Отрисовка с помощью Three.js, загрузка моделей GLTF и текстур PNG | Rendering with Three.js, loading of GLTF models and PNG textures
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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 = '119';
  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 BasicShadowMap = 0;
  62. var PCFShadowMap = 1;
  63. var PCFSoftShadowMap = 2;
  64. var VSMShadowMap = 3;
  65. var FrontSide = 0;
  66. var BackSide = 1;
  67. var DoubleSide = 2;
  68. var FlatShading = 1;
  69. var SmoothShading = 2;
  70. var NoBlending = 0;
  71. var NormalBlending = 1;
  72. var AdditiveBlending = 2;
  73. var SubtractiveBlending = 3;
  74. var MultiplyBlending = 4;
  75. var CustomBlending = 5;
  76. var AddEquation = 100;
  77. var SubtractEquation = 101;
  78. var ReverseSubtractEquation = 102;
  79. var MinEquation = 103;
  80. var MaxEquation = 104;
  81. var ZeroFactor = 200;
  82. var OneFactor = 201;
  83. var SrcColorFactor = 202;
  84. var OneMinusSrcColorFactor = 203;
  85. var SrcAlphaFactor = 204;
  86. var OneMinusSrcAlphaFactor = 205;
  87. var DstAlphaFactor = 206;
  88. var OneMinusDstAlphaFactor = 207;
  89. var DstColorFactor = 208;
  90. var OneMinusDstColorFactor = 209;
  91. var SrcAlphaSaturateFactor = 210;
  92. var NeverDepth = 0;
  93. var AlwaysDepth = 1;
  94. var LessDepth = 2;
  95. var LessEqualDepth = 3;
  96. var EqualDepth = 4;
  97. var GreaterEqualDepth = 5;
  98. var GreaterDepth = 6;
  99. var NotEqualDepth = 7;
  100. var MultiplyOperation = 0;
  101. var MixOperation = 1;
  102. var AddOperation = 2;
  103. var NoToneMapping = 0;
  104. var LinearToneMapping = 1;
  105. var ReinhardToneMapping = 2;
  106. var CineonToneMapping = 3;
  107. var ACESFilmicToneMapping = 4;
  108. var CustomToneMapping = 5;
  109. var UVMapping = 300;
  110. var CubeReflectionMapping = 301;
  111. var CubeRefractionMapping = 302;
  112. var EquirectangularReflectionMapping = 303;
  113. var EquirectangularRefractionMapping = 304;
  114. var CubeUVReflectionMapping = 306;
  115. var CubeUVRefractionMapping = 307;
  116. var RepeatWrapping = 1000;
  117. var ClampToEdgeWrapping = 1001;
  118. var MirroredRepeatWrapping = 1002;
  119. var NearestFilter = 1003;
  120. var NearestMipmapNearestFilter = 1004;
  121. var NearestMipMapNearestFilter = 1004;
  122. var NearestMipmapLinearFilter = 1005;
  123. var NearestMipMapLinearFilter = 1005;
  124. var LinearFilter = 1006;
  125. var LinearMipmapNearestFilter = 1007;
  126. var LinearMipMapNearestFilter = 1007;
  127. var LinearMipmapLinearFilter = 1008;
  128. var LinearMipMapLinearFilter = 1008;
  129. var UnsignedByteType = 1009;
  130. var ByteType = 1010;
  131. var ShortType = 1011;
  132. var UnsignedShortType = 1012;
  133. var IntType = 1013;
  134. var UnsignedIntType = 1014;
  135. var FloatType = 1015;
  136. var HalfFloatType = 1016;
  137. var UnsignedShort4444Type = 1017;
  138. var UnsignedShort5551Type = 1018;
  139. var UnsignedShort565Type = 1019;
  140. var UnsignedInt248Type = 1020;
  141. var AlphaFormat = 1021;
  142. var RGBFormat = 1022;
  143. var RGBAFormat = 1023;
  144. var LuminanceFormat = 1024;
  145. var LuminanceAlphaFormat = 1025;
  146. var RGBEFormat = RGBAFormat;
  147. var DepthFormat = 1026;
  148. var DepthStencilFormat = 1027;
  149. var RedFormat = 1028;
  150. var RedIntegerFormat = 1029;
  151. var RGFormat = 1030;
  152. var RGIntegerFormat = 1031;
  153. var RGBIntegerFormat = 1032;
  154. var RGBAIntegerFormat = 1033;
  155. var RGB_S3TC_DXT1_Format = 33776;
  156. var RGBA_S3TC_DXT1_Format = 33777;
  157. var RGBA_S3TC_DXT3_Format = 33778;
  158. var RGBA_S3TC_DXT5_Format = 33779;
  159. var RGB_PVRTC_4BPPV1_Format = 35840;
  160. var RGB_PVRTC_2BPPV1_Format = 35841;
  161. var RGBA_PVRTC_4BPPV1_Format = 35842;
  162. var RGBA_PVRTC_2BPPV1_Format = 35843;
  163. var RGB_ETC1_Format = 36196;
  164. var RGB_ETC2_Format = 37492;
  165. var RGBA_ETC2_EAC_Format = 37496;
  166. var RGBA_ASTC_4x4_Format = 37808;
  167. var RGBA_ASTC_5x4_Format = 37809;
  168. var RGBA_ASTC_5x5_Format = 37810;
  169. var RGBA_ASTC_6x5_Format = 37811;
  170. var RGBA_ASTC_6x6_Format = 37812;
  171. var RGBA_ASTC_8x5_Format = 37813;
  172. var RGBA_ASTC_8x6_Format = 37814;
  173. var RGBA_ASTC_8x8_Format = 37815;
  174. var RGBA_ASTC_10x5_Format = 37816;
  175. var RGBA_ASTC_10x6_Format = 37817;
  176. var RGBA_ASTC_10x8_Format = 37818;
  177. var RGBA_ASTC_10x10_Format = 37819;
  178. var RGBA_ASTC_12x10_Format = 37820;
  179. var RGBA_ASTC_12x12_Format = 37821;
  180. var RGBA_BPTC_Format = 36492;
  181. var SRGB8_ALPHA8_ASTC_4x4_Format = 37840;
  182. var SRGB8_ALPHA8_ASTC_5x4_Format = 37841;
  183. var SRGB8_ALPHA8_ASTC_5x5_Format = 37842;
  184. var SRGB8_ALPHA8_ASTC_6x5_Format = 37843;
  185. var SRGB8_ALPHA8_ASTC_6x6_Format = 37844;
  186. var SRGB8_ALPHA8_ASTC_8x5_Format = 37845;
  187. var SRGB8_ALPHA8_ASTC_8x6_Format = 37846;
  188. var SRGB8_ALPHA8_ASTC_8x8_Format = 37847;
  189. var SRGB8_ALPHA8_ASTC_10x5_Format = 37848;
  190. var SRGB8_ALPHA8_ASTC_10x6_Format = 37849;
  191. var SRGB8_ALPHA8_ASTC_10x8_Format = 37850;
  192. var SRGB8_ALPHA8_ASTC_10x10_Format = 37851;
  193. var SRGB8_ALPHA8_ASTC_12x10_Format = 37852;
  194. var SRGB8_ALPHA8_ASTC_12x12_Format = 37853;
  195. var LoopOnce = 2200;
  196. var LoopRepeat = 2201;
  197. var LoopPingPong = 2202;
  198. var InterpolateDiscrete = 2300;
  199. var InterpolateLinear = 2301;
  200. var InterpolateSmooth = 2302;
  201. var ZeroCurvatureEnding = 2400;
  202. var ZeroSlopeEnding = 2401;
  203. var WrapAroundEnding = 2402;
  204. var NormalAnimationBlendMode = 2500;
  205. var AdditiveAnimationBlendMode = 2501;
  206. var TrianglesDrawMode = 0;
  207. var TriangleStripDrawMode = 1;
  208. var TriangleFanDrawMode = 2;
  209. var LinearEncoding = 3000;
  210. var sRGBEncoding = 3001;
  211. var GammaEncoding = 3007;
  212. var RGBEEncoding = 3002;
  213. var LogLuvEncoding = 3003;
  214. var RGBM7Encoding = 3004;
  215. var RGBM16Encoding = 3005;
  216. var RGBDEncoding = 3006;
  217. var BasicDepthPacking = 3200;
  218. var RGBADepthPacking = 3201;
  219. var TangentSpaceNormalMap = 0;
  220. var ObjectSpaceNormalMap = 1;
  221. var ZeroStencilOp = 0;
  222. var KeepStencilOp = 7680;
  223. var ReplaceStencilOp = 7681;
  224. var IncrementStencilOp = 7682;
  225. var DecrementStencilOp = 7683;
  226. var IncrementWrapStencilOp = 34055;
  227. var DecrementWrapStencilOp = 34056;
  228. var InvertStencilOp = 5386;
  229. var NeverStencilFunc = 512;
  230. var LessStencilFunc = 513;
  231. var EqualStencilFunc = 514;
  232. var LessEqualStencilFunc = 515;
  233. var GreaterStencilFunc = 516;
  234. var NotEqualStencilFunc = 517;
  235. var GreaterEqualStencilFunc = 518;
  236. var AlwaysStencilFunc = 519;
  237. var StaticDrawUsage = 35044;
  238. var DynamicDrawUsage = 35048;
  239. var StreamDrawUsage = 35040;
  240. var StaticReadUsage = 35045;
  241. var DynamicReadUsage = 35049;
  242. var StreamReadUsage = 35041;
  243. var StaticCopyUsage = 35046;
  244. var DynamicCopyUsage = 35050;
  245. var StreamCopyUsage = 35042;
  246. /**
  247. * https://github.com/mrdoob/eventdispatcher.js/
  248. */
  249. function EventDispatcher() {}
  250. Object.assign( EventDispatcher.prototype, {
  251. addEventListener: function ( type, listener ) {
  252. if ( this._listeners === undefined ) { this._listeners = {}; }
  253. var listeners = this._listeners;
  254. if ( listeners[ type ] === undefined ) {
  255. listeners[ type ] = [];
  256. }
  257. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  258. listeners[ type ].push( listener );
  259. }
  260. },
  261. hasEventListener: function ( type, listener ) {
  262. if ( this._listeners === undefined ) { return false; }
  263. var listeners = this._listeners;
  264. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
  265. },
  266. removeEventListener: function ( type, listener ) {
  267. if ( this._listeners === undefined ) { return; }
  268. var listeners = this._listeners;
  269. var listenerArray = listeners[ type ];
  270. if ( listenerArray !== undefined ) {
  271. var index = listenerArray.indexOf( listener );
  272. if ( index !== - 1 ) {
  273. listenerArray.splice( index, 1 );
  274. }
  275. }
  276. },
  277. dispatchEvent: function ( event ) {
  278. if ( this._listeners === undefined ) { return; }
  279. var listeners = this._listeners;
  280. var listenerArray = listeners[ event.type ];
  281. if ( listenerArray !== undefined ) {
  282. event.target = this;
  283. // Make a copy, in case listeners are removed while iterating.
  284. var array = listenerArray.slice( 0 );
  285. for ( var i = 0, l = array.length; i < l; i ++ ) {
  286. array[ i ].call( this, event );
  287. }
  288. }
  289. }
  290. } );
  291. var _lut = [];
  292. for ( var i = 0; i < 256; i ++ ) {
  293. _lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
  294. }
  295. var _seed = 1234567;
  296. var MathUtils = {
  297. DEG2RAD: Math.PI / 180,
  298. RAD2DEG: 180 / Math.PI,
  299. generateUUID: function () {
  300. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  301. var d0 = Math.random() * 0xffffffff | 0;
  302. var d1 = Math.random() * 0xffffffff | 0;
  303. var d2 = Math.random() * 0xffffffff | 0;
  304. var d3 = Math.random() * 0xffffffff | 0;
  305. var uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  306. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  307. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  308. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  309. // .toUpperCase() here flattens concatenated strings to save heap memory space.
  310. return uuid.toUpperCase();
  311. },
  312. clamp: function ( value, min, max ) {
  313. return Math.max( min, Math.min( max, value ) );
  314. },
  315. // compute euclidian modulo of m % n
  316. // https://en.wikipedia.org/wiki/Modulo_operation
  317. euclideanModulo: function ( n, m ) {
  318. return ( ( n % m ) + m ) % m;
  319. },
  320. // Linear mapping from range <a1, a2> to range <b1, b2>
  321. mapLinear: function ( x, a1, a2, b1, b2 ) {
  322. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  323. },
  324. // https://en.wikipedia.org/wiki/Linear_interpolation
  325. lerp: function ( x, y, t ) {
  326. return ( 1 - t ) * x + t * y;
  327. },
  328. // http://en.wikipedia.org/wiki/Smoothstep
  329. smoothstep: function ( x, min, max ) {
  330. if ( x <= min ) { return 0; }
  331. if ( x >= max ) { return 1; }
  332. x = ( x - min ) / ( max - min );
  333. return x * x * ( 3 - 2 * x );
  334. },
  335. smootherstep: function ( x, min, max ) {
  336. if ( x <= min ) { return 0; }
  337. if ( x >= max ) { return 1; }
  338. x = ( x - min ) / ( max - min );
  339. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  340. },
  341. // Random integer from <low, high> interval
  342. randInt: function ( low, high ) {
  343. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  344. },
  345. // Random float from <low, high> interval
  346. randFloat: function ( low, high ) {
  347. return low + Math.random() * ( high - low );
  348. },
  349. // Random float from <-range/2, range/2> interval
  350. randFloatSpread: function ( range ) {
  351. return range * ( 0.5 - Math.random() );
  352. },
  353. // Deterministic pseudo-random float in the interval [ 0, 1 ]
  354. seededRandom: function ( s ) {
  355. if ( s !== undefined ) { _seed = s % 2147483647; }
  356. // Park-Miller algorithm
  357. _seed = _seed * 16807 % 2147483647;
  358. return ( _seed - 1 ) / 2147483646;
  359. },
  360. degToRad: function ( degrees ) {
  361. return degrees * MathUtils.DEG2RAD;
  362. },
  363. radToDeg: function ( radians ) {
  364. return radians * MathUtils.RAD2DEG;
  365. },
  366. isPowerOfTwo: function ( value ) {
  367. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  368. },
  369. ceilPowerOfTwo: function ( value ) {
  370. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  371. },
  372. floorPowerOfTwo: function ( value ) {
  373. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  374. },
  375. setQuaternionFromProperEuler: function ( q, a, b, c, order ) {
  376. // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
  377. // rotations are applied to the axes in the order specified by 'order'
  378. // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
  379. // angles are in radians
  380. var cos = Math.cos;
  381. var sin = Math.sin;
  382. var c2 = cos( b / 2 );
  383. var s2 = sin( b / 2 );
  384. var c13 = cos( ( a + c ) / 2 );
  385. var s13 = sin( ( a + c ) / 2 );
  386. var c1_3 = cos( ( a - c ) / 2 );
  387. var s1_3 = sin( ( a - c ) / 2 );
  388. var c3_1 = cos( ( c - a ) / 2 );
  389. var s3_1 = sin( ( c - a ) / 2 );
  390. switch ( order ) {
  391. case 'XYX':
  392. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  393. break;
  394. case 'YZY':
  395. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  396. break;
  397. case 'ZXZ':
  398. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  399. break;
  400. case 'XZX':
  401. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  402. break;
  403. case 'YXY':
  404. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  405. break;
  406. case 'ZYZ':
  407. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  408. break;
  409. default:
  410. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  411. }
  412. }
  413. };
  414. function Vector2( x, y ) {
  415. if ( x === void 0 ) x = 0;
  416. if ( y === void 0 ) y = 0;
  417. this.x = x;
  418. this.y = y;
  419. }
  420. Object.defineProperties( Vector2.prototype, {
  421. "width": {
  422. get: function () {
  423. return this.x;
  424. },
  425. set: function ( value ) {
  426. this.x = value;
  427. }
  428. },
  429. "height": {
  430. get: function () {
  431. return this.y;
  432. },
  433. set: function ( value ) {
  434. this.y = value;
  435. }
  436. }
  437. } );
  438. Object.assign( Vector2.prototype, {
  439. isVector2: true,
  440. set: function ( x, y ) {
  441. this.x = x;
  442. this.y = y;
  443. return this;
  444. },
  445. setScalar: function ( scalar ) {
  446. this.x = scalar;
  447. this.y = scalar;
  448. return this;
  449. },
  450. setX: function ( x ) {
  451. this.x = x;
  452. return this;
  453. },
  454. setY: function ( y ) {
  455. this.y = y;
  456. return this;
  457. },
  458. setComponent: function ( index, value ) {
  459. switch ( index ) {
  460. case 0: this.x = value; break;
  461. case 1: this.y = value; break;
  462. default: throw new Error( 'index is out of range: ' + index );
  463. }
  464. return this;
  465. },
  466. getComponent: function ( index ) {
  467. switch ( index ) {
  468. case 0: return this.x;
  469. case 1: return this.y;
  470. default: throw new Error( 'index is out of range: ' + index );
  471. }
  472. },
  473. clone: function () {
  474. return new this.constructor( this.x, this.y );
  475. },
  476. copy: function ( v ) {
  477. this.x = v.x;
  478. this.y = v.y;
  479. return this;
  480. },
  481. add: function ( v, w ) {
  482. if ( w !== undefined ) {
  483. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  484. return this.addVectors( v, w );
  485. }
  486. this.x += v.x;
  487. this.y += v.y;
  488. return this;
  489. },
  490. addScalar: function ( s ) {
  491. this.x += s;
  492. this.y += s;
  493. return this;
  494. },
  495. addVectors: function ( a, b ) {
  496. this.x = a.x + b.x;
  497. this.y = a.y + b.y;
  498. return this;
  499. },
  500. addScaledVector: function ( v, s ) {
  501. this.x += v.x * s;
  502. this.y += v.y * s;
  503. return this;
  504. },
  505. sub: function ( v, w ) {
  506. if ( w !== undefined ) {
  507. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  508. return this.subVectors( v, w );
  509. }
  510. this.x -= v.x;
  511. this.y -= v.y;
  512. return this;
  513. },
  514. subScalar: function ( s ) {
  515. this.x -= s;
  516. this.y -= s;
  517. return this;
  518. },
  519. subVectors: function ( a, b ) {
  520. this.x = a.x - b.x;
  521. this.y = a.y - b.y;
  522. return this;
  523. },
  524. multiply: function ( v ) {
  525. this.x *= v.x;
  526. this.y *= v.y;
  527. return this;
  528. },
  529. multiplyScalar: function ( scalar ) {
  530. this.x *= scalar;
  531. this.y *= scalar;
  532. return this;
  533. },
  534. divide: function ( v ) {
  535. this.x /= v.x;
  536. this.y /= v.y;
  537. return this;
  538. },
  539. divideScalar: function ( scalar ) {
  540. return this.multiplyScalar( 1 / scalar );
  541. },
  542. applyMatrix3: function ( m ) {
  543. var x = this.x, y = this.y;
  544. var e = m.elements;
  545. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  546. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  547. return this;
  548. },
  549. min: function ( v ) {
  550. this.x = Math.min( this.x, v.x );
  551. this.y = Math.min( this.y, v.y );
  552. return this;
  553. },
  554. max: function ( v ) {
  555. this.x = Math.max( this.x, v.x );
  556. this.y = Math.max( this.y, v.y );
  557. return this;
  558. },
  559. clamp: function ( min, max ) {
  560. // assumes min < max, componentwise
  561. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  562. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  563. return this;
  564. },
  565. clampScalar: function ( minVal, maxVal ) {
  566. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  567. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  568. return this;
  569. },
  570. clampLength: function ( min, max ) {
  571. var length = this.length();
  572. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  573. },
  574. floor: function () {
  575. this.x = Math.floor( this.x );
  576. this.y = Math.floor( this.y );
  577. return this;
  578. },
  579. ceil: function () {
  580. this.x = Math.ceil( this.x );
  581. this.y = Math.ceil( this.y );
  582. return this;
  583. },
  584. round: function () {
  585. this.x = Math.round( this.x );
  586. this.y = Math.round( this.y );
  587. return this;
  588. },
  589. roundToZero: function () {
  590. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  591. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  592. return this;
  593. },
  594. negate: function () {
  595. this.x = - this.x;
  596. this.y = - this.y;
  597. return this;
  598. },
  599. dot: function ( v ) {
  600. return this.x * v.x + this.y * v.y;
  601. },
  602. cross: function ( v ) {
  603. return this.x * v.y - this.y * v.x;
  604. },
  605. lengthSq: function () {
  606. return this.x * this.x + this.y * this.y;
  607. },
  608. length: function () {
  609. return Math.sqrt( this.x * this.x + this.y * this.y );
  610. },
  611. manhattanLength: function () {
  612. return Math.abs( this.x ) + Math.abs( this.y );
  613. },
  614. normalize: function () {
  615. return this.divideScalar( this.length() || 1 );
  616. },
  617. angle: function () {
  618. // computes the angle in radians with respect to the positive x-axis
  619. var angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  620. return angle;
  621. },
  622. distanceTo: function ( v ) {
  623. return Math.sqrt( this.distanceToSquared( v ) );
  624. },
  625. distanceToSquared: function ( v ) {
  626. var dx = this.x - v.x, dy = this.y - v.y;
  627. return dx * dx + dy * dy;
  628. },
  629. manhattanDistanceTo: function ( v ) {
  630. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  631. },
  632. setLength: function ( length ) {
  633. return this.normalize().multiplyScalar( length );
  634. },
  635. lerp: function ( v, alpha ) {
  636. this.x += ( v.x - this.x ) * alpha;
  637. this.y += ( v.y - this.y ) * alpha;
  638. return this;
  639. },
  640. lerpVectors: function ( v1, v2, alpha ) {
  641. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  642. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  643. return this;
  644. },
  645. equals: function ( v ) {
  646. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  647. },
  648. fromArray: function ( array, offset ) {
  649. if ( offset === undefined ) { offset = 0; }
  650. this.x = array[ offset ];
  651. this.y = array[ offset + 1 ];
  652. return this;
  653. },
  654. toArray: function ( array, offset ) {
  655. if ( array === undefined ) { array = []; }
  656. if ( offset === undefined ) { offset = 0; }
  657. array[ offset ] = this.x;
  658. array[ offset + 1 ] = this.y;
  659. return array;
  660. },
  661. fromBufferAttribute: function ( attribute, index, offset ) {
  662. if ( offset !== undefined ) {
  663. console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
  664. }
  665. this.x = attribute.getX( index );
  666. this.y = attribute.getY( index );
  667. return this;
  668. },
  669. rotateAround: function ( center, angle ) {
  670. var c = Math.cos( angle ), s = Math.sin( angle );
  671. var x = this.x - center.x;
  672. var y = this.y - center.y;
  673. this.x = x * c - y * s + center.x;
  674. this.y = x * s + y * c + center.y;
  675. return this;
  676. },
  677. random: function () {
  678. this.x = Math.random();
  679. this.y = Math.random();
  680. return this;
  681. }
  682. } );
  683. function Matrix3() {
  684. this.elements = [
  685. 1, 0, 0,
  686. 0, 1, 0,
  687. 0, 0, 1
  688. ];
  689. if ( arguments.length > 0 ) {
  690. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  691. }
  692. }
  693. Object.assign( Matrix3.prototype, {
  694. isMatrix3: true,
  695. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  696. var te = this.elements;
  697. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  698. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  699. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  700. return this;
  701. },
  702. identity: function () {
  703. this.set(
  704. 1, 0, 0,
  705. 0, 1, 0,
  706. 0, 0, 1
  707. );
  708. return this;
  709. },
  710. clone: function () {
  711. return new this.constructor().fromArray( this.elements );
  712. },
  713. copy: function ( m ) {
  714. var te = this.elements;
  715. var me = m.elements;
  716. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  717. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  718. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  719. return this;
  720. },
  721. extractBasis: function ( xAxis, yAxis, zAxis ) {
  722. xAxis.setFromMatrix3Column( this, 0 );
  723. yAxis.setFromMatrix3Column( this, 1 );
  724. zAxis.setFromMatrix3Column( this, 2 );
  725. return this;
  726. },
  727. setFromMatrix4: function ( m ) {
  728. var me = m.elements;
  729. this.set(
  730. me[ 0 ], me[ 4 ], me[ 8 ],
  731. me[ 1 ], me[ 5 ], me[ 9 ],
  732. me[ 2 ], me[ 6 ], me[ 10 ]
  733. );
  734. return this;
  735. },
  736. multiply: function ( m ) {
  737. return this.multiplyMatrices( this, m );
  738. },
  739. premultiply: function ( m ) {
  740. return this.multiplyMatrices( m, this );
  741. },
  742. multiplyMatrices: function ( a, b ) {
  743. var ae = a.elements;
  744. var be = b.elements;
  745. var te = this.elements;
  746. var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  747. var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  748. var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  749. var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  750. var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  751. var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  752. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  753. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  754. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  755. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  756. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  757. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  758. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  759. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  760. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  761. return this;
  762. },
  763. multiplyScalar: function ( s ) {
  764. var te = this.elements;
  765. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  766. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  767. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  768. return this;
  769. },
  770. determinant: function () {
  771. var te = this.elements;
  772. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  773. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  774. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  775. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  776. },
  777. getInverse: function ( matrix, throwOnDegenerate ) {
  778. if ( throwOnDegenerate !== undefined ) {
  779. console.warn( "THREE.Matrix3: .getInverse() can no longer be configured to throw on degenerate." );
  780. }
  781. var me = matrix.elements,
  782. te = this.elements,
  783. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
  784. n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
  785. n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
  786. t11 = n33 * n22 - n32 * n23,
  787. t12 = n32 * n13 - n33 * n12,
  788. t13 = n23 * n12 - n22 * n13,
  789. det = n11 * t11 + n21 * t12 + n31 * t13;
  790. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  791. var detInv = 1 / det;
  792. te[ 0 ] = t11 * detInv;
  793. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  794. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  795. te[ 3 ] = t12 * detInv;
  796. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  797. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  798. te[ 6 ] = t13 * detInv;
  799. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  800. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  801. return this;
  802. },
  803. transpose: function () {
  804. var tmp;
  805. var m = this.elements;
  806. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  807. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  808. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  809. return this;
  810. },
  811. getNormalMatrix: function ( matrix4 ) {
  812. return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
  813. },
  814. transposeIntoArray: function ( r ) {
  815. var m = this.elements;
  816. r[ 0 ] = m[ 0 ];
  817. r[ 1 ] = m[ 3 ];
  818. r[ 2 ] = m[ 6 ];
  819. r[ 3 ] = m[ 1 ];
  820. r[ 4 ] = m[ 4 ];
  821. r[ 5 ] = m[ 7 ];
  822. r[ 6 ] = m[ 2 ];
  823. r[ 7 ] = m[ 5 ];
  824. r[ 8 ] = m[ 8 ];
  825. return this;
  826. },
  827. setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
  828. var c = Math.cos( rotation );
  829. var s = Math.sin( rotation );
  830. this.set(
  831. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  832. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  833. 0, 0, 1
  834. );
  835. },
  836. scale: function ( sx, sy ) {
  837. var te = this.elements;
  838. te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
  839. te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
  840. return this;
  841. },
  842. rotate: function ( theta ) {
  843. var c = Math.cos( theta );
  844. var s = Math.sin( theta );
  845. var te = this.elements;
  846. var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
  847. var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
  848. te[ 0 ] = c * a11 + s * a21;
  849. te[ 3 ] = c * a12 + s * a22;
  850. te[ 6 ] = c * a13 + s * a23;
  851. te[ 1 ] = - s * a11 + c * a21;
  852. te[ 4 ] = - s * a12 + c * a22;
  853. te[ 7 ] = - s * a13 + c * a23;
  854. return this;
  855. },
  856. translate: function ( tx, ty ) {
  857. var te = this.elements;
  858. te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
  859. te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
  860. return this;
  861. },
  862. equals: function ( matrix ) {
  863. var te = this.elements;
  864. var me = matrix.elements;
  865. for ( var i = 0; i < 9; i ++ ) {
  866. if ( te[ i ] !== me[ i ] ) { return false; }
  867. }
  868. return true;
  869. },
  870. fromArray: function ( array, offset ) {
  871. if ( offset === undefined ) { offset = 0; }
  872. for ( var i = 0; i < 9; i ++ ) {
  873. this.elements[ i ] = array[ i + offset ];
  874. }
  875. return this;
  876. },
  877. toArray: function ( array, offset ) {
  878. if ( array === undefined ) { array = []; }
  879. if ( offset === undefined ) { offset = 0; }
  880. var te = this.elements;
  881. array[ offset ] = te[ 0 ];
  882. array[ offset + 1 ] = te[ 1 ];
  883. array[ offset + 2 ] = te[ 2 ];
  884. array[ offset + 3 ] = te[ 3 ];
  885. array[ offset + 4 ] = te[ 4 ];
  886. array[ offset + 5 ] = te[ 5 ];
  887. array[ offset + 6 ] = te[ 6 ];
  888. array[ offset + 7 ] = te[ 7 ];
  889. array[ offset + 8 ] = te[ 8 ];
  890. return array;
  891. }
  892. } );
  893. var _canvas;
  894. var ImageUtils = {
  895. getDataURL: function ( image ) {
  896. if ( /^data:/i.test( image.src ) ) {
  897. return image.src;
  898. }
  899. if ( typeof HTMLCanvasElement == 'undefined' ) {
  900. return image.src;
  901. }
  902. var canvas;
  903. if ( image instanceof HTMLCanvasElement ) {
  904. canvas = image;
  905. } else {
  906. if ( _canvas === undefined ) { _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ); }
  907. _canvas.width = image.width;
  908. _canvas.height = image.height;
  909. var context = _canvas.getContext( '2d' );
  910. if ( image instanceof ImageData ) {
  911. context.putImageData( image, 0, 0 );
  912. } else {
  913. context.drawImage( image, 0, 0, image.width, image.height );
  914. }
  915. canvas = _canvas;
  916. }
  917. if ( canvas.width > 2048 || canvas.height > 2048 ) {
  918. return canvas.toDataURL( 'image/jpeg', 0.6 );
  919. } else {
  920. return canvas.toDataURL( 'image/png' );
  921. }
  922. }
  923. };
  924. var textureId = 0;
  925. function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  926. Object.defineProperty( this, 'id', { value: textureId ++ } );
  927. this.uuid = MathUtils.generateUUID();
  928. this.name = '';
  929. this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
  930. this.mipmaps = [];
  931. this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
  932. this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
  933. this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
  934. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  935. this.minFilter = minFilter !== undefined ? minFilter : LinearMipmapLinearFilter;
  936. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  937. this.format = format !== undefined ? format : RGBAFormat;
  938. this.internalFormat = null;
  939. this.type = type !== undefined ? type : UnsignedByteType;
  940. this.offset = new Vector2( 0, 0 );
  941. this.repeat = new Vector2( 1, 1 );
  942. this.center = new Vector2( 0, 0 );
  943. this.rotation = 0;
  944. this.matrixAutoUpdate = true;
  945. this.matrix = new Matrix3();
  946. this.generateMipmaps = true;
  947. this.premultiplyAlpha = false;
  948. this.flipY = true;
  949. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  950. // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
  951. //
  952. // Also changing the encoding after already used by a Material will not automatically make the Material
  953. // update. You need to explicitly call Material.needsUpdate to trigger it to recompile.
