = TrianglesDrawMode;
  29883. exports.TubeBufferGeometry = TubeBufferGeometry;
  29884. exports.TubeGeometry = TubeGeometry;
  29885. exports.UVMapping = UVMapping;
  29886. exports.Uint16Attribute = Uint16Attribute;
  29887. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  29888. exports.Uint32Attribute = Uint32Attribute;
  29889. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  29890. exports.Uint8Attribute = Uint8Attribute;
  29891. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  29892. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  29893. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  29894. exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
  29895. exports.Uniform = Uniform;
  29896. exports.UniformsLib = UniformsLib;
  29897. exports.UniformsUtils = UniformsUtils;
  29898. exports.UnsignedByteType = UnsignedByteType;
  29899. exports.UnsignedInt248Type = UnsignedInt248Type;
  29900. exports.UnsignedIntType = UnsignedIntType;
  29901. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  29902. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  29903. exports.UnsignedShort565Type = UnsignedShort565Type;
  29904. exports.UnsignedShortType = UnsignedShortType;
  29905. exports.VSMShadowMap = VSMShadowMap;
  29906. exports.Vector2 = Vector2;
  29907. exports.Vector3 = Vector3;
  29908. exports.Vector4 = Vector4;
  29909. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  29910. exports.Vertex = Vertex;
  29911. exports.VertexColors = VertexColors;
  29912. exports.VertexNormalsHelper = VertexNormalsHelper;
  29913. exports.VideoTexture = VideoTexture;
  29914. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  29915. exports.WebGLRenderTarget = WebGLRenderTarget;
  29916. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  29917. exports.WebGLRenderer = WebGLRenderer;
  29918. exports.WebGLUtils = WebGLUtils;
  29919. exports.WireframeGeometry = WireframeGeometry;
  29920. exports.WireframeHelper = WireframeHelper;
  29921. exports.WrapAroundEnding = WrapAroundEnding;
  29922. exports.XHRLoader = XHRLoader;
  29923. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  29924. exports.ZeroFactor = ZeroFactor;
  29925. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  29926. exports.ZeroStencilOp = ZeroStencilOp;
  29927. exports.sRGBEncoding = sRGBEncoding;
  29928. Object.defineProperty(exports, '__esModule', { value: true });
  29929. }));