  954. this.encoding = encoding !== undefined ? encoding : LinearEncoding;
  955. this.version = 0;
  956. this.onUpdate = null;
  957. }
  958. Texture.DEFAULT_IMAGE = undefined;
  959. Texture.DEFAULT_MAPPING = UVMapping;
  960. Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  961. constructor: Texture,
  962. isTexture: true,
  963. updateMatrix: function () {
  964. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  965. },
  966. clone: function () {
  967. return new this.constructor().copy( this );
  968. },
  969. copy: function ( source ) {
  970. this.name = source.name;
  971. this.image = source.image;
  972. this.mipmaps = source.mipmaps.slice( 0 );
  973. this.mapping = source.mapping;
  974. this.wrapS = source.wrapS;
  975. this.wrapT = source.wrapT;
  976. this.magFilter = source.magFilter;
  977. this.minFilter = source.minFilter;
  978. this.anisotropy = source.anisotropy;
  979. this.format = source.format;
  980. this.internalFormat = source.internalFormat;
  981. this.type = source.type;
  982. this.offset.copy( source.offset );
  983. this.repeat.copy( source.repeat );
  984. this.center.copy( source.center );
  985. this.rotation = source.rotation;
  986. this.matrixAutoUpdate = source.matrixAutoUpdate;
  987. this.matrix.copy( source.matrix );
  988. this.generateMipmaps = source.generateMipmaps;
  989. this.premultiplyAlpha = source.premultiplyAlpha;
  990. this.flipY = source.flipY;
  991. this.unpackAlignment = source.unpackAlignment;
  992. this.encoding = source.encoding;
  993. return this;
  994. },
  995. toJSON: function ( meta ) {
  996. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  997. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  998. return meta.textures[ this.uuid ];
  999. }
  1000. var output = {
  1001. metadata: {
  1002. version: 4.5,
  1003. type: 'Texture',
  1004. generator: 'Texture.toJSON'
  1005. },
  1006. uuid: this.uuid,
  1007. name: this.name,
  1008. mapping: this.mapping,
  1009. repeat: [ this.repeat.x, this.repeat.y ],
  1010. offset: [ this.offset.x, this.offset.y ],
  1011. center: [ this.center.x, this.center.y ],
  1012. rotation: this.rotation,
  1013. wrap: [ this.wrapS, this.wrapT ],
  1014. format: this.format,
  1015. type: this.type,
  1016. encoding: this.encoding,
  1017. minFilter: this.minFilter,
  1018. magFilter: this.magFilter,
  1019. anisotropy: this.anisotropy,
  1020. flipY: this.flipY,
  1021. premultiplyAlpha: this.premultiplyAlpha,
  1022. unpackAlignment: this.unpackAlignment
  1023. };
  1024. if ( this.image !== undefined ) {
  1025. // TODO: Move to THREE.Image
  1026. var image = this.image;
  1027. if ( image.uuid === undefined ) {
  1028. image.uuid = MathUtils.generateUUID(); // UGH
  1029. }
  1030. if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
  1031. var url;
  1032. if ( Array.isArray( image ) ) {
  1033. // process array of images e.g. CubeTexture
  1034. url = [];
  1035. for ( var i = 0, l = image.length; i < l; i ++ ) {
  1036. url.push( ImageUtils.getDataURL( image[ i ] ) );
  1037. }
  1038. } else {
  1039. // process single image
  1040. url = ImageUtils.getDataURL( image );
  1041. }
  1042. meta.images[ image.uuid ] = {
  1043. uuid: image.uuid,
  1044. url: url
  1045. };
  1046. }
  1047. output.image = image.uuid;
  1048. }
  1049. if ( ! isRootObject ) {
  1050. meta.textures[ this.uuid ] = output;
  1051. }
  1052. return output;
  1053. },
  1054. dispose: function () {
  1055. this.dispatchEvent( { type: 'dispose' } );
  1056. },
  1057. transformUv: function ( uv ) {
  1058. if ( this.mapping !== UVMapping ) { return uv; }
  1059. uv.applyMatrix3( this.matrix );
  1060. if ( uv.x < 0 || uv.x > 1 ) {
  1061. switch ( this.wrapS ) {
  1062. case RepeatWrapping:
  1063. uv.x = uv.x - Math.floor( uv.x );
  1064. break;
  1065. case ClampToEdgeWrapping:
  1066. uv.x = uv.x < 0 ? 0 : 1;
  1067. break;
  1068. case MirroredRepeatWrapping:
  1069. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  1070. uv.x = Math.ceil( uv.x ) - uv.x;
  1071. } else {
  1072. uv.x = uv.x - Math.floor( uv.x );
  1073. }
  1074. break;
  1075. }
  1076. }
  1077. if ( uv.y < 0 || uv.y > 1 ) {
  1078. switch ( this.wrapT ) {
  1079. case RepeatWrapping:
  1080. uv.y = uv.y - Math.floor( uv.y );
  1081. break;
  1082. case ClampToEdgeWrapping:
  1083. uv.y = uv.y < 0 ? 0 : 1;
  1084. break;
  1085. case MirroredRepeatWrapping:
  1086. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  1087. uv.y = Math.ceil( uv.y ) - uv.y;
  1088. } else {
  1089. uv.y = uv.y - Math.floor( uv.y );
  1090. }
  1091. break;
  1092. }
  1093. }
  1094. if ( this.flipY ) {
  1095. uv.y = 1 - uv.y;
  1096. }
  1097. return uv;
  1098. }
  1099. } );
  1100. Object.defineProperty( Texture.prototype, "needsUpdate", {
  1101. set: function ( value ) {
  1102. if ( value === true ) { this.version ++; }
  1103. }
  1104. } );
  1105. function Vector4( x, y, z, w ) {
  1106. if ( x === void 0 ) x = 0;
  1107. if ( y === void 0 ) y = 0;
  1108. if ( z === void 0 ) z = 0;
  1109. if ( w === void 0 ) w = 1;
  1110. this.x = x;
  1111. this.y = y;
  1112. this.z = z;
  1113. this.w = w;
  1114. }
  1115. Object.defineProperties( Vector4.prototype, {
  1116. "width": {
  1117. get: function () {
  1118. return this.z;
  1119. },
  1120. set: function ( value ) {
  1121. this.z = value;
  1122. }
  1123. },
  1124. "height": {
  1125. get: function () {
  1126. return this.w;
  1127. },
  1128. set: function ( value ) {
  1129. this.w = value;
  1130. }
  1131. }
  1132. } );
  1133. Object.assign( Vector4.prototype, {
  1134. isVector4: true,
  1135. set: function ( x, y, z, w ) {
  1136. this.x = x;
  1137. this.y = y;
  1138. this.z = z;
  1139. this.w = w;
  1140. return this;
  1141. },
  1142. setScalar: function ( scalar ) {
  1143. this.x = scalar;
  1144. this.y = scalar;
  1145. this.z = scalar;
  1146. this.w = scalar;
  1147. return this;
  1148. },
  1149. setX: function ( x ) {
  1150. this.x = x;
  1151. return this;
  1152. },
  1153. setY: function ( y ) {
  1154. this.y = y;
  1155. return this;
  1156. },
  1157. setZ: function ( z ) {
  1158. this.z = z;
  1159. return this;
  1160. },
  1161. setW: function ( w ) {
  1162. this.w = w;
  1163. return this;
  1164. },
  1165. setComponent: function ( index, value ) {
  1166. switch ( index ) {
  1167. case 0: this.x = value; break;
  1168. case 1: this.y = value; break;
  1169. case 2: this.z = value; break;
  1170. case 3: this.w = value; break;
  1171. default: throw new Error( 'index is out of range: ' + index );
  1172. }
  1173. return this;
  1174. },
  1175. getComponent: function ( index ) {
  1176. switch ( index ) {
  1177. case 0: return this.x;
  1178. case 1: return this.y;
  1179. case 2: return this.z;
  1180. case 3: return this.w;
  1181. default: throw new Error( 'index is out of range: ' + index );
  1182. }
  1183. },
  1184. clone: function () {
  1185. return new this.constructor( this.x, this.y, this.z, this.w );
  1186. },
  1187. copy: function ( v ) {
  1188. this.x = v.x;
  1189. this.y = v.y;
  1190. this.z = v.z;
  1191. this.w = ( v.w !== undefined ) ? v.w : 1;
  1192. return this;
  1193. },
  1194. add: function ( v, w ) {
  1195. if ( w !== undefined ) {
  1196. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1197. return this.addVectors( v, w );
  1198. }
  1199. this.x += v.x;
  1200. this.y += v.y;
  1201. this.z += v.z;
  1202. this.w += v.w;
  1203. return this;
  1204. },
  1205. addScalar: function ( s ) {
  1206. this.x += s;
  1207. this.y += s;
  1208. this.z += s;
  1209. this.w += s;
  1210. return this;
  1211. },
  1212. addVectors: function ( a, b ) {
  1213. this.x = a.x + b.x;
  1214. this.y = a.y + b.y;
  1215. this.z = a.z + b.z;
  1216. this.w = a.w + b.w;
  1217. return this;
  1218. },
  1219. addScaledVector: function ( v, s ) {
  1220. this.x += v.x * s;
  1221. this.y += v.y * s;
  1222. this.z += v.z * s;
  1223. this.w += v.w * s;
  1224. return this;
  1225. },
  1226. sub: function ( v, w ) {
  1227. if ( w !== undefined ) {
  1228. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1229. return this.subVectors( v, w );
  1230. }
  1231. this.x -= v.x;
  1232. this.y -= v.y;
  1233. this.z -= v.z;
  1234. this.w -= v.w;
  1235. return this;
  1236. },
  1237. subScalar: function ( s ) {
  1238. this.x -= s;
  1239. this.y -= s;
  1240. this.z -= s;
  1241. this.w -= s;
  1242. return this;
  1243. },
  1244. subVectors: function ( a, b ) {
  1245. this.x = a.x - b.x;
  1246. this.y = a.y - b.y;
  1247. this.z = a.z - b.z;
  1248. this.w = a.w - b.w;
  1249. return this;
  1250. },
  1251. multiplyScalar: function ( scalar ) {
  1252. this.x *= scalar;
  1253. this.y *= scalar;
  1254. this.z *= scalar;
  1255. this.w *= scalar;
  1256. return this;
  1257. },
  1258. applyMatrix4: function ( m ) {
  1259. var x = this.x, y = this.y, z = this.z, w = this.w;
  1260. var e = m.elements;
  1261. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1262. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1263. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1264. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1265. return this;
  1266. },
  1267. divideScalar: function ( scalar ) {
  1268. return this.multiplyScalar( 1 / scalar );
  1269. },
  1270. setAxisAngleFromQuaternion: function ( q ) {
  1271. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1272. // q is assumed to be normalized
  1273. this.w = 2 * Math.acos( q.w );
  1274. var s = Math.sqrt( 1 - q.w * q.w );
  1275. if ( s < 0.0001 ) {
  1276. this.x = 1;
  1277. this.y = 0;
  1278. this.z = 0;
  1279. } else {
  1280. this.x = q.x / s;
  1281. this.y = q.y / s;
  1282. this.z = q.z / s;
  1283. }
  1284. return this;
  1285. },
  1286. setAxisAngleFromRotationMatrix: function ( m ) {
  1287. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1288. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1289. var angle, x, y, z; // variables for result
  1290. var epsilon = 0.01, // margin to allow for rounding errors
  1291. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1292. te = m.elements,
  1293. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1294. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1295. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1296. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  1297. ( Math.abs( m13 - m31 ) < epsilon ) &&
  1298. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1299. // singularity found
  1300. // first check for identity matrix which must have +1 for all terms
  1301. // in leading diagonal and zero in other terms
  1302. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  1303. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  1304. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  1305. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1306. // this singularity is identity matrix so angle = 0
  1307. this.set( 1, 0, 0, 0 );
  1308. return this; // zero angle, arbitrary axis
  1309. }
  1310. // otherwise this singularity is angle = 180
  1311. angle = Math.PI;
  1312. var xx = ( m11 + 1 ) / 2;
  1313. var yy = ( m22 + 1 ) / 2;
  1314. var zz = ( m33 + 1 ) / 2;
  1315. var xy = ( m12 + m21 ) / 4;
  1316. var xz = ( m13 + m31 ) / 4;
  1317. var yz = ( m23 + m32 ) / 4;
  1318. if ( ( xx > yy ) && ( xx > zz ) ) {
  1319. // m11 is the largest diagonal term
  1320. if ( xx < epsilon ) {
  1321. x = 0;
  1322. y = 0.707106781;
  1323. z = 0.707106781;
  1324. } else {
  1325. x = Math.sqrt( xx );
  1326. y = xy / x;
  1327. z = xz / x;
  1328. }
  1329. } else if ( yy > zz ) {
  1330. // m22 is the largest diagonal term
  1331. if ( yy < epsilon ) {
  1332. x = 0.707106781;
  1333. y = 0;
  1334. z = 0.707106781;
  1335. } else {
  1336. y = Math.sqrt( yy );
  1337. x = xy / y;
  1338. z = yz / y;
  1339. }
  1340. } else {
  1341. // m33 is the largest diagonal term so base result on this
  1342. if ( zz < epsilon ) {
  1343. x = 0.707106781;
  1344. y = 0.707106781;
  1345. z = 0;
  1346. } else {
  1347. z = Math.sqrt( zz );
  1348. x = xz / z;
  1349. y = yz / z;
  1350. }
  1351. }
  1352. this.set( x, y, z, angle );
  1353. return this; // return 180 deg rotation
  1354. }
  1355. // as we have reached here there are no singularities so we can handle normally
  1356. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  1357. ( m13 - m31 ) * ( m13 - m31 ) +
  1358. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1359. if ( Math.abs( s ) < 0.001 ) { s = 1; }
  1360. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1361. // caught by singularity test above, but I've left it in just in case
  1362. this.x = ( m32 - m23 ) / s;
  1363. this.y = ( m13 - m31 ) / s;
  1364. this.z = ( m21 - m12 ) / s;
  1365. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1366. return this;
  1367. },
  1368. min: function ( v ) {
  1369. this.x = Math.min( this.x, v.x );
  1370. this.y = Math.min( this.y, v.y );
  1371. this.z = Math.min( this.z, v.z );
  1372. this.w = Math.min( this.w, v.w );
  1373. return this;
  1374. },
  1375. max: function ( v ) {
  1376. this.x = Math.max( this.x, v.x );
  1377. this.y = Math.max( this.y, v.y );
  1378. this.z = Math.max( this.z, v.z );
  1379. this.w = Math.max( this.w, v.w );
  1380. return this;
  1381. },
  1382. clamp: function ( min, max ) {
  1383. // assumes min < max, componentwise
  1384. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  1385. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  1386. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  1387. this.w = Math.max( min.w, Math.min( max.w, this.w ) );
  1388. return this;
  1389. },
  1390. clampScalar: function ( minVal, maxVal ) {
  1391. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  1392. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  1393. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  1394. this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
  1395. return this;
  1396. },
  1397. clampLength: function ( min, max ) {
  1398. var length = this.length();
  1399. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  1400. },
  1401. floor: function () {
  1402. this.x = Math.floor( this.x );
  1403. this.y = Math.floor( this.y );
  1404. this.z = Math.floor( this.z );
  1405. this.w = Math.floor( this.w );
  1406. return this;
  1407. },
  1408. ceil: function () {
  1409. this.x = Math.ceil( this.x );
  1410. this.y = Math.ceil( this.y );
  1411. this.z = Math.ceil( this.z );
  1412. this.w = Math.ceil( this.w );
  1413. return this;
  1414. },
  1415. round: function () {
  1416. this.x = Math.round( this.x );
  1417. this.y = Math.round( this.y );
  1418. this.z = Math.round( this.z );
  1419. this.w = Math.round( this.w );
  1420. return this;
  1421. },
  1422. roundToZero: function () {
  1423. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1424. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1425. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1426. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1427. return this;
  1428. },
  1429. negate: function () {
  1430. this.x = - this.x;
  1431. this.y = - this.y;
  1432. this.z = - this.z;
  1433. this.w = - this.w;
  1434. return this;
  1435. },
  1436. dot: function ( v ) {
  1437. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1438. },
  1439. lengthSq: function () {
  1440. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1441. },
  1442. length: function () {
  1443. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1444. },
  1445. manhattanLength: function () {
  1446. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1447. },
  1448. normalize: function () {
  1449. return this.divideScalar( this.length() || 1 );
  1450. },
  1451. setLength: function ( length ) {
  1452. return this.normalize().multiplyScalar( length );
  1453. },
  1454. lerp: function ( v, alpha ) {
  1455. this.x += ( v.x - this.x ) * alpha;
  1456. this.y += ( v.y - this.y ) * alpha;
  1457. this.z += ( v.z - this.z ) * alpha;
  1458. this.w += ( v.w - this.w ) * alpha;
  1459. return this;
  1460. },
  1461. lerpVectors: function ( v1, v2, alpha ) {
  1462. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  1463. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  1464. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  1465. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  1466. return this;
  1467. },
  1468. equals: function ( v ) {
  1469. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1470. },
  1471. fromArray: function ( array, offset ) {
  1472. if ( offset === undefined ) { offset = 0; }
  1473. this.x = array[ offset ];
  1474. this.y = array[ offset + 1 ];
  1475. this.z = array[ offset + 2 ];
  1476. this.w = array[ offset + 3 ];
  1477. return this;
  1478. },
  1479. toArray: function ( array, offset ) {
  1480. if ( array === undefined ) { array = []; }
  1481. if ( offset === undefined ) { offset = 0; }
  1482. array[ offset ] = this.x;
  1483. array[ offset + 1 ] = this.y;
  1484. array[ offset + 2 ] = this.z;
  1485. array[ offset + 3 ] = this.w;
  1486. return array;
  1487. },
  1488. fromBufferAttribute: function ( attribute, index, offset ) {
  1489. if ( offset !== undefined ) {
  1490. console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
  1491. }
  1492. this.x = attribute.getX( index );
  1493. this.y = attribute.getY( index );
  1494. this.z = attribute.getZ( index );
  1495. this.w = attribute.getW( index );
  1496. return this;
  1497. },
  1498. random: function () {
  1499. this.x = Math.random();
  1500. this.y = Math.random();
  1501. this.z = Math.random();
  1502. this.w = Math.random();
  1503. return this;
  1504. }
  1505. } );
  1506. /*
  1507. In options, we can specify:
  1508. * Texture parameters for an auto-generated target texture
  1509. * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  1510. */
  1511. function WebGLRenderTarget( width, height, options ) {
  1512. this.width = width;
  1513. this.height = height;
  1514. this.scissor = new Vector4( 0, 0, width, height );
  1515. this.scissorTest = false;
  1516. this.viewport = new Vector4( 0, 0, width, height );
  1517. options = options || {};
  1518. this.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
  1519. this.texture.image = {};
  1520. this.texture.image.width = width;
  1521. this.texture.image.height = height;
  1522. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  1523. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  1524. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  1525. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  1526. this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
  1527. }
  1528. WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  1529. constructor: WebGLRenderTarget,
  1530. isWebGLRenderTarget: true,
  1531. setSize: function ( width, height ) {
  1532. if ( this.width !== width || this.height !== height ) {
  1533. this.width = width;
  1534. this.height = height;
  1535. this.texture.image.width = width;
  1536. this.texture.image.height = height;
  1537. this.dispose();
  1538. }
  1539. this.viewport.set( 0, 0, width, height );
  1540. this.scissor.set( 0, 0, width, height );
  1541. },
  1542. clone: function () {
  1543. return new this.constructor().copy( this );
  1544. },
  1545. copy: function ( source ) {
  1546. this.width = source.width;
  1547. this.height = source.height;
  1548. this.viewport.copy( source.viewport );
  1549. this.texture = source.texture.clone();
  1550. this.depthBuffer = source.depthBuffer;
  1551. this.stencilBuffer = source.stencilBuffer;
  1552. this.depthTexture = source.depthTexture;
  1553. return this;
  1554. },
  1555. dispose: function () {
  1556. this.dispatchEvent( { type: 'dispose' } );
  1557. }
  1558. } );
  1559. function WebGLMultisampleRenderTarget( width, height, options ) {
  1560. WebGLRenderTarget.call( this, width, height, options );
  1561. this.samples = 4;
  1562. }
  1563. WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
  1564. constructor: WebGLMultisampleRenderTarget,
  1565. isWebGLMultisampleRenderTarget: true,
  1566. copy: function ( source ) {
  1567. WebGLRenderTarget.prototype.copy.call( this, source );
  1568. this.samples = source.samples;
  1569. return this;
  1570. }
  1571. } );
  1572. function Quaternion( x, y, z, w ) {
  1573. if ( x === void 0 ) x = 0;
  1574. if ( y === void 0 ) y = 0;
  1575. if ( z === void 0 ) z = 0;
  1576. if ( w === void 0 ) w = 1;
  1577. this._x = x;
  1578. this._y = y;
  1579. this._z = z;
  1580. this._w = w;
  1581. }
  1582. Object.assign( Quaternion, {
  1583. slerp: function ( qa, qb, qm, t ) {
  1584. return qm.copy( qa ).slerp( qb, t );
  1585. },
  1586. slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  1587. // fuzz-free, array-based Quaternion SLERP operation
  1588. var x0 = src0[ srcOffset0 + 0 ],
  1589. y0 = src0[ srcOffset0 + 1 ],
  1590. z0 = src0[ srcOffset0 + 2 ],
  1591. w0 = src0[ srcOffset0 + 3 ];
  1592. var x1 = src1[ srcOffset1 + 0 ],
  1593. y1 = src1[ srcOffset1 + 1 ],
  1594. z1 = src1[ srcOffset1 + 2 ],
  1595. w1 = src1[ srcOffset1 + 3 ];
  1596. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  1597. var s = 1 - t,
  1598. cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  1599. dir = ( cos >= 0 ? 1 : - 1 ),
  1600. sqrSin = 1 - cos * cos;
  1601. // Skip the Slerp for tiny steps to avoid numeric problems:
  1602. if ( sqrSin > Number.EPSILON ) {
  1603. var sin = Math.sqrt( sqrSin ),
  1604. len = Math.atan2( sin, cos * dir );
  1605. s = Math.sin( s * len ) / sin;
  1606. t = Math.sin( t * len ) / sin;
  1607. }
  1608. var tDir = t * dir;
  1609. x0 = x0 * s + x1 * tDir;
  1610. y0 = y0 * s + y1 * tDir;
  1611. z0 = z0 * s + z1 * tDir;
  1612. w0 = w0 * s + w1 * tDir;
  1613. // Normalize in case we just did a lerp:
  1614. if ( s === 1 - t ) {
  1615. var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  1616. x0 *= f;
  1617. y0 *= f;
  1618. z0 *= f;
  1619. w0 *= f;
  1620. }
  1621. }
  1622. dst[ dstOffset ] = x0;
  1623. dst[ dstOffset + 1 ] = y0;
  1624. dst[ dstOffset + 2 ] = z0;
  1625. dst[ dstOffset + 3 ] = w0;
  1626. },
  1627. multiplyQuaternionsFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  1628. var x0 = src0[ srcOffset0 ];
  1629. var y0 = src0[ srcOffset0 + 1 ];
  1630. var z0 = src0[ srcOffset0 + 2 ];
  1631. var w0 = src0[ srcOffset0 + 3 ];
  1632. var x1 = src1[ srcOffset1 ];
  1633. var y1 = src1[ srcOffset1 + 1 ];
  1634. var z1 = src1[ srcOffset1 + 2 ];
  1635. var w1 = src1[ srcOffset1 + 3 ];
  1636. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  1637. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  1638. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  1639. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  1640. return dst;
  1641. }
  1642. } );
  1643. Object.defineProperties( Quaternion.prototype, {
  1644. x: {
  1645. get: function () {
  1646. return this._x;
  1647. },
  1648. set: function ( value ) {
  1649. this._x = value;
  1650. this._onChangeCallback();
  1651. }
  1652. },
  1653. y: {
  1654. get: function () {
  1655. return this._y;
  1656. },
  1657. set: function ( value ) {
  1658. this._y = value;
  1659. this._onChangeCallback();
  1660. }
  1661. },
  1662. z: {
  1663. get: function () {
  1664. return this._z;
  1665. },
  1666. set: function ( value ) {
  1667. this._z = value;
  1668. this._onChangeCallback();
  1669. }
  1670. },
  1671. w: {
  1672. get: function () {
  1673. return this._w;
  1674. },
  1675. set: function ( value ) {
  1676. this._w = value;
  1677. this._onChangeCallback();
  1678. }
  1679. }
  1680. } );
  1681. Object.assign( Quaternion.prototype, {
  1682. isQuaternion: true,
  1683. set: function ( x, y, z, w ) {
  1684. this._x = x;
  1685. this._y = y;
  1686. this._z = z;
  1687. this._w = w;
  1688. this._onChangeCallback();
  1689. return this;
  1690. },
  1691. clone: function () {
  1692. return new this.constructor( this._x, this._y, this._z, this._w );
  1693. },
  1694. copy: function ( quaternion ) {
  1695. this._x = quaternion.x;
  1696. this._y = quaternion.y;
  1697. this._z = quaternion.z;
  1698. this._w = quaternion.w;
  1699. this._onChangeCallback();
  1700. return this;
  1701. },
  1702. setFromEuler: function ( euler, update ) {
  1703. if ( ! ( euler && euler.isEuler ) ) {
  1704. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  1705. }
  1706. var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
  1707. // http://www.mathworks.com/matlabcentral/fileexchange/
  1708. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  1709. // content/SpinCalc.m
  1710. var cos = Math.cos;
  1711. var sin = Math.sin;
  1712. var c1 = cos( x / 2 );
  1713. var c2 = cos( y / 2 );
  1714. var c3 = cos( z / 2 );
  1715. var s1 = sin( x / 2 );
  1716. var s2 = sin( y / 2 );
  1717. var s3 = sin( z / 2 );
  1718. switch ( order ) {
  1719. case 'XYZ':
  1720. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1721. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1722. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1723. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1724. break;
  1725. case 'YXZ':
  1726. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1727. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1728. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1729. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1730. break;
  1731. case 'ZXY':
  1732. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1733. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1734. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1735. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1736. break;
  1737. case 'ZYX':
  1738. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1739. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1740. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1741. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1742. break;
  1743. case 'YZX':
  1744. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  1745. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  1746. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  1747. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  1748. break;
  1749. case 'XZY':
  1750. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  1751. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  1752. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  1753. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  1754. break;
  1755. default:
  1756. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  1757. }
  1758. if ( update !== false ) { this._onChangeCallback(); }
  1759. return this;
  1760. },
  1761. setFromAxisAngle: function ( axis, angle ) {
  1762. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  1763. // assumes axis is normalized
  1764. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  1765. this._x = axis.x * s;
  1766. this._y = axis.y * s;
  1767. this._z = axis.z * s;
  1768. this._w = Math.cos( halfAngle );
  1769. this._onChangeCallback();
  1770. return this;
  1771. },
  1772. setFromRotationMatrix: function ( m ) {
  1773. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  1774. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1775. var te = m.elements,
  1776. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1777. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1778. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  1779. trace = m11 + m22 + m33;
  1780. if ( trace > 0 ) {
  1781. var s = 0.5 / Math.sqrt( trace + 1.0 );
  1782. this._w = 0.25 / s;
  1783. this._x = ( m32 - m23 ) * s;
  1784. this._y = ( m13 - m31 ) * s;
  1785. this._z = ( m21 - m12 ) * s;
  1786. } else if ( m11 > m22 && m11 > m33 ) {
  1787. var s$1 = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  1788. this._w = ( m32 - m23 ) / s$1;
  1789. this._x = 0.25 * s$1;
  1790. this._y = ( m12 + m21 ) / s$1;
  1791. this._z = ( m13 + m31 ) / s$1;
  1792. } else if ( m22 > m33 ) {
  1793. var s$2 = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  1794. this._w = ( m13 - m31 ) / s$2;
  1795. this._x = ( m12 + m21 ) / s$2;
  1796. this._y = 0.25 * s$2;
  1797. this._z = ( m23 + m32 ) / s$2;
  1798. } else {
  1799. var s$3 = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  1800. this._w = ( m21 - m12 ) / s$3;
  1801. this._x = ( m13 + m31 ) / s$3;
  1802. this._y = ( m23 + m32 ) / s$3;
  1803. this._z = 0.25 * s$3;
  1804. }
  1805. this._onChangeCallback();
  1806. return this;
  1807. },
  1808. setFromUnitVectors: function ( vFrom, vTo ) {
  1809. // assumes direction vectors vFrom and vTo are normalized
  1810. var EPS = 0.000001;
  1811. var r = vFrom.dot( vTo ) + 1;
  1812. if ( r < EPS ) {
  1813. r = 0;
  1814. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  1815. this._x = - vFrom.y;
  1816. this._y = vFrom.x;
  1817. this._z = 0;
  1818. this._w = r;
  1819. } else {
  1820. this._x = 0;
  1821. this._y = - vFrom.z;
  1822. this._z = vFrom.y;
  1823. this._w = r;
  1824. }
  1825. } else {
  1826. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  1827. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  1828. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  1829. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  1830. this._w = r;
  1831. }
  1832. return this.normalize();
  1833. },
  1834. angleTo: function ( q ) {
  1835. return 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );
  1836. },
  1837. rotateTowards: function ( q, step ) {
  1838. var angle = this.angleTo( q );
  1839. if ( angle === 0 ) { return this; }
  1840. var t = Math.min( 1, step / angle );
  1841. this.slerp( q, t );
  1842. return this;
  1843. },
  1844. identity: function () {
  1845. return this.set( 0, 0, 0, 1 );
  1846. },
  1847. inverse: function () {
  1848. // quaternion is assumed to have unit length
  1849. return this.conjugate();
  1850. },
  1851. conjugate: function () {
  1852. this._x *= - 1;
  1853. this._y *= - 1;
  1854. this._z *= - 1;
  1855. this._onChangeCallback();
  1856. return this;
  1857. },
  1858. dot: function ( v ) {
  1859. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  1860. },
  1861. lengthSq: function () {
  1862. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  1863. },
  1864. length: function () {
  1865. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  1866. },
  1867. normalize: function () {
  1868. var l = this.length();
  1869. if ( l === 0 ) {
  1870. this._x = 0;
  1871. this._y = 0;
  1872. this._z = 0;
  1873. this._w = 1;
  1874. } else {
  1875. l = 1 / l;
  1876. this._x = this._x * l;
  1877. this._y = this._y * l;
  1878. this._z = this._z * l;
  1879. this._w = this._w * l;
  1880. }
  1881. this._onChangeCallback();
  1882. return this;
  1883. },
  1884. multiply: function ( q, p ) {
  1885. if ( p !== undefined ) {
  1886. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  1887. return this.multiplyQuaternions( q, p );
  1888. }
  1889. return this.multiplyQuaternions( this, q );
  1890. },
  1891. premultiply: function ( q ) {
  1892. return this.multiplyQuaternions( q, this );
  1893. },
  1894. multiplyQuaternions: function ( a, b ) {
  1895. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  1896. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  1897. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  1898. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  1899. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  1900. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  1901. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  1902. this._onChangeCallback();
  1903. return this;
  1904. },
  1905. slerp: function ( qb, t ) {
  1906. if ( t === 0 ) { return this; }
  1907. if ( t === 1 ) { return this.copy( qb ); }
  1908. var x = this._x, y = this._y, z = this._z, w = this._w;
  1909. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  1910. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  1911. if ( cosHalfTheta < 0 ) {
  1912. this._w = - qb._w;
  1913. this._x = - qb._x;
  1914. this._y = - qb._y;
  1915. this._z = - qb._z;
  1916. cosHalfTheta = - cosHalfTheta;
  1917. } else {
  1918. this.copy( qb );
  1919. }
  1920. if ( cosHalfTheta >= 1.0 ) {
  1921. this._w = w;
  1922. this._x = x;
  1923. this._y = y;
  1924. this._z = z;
  1925. return this;
  1926. }
  1927. var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  1928. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  1929. var s = 1 - t;
  1930. this._w = s * w + t * this._w;
  1931. this._x = s * x + t * this._x;
  1932. this._y = s * y + t * this._y;
  1933. this._z = s * z + t * this._z;
  1934. this.normalize();
  1935. this._onChangeCallback();
  1936. return this;
  1937. }
  1938. var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  1939. var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  1940. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  1941. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  1942. this._w = ( w * ratioA + this._w * ratioB );
  1943. this._x = ( x * ratioA + this._x * ratioB );
  1944. this._y = ( y * ratioA + this._y * ratioB );
  1945. this._z = ( z * ratioA + this._z * ratioB );
  1946. this._onChangeCallback();
  1947. return this;
  1948. },
  1949. equals: function ( quaternion ) {
  1950. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  1951. },
  1952. fromArray: function ( array, offset ) {
  1953. if ( offset === undefined ) { offset = 0; }
  1954. this._x = array[ offset ];
  1955. this._y = array[ offset + 1 ];
  1956. this._z = array[ offset + 2 ];
  1957. this._w = array[ offset + 3 ];
  1958. this._onChangeCallback();
  1959. return this;
  1960. },
  1961. toArray: function ( array, offset ) {
  1962. if ( array === undefined ) { array = []; }
  1963. if ( offset === undefined ) { offset = 0; }
  1964. array[ offset ] = this._x;
  1965. array[ offset + 1 ] = this._y;
  1966. array[ offset + 2 ] = this._z;
  1967. array[ offset + 3 ] = this._w;
  1968. return array;
  1969. },
  1970. fromBufferAttribute: function ( attribute, index ) {
  1971. this._x = attribute.getX( index );
  1972. this._y = attribute.getY( index );
  1973. this._z = attribute.getZ( index );
  1974. this._w = attribute.getW( index );
  1975. return this;
  1976. },
  1977. _onChange: function ( callback ) {
  1978. this._onChangeCallback = callback;
  1979. return this;
  1980. },
  1981. _onChangeCallback: function () {}
  1982. } );
  1983. var _vector = new Vector3();
  1984. var _quaternion = new Quaternion();
  1985. function Vector3( x, y, z ) {
  1986. if ( x === void 0 ) x = 0;
  1987. if ( y === void 0 ) y = 0;
  1988. if ( z === void 0 ) z = 0;
  1989. this.x = x;
  1990. this.y = y;
  1991. this.z = z;
  1992. }
  1993. Object.assign( Vector3.prototype, {
  1994. isVector3: true,
  1995. set: function ( x, y, z ) {
  1996. if ( z === undefined ) { z = this.z; } // sprite.scale.set(x,y)
  1997. this.x = x;
  1998. this.y = y;
  1999. this.z = z;
  2000. return this;
  2001. },
  2002. setScalar: function ( scalar ) {
  2003. this.x = scalar;
  2004. this.y = scalar;
  2005. this.z = scalar;
  2006. return this;
  2007. },
  2008. setX: function ( x ) {
  2009. this.x = x;
  2010. return this;
  2011. },
  2012. setY: function ( y ) {
  2013. this.y = y;
  2014. return this;
  2015. },
  2016. setZ: function ( z ) {
  2017. this.z = z;
  2018. return this;
  2019. },
  2020. setComponent: function ( index, value ) {
  2021. switch ( index ) {
  2022. case 0: this.x = value; break;
  2023. case 1: this.y = value; break;
  2024. case 2: this.z = value; break;
  2025. default: throw new Error( 'index is out of range: ' + index );
  2026. }
  2027. return this;
  2028. },
  2029. getComponent: function ( index ) {
  2030. switch ( index ) {
  2031. case 0: return this.x;
  2032. case 1: return this.y;
  2033. case 2: return this.z;
  2034. default: throw new Error( 'index is out of range: ' + index );
  2035. }
  2036. },
  2037. clone: function () {
  2038. return new this.constructor( this.x, this.y, this.z );
  2039. },
  2040. copy: function ( v ) {
  2041. this.x = v.x;
  2042. this.y = v.y;
  2043. this.z = v.z;
  2044. return this;
  2045. },
  2046. add: function ( v, w ) {
  2047. if ( w !== undefined ) {
  2048. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  2049. return this.addVectors( v, w );
  2050. }
  2051. this.x += v.x;
  2052. this.y += v.y;
  2053. this.z += v.z;
  2054. return this;
  2055. },
  2056. addScalar: function ( s ) {
  2057. this.x += s;
  2058. this.y += s;
  2059. this.z += s;
  2060. return this;
  2061. },
  2062. addVectors: function ( a, b ) {
  2063. this.x = a.x + b.x;
  2064. this.y = a.y + b.y;
  2065. this.z = a.z + b.z;
  2066. return this;
  2067. },
  2068. addScaledVector: function ( v, s ) {
  2069. this.x += v.x * s;
  2070. this.y += v.y * s;
  2071. this.z += v.z * s;
  2072. return this;
  2073. },
  2074. sub: function ( v, w ) {
  2075. if ( w !== undefined ) {
  2076. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  2077. return this.subVectors( v, w );
  2078. }
  2079. this.x -= v.x;
  2080. this.y -= v.y;
  2081. this.z -= v.z;
  2082. return this;
  2083. },
  2084. subScalar: function ( s ) {
  2085. this.x -= s;
  2086. this.y -= s;
  2087. this.z -= s;
  2088. return this;
  2089. },
  2090. subVectors: function ( a, b ) {
  2091. this.x = a.x - b.x;
  2092. this.y = a.y - b.y;
  2093. this.z = a.z - b.z;
  2094. return this;
  2095. },
  2096. multiply: function ( v, w ) {
  2097. if ( w !== undefined ) {
  2098. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  2099. return this.multiplyVectors( v, w );
  2100. }
  2101. this.x *= v.x;
  2102. this.y *= v.y;
  2103. this.z *= v.z;
  2104. return this;
  2105. },
  2106. multiplyScalar: function ( scalar ) {
  2107. this.x *= scalar;
  2108. this.y *= scalar;
  2109. this.z *= scalar;
  2110. return this;
  2111. },
  2112. multiplyVectors: function ( a, b ) {
  2113. this.x = a.x * b.x;
  2114. this.y = a.y * b.y;
  2115. this.z = a.z * b.z;
  2116. return this;
  2117. },
  2118. applyEuler: function ( euler ) {
  2119. if ( ! ( euler && euler.isEuler ) ) {
  2120. console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
  2121. }
  2122. return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
  2123. },
  2124. applyAxisAngle: function ( axis, angle ) {
  2125. return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
  2126. },
  2127. applyMatrix3: function ( m ) {
  2128. var x = this.x, y = this.y, z = this.z;
  2129. var e = m.elements;
  2130. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  2131. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  2132. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  2133. return this;
  2134. },
  2135. applyNormalMatrix: function ( m ) {
  2136. return this.applyMatrix3( m ).normalize();
  2137. },
  2138. applyMatrix4: function ( m ) {
  2139. var x = this.x, y = this.y, z = this.z;
  2140. var e = m.elements;
  2141. var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  2142. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  2143. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  2144. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  2145. return this;
  2146. },
  2147. applyQuaternion: function ( q ) {
  2148. var x = this.x, y = this.y, z = this.z;
  2149. var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  2150. // calculate quat * vector
  2151. var ix = qw * x + qy * z - qz * y;
  2152. var iy = qw * y + qz * x - qx * z;
  2153. var iz = qw * z + qx * y - qy * x;
  2154. var iw = - qx * x - qy * y - qz * z;
  2155. // calculate result * inverse quat
  2156. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  2157. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  2158. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  2159. return this;
  2160. },
  2161. project: function ( camera ) {
  2162. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  2163. },
  2164. unproject: function ( camera ) {
  2165. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  2166. },
  2167. transformDirection: function ( m ) {
  2168. // input: THREE.Matrix4 affine matrix
  2169. // vector interpreted as a direction
  2170. var x = this.x, y = this.y, z = this.z;
  2171. var e = m.elements;
  2172. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  2173. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  2174. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  2175. return this.normalize();
  2176. },
  2177. divide: function ( v ) {
  2178. this.x /= v.x;
  2179. this.y /= v.y;
  2180. this.z /= v.z;
  2181. return this;
  2182. },
  2183. divideScalar: function ( scalar ) {
  2184. return this.multiplyScalar( 1 / scalar );
  2185. },
  2186. min: function ( v ) {
  2187. this.x = Math.min( this.x, v.x );
  2188. this.y = Math.min( this.y, v.y );
  2189. this.z = Math.min( this.z, v.z );
  2190. return this;
  2191. },
  2192. max: function ( v ) {
  2193. this.x = Math.max( this.x, v.x );
  2194. this.y = Math.max( this.y, v.y );
  2195. this.z = Math.max( this.z, v.z );
  2196. return this;
  2197. },
  2198. clamp: function ( min, max ) {
  2199. // assumes min < max, componentwise
  2200. this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  2201. this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  2202. this.z = Math.max( min.z, Math.min( max.z, this.z ) );
  2203. return this;
  2204. },
  2205. clampScalar: function ( minVal, maxVal ) {
  2206. this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
  2207. this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
  2208. this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
  2209. return this;
  2210. },
  2211. clampLength: function ( min, max ) {
  2212. var length = this.length();
  2213. return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  2214. },
  2215. floor: function () {
  2216. this.x = Math.floor( this.x );
  2217. this.y = Math.floor( this.y );
  2218. this.z = Math.floor( this.z );
  2219. return this;
  2220. },
  2221. ceil: function () {
  2222. this.x = Math.ceil( this.x );
  2223. this.y = Math.ceil( this.y );
  2224. this.z = Math.ceil( this.z );
  2225. return this;
  2226. },
  2227. round: function () {
  2228. this.x = Math.round( this.x );
  2229. this.y = Math.round( this.y );
  2230. this.z = Math.round( this.z );
  2231. return this;
  2232. },
  2233. roundToZero: function () {
  2234. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  2235. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  2236. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  2237. return this;
  2238. },
  2239. negate: function () {
  2240. this.x = - this.x;
  2241. this.y = - this.y;
  2242. this.z = - this.z;
  2243. return this;
  2244. },
  2245. dot: function ( v ) {
  2246. return this.x * v.x + this.y * v.y + this.z * v.z;
  2247. },
  2248. // TODO lengthSquared?
  2249. lengthSq: function () {
  2250. return this.x * this.x + this.y * this.y + this.z * this.z;
  2251. },
  2252. length: function () {
  2253. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  2254. },
  2255. manhattanLength: function () {
  2256. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  2257. },
  2258. normalize: function () {
  2259. return this.divideScalar( this.length() || 1 );
  2260. },
  2261. setLength: function ( length ) {
  2262. return this.normalize().multiplyScalar( length );
  2263. },
  2264. lerp: function ( v, alpha ) {
  2265. this.x += ( v.x - this.x ) * alpha;
  2266. this.y += ( v.y - this.y ) * alpha;
  2267. this.z += ( v.z - this.z ) * alpha;
  2268. return this;
  2269. },
  2270. lerpVectors: function ( v1, v2, alpha ) {
  2271. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2272. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2273. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  2274. return this;
  2275. },
  2276. cross: function ( v, w ) {
  2277. if ( w !== undefined ) {
  2278. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  2279. return this.crossVectors( v, w );
  2280. }
  2281. return this.crossVectors( this, v );
  2282. },
  2283. crossVectors: function ( a, b ) {
  2284. var ax = a.x, ay = a.y, az = a.z;
  2285. var bx = b.x, by = b.y, bz = b.z;
  2286. this.x = ay * bz - az * by;
  2287. this.y = az * bx - ax * bz;
  2288. this.z = ax * by - ay * bx;
  2289. return this;
  2290. },
  2291. projectOnVector: function ( v ) {
  2292. var denominator = v.lengthSq();
  2293. if ( denominator === 0 ) { return this.set( 0, 0, 0 ); }
  2294. var scalar = v.dot( this ) / denominator;
  2295. return this.copy( v ).multiplyScalar( scalar );
  2296. },
  2297. projectOnPlane: function ( planeNormal ) {
  2298. _vector.copy( this ).projectOnVector( planeNormal );
  2299. return this.sub( _vector );
  2300. },
  2301. reflect: function ( normal ) {
  2302. // reflect incident vector off plane orthogonal to normal
  2303. // normal is assumed to have unit length
  2304. return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  2305. },
  2306. angleTo: function ( v ) {
  2307. var denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2308. if ( denominator === 0 ) { return Math.PI / 2; }
  2309. var theta = this.dot( v ) / denominator;
  2310. // clamp, to handle numerical problems
  2311. return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
  2312. },
  2313. distanceTo: function ( v ) {
  2314. return Math.sqrt( this.distanceToSquared( v ) );
  2315. },
  2316. distanceToSquared: function ( v ) {
  2317. var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  2318. return dx * dx + dy * dy + dz * dz;
  2319. },
  2320. manhattanDistanceTo: function ( v ) {
  2321. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  2322. },
  2323. setFromSpherical: function ( s ) {
  2324. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  2325. },
  2326. setFromSphericalCoords: function ( radius, phi, theta ) {
  2327. var sinPhiRadius = Math.sin( phi ) * radius;
  2328. this.x = sinPhiRadius * Math.sin( theta );
  2329. this.y = Math.cos( phi ) * radius;
  2330. this.z = sinPhiRadius * Math.cos( theta );
  2331. return this;
  2332. },
  2333. setFromCylindrical: function ( c ) {
  2334. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  2335. },
  2336. setFromCylindricalCoords: function ( radius, theta, y ) {
  2337. this.x = radius * Math.sin( theta );
  2338. this.y = y;
  2339. this.z = radius * Math.cos( theta );
  2340. return this;
  2341. },
  2342. setFromMatrixPosition: function ( m ) {
  2343. var e = m.elements;
  2344. this.x = e[ 12 ];
  2345. this.y = e[ 13 ];
  2346. this.z = e[ 14 ];
  2347. return this;
  2348. },
  2349. setFromMatrixScale: function ( m ) {
  2350. var sx = this.setFromMatrixColumn( m, 0 ).length();
  2351. var sy = this.setFromMatrixColumn( m, 1 ).length();
  2352. var sz = this.setFromMatrixColumn( m, 2 ).length();
  2353. this.x = sx;
  2354. this.y = sy;
  2355. this.z = sz;
  2356. return this;
  2357. },
  2358. setFromMatrixColumn: function ( m, index ) {
  2359. return this.fromArray( m.elements, index * 4 );
  2360. },
  2361. setFromMatrix3Column: function ( m, index ) {
  2362. return this.fromArray( m.elements, index * 3 );
  2363. },
  2364. equals: function ( v ) {
  2365. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  2366. },
  2367. fromArray: function ( array, offset ) {
  2368. if ( offset === undefined ) { offset = 0; }
  2369. this.x = array[ offset ];
  2370. this.y = array[ offset + 1 ];
  2371. this.z = array[ offset + 2 ];
  2372. return this;
  2373. },
  2374. toArray: function ( array, offset ) {
  2375. if ( array === undefined ) { array = []; }
  2376. if ( offset === undefined ) { offset = 0; }
  2377. array[ offset ] = this.x;
  2378. array[ offset + 1 ] = this.y;
  2379. array[ offset + 2 ] = this.z;
  2380. return array;
  2381. },
  2382. fromBufferAttribute: function ( attribute, index, offset ) {
  2383. if ( offset !== undefined ) {
  2384. console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
  2385. }
  2386. this.x = attribute.getX( index );
  2387. this.y = attribute.getY( index );
  2388. this.z = attribute.getZ( index );
  2389. return this;
  2390. },
  2391. random: function () {
  2392. this.x = Math.random();
  2393. this.y = Math.random();
  2394. this.z = Math.random();
  2395. return this;
  2396. }
  2397. } );
  2398. var _v1 = new Vector3();
  2399. var _m1 = new Matrix4();
  2400. var _zero = new Vector3( 0, 0, 0 );
  2401. var _one = new Vector3( 1, 1, 1 );
  2402. var _x = new Vector3();
  2403. var _y = new Vector3();
  2404. var _z = new Vector3();
  2405. function Matrix4() {
  2406. this.elements = [
  2407. 1, 0, 0, 0,
  2408. 0, 1, 0, 0,
  2409. 0, 0, 1, 0,
  2410. 0, 0, 0, 1
  2411. ];
  2412. if ( arguments.length > 0 ) {
  2413. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2414. }
  2415. }
  2416. Object.assign( Matrix4.prototype, {
  2417. isMatrix4: true,
  2418. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2419. var te = this.elements;
  2420. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2421. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2422. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2423. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2424. return this;
  2425. },
  2426. identity: function () {
  2427. this.set(
  2428. 1, 0, 0, 0,
  2429. 0, 1, 0, 0,
  2430. 0, 0, 1, 0,
  2431. 0, 0, 0, 1
  2432. );
  2433. return this;
  2434. },
  2435. clone: function () {
  2436. return new Matrix4().fromArray( this.elements );
  2437. },
  2438. copy: function ( m ) {
  2439. var te = this.elements;
  2440. var me = m.elements;
  2441. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  2442. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  2443. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  2444. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  2445. return this;
  2446. },
  2447. copyPosition: function ( m ) {
  2448. var te = this.elements, me = m.elements;
  2449. te[ 12 ] = me[ 12 ];
  2450. te[ 13 ] = me[ 13 ];
  2451. te[ 14 ] = me[ 14 ];
  2452. return this;
  2453. },
  2454. extractBasis: function ( xAxis, yAxis, zAxis ) {
  2455. xAxis.setFromMatrixColumn( this, 0 );
  2456. yAxis.setFromMatrixColumn( this, 1 );
  2457. zAxis.setFromMatrixColumn( this, 2 );
  2458. return this;
  2459. },
  2460. makeBasis: function ( xAxis, yAxis, zAxis ) {
  2461. this.set(
  2462. xAxis.x, yAxis.x, zAxis.x, 0,
  2463. xAxis.y, yAxis.y, zAxis.y, 0,
  2464. xAxis.z, yAxis.z, zAxis.z, 0,
  2465. 0, 0, 0, 1
  2466. );
  2467. return this;
  2468. },
  2469. extractRotation: function ( m ) {
  2470. // this method does not support reflection matrices
  2471. var te = this.elements;
  2472. var me = m.elements;
  2473. var scaleX = 1 / _v1.setFromMatrixColumn( m, 0 ).length();
  2474. var scaleY = 1 / _v1.setFromMatrixColumn( m, 1 ).length();
  2475. var scaleZ = 1 / _v1.setFromMatrixColumn( m, 2 ).length();
  2476. te[ 0 ] = me[ 0 ] * scaleX;
  2477. te[ 1 ] = me[ 1 ] * scaleX;
  2478. te[ 2 ] = me[ 2 ] * scaleX;
  2479. te[ 3 ] = 0;
  2480. te[ 4 ] = me[ 4 ] * scaleY;
  2481. te[ 5 ] = me[ 5 ] * scaleY;
  2482. te[ 6 ] = me[ 6 ] * scaleY;
  2483. te[ 7 ] = 0;
  2484. te[ 8 ] = me[ 8 ] * scaleZ;
  2485. te[ 9 ] = me[ 9 ] * scaleZ;
  2486. te[ 10 ] = me[ 10 ] * scaleZ;
  2487. te[ 11 ] = 0;
  2488. te[ 12 ] = 0;
  2489. te[ 13 ] = 0;
  2490. te[ 14 ] = 0;
  2491. te[ 15 ] = 1;
  2492. return this;
  2493. },
  2494. makeRotationFromEuler: function ( euler ) {
  2495. if ( ! ( euler && euler.isEuler ) ) {
  2496. console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2497. }
  2498. var te = this.elements;
  2499. var x = euler.x, y = euler.y, z = euler.z;
  2500. var a = Math.cos( x ), b = Math.sin( x );
  2501. var c = Math.cos( y ), d = Math.sin( y );
  2502. var e = Math.cos( z ), f = Math.sin( z );
  2503. if ( euler.order === 'XYZ' ) {
  2504. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2505. te[ 0 ] = c * e;
  2506. te[ 4 ] = - c * f;
  2507. te[ 8 ] = d;
  2508. te[ 1 ] = af + be * d;
  2509. te[ 5 ] = ae - bf * d;
  2510. te[ 9 ] = - b * c;
  2511. te[ 2 ] = bf - ae * d;
  2512. te[ 6 ] = be + af * d;
  2513. te[ 10 ] = a * c;
  2514. } else if ( euler.order === 'YXZ' ) {
  2515. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2516. te[ 0 ] = ce + df * b;
  2517. te[ 4 ] = de * b - cf;
  2518. te[ 8 ] = a * d;
  2519. te[ 1 ] = a * f;
  2520. te[ 5 ] = a * e;
  2521. te[ 9 ] = - b;
  2522. te[ 2 ] = cf * b - de;
  2523. te[ 6 ] = df + ce * b;
  2524. te[ 10 ] = a * c;
  2525. } else if ( euler.order === 'ZXY' ) {
  2526. var ce$1 = c * e, cf$1 = c * f, de$1 = d * e, df$1 = d * f;
  2527. te[ 0 ] = ce$1 - df$1 * b;
  2528. te[ 4 ] = - a * f;
  2529. te[ 8 ] = de$1 + cf$1 * b;
  2530. te[ 1 ] = cf$1 + de$1 * b;
  2531. te[ 5 ] = a * e;
  2532. te[ 9 ] = df$1 - ce$1 * b;
  2533. te[ 2 ] = - a * d;
  2534. te[ 6 ] = b;
  2535. te[ 10 ] = a * c;
  2536. } else if ( euler.order === 'ZYX' ) {
  2537. var ae$1 = a * e, af$1 = a * f, be$1 = b * e, bf$1 = b * f;
  2538. te[ 0 ] = c * e;
  2539. te[ 4 ] = be$1 * d - af$1;
  2540. te[ 8 ] = ae$1 * d + bf$1;
  2541. te[ 1 ] = c * f;
  2542. te[ 5 ] = bf$1 * d + ae$1;
  2543. te[ 9 ] = af$1 * d - be$1;
  2544. te[ 2 ] = - d;
  2545. te[ 6 ] = b * c;
  2546. te[ 10 ] = a * c;
  2547. } else if ( euler.order === 'YZX' ) {
  2548. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2549. te[ 0 ] = c * e;
  2550. te[ 4 ] = bd - ac * f;
  2551. te[ 8 ] = bc * f + ad;
  2552. te[ 1 ] = f;
  2553. te[ 5 ] = a * e;
  2554. te[ 9 ] = - b * e;
  2555. te[ 2 ] = - d * e;
  2556. te[ 6 ] = ad * f + bc;
  2557. te[ 10 ] = ac - bd * f;
  2558. } else if ( euler.order === 'XZY' ) {
  2559. var ac$1 = a * c, ad$1 = a * d, bc$1 = b * c, bd$1 = b * d;
  2560. te[ 0 ] = c * e;
  2561. te[ 4 ] = - f;
  2562. te[ 8 ] = d * e;
  2563. te[ 1 ] = ac$1 * f + bd$1;
  2564. te[ 5 ] = a * e;
  2565. te[ 9 ] = ad$1 * f - bc$1;
  2566. te[ 2 ] = bc$1 * f - ad$1;
  2567. te[ 6 ] = b * e;
  2568. te[ 10 ] = bd$1 * f + ac$1;
  2569. }
  2570. // bottom row
  2571. te[ 3 ] = 0;
  2572. te[ 7 ] = 0;
  2573. te[ 11 ] = 0;
  2574. // last column
  2575. te[ 12 ] = 0;
  2576. te[ 13 ] = 0;
  2577. te[ 14 ] = 0;
  2578. te[ 15 ] = 1;
  2579. return this;
  2580. },
  2581. makeRotationFromQuaternion: function ( q ) {
  2582. return this.compose( _zero, q, _one );
  2583. },
  2584. lookAt: function ( eye, target, up ) {
  2585. var te = this.elements;
  2586. _z.subVectors( eye, target );
  2587. if ( _z.lengthSq() === 0 ) {
  2588. // eye and target are in the same position
  2589. _z.z = 1;
  2590. }
  2591. _z.normalize();
  2592. _x.crossVectors( up, _z );
  2593. if ( _x.lengthSq() === 0 ) {
  2594. // up and z are parallel
  2595. if ( Math.abs( up.z ) === 1 ) {
  2596. _z.x += 0.0001;
  2597. } else {
  2598. _z.z += 0.0001;
  2599. }
  2600. _z.normalize();
  2601. _x.crossVectors( up, _z );
  2602. }
  2603. _x.normalize();
  2604. _y.crossVectors( _z, _x );
  2605. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  2606. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  2607. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  2608. return this;
  2609. },
  2610. multiply: function ( m, n ) {
  2611. if ( n !== undefined ) {
  2612. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2613. return this.multiplyMatrices( m, n );
  2614. }
  2615. return this.multiplyMatrices( this, m );
  2616. },
  2617. premultiply: function ( m ) {
  2618. return this.multiplyMatrices( m, this );
  2619. },
  2620. multiplyMatrices: function ( a, b ) {
  2621. var ae = a.elements;
  2622. var be = b.elements;
  2623. var te = this.elements;
  2624. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2625. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2626. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2627. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2628. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2629. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2630. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2631. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2632. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2633. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2634. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2635. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2636. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2637. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2638. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2639. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2640. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2641. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2642. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2643. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2644. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2645. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2646. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2647. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2648. return this;
  2649. },
  2650. multiplyScalar: function ( s ) {
  2651. var te = this.elements;
  2652. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2653. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2654. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2655. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2656. return this;
  2657. },
  2658. determinant: function () {
  2659. var te = this.elements;
  2660. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2661. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2662. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2663. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2664. //TODO: make this more efficient
  2665. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2666. return (
  2667. n41 * (
  2668. + n14 * n23 * n32
  2669. - n13 * n24 * n32
  2670. - n14 * n22 * n33
  2671. + n12 * n24 * n33
  2672. + n13 * n22 * n34
  2673. - n12 * n23 * n34
  2674. ) +
  2675. n42 * (
  2676. + n11 * n23 * n34
  2677. - n11 * n24 * n33
  2678. + n14 * n21 * n33
  2679. - n13 * n21 * n34
  2680. + n13 * n24 * n31
  2681. - n14 * n23 * n31
  2682. ) +
  2683. n43 * (
  2684. + n11 * n24 * n32
  2685. - n11 * n22 * n34
  2686. - n14 * n21 * n32
  2687. + n12 * n21 * n34
  2688. + n14 * n22 * n31
  2689. - n12 * n24 * n31
  2690. ) +
  2691. n44 * (
  2692. - n13 * n22 * n31
  2693. - n11 * n23 * n32
  2694. + n11 * n22 * n33
  2695. + n13 * n21 * n32
  2696. - n12 * n21 * n33
  2697. + n12 * n23 * n31
  2698. )
  2699. );
  2700. },
  2701. transpose: function () {
  2702. var te = this.elements;
  2703. var tmp;
  2704. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2705. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2706. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2707. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2708. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2709. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2710. return this;
  2711. },
  2712. setPosition: function ( x, y, z ) {
  2713. var te = this.elements;
  2714. if ( x.isVector3 ) {
  2715. te[ 12 ] = x.x;
  2716. te[ 13 ] = x.y;
  2717. te[ 14 ] = x.z;
  2718. } else {
  2719. te[ 12 ] = x;
  2720. te[ 13 ] = y;
  2721. te[ 14 ] = z;
  2722. }
  2723. return this;
  2724. },
  2725. getInverse: function ( m, throwOnDegenerate ) {
  2726. if ( throwOnDegenerate !== undefined ) {
  2727. console.warn( "THREE.Matrix4: .getInverse() can no longer be configured to throw on degenerate." );
  2728. }
  2729. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2730. var te = this.elements,
  2731. me = m.elements,
  2732. n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  2733. n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
  2734. n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
  2735. n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],
  2736. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  2737. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  2738. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  2739. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2740. var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  2741. if ( det === 0 ) { return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); }
  2742. var detInv = 1 / det;
  2743. te[ 0 ] = t11 * detInv;
  2744. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  2745. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  2746. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  2747. te[ 4 ] = t12 * detInv;
  2748. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  2749. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  2750. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  2751. te[ 8 ] = t13 * detInv;
  2752. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  2753. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  2754. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  2755. te[ 12 ] = t14 * detInv;
  2756. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  2757. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  2758. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  2759. return this;
  2760. },
  2761. scale: function ( v ) {
  2762. var te = this.elements;
  2763. var x = v.x, y = v.y, z = v.z;
  2764. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2765. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2766. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2767. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2768. return this;
  2769. },
  2770. getMaxScaleOnAxis: function () {
  2771. var te = this.elements;
  2772. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2773. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2774. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2775. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  2776. },
  2777. makeTranslation: function ( x, y, z ) {
  2778. this.set(
  2779. 1, 0, 0, x,
  2780. 0, 1, 0, y,
  2781. 0, 0, 1, z,
  2782. 0, 0, 0, 1
  2783. );
  2784. return this;
  2785. },
  2786. makeRotationX: function ( theta ) {
  2787. var c = Math.cos( theta ), s = Math.sin( theta );
  2788. this.set(
  2789. 1, 0, 0, 0,
  2790. 0, c, - s, 0,
  2791. 0, s, c, 0,
  2792. 0, 0, 0, 1
  2793. );
  2794. return this;
  2795. },
  2796. makeRotationY: function ( theta ) {
  2797. var c = Math.cos( theta ), s = Math.sin( theta );
  2798. this.set(
  2799. c, 0, s, 0,
  2800. 0, 1, 0, 0,
  2801. - s, 0, c, 0,
  2802. 0, 0, 0, 1
  2803. );
  2804. return this;
  2805. },
  2806. makeRotationZ: function ( theta ) {
  2807. var c = Math.cos( theta ), s = Math.sin( theta );
  2808. this.set(
  2809. c, - s, 0, 0,
  2810. s, c, 0, 0,
  2811. 0, 0, 1, 0,
  2812. 0, 0, 0, 1
  2813. );
  2814. return this;
  2815. },
  2816. makeRotationAxis: function ( axis, angle ) {
  2817. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2818. var c = Math.cos( angle );
  2819. var s = Math.sin( angle );
  2820. var t = 1 - c;
  2821. var x = axis.x, y = axis.y, z = axis.z;
  2822. var tx = t * x, ty = t * y;
  2823. this.set(
  2824. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2825. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2826. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2827. 0, 0, 0, 1
  2828. );
  2829. return this;
  2830. },
  2831. makeScale: function ( x, y, z ) {
  2832. this.set(
  2833. x, 0, 0, 0,
  2834. 0, y, 0, 0,
  2835. 0, 0, z, 0,
  2836. 0, 0, 0, 1
  2837. );
  2838. return this;
  2839. },
  2840. makeShear: function ( x, y, z ) {
  2841. this.set(
  2842. 1, y, z, 0,
  2843. x, 1, z, 0,
  2844. x, y, 1, 0,
  2845. 0, 0, 0, 1
  2846. );
  2847. return this;
  2848. },
  2849. compose: function ( position, quaternion, scale ) {
  2850. var te = this.elements;
  2851. var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  2852. var x2 = x + x, y2 = y + y, z2 = z + z;
  2853. var xx = x * x2, xy = x * y2, xz = x * z2;
  2854. var yy = y * y2, yz = y * z2, zz = z * z2;
  2855. var wx = w * x2, wy = w * y2, wz = w * z2;
  2856. var sx = scale.x, sy = scale.y, sz = scale.z;
  2857. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  2858. te[ 1 ] = ( xy + wz ) * sx;
  2859. te[ 2 ] = ( xz - wy ) * sx;
  2860. te[ 3 ] = 0;
  2861. te[ 4 ] = ( xy - wz ) * sy;
  2862. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  2863. te[ 6 ] = ( yz + wx ) * sy;
  2864. te[ 7 ] = 0;
  2865. te[ 8 ] = ( xz + wy ) * sz;
  2866. te[ 9 ] = ( yz - wx ) * sz;
  2867. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  2868. te[ 11 ] = 0;
  2869. te[ 12 ] = position.x;
  2870. te[ 13 ] = position.y;
  2871. te[ 14 ] = position.z;
  2872. te[ 15 ] = 1;
  2873. return this;
  2874. },
  2875. decompose: function ( position, quaternion, scale ) {
  2876. var te = this.elements;
  2877. var sx = _v1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2878. var sy = _v1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2879. var sz = _v1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2880. // if determine is negative, we need to invert one scale
  2881. var det = this.determinant();
  2882. if ( det < 0 ) { sx = - sx; }
  2883. position.x = te[ 12 ];
  2884. position.y = te[ 13 ];
  2885. position.z = te[ 14 ];
  2886. // scale the rotation part
  2887. _m1.copy( this );
  2888. var invSX = 1 / sx;
  2889. var invSY = 1 / sy;
  2890. var invSZ = 1 / sz;
  2891. _m1.elements[ 0 ] *= invSX;
  2892. _m1.elements[ 1 ] *= invSX;
  2893. _m1.elements[ 2 ] *= invSX;
  2894. _m1.elements[ 4 ] *= invSY;
  2895. _m1.elements[ 5 ] *= invSY;
  2896. _m1.elements[ 6 ] *= invSY;
  2897. _m1.elements[ 8 ] *= invSZ;
  2898. _m1.elements[ 9 ] *= invSZ;
  2899. _m1.elements[ 10 ] *= invSZ;
  2900. quaternion.setFromRotationMatrix( _m1 );
  2901. scale.x = sx;
  2902. scale.y = sy;
  2903. scale.z = sz;
  2904. return this;
  2905. },
  2906. makePerspective: function ( left, right, top, bottom, near, far ) {
  2907. if ( far === undefined ) {
  2908. console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
  2909. }
  2910. var te = this.elements;
  2911. var x = 2 * near / ( right - left );
  2912. var y = 2 * near / ( top - bottom );
  2913. var a = ( right + left ) / ( right - left );
  2914. var b = ( top + bottom ) / ( top - bottom );
  2915. var c = - ( far + near ) / ( far - near );
  2916. var d = - 2 * far * near / ( far - near );
  2917. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  2918. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  2919. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  2920. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  2921. return this;
  2922. },
  2923. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  2924. var te = this.elements;
  2925. var w = 1.0 / ( right - left );
  2926. var h = 1.0 / ( top - bottom );
  2927. var p = 1.0 / ( far - near );
  2928. var x = ( right + left ) * w;
  2929. var y = ( top + bottom ) * h;
  2930. var z = ( far + near ) * p;
  2931. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  2932. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  2933. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 * p; te[ 14 ] = - z;
  2934. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  2935. return this;
  2936. },
  2937. equals: function ( matrix ) {
  2938. var te = this.elements;
  2939. var me = matrix.elements;
  2940. for ( var i = 0; i < 16; i ++ ) {
  2941. if ( te[ i ] !== me[ i ] ) { return false; }
  2942. }
  2943. return true;
  2944. },
  2945. fromArray: function ( array, offset ) {
  2946. if ( offset === undefined ) { offset = 0; }
  2947. for ( var i = 0; i < 16; i ++ ) {
  2948. this.elements[ i ] = array[ i + offset ];
  2949. }
  2950. return this;
  2951. },
  2952. toArray: function ( array, offset ) {
  2953. if ( array === undefined ) { array = []; }
  2954. if ( offset === undefined ) { offset = 0; }
  2955. var te = this.elements;
  2956. array[ offset ] = te[ 0 ];
  2957. array[ offset + 1 ] = te[ 1 ];
  2958. array[ offset + 2 ] = te[ 2 ];
  2959. array[ offset + 3 ] = te[ 3 ];
  2960. array[ offset + 4 ] = te[ 4 ];
  2961. array[ offset + 5 ] = te[ 5 ];
  2962. array[ offset + 6 ] = te[ 6 ];
  2963. array[ offset + 7 ] = te[ 7 ];
  2964. array[ offset + 8 ] = te[ 8 ];
  2965. array[ offset + 9 ] = te[ 9 ];
  2966. array[ offset + 10 ] = te[ 10 ];
  2967. array[ offset + 11 ] = te[ 11 ];
  2968. array[ offset + 12 ] = te[ 12 ];
  2969. array[ offset + 13 ] = te[ 13 ];
  2970. array[ offset + 14 ] = te[ 14 ];
  2971. array[ offset + 15 ] = te[ 15 ];
  2972. return array;
  2973. }
  2974. } );
  2975. var _matrix = new Matrix4();
  2976. var _quaternion$1 = new Quaternion();
  2977. function Euler( x, y, z, order ) {
  2978. if ( x === void 0 ) x = 0;
  2979. if ( y === void 0 ) y = 0;
  2980. if ( z === void 0 ) z = 0;
  2981. if ( order === void 0 ) order = Euler.DefaultOrder;
  2982. this._x = x;
  2983. this._y = y;
  2984. this._z = z;
  2985. this._order = order;
  2986. }
  2987. Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  2988. Euler.DefaultOrder = 'XYZ';
  2989. Object.defineProperties( Euler.prototype, {
  2990. x: {
  2991. get: function () {
  2992. return this._x;
  2993. },
  2994. set: function ( value ) {
  2995. this._x = value;
  2996. this._onChangeCallback();
  2997. }
  2998. },
  2999. y: {
  3000. get: function () {
  3001. return this._y;
  3002. },
  3003. set: function ( value ) {
  3004. this._y = value;
  3005. this._onChangeCallback();
  3006. }
  3007. },
  3008. z: {
  3009. get: function () {
  3010. return this._z;
  3011. },
  3012. set: function ( value ) {
  3013. this._z = value;
  3014. this._onChangeCallback();
  3015. }
  3016. },
  3017. order: {
  3018. get: function () {
  3019. return this._order;
  3020. },
  3021. set: function ( value ) {
  3022. this._order = value;
  3023. this._onChangeCallback();
  3024. }
  3025. }
  3026. } );
  3027. Object.assign( Euler.prototype, {
  3028. isEuler: true,
  3029. set: function ( x, y, z, order ) {
  3030. this._x = x;
  3031. this._y = y;
  3032. this._z = z;
  3033. this._order = order || this._order;
  3034. this._onChangeCallback();
  3035. return this;
  3036. },
  3037. clone: function () {
  3038. return new this.constructor( this._x, this._y, this._z, this._order );
  3039. },
  3040. copy: function ( euler ) {
  3041. this._x = euler._x;
  3042. this._y = euler._y;
  3043. this._z = euler._z;
  3044. this._order = euler._order;
  3045. this._onChangeCallback();
  3046. return this;
  3047. },
  3048. setFromRotationMatrix: function ( m, order, update ) {
  3049. var clamp = MathUtils.clamp;
  3050. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3051. var te = m.elements;
  3052. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  3053. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  3054. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  3055. order = order || this._order;
  3056. switch ( order ) {
  3057. case 'XYZ':
  3058. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  3059. if ( Math.abs( m13 ) < 0.9999999 ) {
  3060. this._x = Math.atan2( - m23, m33 );
  3061. this._z = Math.atan2( - m12, m11 );
  3062. } else {
  3063. this._x = Math.atan2( m32, m22 );
  3064. this._z = 0;
  3065. }
  3066. break;
  3067. case 'YXZ':
  3068. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  3069. if ( Math.abs( m23 ) < 0.9999999 ) {
  3070. this._y = Math.atan2( m13, m33 );
  3071. this._z = Math.atan2( m21, m22 );
  3072. } else {
  3073. this._y = Math.atan2( - m31, m11 );
  3074. this._z = 0;
  3075. }
  3076. break;
  3077. case 'ZXY':
  3078. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  3079. if ( Math.abs( m32 ) < 0.9999999 ) {
  3080. this._y = Math.atan2( - m31, m33 );
  3081. this._z = Math.atan2( - m12, m22 );
  3082. } else {
  3083. this._y = 0;
  3084. this._z = Math.atan2( m21, m11 );
  3085. }
  3086. break;
  3087. case 'ZYX':
  3088. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  3089. if ( Math.abs( m31 ) < 0.9999999 ) {
  3090. this._x = Math.atan2( m32, m33 );
  3091. this._z = Math.atan2( m21, m11 );
  3092. } else {
  3093. this._x = 0;
  3094. this._z = Math.atan2( - m12, m22 );
  3095. }
  3096. break;
  3097. case 'YZX':
  3098. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  3099. if ( Math.abs( m21 ) < 0.9999999 ) {
  3100. this._x = Math.atan2( - m23, m22 );
  3101. this._y = Math.atan2( - m31, m11 );
  3102. } else {
  3103. this._x = 0;
  3104. this._y = Math.atan2( m13, m33 );
  3105. }
  3106. break;
  3107. case 'XZY':
  3108. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  3109. if ( Math.abs( m12 ) < 0.9999999 ) {
  3110. this._x = Math.atan2( m32, m22 );
  3111. this._y = Math.atan2( m13, m11 );
  3112. } else {
  3113. this._x = Math.atan2( - m23, m33 );
  3114. this._y = 0;
  3115. }
  3116. break;
  3117. default:
  3118. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  3119. }
  3120. this._order = order;
  3121. if ( update !== false ) { this._onChangeCallback(); }
  3122. return this;
  3123. },
  3124. setFromQuaternion: function ( q, order, update ) {
  3125. _matrix.makeRotationFromQuaternion( q );
  3126. return this.setFromRotationMatrix( _matrix, order, update );
  3127. },
  3128. setFromVector3: function ( v, order ) {
  3129. return this.set( v.x, v.y, v.z, order || this._order );
  3130. },
  3131. reorder: function ( newOrder ) {
  3132. // WARNING: this discards revolution information -bhouston
  3133. _quaternion$1.setFromEuler( this );
  3134. return this.setFromQuaternion( _quaternion$1, newOrder );
  3135. },
  3136. equals: function ( euler ) {
  3137. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  3138. },
  3139. fromArray: function ( array ) {
  3140. this._x = array[ 0 ];
  3141. this._y = array[ 1 ];
  3142. this._z = array[ 2 ];
  3143. if ( array[ 3 ] !== undefined ) { this._order = array[ 3 ]; }
  3144. this._onChangeCallback();
  3145. return this;
  3146. },
  3147. toArray: function ( array, offset ) {
  3148. if ( array === undefined ) { array = []; }
  3149. if ( offset === undefined ) { offset = 0; }
  3150. array[ offset ] = this._x;
  3151. array[ offset + 1 ] = this._y;
  3152. array[ offset + 2 ] = this._z;
  3153. array[ offset + 3 ] = this._order;
  3154. return array;
  3155. },
  3156. toVector3: function ( optionalResult ) {
  3157. if ( optionalResult ) {
  3158. return optionalResult.set( this._x, this._y, this._z );
  3159. } else {
  3160. return new Vector3( this._x, this._y, this._z );
  3161. }
  3162. },
  3163. _onChange: function ( callback ) {
  3164. this._onChangeCallback = callback;
  3165. return this;
  3166. },
  3167. _onChangeCallback: function () {}
  3168. } );
  3169. function Layers() {
  3170. this.mask = 1 | 0;
  3171. }
  3172. Object.assign( Layers.prototype, {
  3173. set: function ( channel ) {
  3174. this.mask = 1 << channel | 0;
  3175. },
  3176. enable: function ( channel ) {
  3177. this.mask |= 1 << channel | 0;
  3178. },
  3179. enableAll: function () {
  3180. this.mask = 0xffffffff | 0;
  3181. },
  3182. toggle: function ( channel ) {
  3183. this.mask ^= 1 << channel | 0;
  3184. },
  3185. disable: function ( channel ) {
  3186. this.mask &= ~ ( 1 << channel | 0 );
  3187. },
  3188. disableAll: function () {
  3189. this.mask = 0;
  3190. },
  3191. test: function ( layers ) {
  3192. return ( this.mask & layers.mask ) !== 0;
  3193. }
  3194. } );
  3195. var _object3DId = 0;
  3196. var _v1$1 = new Vector3();
  3197. var _q1 = new Quaternion();
  3198. var _m1$1 = new Matrix4();
  3199. var _target = new Vector3();
  3200. var _position = new Vector3();
  3201. var _scale = new Vector3();
  3202. var _quaternion$2 = new Quaternion();
  3203. var _xAxis = new Vector3( 1, 0, 0 );
  3204. var _yAxis = new Vector3( 0, 1, 0 );
  3205. var _zAxis = new Vector3( 0, 0, 1 );
  3206. var _addedEvent = { type: 'added' };
  3207. var _removedEvent = { type: 'removed' };
  3208. function Object3D() {
  3209. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  3210. this.uuid = MathUtils.generateUUID();
  3211. this.name = '';
  3212. this.type = 'Object3D';
  3213. this.parent = null;
  3214. this.children = [];
  3215. this.up = Object3D.DefaultUp.clone();
  3216. var position = new Vector3();
  3217. var rotation = new Euler();
  3218. var quaternion = new Quaternion();
  3219. var scale = new Vector3( 1, 1, 1 );
  3220. function onRotationChange() {
  3221. quaternion.setFromEuler( rotation, false );
  3222. }
  3223. function onQuaternionChange() {
  3224. rotation.setFromQuaternion( quaternion, undefined, false );
  3225. }
  3226. rotation._onChange( onRotationChange );
  3227. quaternion._onChange( onQuaternionChange );
  3228. Object.defineProperties( this, {
  3229. position: {
  3230. configurable: true,
  3231. enumerable: true,
  3232. value: position
  3233. },
  3234. rotation: {
  3235. configurable: true,
  3236. enumerable: true,
  3237. value: rotation
  3238. },
  3239. quaternion: {
  3240. configurable: true,
  3241. enumerable: true,
  3242. value: quaternion
  3243. },
  3244. scale: {
  3245. configurable: true,
  3246. enumerable: true,
  3247. value: scale
  3248. },
  3249. modelViewMatrix: {
  3250. value: new Matrix4()
  3251. },
  3252. normalMatrix: {
  3253. value: new Matrix3()
  3254. }
  3255. } );
  3256. this.matrix = new Matrix4();
  3257. this.matrixWorld = new Matrix4();
  3258. this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
  3259. this.matrixWorldNeedsUpdate = false;
  3260. this.layers = new Layers();
  3261. this.visible = true;
  3262. this.castShadow = false;
  3263. this.receiveShadow = false;
  3264. this.frustumCulled = true;
  3265. this.renderOrder = 0;
  3266. this.userData = {};
  3267. }
  3268. Object3D.DefaultUp = new Vector3( 0, 1, 0 );
  3269. Object3D.DefaultMatrixAutoUpdate = true;
  3270. Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  3271. constructor: Object3D,
  3272. isObject3D: true,
  3273. onBeforeRender: function () {},
  3274. onAfterRender: function () {},
  3275. applyMatrix4: function ( matrix ) {
  3276. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3277. this.matrix.premultiply( matrix );
  3278. this.matrix.decompose( this.position, this.quaternion, this.scale );
  3279. },
  3280. applyQuaternion: function ( q ) {
  3281. this.quaternion.premultiply( q );
  3282. return this;
  3283. },
  3284. setRotationFromAxisAngle: function ( axis, angle ) {
  3285. // assumes axis is normalized
  3286. this.quaternion.setFromAxisAngle( axis, angle );
  3287. },
  3288. setRotationFromEuler: function ( euler ) {
  3289. this.quaternion.setFromEuler( euler, true );
  3290. },
  3291. setRotationFromMatrix: function ( m ) {
  3292. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3293. this.quaternion.setFromRotationMatrix( m );
  3294. },
  3295. setRotationFromQuaternion: function ( q ) {
  3296. // assumes q is normalized
  3297. this.quaternion.copy( q );
  3298. },
  3299. rotateOnAxis: function ( axis, angle ) {
  3300. // rotate object on axis in object space
  3301. // axis is assumed to be normalized
  3302. _q1.setFromAxisAngle( axis, angle );
  3303. this.quaternion.multiply( _q1 );
  3304. return this;
  3305. },
  3306. rotateOnWorldAxis: function ( axis, angle ) {
  3307. // rotate object on axis in world space
  3308. // axis is assumed to be normalized
  3309. // method assumes no rotated parent
  3310. _q1.setFromAxisAngle( axis, angle );
  3311. this.quaternion.premultiply( _q1 );
  3312. return this;
  3313. },
  3314. rotateX: function ( angle ) {
  3315. return this.rotateOnAxis( _xAxis, angle );
  3316. },
  3317. rotateY: function ( angle ) {
  3318. return this.rotateOnAxis( _yAxis, angle );
  3319. },
  3320. rotateZ: function ( angle ) {
  3321. return this.rotateOnAxis( _zAxis, angle );
  3322. },
  3323. translateOnAxis: function ( axis, distance ) {
  3324. // translate object by distance along axis in object space
  3325. // axis is assumed to be normalized
  3326. _v1$1.copy( axis ).applyQuaternion( this.quaternion );
  3327. this.position.add( _v1$1.multiplyScalar( distance ) );
  3328. return this;
  3329. },
  3330. translateX: function ( distance ) {
  3331. return this.translateOnAxis( _xAxis, distance );
  3332. },
  3333. translateY: function ( distance ) {
  3334. return this.translateOnAxis( _yAxis, distance );
  3335. },
  3336. translateZ: function ( distance ) {
  3337. return this.translateOnAxis( _zAxis, distance );
  3338. },
  3339. localToWorld: function ( vector ) {
  3340. return vector.applyMatrix4( this.matrixWorld );
  3341. },
  3342. worldToLocal: function ( vector ) {
  3343. return vector.applyMatrix4( _m1$1.getInverse( this.matrixWorld ) );
  3344. },
  3345. lookAt: function ( x, y, z ) {
  3346. // This method does not support objects having non-uniformly-scaled parent(s)
  3347. if ( x.isVector3 ) {
  3348. _target.copy( x );
  3349. } else {
  3350. _target.set( x, y, z );
  3351. }
  3352. var parent = this.parent;
  3353. this.updateWorldMatrix( true, false );
  3354. _position.setFromMatrixPosition( this.matrixWorld );
  3355. if ( this.isCamera || this.isLight ) {
  3356. _m1$1.lookAt( _position, _target, this.up );
  3357. } else {
  3358. _m1$1.lookAt( _target, _position, this.up );
  3359. }
  3360. this.quaternion.setFromRotationMatrix( _m1$1 );
  3361. if ( parent ) {
  3362. _m1$1.extractRotation( parent.matrixWorld );
  3363. _q1.setFromRotationMatrix( _m1$1 );
  3364. this.quaternion.premultiply( _q1.inverse() );
  3365. }
  3366. },
  3367. add: function ( object ) {
  3368. if ( arguments.length > 1 ) {
  3369. for ( var i = 0; i < arguments.length; i ++ ) {
  3370. this.add( arguments[ i ] );
  3371. }
  3372. return this;
  3373. }
  3374. if ( object === this ) {
  3375. console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
  3376. return this;
  3377. }
  3378. if ( ( object && object.isObject3D ) ) {
  3379. if ( object.parent !== null ) {
  3380. object.parent.remove( object );
  3381. }
  3382. object.parent = this;
  3383. this.children.push( object );
  3384. object.dispatchEvent( _addedEvent );
  3385. } else {
  3386. console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
  3387. }
  3388. return this;
  3389. },
  3390. remove: function ( object ) {
  3391. if ( arguments.length > 1 ) {
  3392. for ( var i = 0; i < arguments.length; i ++ ) {
  3393. this.remove( arguments[ i ] );
  3394. }
  3395. return this;
  3396. }
  3397. var index = this.children.indexOf( object );
  3398. if ( index !== - 1 ) {
  3399. object.parent = null;
  3400. this.children.splice( index, 1 );
  3401. object.dispatchEvent( _removedEvent );
  3402. }
  3403. return this;
  3404. },
  3405. attach: function ( object ) {
  3406. // adds object as a child of this, while maintaining the object's world transform
  3407. this.updateWorldMatrix( true, false );
  3408. _m1$1.getInverse( this.matrixWorld );
  3409. if ( object.parent !== null ) {
  3410. object.parent.updateWorldMatrix( true, false );
  3411. _m1$1.multiply( object.parent.matrixWorld );
  3412. }
  3413. object.applyMatrix4( _m1$1 );
  3414. object.updateWorldMatrix( false, false );
  3415. this.add( object );
  3416. return this;
  3417. },
  3418. getObjectById: function ( id ) {
  3419. return this.getObjectByProperty( 'id', id );
  3420. },
  3421. getObjectByName: function ( name ) {
  3422. return this.getObjectByProperty( 'name', name );
  3423. },
  3424. getObjectByProperty: function ( name, value ) {
  3425. if ( this[ name ] === value ) { return this; }
  3426. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  3427. var child = this.children[ i ];
  3428. var object = child.getObjectByProperty( name, value );
  3429. if ( object !== undefined ) {
  3430. return object;
  3431. }
  3432. }
  3433. return undefined;
  3434. },
  3435. getWorldPosition: function ( target ) {
  3436. if ( target === undefined ) {
  3437. console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
  3438. target = new Vector3();
  3439. }
  3440. this.updateMatrixWorld( true );
  3441. return target.setFromMatrixPosition( this.matrixWorld );
  3442. },
  3443. getWorldQuaternion: function ( target ) {
  3444. if ( target === undefined ) {
  3445. console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
  3446. target = new Quaternion();
  3447. }
  3448. this.updateMatrixWorld( true );
  3449. this.matrixWorld.decompose( _position, target, _scale );
  3450. return target;
  3451. },
  3452. getWorldScale: function ( target ) {
  3453. if ( target === undefined ) {
  3454. console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
  3455. target = new Vector3();
  3456. }
  3457. this.updateMatrixWorld( true );
  3458. this.matrixWorld.decompose( _position, _quaternion$2, target );
  3459. return target;
  3460. },
  3461. getWorldDirection: function ( target ) {
  3462. if ( target === undefined ) {
  3463. console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
  3464. target = new Vector3();
  3465. }
  3466. this.updateMatrixWorld( true );
  3467. var e = this.matrixWorld.elements;
  3468. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  3469. },
  3470. raycast: function () {},
  3471. traverse: function ( callback ) {
  3472. callback( this );
  3473. var children = this.children;
  3474. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3475. children[ i ].traverse( callback );
  3476. }
  3477. },
  3478. traverseVisible: function ( callback ) {
  3479. if ( this.visible === false ) { return; }
  3480. callback( this );
  3481. var children = this.children;
  3482. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3483. children[ i ].traverseVisible( callback );
  3484. }
  3485. },
  3486. traverseAncestors: function ( callback ) {
  3487. var parent = this.parent;
  3488. if ( parent !== null ) {
  3489. callback( parent );
  3490. parent.traverseAncestors( callback );
  3491. }
  3492. },
  3493. updateMatrix: function () {
  3494. this.matrix.compose( this.position, this.quaternion, this.scale );
  3495. this.matrixWorldNeedsUpdate = true;
  3496. },
  3497. updateMatrixWorld: function ( force ) {
  3498. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3499. if ( this.matrixWorldNeedsUpdate || force ) {
  3500. if ( this.parent === null ) {
  3501. this.matrixWorld.copy( this.matrix );
  3502. } else {
  3503. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3504. }
  3505. this.matrixWorldNeedsUpdate = false;
  3506. force = true;
  3507. }
  3508. // update children
  3509. var children = this.children;
  3510. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3511. children[ i ].updateMatrixWorld( force );
  3512. }
  3513. },
  3514. updateWorldMatrix: function ( updateParents, updateChildren ) {
  3515. var parent = this.parent;
  3516. if ( updateParents === true && parent !== null ) {
  3517. parent.updateWorldMatrix( true, false );
  3518. }
  3519. if ( this.matrixAutoUpdate ) { this.updateMatrix(); }
  3520. if ( this.parent === null ) {
  3521. this.matrixWorld.copy( this.matrix );
  3522. } else {
  3523. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  3524. }
  3525. // update children
  3526. if ( updateChildren === true ) {
  3527. var children = this.children;
  3528. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3529. children[ i ].updateWorldMatrix( false, true );
  3530. }
  3531. }
  3532. },
  3533. toJSON: function ( meta ) {
  3534. // meta is a string when called from JSON.stringify
  3535. var isRootObject = ( meta === undefined || typeof meta === 'string' );
  3536. var output = {};
  3537. // meta is a hash used to collect geometries, materials.
  3538. // not providing it implies that this is the root object
  3539. // being serialized.
  3540. if ( isRootObject ) {
  3541. // initialize meta obj
  3542. meta = {
  3543. geometries: {},
  3544. materials: {},
  3545. textures: {},
  3546. images: {},
  3547. shapes: {}
  3548. };
  3549. output.metadata = {
  3550. version: 4.5,
  3551. type: 'Object',
  3552. generator: 'Object3D.toJSON'
  3553. };
  3554. }
  3555. // standard Object3D serialization
  3556. var object = {};
  3557. object.uuid = this.uuid;
  3558. object.type = this.type;
  3559. if ( this.name !== '' ) { object.name = this.name; }
  3560. if ( this.castShadow === true ) { object.castShadow = true; }
  3561. if ( this.receiveShadow === true ) { object.receiveShadow = true; }
  3562. if ( this.visible === false ) { object.visible = false; }
  3563. if ( this.frustumCulled === false ) { object.frustumCulled = false; }
  3564. if ( this.renderOrder !== 0 ) { object.renderOrder = this.renderOrder; }
  3565. if ( JSON.stringify( this.userData ) !== '{}' ) { object.userData = this.userData; }
  3566. object.layers = this.layers.mask;
  3567. object.matrix = this.matrix.toArray();
  3568. if ( this.matrixAutoUpdate === false ) { object.matrixAutoUpdate = false; }
  3569. // object specific properties
  3570. if ( this.isInstancedMesh ) {
  3571. object.type = 'InstancedMesh';
  3572. object.count = this.count;
  3573. object.instanceMatrix = this.instanceMatrix.toJSON();
  3574. }
  3575. //
  3576. function serialize( library, element ) {
  3577. if ( library[ element.uuid ] === undefined ) {
  3578. library[ element.uuid ] = element.toJSON( meta );
  3579. }
  3580. return element.uuid;
  3581. }
  3582. if ( this.isMesh || this.isLine || this.isPoints ) {
  3583. object.geometry = serialize( meta.geometries, this.geometry );
  3584. var parameters = this.geometry.parameters;
  3585. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  3586. var shapes = parameters.shapes;
  3587. if ( Array.isArray( shapes ) ) {
  3588. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  3589. var shape = shapes[ i ];
  3590. serialize( meta.shapes, shape );
  3591. }
  3592. } else {
  3593. serialize( meta.shapes, shapes );
  3594. }
  3595. }
  3596. }
  3597. if ( this.material !== undefined ) {
  3598. if ( Array.isArray( this.material ) ) {
  3599. var uuids = [];
  3600. for ( var i$1 = 0, l$1 = this.material.length; i$1 < l$1; i$1 ++ ) {
  3601. uuids.push( serialize( meta.materials, this.material[ i$1 ] ) );
  3602. }
  3603. object.material = uuids;
  3604. } else {
  3605. object.material = serialize( meta.materials, this.material );
  3606. }
  3607. }
  3608. //
  3609. if ( this.children.length > 0 ) {
  3610. object.children = [];
  3611. for ( var i$2 = 0; i$2 < this.children.length; i$2 ++ ) {
  3612. object.children.push( this.children[ i$2 ].toJSON( meta ).object );
  3613. }
  3614. }
  3615. if ( isRootObject ) {
  3616. var geometries = extractFromCache( meta.geometries );
  3617. var materials = extractFromCache( meta.materials );
  3618. var textures = extractFromCache( meta.textures );
  3619. var images = extractFromCache( meta.images );
  3620. var shapes$1 = extractFromCache( meta.shapes );
  3621. if ( geometries.length > 0 ) { output.geometries = geometries; }
  3622. if ( materials.length > 0 ) { output.materials = materials; }
  3623. if ( textures.length > 0 ) { output.textures = textures; }
  3624. if ( images.length > 0 ) { output.images = images; }
  3625. if ( shapes$1.length > 0 ) { output.shapes = shapes$1; }
  3626. }
  3627. output.object = object;
  3628. return output;
  3629. // extract data from the cache hash
  3630. // remove metadata on each item
  3631. // and return as array
  3632. function extractFromCache( cache ) {
  3633. var values = [];
  3634. for ( var key in cache ) {
  3635. var data = cache[ key ];
  3636. delete data.metadata;
  3637. values.push( data );
  3638. }
  3639. return values;
  3640. }
  3641. },
  3642. clone: function ( recursive ) {
  3643. return new this.constructor().copy( this, recursive );
  3644. },
  3645. copy: function ( source, recursive ) {
  3646. if ( recursive === undefined ) { recursive = true; }
  3647. this.name = source.name;
  3648. this.up.copy( source.up );
  3649. this.position.copy( source.position );
  3650. this.rotation.order = source.rotation.order;
  3651. this.quaternion.copy( source.quaternion );
  3652. this.scale.copy( source.scale );
  3653. this.matrix.copy( source.matrix );
  3654. this.matrixWorld.copy( source.matrixWorld );
  3655. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3656. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  3657. this.layers.mask = source.layers.mask;
  3658. this.visible = source.visible;
  3659. this.castShadow = source.castShadow;
  3660. this.receiveShadow = source.receiveShadow;
  3661. this.frustumCulled = source.frustumCulled;
  3662. this.renderOrder = source.renderOrder;
  3663. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  3664. if ( recursive === true ) {
  3665. for ( var i = 0; i < source.children.length; i ++ ) {
  3666. var child = source.children[ i ];
  3667. this.add( child.clone() );
  3668. }
  3669. }
  3670. return this;
  3671. }
  3672. } );
  3673. function Scene() {
  3674. Object3D.call( this );
  3675. this.type = 'Scene';
  3676. this.background = null;
  3677. this.environment = null;
  3678. this.fog = null;
  3679. this.overrideMaterial = null;
  3680. this.autoUpdate = true; // checked by the renderer
  3681. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  3682. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  3683. }
  3684. }
  3685. Scene.prototype = Object.assign( Object.create( Object3D.prototype ), {
  3686. constructor: Scene,
  3687. isScene: true,
  3688. copy: function ( source, recursive ) {
  3689. Object3D.prototype.copy.call( this, source, recursive );
  3690. if ( source.background !== null ) { this.background = source.background.clone(); }
  3691. if ( source.environment !== null ) { this.environment = source.environment.clone(); }
  3692. if ( source.fog !== null ) { this.fog = source.fog.clone(); }
  3693. if ( source.overrideMaterial !== null ) { this.overrideMaterial = source.overrideMaterial.clone(); }
  3694. this.autoUpdate = source.autoUpdate;
  3695. this.matrixAutoUpdate = source.matrixAutoUpdate;
  3696. return this;
  3697. },
  3698. toJSON: function ( meta ) {
  3699. var data = Object3D.prototype.toJSON.call( this, meta );
  3700. if ( this.background !== null ) { data.object.background = this.background.toJSON( meta ); }
  3701. if ( this.environment !== null ) { data.object.environment = this.environment.toJSON( meta ); }
  3702. if ( this.fog !== null ) { data.object.fog = this.fog.toJSON(); }
  3703. return data;
  3704. },
  3705. dispose: function () {
  3706. this.dispatchEvent( { type: 'dispose' } );
  3707. }
  3708. } );
  3709. var _points = [
  3710. new Vector3(),
  3711. new Vector3(),
  3712. new Vector3(),
  3713. new Vector3(),
  3714. new Vector3(),
  3715. new Vector3(),
  3716. new Vector3(),
  3717. new Vector3()
  3718. ];
  3719. var _vector$1 = new Vector3();
  3720. var _box = new Box3();
  3721. // triangle centered vertices
  3722. var _v0 = new Vector3();
  3723. var _v1$2 = new Vector3();
  3724. var _v2 = new Vector3();
  3725. // triangle edge vectors
  3726. var _f0 = new Vector3();
  3727. var _f1 = new Vector3();
  3728. var _f2 = new Vector3();
  3729. var _center = new Vector3();
  3730. var _extents = new Vector3();
  3731. var _triangleNormal = new Vector3();
  3732. var _testAxis = new Vector3();
  3733. function Box3( min, max ) {
  3734. this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
  3735. this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
  3736. }
  3737. Object.assign( Box3.prototype, {
  3738. isBox3: true,
  3739. set: function ( min, max ) {
  3740. this.min.copy( min );
  3741. this.max.copy( max );
  3742. return this;
  3743. },
  3744. setFromArray: function ( array ) {
  3745. var minX = + Infinity;
  3746. var minY = + Infinity;
  3747. var minZ = + Infinity;
  3748. var maxX = - Infinity;
  3749. var maxY = - Infinity;
  3750. var maxZ = - Infinity;
  3751. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  3752. var x = array[ i ];
  3753. var y = array[ i + 1 ];
  3754. var z = array[ i + 2 ];
  3755. if ( x < minX ) { minX = x; }
  3756. if ( y < minY ) { minY = y; }
  3757. if ( z < minZ ) { minZ = z; }
  3758. if ( x > maxX ) { maxX = x; }
  3759. if ( y > maxY ) { maxY = y; }
  3760. if ( z > maxZ ) { maxZ = z; }
  3761. }
  3762. this.min.set( minX, minY, minZ );
  3763. this.max.set( maxX, maxY, maxZ );
  3764. return this;
  3765. },
  3766. setFromBufferAttribute: function ( attribute ) {
  3767. var minX = + Infinity;
  3768. var minY = + Infinity;
  3769. var minZ = + Infinity;
  3770. var maxX = - Infinity;
  3771. var maxY = - Infinity;
  3772. var maxZ = - Infinity;
  3773. for ( var i = 0, l = attribute.count; i < l; i ++ ) {
  3774. var x = attribute.getX( i );
  3775. var y = attribute.getY( i );
  3776. var z = attribute.getZ( i );
  3777. if ( x < minX ) { minX = x; }
  3778. if ( y < minY ) { minY = y; }
  3779. if ( z < minZ ) { minZ = z; }
  3780. if ( x > maxX ) { maxX = x; }
  3781. if ( y > maxY ) { maxY = y; }
  3782. if ( z > maxZ ) { maxZ = z; }
  3783. }
  3784. this.min.set( minX, minY, minZ );
  3785. this.max.set( maxX, maxY, maxZ );
  3786. return this;
  3787. },
  3788. setFromPoints: function ( points ) {
  3789. this.makeEmpty();
  3790. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3791. this.expandByPoint( points[ i ] );
  3792. }
  3793. return this;
  3794. },
  3795. setFromCenterAndSize: function ( center, size ) {
  3796. var halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );
  3797. this.min.copy( center ).sub( halfSize );
  3798. this.max.copy( center ).add( halfSize );
  3799. return this;
  3800. },
  3801. setFromObject: function ( object ) {
  3802. this.makeEmpty();
  3803. return this.expandByObject( object );
  3804. },
  3805. clone: function () {
  3806. return new this.constructor().copy( this );
  3807. },
  3808. copy: function ( box ) {
  3809. this.min.copy( box.min );
  3810. this.max.copy( box.max );
  3811. return this;
  3812. },
  3813. makeEmpty: function () {
  3814. this.min.x = this.min.y = this.min.z = + Infinity;
  3815. this.max.x = this.max.y = this.max.z = - Infinity;
  3816. return this;
  3817. },
  3818. isEmpty: function () {
  3819. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  3820. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  3821. },
  3822. getCenter: function ( target ) {
  3823. if ( target === undefined ) {
  3824. console.warn( 'THREE.Box3: .getCenter() target is now required' );
  3825. target = new Vector3();
  3826. }
  3827. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  3828. },
  3829. getSize: function ( target ) {
  3830. if ( target === undefined ) {
  3831. console.warn( 'THREE.Box3: .getSize() target is now required' );
  3832. target = new Vector3();
  3833. }
  3834. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  3835. },
  3836. expandByPoint: function ( point ) {
  3837. this.min.min( point );
  3838. this.max.max( point );
  3839. return this;
  3840. },
  3841. expandByVector: function ( vector ) {
  3842. this.min.sub( vector );
  3843. this.max.add( vector );
  3844. return this;
  3845. },
  3846. expandByScalar: function ( scalar ) {
  3847. this.min.addScalar( - scalar );
  3848. this.max.addScalar( scalar );
  3849. return this;
  3850. },
  3851. expandByObject: function ( object ) {
  3852. // Computes the world-axis-aligned bounding box of an object (including its children),
  3853. // accounting for both the object's, and children's, world transforms
  3854. object.updateWorldMatrix( false, false );
  3855. var geometry = object.geometry;
  3856. if ( geometry !== undefined ) {
  3857. if ( geometry.boundingBox === null ) {
  3858. geometry.computeBoundingBox();
  3859. }
  3860. _box.copy( geometry.boundingBox );
  3861. _box.applyMatrix4( object.matrixWorld );
  3862. this.union( _box );
  3863. }
  3864. var children = object.children;
  3865. for ( var i = 0, l = children.length; i < l; i ++ ) {
  3866. this.expandByObject( children[ i ] );
  3867. }
  3868. return this;
  3869. },
  3870. containsPoint: function ( point ) {
  3871. return point.x < this.min.x || point.x > this.max.x ||
  3872. point.y < this.min.y || point.y > this.max.y ||
  3873. point.z < this.min.z || point.z > this.max.z ? false : true;
  3874. },
  3875. containsBox: function ( box ) {
  3876. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  3877. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  3878. this.min.z <= box.min.z && box.max.z <= this.max.z;
  3879. },
  3880. getParameter: function ( point, target ) {
  3881. // This can potentially have a divide by zero if the box
  3882. // has a size dimension of 0.
  3883. if ( target === undefined ) {
  3884. console.warn( 'THREE.Box3: .getParameter() target is now required' );
  3885. target = new Vector3();
  3886. }
  3887. return target.set(
  3888. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  3889. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  3890. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  3891. );
  3892. },
  3893. intersectsBox: function ( box ) {
  3894. // using 6 splitting planes to rule out intersections.
  3895. return box.max.x < this.min.x || box.min.x > this.max.x ||
  3896. box.max.y < this.min.y || box.min.y > this.max.y ||
  3897. box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
  3898. },
  3899. intersectsSphere: function ( sphere ) {
  3900. // Find the point on the AABB closest to the sphere center.
  3901. this.clampPoint( sphere.center, _vector$1 );
  3902. // If that point is inside the sphere, the AABB and sphere intersect.
  3903. return _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  3904. },
  3905. intersectsPlane: function ( plane ) {
  3906. // We compute the minimum and maximum dot product values. If those values
  3907. // are on the same side (back or front) of the plane, then there is no intersection.
  3908. var min, max;
  3909. if ( plane.normal.x > 0 ) {
  3910. min = plane.normal.x * this.min.x;
  3911. max = plane.normal.x * this.max.x;
  3912. } else {
  3913. min = plane.normal.x * this.max.x;
  3914. max = plane.normal.x * this.min.x;
  3915. }
  3916. if ( plane.normal.y > 0 ) {
  3917. min += plane.normal.y * this.min.y;
  3918. max += plane.normal.y * this.max.y;
  3919. } else {
  3920. min += plane.normal.y * this.max.y;
  3921. max += plane.normal.y * this.min.y;
  3922. }
  3923. if ( plane.normal.z > 0 ) {
  3924. min += plane.normal.z * this.min.z;
  3925. max += plane.normal.z * this.max.z;
  3926. } else {
  3927. min += plane.normal.z * this.max.z;
  3928. max += plane.normal.z * this.min.z;
  3929. }
  3930. return ( min <= - plane.constant && max >= - plane.constant );
  3931. },
  3932. intersectsTriangle: function ( triangle ) {
  3933. if ( this.isEmpty() ) {
  3934. return false;
  3935. }
  3936. // compute box center and extents
  3937. this.getCenter( _center );
  3938. _extents.subVectors( this.max, _center );
  3939. // translate triangle to aabb origin
  3940. _v0.subVectors( triangle.a, _center );
  3941. _v1$2.subVectors( triangle.b, _center );
  3942. _v2.subVectors( triangle.c, _center );
  3943. // compute edge vectors for triangle
  3944. _f0.subVectors( _v1$2, _v0 );
  3945. _f1.subVectors( _v2, _v1$2 );
  3946. _f2.subVectors( _v0, _v2 );
  3947. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  3948. // 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
  3949. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  3950. var axes = [
  3951. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  3952. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  3953. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  3954. ];
  3955. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3956. return false;
  3957. }
  3958. // test 3 face normals from the aabb
  3959. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  3960. if ( ! satForAxes( axes, _v0, _v1$2, _v2, _extents ) ) {
  3961. return false;
  3962. }
  3963. // finally testing the face normal of the triangle
  3964. // use already existing triangle edge vectors here
  3965. _triangleNormal.crossVectors( _f0, _f1 );
  3966. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  3967. return satForAxes( axes, _v0, _v1$2, _v2, _extents );
  3968. },
  3969. clampPoint: function ( point, target ) {
  3970. if ( target === undefined ) {
  3971. console.warn( 'THREE.Box3: .clampPoint() target is now required' );
  3972. target = new Vector3();
  3973. }
  3974. return target.copy( point ).clamp( this.min, this.max );
  3975. },
  3976. distanceToPoint: function ( point ) {
  3977. var clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );
  3978. return clampedPoint.sub( point ).length();
  3979. },
  3980. getBoundingSphere: function ( target ) {
  3981. if ( target === undefined ) {
  3982. console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
  3983. //target = new Sphere(); // removed to avoid cyclic dependency
  3984. }
  3985. this.getCenter( target.center );
  3986. target.radius = this.getSize( _vector$1 ).length() * 0.5;
  3987. return target;
  3988. },
  3989. intersect: function ( box ) {
  3990. this.min.max( box.min );
  3991. this.max.min( box.max );
  3992. // 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.
  3993. if ( this.isEmpty() ) { this.makeEmpty(); }
  3994. return this;
  3995. },
  3996. union: function ( box ) {
  3997. this.min.min( box.min );
  3998. this.max.max( box.max );
  3999. return this;
  4000. },
  4001. applyMatrix4: function ( matrix ) {
  4002. // transform of empty box is an empty box.
  4003. if ( this.isEmpty() ) { return this; }
  4004. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  4005. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  4006. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  4007. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  4008. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  4009. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  4010. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  4011. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  4012. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  4013. this.setFromPoints( _points );
  4014. return this;
  4015. },
  4016. translate: function ( offset ) {
  4017. this.min.add( offset );
  4018. this.max.add( offset );
  4019. return this;
  4020. },
  4021. equals: function ( box ) {
  4022. return box.min.equals( this.min ) && box.max.equals( this.max );
  4023. }
  4024. } );
  4025. function satForAxes( axes, v0, v1, v2, extents ) {
  4026. for ( var i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  4027. _testAxis.fromArray( axes, i );
  4028. // project the aabb onto the seperating axis
  4029. var r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  4030. // project all 3 vertices of the triangle onto the seperating axis
  4031. var p0 = v0.dot( _testAxis );
  4032. var p1 = v1.dot( _testAxis );
  4033. var p2 = v2.dot( _testAxis );
  4034. // actual test, basically see if either of the most extreme of the triangle points intersects r
  4035. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  4036. // points of the projected triangle are outside the projected half-length of the aabb
  4037. // the axis is seperating and we can exit
  4038. return false;
  4039. }
  4040. }
  4041. return true;
  4042. }
  4043. var _box$1 = new Box3();
  4044. function Sphere( center, radius ) {
  4045. this.center = ( center !== undefined ) ? center : new Vector3();
  4046. this.radius = ( radius !== undefined ) ? radius : - 1;
  4047. }
  4048. Object.assign( Sphere.prototype, {
  4049. set: function ( center, radius ) {
  4050. this.center.copy( center );
  4051. this.radius = radius;
  4052. return this;
  4053. },
  4054. setFromPoints: function ( points, optionalCenter ) {
  4055. var center = this.center;
  4056. if ( optionalCenter !== undefined ) {
  4057. center.copy( optionalCenter );
  4058. } else {
  4059. _box$1.setFromPoints( points ).getCenter( center );
  4060. }
  4061. var maxRadiusSq = 0;
  4062. for ( var i = 0, il = points.length; i < il; i ++ ) {
  4063. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  4064. }
  4065. this.radius = Math.sqrt( maxRadiusSq );
  4066. return this;
  4067. },
  4068. clone: function () {
  4069. return new this.constructor().copy( this );
  4070. },
  4071. copy: function ( sphere ) {
  4072. this.center.copy( sphere.center );
  4073. this.radius = sphere.radius;
  4074. return this;
  4075. },
  4076. isEmpty: function () {
  4077. return ( this.radius < 0 );
  4078. },
  4079. makeEmpty: function () {
  4080. this.center.set( 0, 0, 0 );
  4081. this.radius = - 1;
  4082. return this;
  4083. },
  4084. containsPoint: function ( point ) {
  4085. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  4086. },
  4087. distanceToPoint: function ( point ) {
  4088. return ( point.distanceTo( this.center ) - this.radius );
  4089. },
  4090. intersectsSphere: function ( sphere ) {
  4091. var radiusSum = this.radius + sphere.radius;
  4092. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  4093. },
  4094. intersectsBox: function ( box ) {
  4095. return box.intersectsSphere( this );
  4096. },
  4097. intersectsPlane: function ( plane ) {
  4098. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  4099. },
  4100. clampPoint: function ( point, target ) {
  4101. var deltaLengthSq = this.center.distanceToSquared( point );
  4102. if ( target === undefined ) {
  4103. console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
  4104. target = new Vector3();
  4105. }
  4106. target.copy( point );
  4107. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  4108. target.sub( this.center ).normalize();
  4109. target.multiplyScalar( this.radius ).add( this.center );
  4110. }
  4111. return target;
  4112. },
  4113. getBoundingBox: function ( target ) {
  4114. if ( target === undefined ) {
  4115. console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
  4116. target = new Box3();
  4117. }
  4118. if ( this.isEmpty() ) {
  4119. // Empty sphere produces empty bounding box
  4120. target.makeEmpty();
  4121. return target;
  4122. }
  4123. target.set( this.center, this.center );
  4124. target.expandByScalar( this.radius );
  4125. return target;
  4126. },
  4127. applyMatrix4: function ( matrix ) {
  4128. this.center.applyMatrix4( matrix );
  4129. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  4130. return this;
  4131. },
  4132. translate: function ( offset ) {
  4133. this.center.add( offset );
  4134. return this;
  4135. },
  4136. equals: function ( sphere ) {
  4137. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  4138. }
  4139. } );
  4140. var _vector$2 = new Vector3();
  4141. var _segCenter = new Vector3();
  4142. var _segDir = new Vector3();
  4143. var _diff = new Vector3();
  4144. var _edge1 = new Vector3();
  4145. var _edge2 = new Vector3();
  4146. var _normal = new Vector3();
  4147. function Ray( origin, direction ) {
  4148. this.origin = ( origin !== undefined ) ? origin : new Vector3();
  4149. this.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );
  4150. }
  4151. Object.assign( Ray.prototype, {
  4152. set: function ( origin, direction ) {
  4153. this.origin.copy( origin );
  4154. this.direction.copy( direction );
  4155. return this;
  4156. },
  4157. clone: function () {
  4158. return new this.constructor().copy( this );
  4159. },
  4160. copy: function ( ray ) {
  4161. this.origin.copy( ray.origin );
  4162. this.direction.copy( ray.direction );
  4163. return this;
  4164. },
  4165. at: function ( t, target ) {
  4166. if ( target === undefined ) {
  4167. console.warn( 'THREE.Ray: .at() target is now required' );
  4168. target = new Vector3();
  4169. }
  4170. return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  4171. },
  4172. lookAt: function ( v ) {
  4173. this.direction.copy( v ).sub( this.origin ).normalize();
  4174. return this;
  4175. },
  4176. recast: function ( t ) {
  4177. this.origin.copy( this.at( t, _vector$2 ) );
  4178. return this;
  4179. },
  4180. closestPointToPoint: function ( point, target ) {
  4181. if ( target === undefined ) {
  4182. console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
  4183. target = new Vector3();
  4184. }
  4185. target.subVectors( point, this.origin );
  4186. var directionDistance = target.dot( this.direction );
  4187. if ( directionDistance < 0 ) {
  4188. return target.copy( this.origin );
  4189. }
  4190. return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4191. },
  4192. distanceToPoint: function ( point ) {
  4193. return Math.sqrt( this.distanceSqToPoint( point ) );
  4194. },
  4195. distanceSqToPoint: function ( point ) {
  4196. var directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );
  4197. // point behind the ray
  4198. if ( directionDistance < 0 ) {
  4199. return this.origin.distanceToSquared( point );
  4200. }
  4201. _vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  4202. return _vector$2.distanceToSquared( point );
  4203. },
  4204. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  4205. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
  4206. // It returns the min distance between the ray and the segment
  4207. // defined by v0 and v1
  4208. // It can also set two optional targets :
  4209. // - The closest point on the ray
  4210. // - The closest point on the segment
  4211. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  4212. _segDir.copy( v1 ).sub( v0 ).normalize();
  4213. _diff.copy( this.origin ).sub( _segCenter );
  4214. var segExtent = v0.distanceTo( v1 ) * 0.5;
  4215. var a01 = - this.direction.dot( _segDir );
  4216. var b0 = _diff.dot( this.direction );
  4217. var b1 = - _diff.dot( _segDir );
  4218. var c = _diff.lengthSq();
  4219. var det = Math.abs( 1 - a01 * a01 );
  4220. var s0, s1, sqrDist, extDet;
  4221. if ( det > 0 ) {
  4222. // The ray and segment are not parallel.
  4223. s0 = a01 * b1 - b0;
  4224. s1 = a01 * b0 - b1;
  4225. extDet = segExtent * det;
  4226. if ( s0 >= 0 ) {
  4227. if ( s1 >= - extDet ) {
  4228. if ( s1 <= extDet ) {
  4229. // region 0
  4230. // Minimum at interior points of ray and segment.
  4231. var invDet = 1 / det;
  4232. s0 *= invDet;
  4233. s1 *= invDet;
  4234. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  4235. } else {
  4236. // region 1
  4237. s1 = segExtent;
  4238. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4239. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4240. }
  4241. } else {
  4242. // region 5
  4243. s1 = - segExtent;
  4244. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4245. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4246. }
  4247. } else {
  4248. if ( s1 <= - extDet ) {
  4249. // region 4
  4250. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  4251. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4252. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4253. } else if ( s1 <= extDet ) {
  4254. // region 3
  4255. s0 = 0;
  4256. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4257. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  4258. } else {
  4259. // region 2
  4260. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  4261. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  4262. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4263. }
  4264. }
  4265. } else {
  4266. // Ray and segment are parallel.
  4267. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  4268. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  4269. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  4270. }
  4271. if ( optionalPointOnRay ) {
  4272. optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
  4273. }
  4274. if ( optionalPointOnSegment ) {
  4275. optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );
  4276. }
  4277. return sqrDist;
  4278. },
  4279. intersectSphere: function ( sphere, target ) {
  4280. _vector$2.subVectors( sphere.center, this.origin );
  4281. var tca = _vector$2.dot( this.direction );
  4282. var d2 = _vector$2.dot( _vector$2 ) - tca * tca;
  4283. var radius2 = sphere.radius * sphere.radius;
  4284. if ( d2 > radius2 ) { return null; }
  4285. var thc = Math.sqrt( radius2 - d2 );
  4286. // t0 = first intersect point - entrance on front of sphere
  4287. var t0 = tca - thc;
  4288. // t1 = second intersect point - exit point on back of sphere
  4289. var t1 = tca + thc;
  4290. // test to see if both t0 and t1 are behind the ray - if so, return null
  4291. if ( t0 < 0 && t1 < 0 ) { return null; }
  4292. // test to see if t0 is behind the ray:
  4293. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  4294. // in order to always return an intersect point that is in front of the ray.
  4295. if ( t0 < 0 ) { return this.at( t1, target ); }
  4296. // else t0 is in front of the ray, so return the first collision point scaled by t0
  4297. return this.at( t0, target );
  4298. },
  4299. intersectsSphere: function ( sphere ) {
  4300. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  4301. },
  4302. distanceToPlane: function ( plane ) {
  4303. var denominator = plane.normal.dot( this.direction );
  4304. if ( denominator === 0 ) {
  4305. // line is coplanar, return origin
  4306. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  4307. return 0;
  4308. }
  4309. // Null is preferable to undefined since undefined means.... it is undefined
  4310. return null;
  4311. }
  4312. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  4313. // Return if the ray never intersects the plane
  4314. return t >= 0 ? t : null;
  4315. },
  4316. intersectPlane: function ( plane, target ) {
  4317. var t = this.distanceToPlane( plane );
  4318. if ( t === null ) {
  4319. return null;
  4320. }
  4321. return this.at( t, target );
  4322. },
  4323. intersectsPlane: function ( plane ) {
  4324. // check if the ray lies on the plane first
  4325. var distToPoint = plane.distanceToPoint( this.origin );
  4326. if ( distToPoint === 0 ) {
  4327. return true;
  4328. }
  4329. var denominator = plane.normal.dot( this.direction );
  4330. if ( denominator * distToPoint < 0 ) {
  4331. return true;
  4332. }
  4333. // ray origin is behind the plane (and is pointing behind it)
  4334. return false;
  4335. },
  4336. intersectBox: function ( box, target ) {
  4337. var tmin, tmax, tymin, tymax, tzmin, tzmax;
  4338. var invdirx = 1 / this.direction.x,
  4339. invdiry = 1 / this.direction.y,
  4340. invdirz = 1 / this.direction.z;
  4341. var origin = this.origin;
  4342. if ( invdirx >= 0 ) {
  4343. tmin = ( box.min.x - origin.x ) * invdirx;
  4344. tmax = ( box.max.x - origin.x ) * invdirx;
  4345. } else {
  4346. tmin = ( box.max.x - origin.x ) * invdirx;
  4347. tmax = ( box.min.x - origin.x ) * invdirx;
  4348. }
  4349. if ( invdiry >= 0 ) {
  4350. tymin = ( box.min.y - origin.y ) * invdiry;
  4351. tymax = ( box.max.y - origin.y ) * invdiry;
  4352. } else {
  4353. tymin = ( box.max.y - origin.y ) * invdiry;
  4354. tymax = ( box.min.y - origin.y ) * invdiry;
  4355. }
  4356. if ( ( tmin > tymax ) || ( tymin > tmax ) ) { return null; }
  4357. // These lines also handle the case where tmin or tmax is NaN
  4358. // (result of 0 * Infinity). x !== x returns true if x is NaN
  4359. if ( tymin > tmin || tmin !== tmin ) { tmin = tymin; }
  4360. if ( tymax < tmax || tmax !== tmax ) { tmax = tymax; }
  4361. if ( invdirz >= 0 ) {
  4362. tzmin = ( box.min.z - origin.z ) * invdirz;
  4363. tzmax = ( box.max.z - origin.z ) * invdirz;
  4364. } else {
  4365. tzmin = ( box.max.z - origin.z ) * invdirz;
  4366. tzmax = ( box.min.z - origin.z ) * invdirz;
  4367. }
  4368. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) { return null; }
  4369. if ( tzmin > tmin || tmin !== tmin ) { tmin = tzmin; }
  4370. if ( tzmax < tmax || tmax !== tmax ) { tmax = tzmax; }
  4371. //return point closest to the ray (positive side)
  4372. if ( tmax < 0 ) { return null; }
  4373. return this.at( tmin >= 0 ? tmin : tmax, target );
  4374. },
  4375. intersectsBox: function ( box ) {
  4376. return this.intersectBox( box, _vector$2 ) !== null;
  4377. },
  4378. intersectTriangle: function ( a, b, c, backfaceCulling, target ) {
  4379. // Compute the offset origin, edges, and normal.
  4380. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  4381. _edge1.subVectors( b, a );
  4382. _edge2.subVectors( c, a );
  4383. _normal.crossVectors( _edge1, _edge2 );
  4384. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  4385. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  4386. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  4387. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  4388. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  4389. var DdN = this.direction.dot( _normal );
  4390. var sign;
  4391. if ( DdN > 0 ) {
  4392. if ( backfaceCulling ) { return null; }
  4393. sign = 1;
  4394. } else if ( DdN < 0 ) {
  4395. sign = - 1;
  4396. DdN = - DdN;
  4397. } else {
  4398. return null;
  4399. }
  4400. _diff.subVectors( this.origin, a );
  4401. var DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  4402. // b1 < 0, no intersection
  4403. if ( DdQxE2 < 0 ) {
  4404. return null;
  4405. }
  4406. var DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  4407. // b2 < 0, no intersection
  4408. if ( DdE1xQ < 0 ) {
  4409. return null;
  4410. }
  4411. // b1+b2 > 1, no intersection
  4412. if ( DdQxE2 + DdE1xQ > DdN ) {
  4413. return null;
  4414. }
  4415. // Line intersects triangle, check if ray does.
  4416. var QdN = - sign * _diff.dot( _normal );
  4417. // t < 0, no intersection
  4418. if ( QdN < 0 ) {
  4419. return null;
  4420. }
  4421. // Ray intersects triangle.
  4422. return this.at( QdN / DdN, target );
  4423. },
  4424. applyMatrix4: function ( matrix4 ) {
  4425. this.origin.applyMatrix4( matrix4 );
  4426. this.direction.transformDirection( matrix4 );
  4427. return this;
  4428. },
  4429. equals: function ( ray ) {
  4430. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  4431. }
  4432. } );
  4433. var _vector1 = new Vector3();
  4434. var _vector2 = new Vector3();
  4435. var _normalMatrix = new Matrix3();
  4436. function Plane( normal, constant ) {
  4437. // normal is assumed to be normalized
  4438. this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
  4439. this.constant = ( constant !== undefined ) ? constant : 0;
  4440. }
  4441. Object.assign( Plane.prototype, {
  4442. isPlane: true,
  4443. set: function ( normal, constant ) {
  4444. this.normal.copy( normal );
  4445. this.constant = constant;
  4446. return this;
  4447. },
  4448. setComponents: function ( x, y, z, w ) {
  4449. this.normal.set( x, y, z );
  4450. this.constant = w;
  4451. return this;
  4452. },
  4453. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  4454. this.normal.copy( normal );
  4455. this.constant = - point.dot( this.normal );
  4456. return this;
  4457. },
  4458. setFromCoplanarPoints: function ( a, b, c ) {
  4459. var normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  4460. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  4461. this.setFromNormalAndCoplanarPoint( normal, a );
  4462. return this;
  4463. },
  4464. clone: function () {
  4465. return new this.constructor().copy( this );
  4466. },
  4467. copy: function ( plane ) {
  4468. this.normal.copy( plane.normal );
  4469. this.constant = plane.constant;
  4470. return this;
  4471. },
  4472. normalize: function () {
  4473. // Note: will lead to a divide by zero if the plane is invalid.
  4474. var inverseNormalLength = 1.0 / this.normal.length();
  4475. this.normal.multiplyScalar( inverseNormalLength );
  4476. this.constant *= inverseNormalLength;
  4477. return this;
  4478. },
  4479. negate: function () {
  4480. this.constant *= - 1;
  4481. this.normal.negate();
  4482. return this;
  4483. },
  4484. distanceToPoint: function ( point ) {
  4485. return this.normal.dot( point ) + this.constant;
  4486. },
  4487. distanceToSphere: function ( sphere ) {
  4488. return this.distanceToPoint( sphere.center ) - sphere.radius;
  4489. },
  4490. projectPoint: function ( point, target ) {
  4491. if ( target === undefined ) {
  4492. console.warn( 'THREE.Plane: .projectPoint() target is now required' );
  4493. target = new Vector3();
  4494. }
  4495. return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
  4496. },
  4497. intersectLine: function ( line, target ) {
  4498. if ( target === undefined ) {
  4499. console.warn( 'THREE.Plane: .intersectLine() target is now required' );
  4500. target = new Vector3();
  4501. }
  4502. var direction = line.delta( _vector1 );
  4503. var denominator = this.normal.dot( direction );
  4504. if ( denominator === 0 ) {
  4505. // line is coplanar, return origin
  4506. if ( this.distanceToPoint( line.start ) === 0 ) {
  4507. return target.copy( line.start );
  4508. }
  4509. // Unsure if this is the correct method to handle this case.
  4510. return undefined;
  4511. }
  4512. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  4513. if ( t < 0 || t > 1 ) {
  4514. return undefined;
  4515. }
  4516. return target.copy( direction ).multiplyScalar( t ).add( line.start );
  4517. },
  4518. intersectsLine: function ( line ) {
  4519. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  4520. var startSign = this.distanceToPoint( line.start );
  4521. var endSign = this.distanceToPoint( line.end );
  4522. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  4523. },
  4524. intersectsBox: function ( box ) {
  4525. return box.intersectsPlane( this );
  4526. },
  4527. intersectsSphere: function ( sphere ) {
  4528. return sphere.intersectsPlane( this );
  4529. },
  4530. coplanarPoint: function ( target ) {
  4531. if ( target === undefined ) {
  4532. console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
  4533. target = new Vector3();
  4534. }
  4535. return target.copy( this.normal ).multiplyScalar( - this.constant );
  4536. },
  4537. applyMatrix4: function ( matrix, optionalNormalMatrix ) {
  4538. var normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  4539. var referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  4540. var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  4541. this.constant = - referencePoint.dot( normal );
  4542. return this;
  4543. },
  4544. translate: function ( offset ) {
  4545. this.constant -= offset.dot( this.normal );
  4546. return this;
  4547. },
  4548. equals: function ( plane ) {
  4549. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  4550. }
  4551. } );
  4552. var _v0$1 = new Vector3();
  4553. var _v1$3 = new Vector3();
  4554. var _v2$1 = new Vector3();
  4555. var _v3 = new Vector3();
  4556. var _vab = new Vector3();
  4557. var _vac = new Vector3();
  4558. var _vbc = new Vector3();
  4559. var _vap = new Vector3();
  4560. var _vbp = new Vector3();
  4561. var _vcp = new Vector3();
  4562. function Triangle( a, b, c ) {
  4563. this.a = ( a !== undefined ) ? a : new Vector3();
  4564. this.b = ( b !== undefined ) ? b : new Vector3();
  4565. this.c = ( c !== undefined ) ? c : new Vector3();
  4566. }
  4567. Object.assign( Triangle, {
  4568. getNormal: function ( a, b, c, target ) {
  4569. if ( target === undefined ) {
  4570. console.warn( 'THREE.Triangle: .getNormal() target is now required' );
  4571. target = new Vector3();
  4572. }
  4573. target.subVectors( c, b );
  4574. _v0$1.subVectors( a, b );
  4575. target.cross( _v0$1 );
  4576. var targetLengthSq = target.lengthSq();
  4577. if ( targetLengthSq > 0 ) {
  4578. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  4579. }
  4580. return target.set( 0, 0, 0 );
  4581. },
  4582. // static/instance method to calculate barycentric coordinates
  4583. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  4584. getBarycoord: function ( point, a, b, c, target ) {
  4585. _v0$1.subVectors( c, a );
  4586. _v1$3.subVectors( b, a );
  4587. _v2$1.subVectors( point, a );
  4588. var dot00 = _v0$1.dot( _v0$1 );
  4589. var dot01 = _v0$1.dot( _v1$3 );
  4590. var dot02 = _v0$1.dot( _v2$1 );
  4591. var dot11 = _v1$3.dot( _v1$3 );
  4592. var dot12 = _v1$3.dot( _v2$1 );
  4593. var denom = ( dot00 * dot11 - dot01 * dot01 );
  4594. if ( target === undefined ) {
  4595. console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
  4596. target = new Vector3();
  4597. }
  4598. // collinear or singular triangle
  4599. if ( denom === 0 ) {
  4600. // arbitrary location outside of triangle?
  4601. // not sure if this is the best idea, maybe should be returning undefined
  4602. return target.set( - 2, - 1, - 1 );
  4603. }
  4604. var invDenom = 1 / denom;
  4605. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  4606. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  4607. // barycentric coordinates must always sum to 1
  4608. return target.set( 1 - u - v, v, u );
  4609. },
  4610. containsPoint: function ( point, a, b, c ) {
  4611. Triangle.getBarycoord( point, a, b, c, _v3 );
  4612. return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );
  4613. },
  4614. getUV: function ( point, p1, p2, p3, uv1, uv2, uv3, target ) {
  4615. this.getBarycoord( point, p1, p2, p3, _v3 );
  4616. target.set( 0, 0 );
  4617. target.addScaledVector( uv1, _v3.x );
  4618. target.addScaledVector( uv2, _v3.y );
  4619. target.addScaledVector( uv3, _v3.z );
  4620. return target;
  4621. },
  4622. isFrontFacing: function ( a, b, c, direction ) {
  4623. _v0$1.subVectors( c, b );
  4624. _v1$3.subVectors( a, b );
  4625. // strictly front facing
  4626. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  4627. }
  4628. } );
  4629. Object.assign( Triangle.prototype, {
  4630. set: function ( a, b, c ) {
  4631. this.a.copy( a );
  4632. this.b.copy( b );
  4633. this.c.copy( c );
  4634. return this;
  4635. },
  4636. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4637. this.a.copy( points[ i0 ] );
  4638. this.b.copy( points[ i1 ] );
  4639. this.c.copy( points[ i2 ] );
  4640. return this;
  4641. },
  4642. clone: function () {
  4643. return new this.constructor().copy( this );
  4644. },
  4645. copy: function ( triangle ) {
  4646. this.a.copy( triangle.a );
  4647. this.b.copy( triangle.b );
  4648. this.c.copy( triangle.c );
  4649. return this;
  4650. },
  4651. getArea: function () {
  4652. _v0$1.subVectors( this.c, this.b );
  4653. _v1$3.subVectors( this.a, this.b );
  4654. return _v0$1.cross( _v1$3 ).length() * 0.5;
  4655. },
  4656. getMidpoint: function ( target ) {
  4657. if ( target === undefined ) {
  4658. console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
  4659. target = new Vector3();
  4660. }
  4661. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4662. },
  4663. getNormal: function ( target ) {
  4664. return Triangle.getNormal( this.a, this.b, this.c, target );
  4665. },
  4666. getPlane: function ( target ) {
  4667. if ( target === undefined ) {
  4668. console.warn( 'THREE.Triangle: .getPlane() target is now required' );
  4669. target = new Plane();
  4670. }
  4671. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  4672. },
  4673. getBarycoord: function ( point, target ) {
  4674. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  4675. },
  4676. getUV: function ( point, uv1, uv2, uv3, target ) {
  4677. return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );
  4678. },
  4679. containsPoint: function ( point ) {
  4680. return Triangle.containsPoint( point, this.a, this.b, this.c );
  4681. },
  4682. isFrontFacing: function ( direction ) {
  4683. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  4684. },
  4685. intersectsBox: function ( box ) {
  4686. return box.intersectsTriangle( this );
  4687. },
  4688. closestPointToPoint: function ( p, target ) {
  4689. if ( target === undefined ) {
  4690. console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
  4691. target = new Vector3();
  4692. }
  4693. var a = this.a, b = this.b, c = this.c;
  4694. var v, w;
  4695. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  4696. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  4697. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  4698. // basically, we're distinguishing which of the voronoi regions of the triangle
  4699. // the point lies in with the minimum amount of redundant computation.
  4700. _vab.subVectors( b, a );
  4701. _vac.subVectors( c, a );
  4702. _vap.subVectors( p, a );
  4703. var d1 = _vab.dot( _vap );
  4704. var d2 = _vac.dot( _vap );
  4705. if ( d1 <= 0 && d2 <= 0 ) {
  4706. // vertex region of A; barycentric coords (1, 0, 0)
  4707. return target.copy( a );
  4708. }
  4709. _vbp.subVectors( p, b );
  4710. var d3 = _vab.dot( _vbp );
  4711. var d4 = _vac.dot( _vbp );
  4712. if ( d3 >= 0 && d4 <= d3 ) {
  4713. // vertex region of B; barycentric coords (0, 1, 0)
  4714. return target.copy( b );
  4715. }
  4716. var vc = d1 * d4 - d3 * d2;
  4717. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  4718. v = d1 / ( d1 - d3 );
  4719. // edge region of AB; barycentric coords (1-v, v, 0)
  4720. return target.copy( a ).addScaledVector( _vab, v );
  4721. }
  4722. _vcp.subVectors( p, c );
  4723. var d5 = _vab.dot( _vcp );
  4724. var d6 = _vac.dot( _vcp );
  4725. if ( d6 >= 0 && d5 <= d6 ) {
  4726. // vertex region of C; barycentric coords (0, 0, 1)
  4727. return target.copy( c );
  4728. }
  4729. var vb = d5 * d2 - d1 * d6;
  4730. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  4731. w = d2 / ( d2 - d6 );
  4732. // edge region of AC; barycentric coords (1-w, 0, w)
  4733. return target.copy( a ).addScaledVector( _vac, w );
  4734. }
  4735. var va = d3 * d6 - d5 * d4;
  4736. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  4737. _vbc.subVectors( c, b );
  4738. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  4739. // edge region of BC; barycentric coords (0, 1-w, w)
  4740. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  4741. }
  4742. // face region
  4743. var denom = 1 / ( va + vb + vc );
  4744. // u = va * denom
  4745. v = vb * denom;
  4746. w = vc * denom;
  4747. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  4748. },
  4749. equals: function ( triangle ) {
  4750. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4751. }
  4752. } );
  4753. var _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  4754. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  4755. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  4756. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  4757. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  4758. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  4759. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  4760. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  4761. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  4762. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  4763. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  4764. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  4765. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  4766. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  4767. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  4768. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  4769. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  4770. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  4771. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  4772. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  4773. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  4774. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  4775. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  4776. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  4777. var _hslA = { h: 0, s: 0, l: 0 };
  4778. var _hslB = { h: 0, s: 0, l: 0 };
  4779. function Color( r, g, b ) {
  4780. if ( g === undefined && b === undefined ) {
  4781. // r is THREE.Color, hex or string
  4782. return this.set( r );
  4783. }
  4784. return this.setRGB( r, g, b );
  4785. }
  4786. function hue2rgb( p, q, t ) {
  4787. if ( t < 0 ) { t += 1; }
  4788. if ( t > 1 ) { t -= 1; }
  4789. if ( t < 1 / 6 ) { return p + ( q - p ) * 6 * t; }
  4790. if ( t < 1 / 2 ) { return q; }
  4791. if ( t < 2 / 3 ) { return p + ( q - p ) * 6 * ( 2 / 3 - t ); }
  4792. return p;
  4793. }
  4794. function SRGBToLinear( c ) {
  4795. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  4796. }
  4797. function LinearToSRGB( c ) {
  4798. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  4799. }
  4800. Object.assign( Color.prototype, {
  4801. isColor: true,
  4802. r: 1, g: 1, b: 1,
  4803. set: function ( value ) {
  4804. if ( value && value.isColor ) {
  4805. this.copy( value );
  4806. } else if ( typeof value === 'number' ) {
  4807. this.setHex( value );
  4808. } else if ( typeof value === 'string' ) {
  4809. this.setStyle( value );
  4810. }
  4811. return this;
  4812. },
  4813. setScalar: function ( scalar ) {
  4814. this.r = scalar;
  4815. this.g = scalar;
  4816. this.b = scalar;
  4817. return this;
  4818. },
  4819. setHex: function ( hex ) {
  4820. hex = Math.floor( hex );
  4821. this.r = ( hex >> 16 & 255 ) / 255;
  4822. this.g = ( hex >> 8 & 255 ) / 255;
  4823. this.b = ( hex & 255 ) / 255;
  4824. return this;
  4825. },
  4826. setRGB: function ( r, g, b ) {
  4827. this.r = r;
  4828. this.g = g;
  4829. this.b = b;
  4830. return this;
  4831. },
  4832. setHSL: function ( h, s, l ) {
  4833. // h,s,l ranges are in 0.0 - 1.0
  4834. h = MathUtils.euclideanModulo( h, 1 );
  4835. s = MathUtils.clamp( s, 0, 1 );
  4836. l = MathUtils.clamp( l, 0, 1 );
  4837. if ( s === 0 ) {
  4838. this.r = this.g = this.b = l;
  4839. } else {
  4840. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  4841. var q = ( 2 * l ) - p;
  4842. this.r = hue2rgb( q, p, h + 1 / 3 );
  4843. this.g = hue2rgb( q, p, h );
  4844. this.b = hue2rgb( q, p, h - 1 / 3 );
  4845. }
  4846. return this;
  4847. },
  4848. setStyle: function ( style ) {
  4849. function handleAlpha( string ) {
  4850. if ( string === undefined ) { return; }
  4851. if ( parseFloat( string ) < 1 ) {
  4852. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  4853. }
  4854. }
  4855. var m;
  4856. if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {
  4857. // rgb / hsl
  4858. var color;
  4859. var name = m[ 1 ];
  4860. var components = m[ 2 ];
  4861. switch ( name ) {
  4862. case 'rgb':
  4863. case 'rgba':
  4864. if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4865. // rgb(255,0,0) rgba(255,0,0,0.5)
  4866. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  4867. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  4868. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  4869. handleAlpha( color[ 5 ] );
  4870. return this;
  4871. }
  4872. if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4873. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  4874. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  4875. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  4876. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  4877. handleAlpha( color[ 5 ] );
  4878. return this;
  4879. }
  4880. break;
  4881. case 'hsl':
  4882. case 'hsla':
  4883. if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {
  4884. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  4885. var h = parseFloat( color[ 1 ] ) / 360;
  4886. var s = parseInt( color[ 2 ], 10 ) / 100;
  4887. var l = parseInt( color[ 3 ], 10 ) / 100;
  4888. handleAlpha( color[ 5 ] );
  4889. return this.setHSL( h, s, l );
  4890. }
  4891. break;
  4892. }
  4893. } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {
  4894. // hex color
  4895. var hex = m[ 1 ];
  4896. var size = hex.length;
  4897. if ( size === 3 ) {
  4898. // #ff0
  4899. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
  4900. this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
  4901. this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;
  4902. return this;
  4903. } else if ( size === 6 ) {
  4904. // #ff0000
  4905. this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
  4906. this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
  4907. this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;
  4908. return this;
  4909. }
  4910. }
  4911. if ( style && style.length > 0 ) {
  4912. return this.setColorName( style );
  4913. }
  4914. return this;
  4915. },
  4916. setColorName: function ( style ) {
  4917. // color keywords
  4918. var hex = _colorKeywords[ style ];
  4919. if ( hex !== undefined ) {
  4920. // red
  4921. this.setHex( hex );
  4922. } else {
  4923. // unknown color
  4924. console.warn( 'THREE.Color: Unknown color ' + style );
  4925. }
  4926. return this;
  4927. },
  4928. clone: function () {
  4929. return new this.constructor( this.r, this.g, this.b );
  4930. },
  4931. copy: function ( color ) {
  4932. this.r = color.r;
  4933. this.g = color.g;
  4934. this.b = color.b;
  4935. return this;
  4936. },
  4937. copyGammaToLinear: function ( color, gammaFactor ) {
  4938. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4939. this.r = Math.pow( color.r, gammaFactor );
  4940. this.g = Math.pow( color.g, gammaFactor );
  4941. this.b = Math.pow( color.b, gammaFactor );
  4942. return this;
  4943. },
  4944. copyLinearToGamma: function ( color, gammaFactor ) {
  4945. if ( gammaFactor === undefined ) { gammaFactor = 2.0; }
  4946. var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
  4947. this.r = Math.pow( color.r, safeInverse );
  4948. this.g = Math.pow( color.g, safeInverse );
  4949. this.b = Math.pow( color.b, safeInverse );
  4950. return this;
  4951. },
  4952. convertGammaToLinear: function ( gammaFactor ) {
  4953. this.copyGammaToLinear( this, gammaFactor );
  4954. return this;
  4955. },
  4956. convertLinearToGamma: function ( gammaFactor ) {
  4957. this.copyLinearToGamma( this, gammaFactor );
  4958. return this;
  4959. },
  4960. copySRGBToLinear: function ( color ) {
  4961. this.r = SRGBToLinear( color.r );
  4962. this.g = SRGBToLinear( color.g );
  4963. this.b = SRGBToLinear( color.b );
  4964. return this;
  4965. },
  4966. copyLinearToSRGB: function ( color ) {
  4967. this.r = LinearToSRGB( color.r );
  4968. this.g = LinearToSRGB( color.g );
  4969. this.b = LinearToSRGB( color.b );
  4970. return this;
  4971. },
  4972. convertSRGBToLinear: function () {
  4973. this.copySRGBToLinear( this );
  4974. return this;
  4975. },
  4976. convertLinearToSRGB: function () {
  4977. this.copyLinearToSRGB( this );
  4978. return this;
  4979. },
  4980. getHex: function () {
  4981. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  4982. },
  4983. getHexString: function () {
  4984. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  4985. },
  4986. getHSL: function ( target ) {
  4987. // h,s,l ranges are in 0.0 - 1.0
  4988. if ( target === undefined ) {
  4989. console.warn( 'THREE.Color: .getHSL() target is now required' );
  4990. target = { h: 0, s: 0, l: 0 };
  4991. }
  4992. var r = this.r, g = this.g, b = this.b;
  4993. var max = Math.max( r, g, b );
  4994. var min = Math.min( r, g, b );
  4995. var hue, saturation;
  4996. var lightness = ( min + max ) / 2.0;
  4997. if ( min === max ) {
  4998. hue = 0;
  4999. saturation = 0;
  5000. } else {
  5001. var delta = max - min;
  5002. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  5003. switch ( max ) {
  5004. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  5005. case g: hue = ( b - r ) / delta + 2; break;
  5006. case b: hue = ( r - g ) / delta + 4; break;
  5007. }
  5008. hue /= 6;
  5009. }
  5010. target.h = hue;
  5011. target.s = saturation;
  5012. target.l = lightness;
  5013. return target;
  5014. },
  5015. getStyle: function () {
  5016. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  5017. },
  5018. offsetHSL: function ( h, s, l ) {
  5019. this.getHSL( _hslA );
  5020. _hslA.h += h; _hslA.s += s; _hslA.l += l;
  5021. this.setHSL( _hslA.h, _hslA.s, _hslA.l );
  5022. return this;
  5023. },
  5024. add: function ( color ) {
  5025. this.r += color.r;
  5026. this.g += color.g;
  5027. this.b += color.b;
  5028. return this;
  5029. },
  5030. addColors: function ( color1, color2 ) {
  5031. this.r = color1.r + color2.r;
  5032. this.g = color1.g + color2.g;
  5033. this.b = color1.b + color2.b;
  5034. return this;
  5035. },
  5036. addScalar: function ( s ) {
  5037. this.r += s;
  5038. this.g += s;
  5039. this.b += s;
  5040. return this;
  5041. },
  5042. sub: function ( color ) {
  5043. this.r = Math.max( 0, this.r - color.r );
  5044. this.g = Math.max( 0, this.g - color.g );
  5045. this.b = Math.max( 0, this.b - color.b );
  5046. return this;
  5047. },
  5048. multiply: function ( color ) {
  5049. this.r *= color.r;
  5050. this.g *= color.g;
  5051. this.b *= color.b;
  5052. return this;
  5053. },
  5054. multiplyScalar: function ( s ) {
  5055. this.r *= s;
  5056. this.g *= s;
  5057. this.b *= s;
  5058. return this;
  5059. },
  5060. lerp: function ( color, alpha ) {
  5061. this.r += ( color.r - this.r ) * alpha;
  5062. this.g += ( color.g - this.g ) * alpha;
  5063. this.b += ( color.b - this.b ) * alpha;
  5064. return this;
  5065. },
  5066. lerpHSL: function ( color, alpha ) {
  5067. this.getHSL( _hslA );
  5068. color.getHSL( _hslB );
  5069. var h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );
  5070. var s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );
  5071. var l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );
  5072. this.setHSL( h, s, l );
  5073. return this;
  5074. },
  5075. equals: function ( c ) {
  5076. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  5077. },
  5078. fromArray: function ( array, offset ) {
  5079. if ( offset === undefined ) { offset = 0; }
  5080. this.r = array[ offset ];
  5081. this.g = array[ offset + 1 ];
  5082. this.b = array[ offset + 2 ];
  5083. return this;
  5084. },
  5085. toArray: function ( array, offset ) {
  5086. if ( array === undefined ) { array = []; }
  5087. if ( offset === undefined ) { offset = 0; }
  5088. array[ offset ] = this.r;
  5089. array[ offset + 1 ] = this.g;
  5090. array[ offset + 2 ] = this.b;
  5091. return array;
  5092. },
  5093. fromBufferAttribute: function ( attribute, index ) {
  5094. this.r = attribute.getX( index );
  5095. this.g = attribute.getY( index );
  5096. this.b = attribute.getZ( index );
  5097. if ( attribute.normalized === true ) {
  5098. // assuming Uint8Array
  5099. this.r /= 255;
  5100. this.g /= 255;
  5101. this.b /= 255;
  5102. }
  5103. return this;
  5104. },
  5105. toJSON: function () {
  5106. return this.getHex();
  5107. }
  5108. } );
  5109. Color.NAMES = _colorKeywords;
  5110. function Face3( a, b, c, normal, color, materialIndex ) {
  5111. this.a = a;
  5112. this.b = b;
  5113. this.c = c;
  5114. this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
  5115. this.vertexNormals = Array.isArray( normal ) ? normal : [];
  5116. this.color = ( color && color.isColor ) ? color : new Color();
  5117. this.vertexColors = Array.isArray( color ) ? color : [];
  5118. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5119. }
  5120. Object.assign( Face3.prototype, {
  5121. clone: function () {
  5122. return new this.constructor().copy( this );
  5123. },
  5124. copy: function ( source ) {
  5125. this.a = source.a;
  5126. this.b = source.b;
  5127. this.c = source.c;
  5128. this.normal.copy( source.normal );
  5129. this.color.copy( source.color );
  5130. this.materialIndex = source.materialIndex;
  5131. for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
  5132. this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
  5133. }
  5134. for ( var i$1 = 0, il$1 = source.vertexColors.length; i$1 < il$1; i$1 ++ ) {
  5135. this.vertexColors[ i$1 ] = source.vertexColors[ i$1 ].clone();
  5136. }
  5137. return this;
  5138. }
  5139. } );
  5140. var materialId = 0;
  5141. function Material() {
  5142. Object.defineProperty( this, 'id', { value: materialId ++ } );
  5143. this.uuid = MathUtils.generateUUID();
  5144. this.name = '';
  5145. this.type = 'Material';
  5146. this.fog = true;
  5147. this.blending = NormalBlending;
  5148. this.side = FrontSide;
  5149. this.flatShading = false;
  5150. this.vertexColors = false;
  5151. this.opacity = 1;
  5152. this.transparent = false;
  5153. this.blendSrc = SrcAlphaFactor;
  5154. this.blendDst = OneMinusSrcAlphaFactor;
  5155. this.blendEquation = AddEquation;
  5156. this.blendSrcAlpha = null;
  5157. this.blendDstAlpha = null;
  5158. this.blendEquationAlpha = null;
  5159. this.depthFunc = LessEqualDepth;
  5160. this.depthTest = true;
  5161. this.depthWrite = true;
  5162. this.stencilWriteMask = 0xff;
  5163. this.stencilFunc = AlwaysStencilFunc;
  5164. this.stencilRef = 0;
  5165. this.stencilFuncMask = 0xff;
  5166. this.stencilFail = KeepStencilOp;
  5167. this.stencilZFail = KeepStencilOp;
  5168. this.stencilZPass = KeepStencilOp;
  5169. this.stencilWrite = false;
  5170. this.clippingPlanes = null;
  5171. this.clipIntersection = false;
  5172. this.clipShadows = false;
  5173. this.shadowSide = null;
  5174. this.colorWrite = true;
  5175. this.precision = null; // override the renderer's default precision for this material
  5176. this.polygonOffset = false;
  5177. this.polygonOffsetFactor = 0;
  5178. this.polygonOffsetUnits = 0;
  5179. this.dithering = false;
  5180. this.alphaTest = 0;
  5181. this.premultipliedAlpha = false;
  5182. this.visible = true;
  5183. this.toneMapped = true;
  5184. this.userData = {};
  5185. this.version = 0;
  5186. }
  5187. Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5188. constructor: Material,
  5189. isMaterial: true,
  5190. onBeforeCompile: function ( /* shaderobject, renderer */ ) {},
  5191. customProgramCacheKey: function () {
  5192. return this.onBeforeCompile.toString();
  5193. },
  5194. setValues: function ( values ) {
  5195. if ( values === undefined ) { return; }
  5196. for ( var key in values ) {
  5197. var newValue = values[ key ];
  5198. if ( newValue === undefined ) {
  5199. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  5200. continue;
  5201. }
  5202. // for backward compatability if shading is set in the constructor
  5203. if ( key === 'shading' ) {
  5204. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  5205. this.flatShading = ( newValue === FlatShading ) ? true : false;
  5206. continue;
  5207. }
  5208. var currentValue = this[ key ];
  5209. if ( currentValue === undefined ) {
  5210. console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
  5211. continue;
  5212. }
  5213. if ( currentValue && currentValue.isColor ) {
  5214. currentValue.set( newValue );
  5215. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  5216. currentValue.copy( newValue );
  5217. } else {
  5218. this[ key ] = newValue;
  5219. }
  5220. }
  5221. },
  5222. toJSON: function ( meta ) {
  5223. var isRoot = ( meta === undefined || typeof meta === 'string' );
  5224. if ( isRoot ) {
  5225. meta = {
  5226. textures: {},
  5227. images: {}
  5228. };
  5229. }
  5230. var data = {
  5231. metadata: {
  5232. version: 4.5,
  5233. type: 'Material',
  5234. generator: 'Material.toJSON'
  5235. }
  5236. };
  5237. // standard Material serialization
  5238. data.uuid = this.uuid;
  5239. data.type = this.type;
  5240. if ( this.name !== '' ) { data.name = this.name; }
  5241. if ( this.color && this.color.isColor ) { data.color = this.color.getHex(); }
  5242. if ( this.roughness !== undefined ) { data.roughness = this.roughness; }
  5243. if ( this.metalness !== undefined ) { data.metalness = this.metalness; }
  5244. if ( this.sheen && this.sheen.isColor ) { data.sheen = this.sheen.getHex(); }
  5245. if ( this.emissive && this.emissive.isColor ) { data.emissive = this.emissive.getHex(); }
  5246. if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) { data.emissiveIntensity = this.emissiveIntensity; }
  5247. if ( this.specular && this.specular.isColor ) { data.specular = this.specular.getHex(); }
  5248. if ( this.shininess !== undefined ) { data.shininess = this.shininess; }
  5249. if ( this.clearcoat !== undefined ) { data.clearcoat = this.clearcoat; }
  5250. if ( this.clearcoatRoughness !== undefined ) { data.clearcoatRoughness = this.clearcoatRoughness; }
  5251. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  5252. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  5253. }
  5254. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  5255. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  5256. }
  5257. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  5258. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  5259. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  5260. }
  5261. if ( this.map && this.map.isTexture ) { data.map = this.map.toJSON( meta ).uuid; }
  5262. if ( this.matcap && this.matcap.isTexture ) { data.matcap = this.matcap.toJSON( meta ).uuid; }
  5263. if ( this.alphaMap && this.alphaMap.isTexture ) { data.alphaMap = this.alphaMap.toJSON( meta ).uuid; }
  5264. if ( this.lightMap && this.lightMap.isTexture ) { data.lightMap = this.lightMap.toJSON( meta ).uuid; }
  5265. if ( this.aoMap && this.aoMap.isTexture ) {
  5266. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  5267. data.aoMapIntensity = this.aoMapIntensity;
  5268. }
  5269. if ( this.bumpMap && this.bumpMap.isTexture ) {
  5270. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  5271. data.bumpScale = this.bumpScale;
  5272. }
  5273. if ( this.normalMap && this.normalMap.isTexture ) {
  5274. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  5275. data.normalMapType = this.normalMapType;
  5276. data.normalScale = this.normalScale.toArray();
  5277. }
  5278. if ( this.displacementMap && this.displacementMap.isTexture ) {
  5279. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  5280. data.displacementScale = this.displacementScale;
  5281. data.displacementBias = this.displacementBias;
  5282. }
  5283. if ( this.roughnessMap && this.roughnessMap.isTexture ) { data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; }
  5284. if ( this.metalnessMap && this.metalnessMap.isTexture ) { data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; }
  5285. if ( this.emissiveMap && this.emissiveMap.isTexture ) { data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; }
  5286. if ( this.specularMap && this.specularMap.isTexture ) { data.specularMap = this.specularMap.toJSON( meta ).uuid; }
  5287. if ( this.envMap && this.envMap.isTexture ) {
  5288. data.envMap = this.envMap.toJSON( meta ).uuid;
  5289. data.reflectivity = this.reflectivity; // Scale behind envMap
  5290. data.refractionRatio = this.refractionRatio;
  5291. if ( this.combine !== undefined ) { data.combine = this.combine; }
  5292. if ( this.envMapIntensity !== undefined ) { data.envMapIntensity = this.envMapIntensity; }
  5293. }
  5294. if ( this.gradientMap && this.gradientMap.isTexture ) {
  5295. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  5296. }
  5297. if ( this.size !== undefined ) { data.size = this.size; }
  5298. if ( this.sizeAttenuation !== undefined ) { data.sizeAttenuation = this.sizeAttenuation; }
  5299. if ( this.blending !== NormalBlending ) { data.blending = this.blending; }
  5300. if ( this.flatShading === true ) { data.flatShading = this.flatShading; }
  5301. if ( this.side !== FrontSide ) { data.side = this.side; }
  5302. if ( this.vertexColors ) { data.vertexColors = true; }
  5303. if ( this.opacity < 1 ) { data.opacity = this.opacity; }
  5304. if ( this.transparent === true ) { data.transparent = this.transparent; }
  5305. data.depthFunc = this.depthFunc;
  5306. data.depthTest = this.depthTest;
  5307. data.depthWrite = this.depthWrite;
  5308. data.stencilWrite = this.stencilWrite;
  5309. data.stencilWriteMask = this.stencilWriteMask;
  5310. data.stencilFunc = this.stencilFunc;
  5311. data.stencilRef = this.stencilRef;
  5312. data.stencilFuncMask = this.stencilFuncMask;
  5313. data.stencilFail = this.stencilFail;
  5314. data.stencilZFail = this.stencilZFail;
  5315. data.stencilZPass = this.stencilZPass;
  5316. // rotation (SpriteMaterial)
  5317. if ( this.rotation && this.rotation !== 0 ) { data.rotation = this.rotation; }
  5318. if ( this.polygonOffset === true ) { data.polygonOffset = true; }
  5319. if ( this.polygonOffsetFactor !== 0 ) { data.polygonOffsetFactor = this.polygonOffsetFactor; }
  5320. if ( this.polygonOffsetUnits !== 0 ) { data.polygonOffsetUnits = this.polygonOffsetUnits; }
  5321. if ( this.linewidth && this.linewidth !== 1 ) { data.linewidth = this.linewidth; }
  5322. if ( this.dashSize !== undefined ) { data.dashSize = this.dashSize; }
  5323. if ( this.gapSize !== undefined ) { data.gapSize = this.gapSize; }
  5324. if ( this.scale !== undefined ) { data.scale = this.scale; }
  5325. if ( this.dithering === true ) { data.dithering = true; }
  5326. if ( this.alphaTest > 0 ) { data.alphaTest = this.alphaTest; }
  5327. if ( this.premultipliedAlpha === true ) { data.premultipliedAlpha = this.premultipliedAlpha; }
  5328. if ( this.wireframe === true ) { data.wireframe = this.wireframe; }
  5329. if ( this.wireframeLinewidth > 1 ) { data.wireframeLinewidth = this.wireframeLinewidth; }
  5330. if ( this.wireframeLinecap !== 'round' ) { data.wireframeLinecap = this.wireframeLinecap; }
  5331. if ( this.wireframeLinejoin !== 'round' ) { data.wireframeLinejoin = this.wireframeLinejoin; }
  5332. if ( this.morphTargets === true ) { data.morphTargets = true; }
  5333. if ( this.morphNormals === true ) { data.morphNormals = true; }
  5334. if ( this.skinning === true ) { data.skinning = true; }
  5335. if ( this.visible === false ) { data.visible = false; }
  5336. if ( this.toneMapped === false ) { data.toneMapped = false; }
  5337. if ( JSON.stringify( this.userData ) !== '{}' ) { data.userData = this.userData; }
  5338. // TODO: Copied from Object3D.toJSON
  5339. function extractFromCache( cache ) {
  5340. var values = [];
  5341. for ( var key in cache ) {
  5342. var data = cache[ key ];
  5343. delete data.metadata;
  5344. values.push( data );
  5345. }
  5346. return values;
  5347. }
  5348. if ( isRoot ) {
  5349. var textures = extractFromCache( meta.textures );
  5350. var images = extractFromCache( meta.images );
  5351. if ( textures.length > 0 ) { data.textures = textures; }
  5352. if ( images.length > 0 ) { data.images = images; }
  5353. }
  5354. return data;
  5355. },
  5356. clone: function () {
  5357. return new this.constructor().copy( this );
  5358. },
  5359. copy: function ( source ) {
  5360. this.name = source.name;
  5361. this.fog = source.fog;
  5362. this.blending = source.blending;
  5363. this.side = source.side;
  5364. this.flatShading = source.flatShading;
  5365. this.vertexColors = source.vertexColors;
  5366. this.opacity = source.opacity;
  5367. this.transparent = source.transparent;
  5368. this.blendSrc = source.blendSrc;
  5369. this.blendDst = source.blendDst;
  5370. this.blendEquation = source.blendEquation;
  5371. this.blendSrcAlpha = source.blendSrcAlpha;
  5372. this.blendDstAlpha = source.blendDstAlpha;
  5373. this.blendEquationAlpha = source.blendEquationAlpha;
  5374. this.depthFunc = source.depthFunc;
  5375. this.depthTest = source.depthTest;
  5376. this.depthWrite = source.depthWrite;
  5377. this.stencilWriteMask = source.stencilWriteMask;
  5378. this.stencilFunc = source.stencilFunc;
  5379. this.stencilRef = source.stencilRef;
  5380. this.stencilFuncMask = source.stencilFuncMask;
  5381. this.stencilFail = source.stencilFail;
  5382. this.stencilZFail = source.stencilZFail;
  5383. this.stencilZPass = source.stencilZPass;
  5384. this.stencilWrite = source.stencilWrite;
  5385. var srcPlanes = source.clippingPlanes;
  5386. var dstPlanes = null;
  5387. if ( srcPlanes !== null ) {
  5388. var n = srcPlanes.length;
  5389. dstPlanes = new Array( n );
  5390. for ( var i = 0; i !== n; ++ i ) {
  5391. dstPlanes[ i ] = srcPlanes[ i ].clone();
  5392. }
  5393. }
  5394. this.clippingPlanes = dstPlanes;
  5395. this.clipIntersection = source.clipIntersection;
  5396. this.clipShadows = source.clipShadows;
  5397. this.shadowSide = source.shadowSide;
  5398. this.colorWrite = source.colorWrite;
  5399. this.precision = source.precision;
  5400. this.polygonOffset = source.polygonOffset;
  5401. this.polygonOffsetFactor = source.polygonOffsetFactor;
  5402. this.polygonOffsetUnits = source.polygonOffsetUnits;
  5403. this.dithering = source.dithering;
  5404. this.alphaTest = source.alphaTest;
  5405. this.premultipliedAlpha = source.premultipliedAlpha;
  5406. this.visible = source.visible;
  5407. this.toneMapped = source.toneMapped;
  5408. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5409. return this;
  5410. },
  5411. dispose: function () {
  5412. this.dispatchEvent( { type: 'dispose' } );
  5413. }
  5414. } );
  5415. Object.defineProperty( Material.prototype, 'needsUpdate', {
  5416. set: function ( value ) {
  5417. if ( value === true ) { this.version ++; }
  5418. }
  5419. } );
  5420. /**
  5421. * parameters = {
  5422. * color: <hex>,
  5423. * opacity: <float>,
  5424. * map: new THREE.Texture( <Image> ),
  5425. *
  5426. * lightMap: new THREE.Texture( <Image> ),
  5427. * lightMapIntensity: <float>
  5428. *
  5429. * aoMap: new THREE.Texture( <Image> ),
  5430. * aoMapIntensity: <float>
  5431. *
  5432. * specularMap: new THREE.Texture( <Image> ),
  5433. *
  5434. * alphaMap: new THREE.Texture( <Image> ),
  5435. *
  5436. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  5437. * combine: THREE.Multiply,
  5438. * reflectivity: <float>,
  5439. * refractionRatio: <float>,
  5440. *
  5441. * depthTest: <bool>,
  5442. * depthWrite: <bool>,
  5443. *
  5444. * wireframe: <boolean>,
  5445. * wireframeLinewidth: <float>,
  5446. *
  5447. * skinning: <bool>,
  5448. * morphTargets: <bool>
  5449. * }
  5450. */
  5451. function MeshBasicMaterial( parameters ) {
  5452. Material.call( this );
  5453. this.type = 'MeshBasicMaterial';
  5454. this.color = new Color( 0xffffff ); // emissive
  5455. this.map = null;
  5456. this.lightMap = null;
  5457. this.lightMapIntensity = 1.0;
  5458. this.aoMap = null;
  5459. this.aoMapIntensity = 1.0;
  5460. this.specularMap = null;
  5461. this.alphaMap = null;
  5462. this.envMap = null;
  5463. this.combine = MultiplyOperation;
  5464. this.reflectivity = 1;
  5465. this.refractionRatio = 0.98;
  5466. this.wireframe = false;
  5467. this.wireframeLinewidth = 1;
  5468. this.wireframeLinecap = 'round';
  5469. this.wireframeLinejoin = 'round';
  5470. this.skinning = false;
  5471. this.morphTargets = false;
  5472. this.setValues( parameters );
  5473. }
  5474. MeshBasicMaterial.prototype = Object.create( Material.prototype );
  5475. MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;
  5476. MeshBasicMaterial.prototype.isMeshBasicMaterial = true;
  5477. MeshBasicMaterial.prototype.copy = function ( source ) {
  5478. Material.prototype.copy.call( this, source );
  5479. this.color.copy( source.color );
  5480. this.map = source.map;
  5481. this.lightMap = source.lightMap;
  5482. this.lightMapIntensity = source.lightMapIntensity;
  5483. this.aoMap = source.aoMap;
  5484. this.aoMapIntensity = source.aoMapIntensity;
  5485. this.specularMap = source.specularMap;
  5486. this.alphaMap = source.alphaMap;
  5487. this.envMap = source.envMap;
  5488. this.combine = source.combine;
  5489. this.reflectivity = source.reflectivity;
  5490. this.refractionRatio = source.refractionRatio;
  5491. this.wireframe = source.wireframe;
  5492. this.wireframeLinewidth = source.wireframeLinewidth;
  5493. this.wireframeLinecap = source.wireframeLinecap;
  5494. this.wireframeLinejoin = source.wireframeLinejoin;
  5495. this.skinning = source.skinning;
  5496. this.morphTargets = source.morphTargets;
  5497. return this;
  5498. };
  5499. var _vector$3 = new Vector3();
  5500. var _vector2$1 = new Vector2();
  5501. function BufferAttribute( array, itemSize, normalized ) {
  5502. if ( Array.isArray( array ) ) {
  5503. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  5504. }
  5505. this.name = '';
  5506. this.array = array;
  5507. this.itemSize = itemSize;
  5508. this.count = array !== undefined ? array.length / itemSize : 0;
  5509. this.normalized = normalized === true;
  5510. this.usage = StaticDrawUsage;
  5511. this.updateRange = { offset: 0, count: - 1 };
  5512. this.version = 0;
  5513. }
  5514. Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
  5515. set: function ( value ) {
  5516. if ( value === true ) { this.version ++; }
  5517. }
  5518. } );
  5519. Object.assign( BufferAttribute.prototype, {
  5520. isBufferAttribute: true,
  5521. onUploadCallback: function () {},
  5522. setUsage: function ( value ) {
  5523. this.usage = value;
  5524. return this;
  5525. },
  5526. copy: function ( source ) {
  5527. this.name = source.name;
  5528. this.array = new source.array.constructor( source.array );
  5529. this.itemSize = source.itemSize;
  5530. this.count = source.count;
  5531. this.normalized = source.normalized;
  5532. this.usage = source.usage;
  5533. return this;
  5534. },
  5535. copyAt: function ( index1, attribute, index2 ) {
  5536. index1 *= this.itemSize;
  5537. index2 *= attribute.itemSize;
  5538. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5539. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5540. }
  5541. return this;
  5542. },
  5543. copyArray: function ( array ) {
  5544. this.array.set( array );
  5545. return this;
  5546. },
  5547. copyColorsArray: function ( colors ) {
  5548. var array = this.array;
  5549. var offset = 0;
  5550. for ( var i = 0, l = colors.length; i < l; i ++ ) {
  5551. var color = colors[ i ];
  5552. if ( color === undefined ) {
  5553. console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
  5554. color = new Color();
  5555. }
  5556. array[ offset ++ ] = color.r;
  5557. array[ offset ++ ] = color.g;
  5558. array[ offset ++ ] = color.b;
  5559. }
  5560. return this;
  5561. },
  5562. copyVector2sArray: function ( vectors ) {
  5563. var array = this.array;
  5564. var offset = 0;
  5565. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5566. var vector = vectors[ i ];
  5567. if ( vector === undefined ) {
  5568. console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
  5569. vector = new Vector2();
  5570. }
  5571. array[ offset ++ ] = vector.x;
  5572. array[ offset ++ ] = vector.y;
  5573. }
  5574. return this;
  5575. },
  5576. copyVector3sArray: function ( vectors ) {
  5577. var array = this.array;
  5578. var offset = 0;
  5579. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5580. var vector = vectors[ i ];
  5581. if ( vector === undefined ) {
  5582. console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
  5583. vector = new Vector3();
  5584. }
  5585. array[ offset ++ ] = vector.x;
  5586. array[ offset ++ ] = vector.y;
  5587. array[ offset ++ ] = vector.z;
  5588. }
  5589. return this;
  5590. },
  5591. copyVector4sArray: function ( vectors ) {
  5592. var array = this.array;
  5593. var offset = 0;
  5594. for ( var i = 0, l = vectors.length; i < l; i ++ ) {
  5595. var vector = vectors[ i ];
  5596. if ( vector === undefined ) {
  5597. console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
  5598. vector = new Vector4();
  5599. }
  5600. array[ offset ++ ] = vector.x;
  5601. array[ offset ++ ] = vector.y;
  5602. array[ offset ++ ] = vector.z;
  5603. array[ offset ++ ] = vector.w;
  5604. }
  5605. return this;
  5606. },
  5607. applyMatrix3: function ( m ) {
  5608. if ( this.itemSize === 2 ) {
  5609. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5610. _vector2$1.fromBufferAttribute( this, i );
  5611. _vector2$1.applyMatrix3( m );
  5612. this.setXY( i, _vector2$1.x, _vector2$1.y );
  5613. }
  5614. } else if ( this.itemSize === 3 ) {
  5615. for ( var i$1 = 0, l$1 = this.count; i$1 < l$1; i$1 ++ ) {
  5616. _vector$3.fromBufferAttribute( this, i$1 );
  5617. _vector$3.applyMatrix3( m );
  5618. this.setXYZ( i$1, _vector$3.x, _vector$3.y, _vector$3.z );
  5619. }
  5620. }
  5621. return this;
  5622. },
  5623. applyMatrix4: function ( m ) {
  5624. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5625. _vector$3.x = this.getX( i );
  5626. _vector$3.y = this.getY( i );
  5627. _vector$3.z = this.getZ( i );
  5628. _vector$3.applyMatrix4( m );
  5629. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5630. }
  5631. return this;
  5632. },
  5633. applyNormalMatrix: function ( m ) {
  5634. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5635. _vector$3.x = this.getX( i );
  5636. _vector$3.y = this.getY( i );
  5637. _vector$3.z = this.getZ( i );
  5638. _vector$3.applyNormalMatrix( m );
  5639. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5640. }
  5641. return this;
  5642. },
  5643. transformDirection: function ( m ) {
  5644. for ( var i = 0, l = this.count; i < l; i ++ ) {
  5645. _vector$3.x = this.getX( i );
  5646. _vector$3.y = this.getY( i );
  5647. _vector$3.z = this.getZ( i );
  5648. _vector$3.transformDirection( m );
  5649. this.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );
  5650. }
  5651. return this;
  5652. },
  5653. set: function ( value, offset ) {
  5654. if ( offset === undefined ) { offset = 0; }
  5655. this.array.set( value, offset );
  5656. return this;
  5657. },
  5658. getX: function ( index ) {
  5659. return this.array[ index * this.itemSize ];
  5660. },
  5661. setX: function ( index, x ) {
  5662. this.array[ index * this.itemSize ] = x;
  5663. return this;
  5664. },
  5665. getY: function ( index ) {
  5666. return this.array[ index * this.itemSize + 1 ];
  5667. },
  5668. setY: function ( index, y ) {
  5669. this.array[ index * this.itemSize + 1 ] = y;
  5670. return this;
  5671. },
  5672. getZ: function ( index ) {
  5673. return this.array[ index * this.itemSize + 2 ];
  5674. },
  5675. setZ: function ( index, z ) {
  5676. this.array[ index * this.itemSize + 2 ] = z;
  5677. return this;
  5678. },
  5679. getW: function ( index ) {
  5680. return this.array[ index * this.itemSize + 3 ];
  5681. },
  5682. setW: function ( index, w ) {
  5683. this.array[ index * this.itemSize + 3 ] = w;
  5684. return this;
  5685. },
  5686. setXY: function ( index, x, y ) {
  5687. index *= this.itemSize;
  5688. this.array[ index + 0 ] = x;
  5689. this.array[ index + 1 ] = y;
  5690. return this;
  5691. },
  5692. setXYZ: function ( index, x, y, z ) {
  5693. index *= this.itemSize;
  5694. this.array[ index + 0 ] = x;
  5695. this.array[ index + 1 ] = y;
  5696. this.array[ index + 2 ] = z;
  5697. return this;
  5698. },
  5699. setXYZW: function ( index, x, y, z, w ) {
  5700. index *= this.itemSize;
  5701. this.array[ index + 0 ] = x;
  5702. this.array[ index + 1 ] = y;
  5703. this.array[ index + 2 ] = z;
  5704. this.array[ index + 3 ] = w;
  5705. return this;
  5706. },
  5707. onUpload: function ( callback ) {
  5708. this.onUploadCallback = callback;
  5709. return this;
  5710. },
  5711. clone: function () {
  5712. return new this.constructor( this.array, this.itemSize ).copy( this );
  5713. },
  5714. toJSON: function () {
  5715. return {
  5716. itemSize: this.itemSize,
  5717. type: this.array.constructor.name,
  5718. array: Array.prototype.slice.call( this.array ),
  5719. normalized: this.normalized
  5720. };
  5721. }
  5722. } );
  5723. //
  5724. function Int8BufferAttribute( array, itemSize, normalized ) {
  5725. BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
  5726. }
  5727. Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5728. Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
  5729. function Uint8BufferAttribute( array, itemSize, normalized ) {
  5730. BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
  5731. }
  5732. Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5733. Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
  5734. function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
  5735. BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
  5736. }
  5737. Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5738. Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
  5739. function Int16BufferAttribute( array, itemSize, normalized ) {
  5740. BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
  5741. }
  5742. Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5743. Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
  5744. function Uint16BufferAttribute( array, itemSize, normalized ) {
  5745. BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
  5746. }
  5747. Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5748. Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
  5749. function Int32BufferAttribute( array, itemSize, normalized ) {
  5750. BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
  5751. }
  5752. Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5753. Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
  5754. function Uint32BufferAttribute( array, itemSize, normalized ) {
  5755. BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
  5756. }
  5757. Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5758. Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
  5759. function Float32BufferAttribute( array, itemSize, normalized ) {
  5760. BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
  5761. }
  5762. Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5763. Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
  5764. function Float64BufferAttribute( array, itemSize, normalized ) {
  5765. BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
  5766. }
  5767. Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
  5768. Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
  5769. function DirectGeometry() {
  5770. this.vertices = [];
  5771. this.normals = [];
  5772. this.colors = [];
  5773. this.uvs = [];
  5774. this.uvs2 = [];
  5775. this.groups = [];
  5776. this.morphTargets = {};
  5777. this.skinWeights = [];
  5778. this.skinIndices = [];
  5779. // this.lineDistances = [];
  5780. this.boundingBox = null;
  5781. this.boundingSphere = null;
  5782. // update flags
  5783. this.verticesNeedUpdate = false;
  5784. this.normalsNeedUpdate = false;
  5785. this.colorsNeedUpdate = false;
  5786. this.uvsNeedUpdate = false;
  5787. this.groupsNeedUpdate = false;
  5788. }
  5789. Object.assign( DirectGeometry.prototype, {
  5790. computeGroups: function ( geometry ) {
  5791. var groups = [];
  5792. var group, i;
  5793. var materialIndex = undefined;
  5794. var faces = geometry.faces;
  5795. for ( i = 0; i < faces.length; i ++ ) {
  5796. var face = faces[ i ];
  5797. // materials
  5798. if ( face.materialIndex !== materialIndex ) {
  5799. materialIndex = face.materialIndex;
  5800. if ( group !== undefined ) {
  5801. group.count = ( i * 3 ) - group.start;
  5802. groups.push( group );
  5803. }
  5804. group = {
  5805. start: i * 3,
  5806. materialIndex: materialIndex
  5807. };
  5808. }
  5809. }
  5810. if ( group !== undefined ) {
  5811. group.count = ( i * 3 ) - group.start;
  5812. groups.push( group );
  5813. }
  5814. this.groups = groups;
  5815. },
  5816. fromGeometry: function ( geometry ) {
  5817. var faces = geometry.faces;
  5818. var vertices = geometry.vertices;
  5819. var faceVertexUvs = geometry.faceVertexUvs;
  5820. var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
  5821. var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
  5822. // morphs
  5823. var morphTargets = geometry.morphTargets;
  5824. var morphTargetsLength = morphTargets.length;
  5825. var morphTargetsPosition;
  5826. if ( morphTargetsLength > 0 ) {
  5827. morphTargetsPosition = [];
  5828. for ( var i = 0; i < morphTargetsLength; i ++ ) {
  5829. morphTargetsPosition[ i ] = {
  5830. name: morphTargets[ i ].name,
  5831. data: []
  5832. };
  5833. }
  5834. this.morphTargets.position = morphTargetsPosition;
  5835. }
  5836. var morphNormals = geometry.morphNormals;
  5837. var morphNormalsLength = morphNormals.length;
  5838. var morphTargetsNormal;
  5839. if ( morphNormalsLength > 0 ) {
  5840. morphTargetsNormal = [];
  5841. for ( var i$1 = 0; i$1 < morphNormalsLength; i$1 ++ ) {
  5842. morphTargetsNormal[ i$1 ] = {
  5843. name: morphNormals[ i$1 ].name,
  5844. data: []
  5845. };
  5846. }
  5847. this.morphTargets.normal = morphTargetsNormal;
  5848. }
  5849. // skins
  5850. var skinIndices = geometry.skinIndices;
  5851. var skinWeights = geometry.skinWeights;
  5852. var hasSkinIndices = skinIndices.length === vertices.length;
  5853. var hasSkinWeights = skinWeights.length === vertices.length;
  5854. //
  5855. if ( vertices.length > 0 && faces.length === 0 ) {
  5856. console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
  5857. }
  5858. for ( var i$2 = 0; i$2 < faces.length; i$2 ++ ) {
  5859. var face = faces[ i$2 ];
  5860. this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
  5861. var vertexNormals = face.vertexNormals;
  5862. if ( vertexNormals.length === 3 ) {
  5863. this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
  5864. } else {
  5865. var normal = face.normal;
  5866. this.normals.push( normal, normal, normal );
  5867. }
  5868. var vertexColors = face.vertexColors;
  5869. if ( vertexColors.length === 3 ) {
  5870. this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
  5871. } else {
  5872. var color = face.color;
  5873. this.colors.push( color, color, color );
  5874. }
  5875. if ( hasFaceVertexUv === true ) {
  5876. var vertexUvs = faceVertexUvs[ 0 ][ i$2 ];
  5877. if ( vertexUvs !== undefined ) {
  5878. this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
  5879. } else {
  5880. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i$2 );
  5881. this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
  5882. }
  5883. }
  5884. if ( hasFaceVertexUv2 === true ) {
  5885. var vertexUvs$1 = faceVertexUvs[ 1 ][ i$2 ];
  5886. if ( vertexUvs$1 !== undefined ) {
  5887. this.uvs2.push( vertexUvs$1[ 0 ], vertexUvs$1[ 1 ], vertexUvs$1[ 2 ] );
  5888. } else {
  5889. console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i$2 );
  5890. this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
  5891. }
  5892. }
  5893. // morphs
  5894. for ( var j = 0; j < morphTargetsLength; j ++ ) {
  5895. var morphTarget = morphTargets[ j ].vertices;
  5896. morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
  5897. }
  5898. for ( var j$1 = 0; j$1 < morphNormalsLength; j$1 ++ ) {
  5899. var morphNormal = morphNormals[ j$1 ].vertexNormals[ i$2 ];
  5900. morphTargetsNormal[ j$1 ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
  5901. }
  5902. // skins
  5903. if ( hasSkinIndices ) {
  5904. this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
  5905. }
  5906. if ( hasSkinWeights ) {
  5907. this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
  5908. }
  5909. }
  5910. this.computeGroups( geometry );
  5911. this.verticesNeedUpdate = geometry.verticesNeedUpdate;
  5912. this.normalsNeedUpdate = geometry.normalsNeedUpdate;
  5913. this.colorsNeedUpdate = geometry.colorsNeedUpdate;
  5914. this.uvsNeedUpdate = geometry.uvsNeedUpdate;
  5915. this.groupsNeedUpdate = geometry.groupsNeedUpdate;
  5916. if ( geometry.boundingSphere !== null ) {
  5917. this.boundingSphere = geometry.boundingSphere.clone();
  5918. }
  5919. if ( geometry.boundingBox !== null ) {
  5920. this.boundingBox = geometry.boundingBox.clone();
  5921. }
  5922. return this;
  5923. }
  5924. } );
  5925. function arrayMax( array ) {
  5926. if ( array.length === 0 ) { return - Infinity; }
  5927. var max = array[ 0 ];
  5928. for ( var i = 1, l = array.length; i < l; ++ i ) {
  5929. if ( array[ i ] > max ) { max = array[ i ]; }
  5930. }
  5931. return max;
  5932. }
  5933. var _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
  5934. var _m1$2 = new Matrix4();
  5935. var _obj = new Object3D();
  5936. var _offset = new Vector3();
  5937. var _box$2 = new Box3();
  5938. var _boxMorphTargets = new Box3();
  5939. var _vector$4 = new Vector3();
  5940. function BufferGeometry() {
  5941. Object.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );
  5942. this.uuid = MathUtils.generateUUID();
  5943. this.name = '';
  5944. this.type = 'BufferGeometry';
  5945. this.index = null;
  5946. this.attributes = {};
  5947. this.morphAttributes = {};
  5948. this.morphTargetsRelative = false;
  5949. this.groups = [];
  5950. this.boundingBox = null;
  5951. this.boundingSphere = null;
  5952. this.drawRange = { start: 0, count: Infinity };
  5953. this.userData = {};
  5954. }
  5955. BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  5956. constructor: BufferGeometry,
  5957. isBufferGeometry: true,
  5958. getIndex: function () {
  5959. return this.index;
  5960. },
  5961. setIndex: function ( index ) {
  5962. if ( Array.isArray( index ) ) {
  5963. this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  5964. } else {
  5965. this.index = index;
  5966. }
  5967. },
  5968. getAttribute: function ( name ) {
  5969. return this.attributes[ name ];
  5970. },
  5971. setAttribute: function ( name, attribute ) {
  5972. this.attributes[ name ] = attribute;
  5973. return this;
  5974. },
  5975. deleteAttribute: function ( name ) {
  5976. delete this.attributes[ name ];
  5977. return this;
  5978. },
  5979. addGroup: function ( start, count, materialIndex ) {
  5980. this.groups.push( {
  5981. start: start,
  5982. count: count,
  5983. materialIndex: materialIndex !== undefined ? materialIndex : 0
  5984. } );
  5985. },
  5986. clearGroups: function () {
  5987. this.groups = [];
  5988. },
  5989. setDrawRange: function ( start, count ) {
  5990. this.drawRange.start = start;
  5991. this.drawRange.count = count;
  5992. },
  5993. applyMatrix4: function ( matrix ) {
  5994. var position = this.attributes.position;
  5995. if ( position !== undefined ) {
  5996. position.applyMatrix4( matrix );
  5997. position.needsUpdate = true;
  5998. }
  5999. var normal = this.attributes.normal;
  6000. if ( normal !== undefined ) {
  6001. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6002. normal.applyNormalMatrix( normalMatrix );
  6003. normal.needsUpdate = true;
  6004. }
  6005. var tangent = this.attributes.tangent;
  6006. if ( tangent !== undefined ) {
  6007. tangent.transformDirection( matrix );
  6008. tangent.needsUpdate = true;
  6009. }
  6010. if ( this.boundingBox !== null ) {
  6011. this.computeBoundingBox();
  6012. }
  6013. if ( this.boundingSphere !== null ) {
  6014. this.computeBoundingSphere();
  6015. }
  6016. return this;
  6017. },
  6018. rotateX: function ( angle ) {
  6019. // rotate geometry around world x-axis
  6020. _m1$2.makeRotationX( angle );
  6021. this.applyMatrix4( _m1$2 );
  6022. return this;
  6023. },
  6024. rotateY: function ( angle ) {
  6025. // rotate geometry around world y-axis
  6026. _m1$2.makeRotationY( angle );
  6027. this.applyMatrix4( _m1$2 );
  6028. return this;
  6029. },
  6030. rotateZ: function ( angle ) {
  6031. // rotate geometry around world z-axis
  6032. _m1$2.makeRotationZ( angle );
  6033. this.applyMatrix4( _m1$2 );
  6034. return this;
  6035. },
  6036. translate: function ( x, y, z ) {
  6037. // translate geometry
  6038. _m1$2.makeTranslation( x, y, z );
  6039. this.applyMatrix4( _m1$2 );
  6040. return this;
  6041. },
  6042. scale: function ( x, y, z ) {
  6043. // scale geometry
  6044. _m1$2.makeScale( x, y, z );
  6045. this.applyMatrix4( _m1$2 );
  6046. return this;
  6047. },
  6048. lookAt: function ( vector ) {
  6049. _obj.lookAt( vector );
  6050. _obj.updateMatrix();
  6051. this.applyMatrix4( _obj.matrix );
  6052. return this;
  6053. },
  6054. center: function () {
  6055. this.computeBoundingBox();
  6056. this.boundingBox.getCenter( _offset ).negate();
  6057. this.translate( _offset.x, _offset.y, _offset.z );
  6058. return this;
  6059. },
  6060. setFromObject: function ( object ) {
  6061. // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
  6062. var geometry = object.geometry;
  6063. if ( object.isPoints || object.isLine ) {
  6064. var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
  6065. var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
  6066. this.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
  6067. this.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );
  6068. if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {
  6069. var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );
  6070. this.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );
  6071. }
  6072. if ( geometry.boundingSphere !== null ) {
  6073. this.boundingSphere = geometry.boundingSphere.clone();
  6074. }
  6075. if ( geometry.boundingBox !== null ) {
  6076. this.boundingBox = geometry.boundingBox.clone();
  6077. }
  6078. } else if ( object.isMesh ) {
  6079. if ( geometry && geometry.isGeometry ) {
  6080. this.fromGeometry( geometry );
  6081. }
  6082. }
  6083. return this;
  6084. },
  6085. setFromPoints: function ( points ) {
  6086. var position = [];
  6087. for ( var i = 0, l = points.length; i < l; i ++ ) {
  6088. var point = points[ i ];
  6089. position.push( point.x, point.y, point.z || 0 );
  6090. }
  6091. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  6092. return this;
  6093. },
  6094. updateFromObject: function ( object ) {
  6095. var geometry = object.geometry;
  6096. if ( object.isMesh ) {
  6097. var direct = geometry.__directGeometry;
  6098. if ( geometry.elementsNeedUpdate === true ) {
  6099. direct = undefined;
  6100. geometry.elementsNeedUpdate = false;
  6101. }
  6102. if ( direct === undefined ) {
  6103. return this.fromGeometry( geometry );
  6104. }
  6105. direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
  6106. direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
  6107. direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
  6108. direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
  6109. direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
  6110. geometry.verticesNeedUpdate = false;
  6111. geometry.normalsNeedUpdate = false;
  6112. geometry.colorsNeedUpdate = false;
  6113. geometry.uvsNeedUpdate = false;
  6114. geometry.groupsNeedUpdate = false;
  6115. geometry = direct;
  6116. }
  6117. if ( geometry.verticesNeedUpdate === true ) {
  6118. var attribute = this.attributes.position;
  6119. if ( attribute !== undefined ) {
  6120. attribute.copyVector3sArray( geometry.vertices );
  6121. attribute.needsUpdate = true;
  6122. }
  6123. geometry.verticesNeedUpdate = false;
  6124. }
  6125. if ( geometry.normalsNeedUpdate === true ) {
  6126. var attribute$1 = this.attributes.normal;
  6127. if ( attribute$1 !== undefined ) {
  6128. attribute$1.copyVector3sArray( geometry.normals );
  6129. attribute$1.needsUpdate = true;
  6130. }
  6131. geometry.normalsNeedUpdate = false;
  6132. }
  6133. if ( geometry.colorsNeedUpdate === true ) {
  6134. var attribute$2 = this.attributes.color;
  6135. if ( attribute$2 !== undefined ) {
  6136. attribute$2.copyColorsArray( geometry.colors );
  6137. attribute$2.needsUpdate = true;
  6138. }
  6139. geometry.colorsNeedUpdate = false;
  6140. }
  6141. if ( geometry.uvsNeedUpdate ) {
  6142. var attribute$3 = this.attributes.uv;
  6143. if ( attribute$3 !== undefined ) {
  6144. attribute$3.copyVector2sArray( geometry.uvs );
  6145. attribute$3.needsUpdate = true;
  6146. }
  6147. geometry.uvsNeedUpdate = false;
  6148. }
  6149. if ( geometry.lineDistancesNeedUpdate ) {
  6150. var attribute$4 = this.attributes.lineDistance;
  6151. if ( attribute$4 !== undefined ) {
  6152. attribute$4.copyArray( geometry.lineDistances );
  6153. attribute$4.needsUpdate = true;
  6154. }
  6155. geometry.lineDistancesNeedUpdate = false;
  6156. }
  6157. if ( geometry.groupsNeedUpdate ) {
  6158. geometry.computeGroups( object.geometry );
  6159. this.groups = geometry.groups;
  6160. geometry.groupsNeedUpdate = false;
  6161. }
  6162. return this;
  6163. },
  6164. fromGeometry: function ( geometry ) {
  6165. geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
  6166. return this.fromDirectGeometry( geometry.__directGeometry );
  6167. },
  6168. fromDirectGeometry: function ( geometry ) {
  6169. var positions = new Float32Array( geometry.vertices.length * 3 );
  6170. this.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );
  6171. if ( geometry.normals.length > 0 ) {
  6172. var normals = new Float32Array( geometry.normals.length * 3 );
  6173. this.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );
  6174. }
  6175. if ( geometry.colors.length > 0 ) {
  6176. var colors = new Float32Array( geometry.colors.length * 3 );
  6177. this.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );
  6178. }
  6179. if ( geometry.uvs.length > 0 ) {
  6180. var uvs = new Float32Array( geometry.uvs.length * 2 );
  6181. this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );
  6182. }
  6183. if ( geometry.uvs2.length > 0 ) {
  6184. var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
  6185. this.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );
  6186. }
  6187. // groups
  6188. this.groups = geometry.groups;
  6189. // morphs
  6190. for ( var name in geometry.morphTargets ) {
  6191. var array = [];
  6192. var morphTargets = geometry.morphTargets[ name ];
  6193. for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
  6194. var morphTarget = morphTargets[ i ];
  6195. var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
  6196. attribute.name = morphTarget.name;
  6197. array.push( attribute.copyVector3sArray( morphTarget.data ) );
  6198. }
  6199. this.morphAttributes[ name ] = array;
  6200. }
  6201. // skinning
  6202. if ( geometry.skinIndices.length > 0 ) {
  6203. var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
  6204. this.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );
  6205. }
  6206. if ( geometry.skinWeights.length > 0 ) {
  6207. var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
  6208. this.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );
  6209. }
  6210. //
  6211. if ( geometry.boundingSphere !== null ) {
  6212. this.boundingSphere = geometry.boundingSphere.clone();
  6213. }
  6214. if ( geometry.boundingBox !== null ) {
  6215. this.boundingBox = geometry.boundingBox.clone();
  6216. }
  6217. return this;
  6218. },
  6219. computeBoundingBox: function () {
  6220. if ( this.boundingBox === null ) {
  6221. this.boundingBox = new Box3();
  6222. }
  6223. var position = this.attributes.position;
  6224. var morphAttributesPosition = this.morphAttributes.position;
  6225. if ( position !== undefined ) {
  6226. this.boundingBox.setFromBufferAttribute( position );
  6227. // process morph attributes if present
  6228. if ( morphAttributesPosition ) {
  6229. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6230. var morphAttribute = morphAttributesPosition[ i ];
  6231. _box$2.setFromBufferAttribute( morphAttribute );
  6232. if ( this.morphTargetsRelative ) {
  6233. _vector$4.addVectors( this.boundingBox.min, _box$2.min );
  6234. this.boundingBox.expandByPoint( _vector$4 );
  6235. _vector$4.addVectors( this.boundingBox.max, _box$2.max );
  6236. this.boundingBox.expandByPoint( _vector$4 );
  6237. } else {
  6238. this.boundingBox.expandByPoint( _box$2.min );
  6239. this.boundingBox.expandByPoint( _box$2.max );
  6240. }
  6241. }
  6242. }
  6243. } else {
  6244. this.boundingBox.makeEmpty();
  6245. }
  6246. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  6247. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  6248. }
  6249. },
  6250. computeBoundingSphere: function () {
  6251. if ( this.boundingSphere === null ) {
  6252. this.boundingSphere = new Sphere();
  6253. }
  6254. var position = this.attributes.position;
  6255. var morphAttributesPosition = this.morphAttributes.position;
  6256. if ( position ) {
  6257. // first, find the center of the bounding sphere
  6258. var center = this.boundingSphere.center;
  6259. _box$2.setFromBufferAttribute( position );
  6260. // process morph attributes if present
  6261. if ( morphAttributesPosition ) {
  6262. for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  6263. var morphAttribute = morphAttributesPosition[ i ];
  6264. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  6265. if ( this.morphTargetsRelative ) {
  6266. _vector$4.addVectors( _box$2.min, _boxMorphTargets.min );
  6267. _box$2.expandByPoint( _vector$4 );
  6268. _vector$4.addVectors( _box$2.max, _boxMorphTargets.max );
  6269. _box$2.expandByPoint( _vector$4 );
  6270. } else {
  6271. _box$2.expandByPoint( _boxMorphTargets.min );
  6272. _box$2.expandByPoint( _boxMorphTargets.max );
  6273. }
  6274. }
  6275. }
  6276. _box$2.getCenter( center );
  6277. // second, try to find a boundingSphere with a radius smaller than the
  6278. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  6279. var maxRadiusSq = 0;
  6280. for ( var i$1 = 0, il$1 = position.count; i$1 < il$1; i$1 ++ ) {
  6281. _vector$4.fromBufferAttribute( position, i$1 );
  6282. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6283. }
  6284. // process morph attributes if present
  6285. if ( morphAttributesPosition ) {
  6286. for ( var i$2 = 0, il$2 = morphAttributesPosition.length; i$2 < il$2; i$2 ++ ) {
  6287. var morphAttribute$1 = morphAttributesPosition[ i$2 ];
  6288. var morphTargetsRelative = this.morphTargetsRelative;
  6289. for ( var j = 0, jl = morphAttribute$1.count; j < jl; j ++ ) {
  6290. _vector$4.fromBufferAttribute( morphAttribute$1, j );
  6291. if ( morphTargetsRelative ) {
  6292. _offset.fromBufferAttribute( position, j );
  6293. _vector$4.add( _offset );
  6294. }
  6295. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );
  6296. }
  6297. }
  6298. }
  6299. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  6300. if ( isNaN( this.boundingSphere.radius ) ) {
  6301. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  6302. }
  6303. }
  6304. },
  6305. computeFaceNormals: function () {
  6306. // backwards compatibility
  6307. },
  6308. computeVertexNormals: function () {
  6309. var index = this.index;
  6310. var positionAttribute = this.getAttribute( 'position' );
  6311. if ( positionAttribute !== undefined ) {
  6312. var normalAttribute = this.getAttribute( 'normal' );
  6313. if ( normalAttribute === undefined ) {
  6314. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  6315. this.setAttribute( 'normal', normalAttribute );
  6316. } else {
  6317. // reset existing normals to zero
  6318. for ( var i = 0, il = normalAttribute.count; i < il; i ++ ) {
  6319. normalAttribute.setXYZ( i, 0, 0, 0 );
  6320. }
  6321. }
  6322. var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  6323. var nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  6324. var cb = new Vector3(), ab = new Vector3();
  6325. // indexed elements
  6326. if ( index ) {
  6327. for ( var i$1 = 0, il$1 = index.count; i$1 < il$1; i$1 += 3 ) {
  6328. var vA = index.getX( i$1 + 0 );
  6329. var vB = index.getX( i$1 + 1 );
  6330. var vC = index.getX( i$1 + 2 );
  6331. pA.fromBufferAttribute( positionAttribute, vA );
  6332. pB.fromBufferAttribute( positionAttribute, vB );
  6333. pC.fromBufferAttribute( positionAttribute, vC );
  6334. cb.subVectors( pC, pB );
  6335. ab.subVectors( pA, pB );
  6336. cb.cross( ab );
  6337. nA.fromBufferAttribute( normalAttribute, vA );
  6338. nB.fromBufferAttribute( normalAttribute, vB );
  6339. nC.fromBufferAttribute( normalAttribute, vC );
  6340. nA.add( cb );
  6341. nB.add( cb );
  6342. nC.add( cb );
  6343. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  6344. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  6345. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  6346. }
  6347. } else {
  6348. // non-indexed elements (unconnected triangle soup)
  6349. for ( var i$2 = 0, il$2 = positionAttribute.count; i$2 < il$2; i$2 += 3 ) {
  6350. pA.fromBufferAttribute( positionAttribute, i$2 + 0 );
  6351. pB.fromBufferAttribute( positionAttribute, i$2 + 1 );
  6352. pC.fromBufferAttribute( positionAttribute, i$2 + 2 );
  6353. cb.subVectors( pC, pB );
  6354. ab.subVectors( pA, pB );
  6355. cb.cross( ab );
  6356. normalAttribute.setXYZ( i$2 + 0, cb.x, cb.y, cb.z );
  6357. normalAttribute.setXYZ( i$2 + 1, cb.x, cb.y, cb.z );
  6358. normalAttribute.setXYZ( i$2 + 2, cb.x, cb.y, cb.z );
  6359. }
  6360. }
  6361. this.normalizeNormals();
  6362. normalAttribute.needsUpdate = true;
  6363. }
  6364. },
  6365. merge: function ( geometry, offset ) {
  6366. if ( ! ( geometry && geometry.isBufferGeometry ) ) {
  6367. console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
  6368. return;
  6369. }
  6370. if ( offset === undefined ) {
  6371. offset = 0;
  6372. console.warn(
  6373. 'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
  6374. + 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
  6375. );
  6376. }
  6377. var attributes = this.attributes;
  6378. for ( var key in attributes ) {
  6379. if ( geometry.attributes[ key ] === undefined ) { continue; }
  6380. var attribute1 = attributes[ key ];
  6381. var attributeArray1 = attribute1.array;
  6382. var attribute2 = geometry.attributes[ key ];
  6383. var attributeArray2 = attribute2.array;
  6384. var attributeOffset = attribute2.itemSize * offset;
  6385. var length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );
  6386. for ( var i = 0, j = attributeOffset; i < length; i ++, j ++ ) {
  6387. attributeArray1[ j ] = attributeArray2[ i ];
  6388. }
  6389. }
  6390. return this;
  6391. },
  6392. normalizeNormals: function () {
  6393. var normals = this.attributes.normal;
  6394. for ( var i = 0, il = normals.count; i < il; i ++ ) {
  6395. _vector$4.fromBufferAttribute( normals, i );
  6396. _vector$4.normalize();
  6397. normals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );
  6398. }
  6399. },
  6400. toNonIndexed: function () {
  6401. function convertBufferAttribute( attribute, indices ) {
  6402. var array = attribute.array;
  6403. var itemSize = attribute.itemSize;
  6404. var normalized = attribute.normalized;
  6405. var array2 = new array.constructor( indices.length * itemSize );
  6406. var index = 0, index2 = 0;
  6407. for ( var i = 0, l = indices.length; i < l; i ++ ) {
  6408. index = indices[ i ] * itemSize;
  6409. for ( var j = 0; j < itemSize; j ++ ) {
  6410. array2[ index2 ++ ] = array[ index ++ ];
  6411. }
  6412. }
  6413. return new BufferAttribute( array2, itemSize, normalized );
  6414. }
  6415. //
  6416. if ( this.index === null ) {
  6417. console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
  6418. return this;
  6419. }
  6420. var geometry2 = new BufferGeometry();
  6421. var indices = this.index.array;
  6422. var attributes = this.attributes;
  6423. // attributes
  6424. for ( var name in attributes ) {
  6425. var attribute = attributes[ name ];
  6426. var newAttribute = convertBufferAttribute( attribute, indices );
  6427. geometry2.setAttribute( name, newAttribute );
  6428. }
  6429. // morph attributes
  6430. var morphAttributes = this.morphAttributes;
  6431. for ( var name$1 in morphAttributes ) {
  6432. var morphArray = [];
  6433. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6434. for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
  6435. var attribute$1 = morphAttribute[ i ];
  6436. var newAttribute$1 = convertBufferAttribute( attribute$1, indices );
  6437. morphArray.push( newAttribute$1 );
  6438. }
  6439. geometry2.morphAttributes[ name$1 ] = morphArray;
  6440. }
  6441. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  6442. // groups
  6443. var groups = this.groups;
  6444. for ( var i$1 = 0, l = groups.length; i$1 < l; i$1 ++ ) {
  6445. var group = groups[ i$1 ];
  6446. geometry2.addGroup( group.start, group.count, group.materialIndex );
  6447. }
  6448. return geometry2;
  6449. },
  6450. toJSON: function () {
  6451. var data = {
  6452. metadata: {
  6453. version: 4.5,
  6454. type: 'BufferGeometry',
  6455. generator: 'BufferGeometry.toJSON'
  6456. }
  6457. };
  6458. // standard BufferGeometry serialization
  6459. data.uuid = this.uuid;
  6460. data.type = this.type;
  6461. if ( this.name !== '' ) { data.name = this.name; }
  6462. if ( Object.keys( this.userData ).length > 0 ) { data.userData = this.userData; }
  6463. if ( this.parameters !== undefined ) {
  6464. var parameters = this.parameters;
  6465. for ( var key in parameters ) {
  6466. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  6467. }
  6468. return data;
  6469. }
  6470. data.data = { attributes: {} };
  6471. var index = this.index;
  6472. if ( index !== null ) {
  6473. data.data.index = {
  6474. type: index.array.constructor.name,
  6475. array: Array.prototype.slice.call( index.array )
  6476. };
  6477. }
  6478. var attributes = this.attributes;
  6479. for ( var key$1 in attributes ) {
  6480. var attribute = attributes[ key$1 ];
  6481. var attributeData = attribute.toJSON( data.data );
  6482. if ( attribute.name !== '' ) { attributeData.name = attribute.name; }
  6483. data.data.attributes[ key$1 ] = attributeData;
  6484. }
  6485. var morphAttributes = {};
  6486. var hasMorphAttributes = false;
  6487. for ( var key$2 in this.morphAttributes ) {
  6488. var attributeArray = this.morphAttributes[ key$2 ];
  6489. var array = [];
  6490. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  6491. var attribute$1 = attributeArray[ i ];
  6492. var attributeData$1 = attribute$1.toJSON( data.data );
  6493. if ( attribute$1.name !== '' ) { attributeData$1.name = attribute$1.name; }
  6494. array.push( attributeData$1 );
  6495. }
  6496. if ( array.length > 0 ) {
  6497. morphAttributes[ key$2 ] = array;
  6498. hasMorphAttributes = true;
  6499. }
  6500. }
  6501. if ( hasMorphAttributes ) {
  6502. data.data.morphAttributes = morphAttributes;
  6503. data.data.morphTargetsRelative = this.morphTargetsRelative;
  6504. }
  6505. var groups = this.groups;
  6506. if ( groups.length > 0 ) {
  6507. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  6508. }
  6509. var boundingSphere = this.boundingSphere;
  6510. if ( boundingSphere !== null ) {
  6511. data.data.boundingSphere = {
  6512. center: boundingSphere.center.toArray(),
  6513. radius: boundingSphere.radius
  6514. };
  6515. }
  6516. return data;
  6517. },
  6518. clone: function () {
  6519. /*
  6520. // Handle primitives
  6521. const parameters = this.parameters;
  6522. if ( parameters !== undefined ) {
  6523. const values = [];
  6524. for ( const key in parameters ) {
  6525. values.push( parameters[ key ] );
  6526. }
  6527. const geometry = Object.create( this.constructor.prototype );
  6528. this.constructor.apply( geometry, values );
  6529. return geometry;
  6530. }
  6531. return new this.constructor().copy( this );
  6532. */
  6533. return new BufferGeometry().copy( this );
  6534. },
  6535. copy: function ( source ) {
  6536. // reset
  6537. this.index = null;
  6538. this.attributes = {};
  6539. this.morphAttributes = {};
  6540. this.groups = [];
  6541. this.boundingBox = null;
  6542. this.boundingSphere = null;
  6543. // used for storing cloned, shared data
  6544. var data = {};
  6545. // name
  6546. this.name = source.name;
  6547. // index
  6548. var index = source.index;
  6549. if ( index !== null ) {
  6550. this.setIndex( index.clone( data ) );
  6551. }
  6552. // attributes
  6553. var attributes = source.attributes;
  6554. for ( var name in attributes ) {
  6555. var attribute = attributes[ name ];
  6556. this.setAttribute( name, attribute.clone( data ) );
  6557. }
  6558. // morph attributes
  6559. var morphAttributes = source.morphAttributes;
  6560. for ( var name$1 in morphAttributes ) {
  6561. var array = [];
  6562. var morphAttribute = morphAttributes[ name$1 ]; // morphAttribute: array of Float32BufferAttributes
  6563. for ( var i = 0, l = morphAttribute.length; i < l; i ++ ) {
  6564. array.push( morphAttribute[ i ].clone( data ) );
  6565. }
  6566. this.morphAttributes[ name$1 ] = array;
  6567. }
  6568. this.morphTargetsRelative = source.morphTargetsRelative;
  6569. // groups
  6570. var groups = source.groups;
  6571. for ( var i$1 = 0, l$1 = groups.length; i$1 < l$1; i$1 ++ ) {
  6572. var group = groups[ i$1 ];
  6573. this.addGroup( group.start, group.count, group.materialIndex );
  6574. }
  6575. // bounding box
  6576. var boundingBox = source.boundingBox;
  6577. if ( boundingBox !== null ) {
  6578. this.boundingBox = boundingBox.clone();
  6579. }
  6580. // bounding sphere
  6581. var boundingSphere = source.boundingSphere;
  6582. if ( boundingSphere !== null ) {
  6583. this.boundingSphere = boundingSphere.clone();
  6584. }
  6585. // draw range
  6586. this.drawRange.start = source.drawRange.start;
  6587. this.drawRange.count = source.drawRange.count;
  6588. // user data
  6589. this.userData = source.userData;
  6590. return this;
  6591. },
  6592. dispose: function () {
  6593. this.dispatchEvent( { type: 'dispose' } );
  6594. }
  6595. } );
  6596. var _inverseMatrix = new Matrix4();
  6597. var _ray = new Ray();
  6598. var _sphere = new Sphere();
  6599. var _vA = new Vector3();
  6600. var _vB = new Vector3();
  6601. var _vC = new Vector3();
  6602. var _tempA = new Vector3();
  6603. var _tempB = new Vector3();
  6604. var _tempC = new Vector3();
  6605. var _morphA = new Vector3();
  6606. var _morphB = new Vector3();
  6607. var _morphC = new Vector3();
  6608. var _uvA = new Vector2();
  6609. var _uvB = new Vector2();
  6610. var _uvC = new Vector2();
  6611. var _intersectionPoint = new Vector3();
  6612. var _intersectionPointWorld = new Vector3();
  6613. function Mesh( geometry, material ) {
  6614. Object3D.call( this );
  6615. this.type = 'Mesh';
  6616. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  6617. this.material = material !== undefined ? material : new MeshBasicMaterial();
  6618. this.updateMorphTargets();
  6619. }
  6620. Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
  6621. constructor: Mesh,
  6622. isMesh: true,
  6623. copy: function ( source ) {
  6624. Object3D.prototype.copy.call( this, source );
  6625. if ( source.morphTargetInfluences !== undefined ) {
  6626. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  6627. }
  6628. if ( source.morphTargetDictionary !== undefined ) {
  6629. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  6630. }
  6631. this.material = source.material;
  6632. this.geometry = source.geometry;
  6633. return this;
  6634. },
  6635. updateMorphTargets: function () {
  6636. var geometry = this.geometry;
  6637. if ( geometry.isBufferGeometry ) {
  6638. var morphAttributes = geometry.morphAttributes;
  6639. var keys = Object.keys( morphAttributes );
  6640. if ( keys.length > 0 ) {
  6641. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  6642. if ( morphAttribute !== undefined ) {
  6643. this.morphTargetInfluences = [];
  6644. this.morphTargetDictionary = {};
  6645. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  6646. var name = morphAttribute[ m ].name || String( m );
  6647. this.morphTargetInfluences.push( 0 );
  6648. this.morphTargetDictionary[ name ] = m;
  6649. }
  6650. }
  6651. }
  6652. } else {
  6653. var morphTargets = geometry.morphTargets;
  6654. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  6655. console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  6656. }
  6657. }
  6658. },
  6659. raycast: function ( raycaster, intersects ) {
  6660. var geometry = this.geometry;
  6661. var material = this.material;
  6662. var matrixWorld = this.matrixWorld;
  6663. if ( material === undefined ) { return; }
  6664. // Checking boundingSphere distance to ray
  6665. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  6666. _sphere.copy( geometry.boundingSphere );
  6667. _sphere.applyMatrix4( matrixWorld );
  6668. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) { return; }
  6669. //
  6670. _inverseMatrix.getInverse( matrixWorld );
  6671. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  6672. // Check boundingBox before continuing
  6673. if ( geometry.boundingBox !== null ) {
  6674. if ( _ray.intersectsBox( geometry.boundingBox ) === false ) { return; }
  6675. }
  6676. var intersection;
  6677. if ( geometry.isBufferGeometry ) {
  6678. var index = geometry.index;
  6679. var position = geometry.attributes.position;
  6680. var morphPosition = geometry.morphAttributes.position;
  6681. var morphTargetsRelative = geometry.morphTargetsRelative;
  6682. var uv = geometry.attributes.uv;
  6683. var uv2 = geometry.attributes.uv2;
  6684. var groups = geometry.groups;
  6685. var drawRange = geometry.drawRange;
  6686. if ( index !== null ) {
  6687. // indexed buffer geometry
  6688. if ( Array.isArray( material ) ) {
  6689. for ( var i = 0, il = groups.length; i < il; i ++ ) {
  6690. var group = groups[ i ];
  6691. var groupMaterial = material[ group.materialIndex ];
  6692. var start = Math.max( group.start, drawRange.start );
  6693. var end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
  6694. for ( var j = start, jl = end; j < jl; j += 3 ) {
  6695. var a = index.getX( j );
  6696. var b = index.getX( j + 1 );
  6697. var c = index.getX( j + 2 );
  6698. intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );
  6699. if ( intersection ) {
  6700. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  6701. intersection.face.materialIndex = group.materialIndex;
  6702. intersects.push( intersection );
  6703. }
  6704. }
  6705. }
  6706. } else {
  6707. var start$1 = Math.max( 0, drawRange.start );
  6708. var end$1 = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  6709. for ( var i$1 = start$1, il$1 = end$1; i$1 < il$1; i$1 += 3 ) {
  6710. var a$1 = index.getX( i$1 );
  6711. var b$1 = index.getX( i$1 + 1 );
  6712. var c$1 = index.getX( i$1 + 2 );
  6713. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$1, b$1, c$1 );
  6714. if ( intersection ) {
  6715. intersection.faceIndex = Math.floor( i$1 / 3 ); // triangle number in indexed buffer semantics
  6716. intersects.push( intersection );
  6717. }
  6718. }
  6719. }
  6720. } else if ( position !== undefined ) {
  6721. // non-indexed buffer geometry
  6722. if ( Array.isArray( material ) ) {
  6723. for ( var i$2 = 0, il$2 = groups.length; i$2 < il$2; i$2 ++ ) {
  6724. var group$1 = groups[ i$2 ];
  6725. var groupMaterial$1 = material[ group$1.materialIndex ];
  6726. var start$2 = Math.max( group$1.start, drawRange.start );
  6727. var end$2 = Math.min( ( group$1.start + group$1.count ), ( drawRange.start + drawRange.count ) );
  6728. for ( var j$1 = start$2, jl$1 = end$2; j$1 < jl$1; j$1 += 3 ) {
  6729. var a$2 = j$1;
  6730. var b$2 = j$1 + 1;
  6731. var c$2 = j$1 + 2;
  6732. intersection = checkBufferGeometryIntersection( this, groupMaterial$1, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$2, b$2, c$2 );
  6733. if ( intersection ) {
  6734. intersection.faceIndex = Math.floor( j$1 / 3 ); // triangle number in non-indexed buffer semantics
  6735. intersection.face.materialIndex = group$1.materialIndex;
  6736. intersects.push( intersection );
  6737. }
  6738. }
  6739. }
  6740. } else {
  6741. var start$3 = Math.max( 0, drawRange.start );
  6742. var end$3 = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  6743. for ( var i$3 = start$3, il$3 = end$3; i$3 < il$3; i$3 += 3 ) {
  6744. var a$3 = i$3;
  6745. var b$3 = i$3 + 1;
  6746. var c$3 = i$3 + 2;
  6747. intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a$3, b$3, c$3 );
  6748. if ( intersection ) {
  6749. intersection.faceIndex = Math.floor( i$3 / 3 ); // triangle number in non-indexed buffer semantics
  6750. intersects.push( intersection );
  6751. }
  6752. }
  6753. }
  6754. }
  6755. } else if ( geometry.isGeometry ) {
  6756. var isMultiMaterial = Array.isArray( material );
  6757. var vertices = geometry.vertices;
  6758. var faces = geometry.faces;
  6759. var uvs;
  6760. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  6761. if ( faceVertexUvs.length > 0 ) { uvs = faceVertexUvs; }
  6762. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  6763. var face = faces[ f ];
  6764. var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
  6765. if ( faceMaterial === undefined ) { continue; }
  6766. var fvA = vertices[ face.a ];
  6767. var fvB = vertices[ face.b ];
  6768. var fvC = vertices[ face.c ];
  6769. intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
  6770. if ( intersection ) {
  6771. if ( uvs && uvs[ f ] ) {
  6772. var uvs_f = uvs[ f ];
  6773. _uvA.copy( uvs_f[ 0 ] );
  6774. _uvB.copy( uvs_f[ 1 ] );
  6775. _uvC.copy( uvs_f[ 2 ] );
  6776. intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
  6777. }
  6778. intersection.face = face;
  6779. intersection.faceIndex = f;
  6780. intersects.push( intersection );
  6781. }
  6782. }
  6783. }
  6784. }
  6785. } );
  6786. function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
  6787. var intersect;
  6788. if ( material.side === BackSide ) {
  6789. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  6790. } else {
  6791. intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
  6792. }
  6793. if ( intersect === null ) { return null; }
  6794. _intersectionPointWorld.copy( point );
  6795. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  6796. var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  6797. if ( distance < raycaster.near || distance > raycaster.far ) { return null; }
  6798. return {
  6799. distance: distance,
  6800. point: _intersectionPointWorld.clone(),
  6801. object: object
  6802. };
  6803. }
  6804. function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {
  6805. _vA.fromBufferAttribute( position, a );
  6806. _vB.fromBufferAttribute( position, b );
  6807. _vC.fromBufferAttribute( position, c );
  6808. var morphInfluences = object.morphTargetInfluences;
  6809. if ( material.morphTargets && morphPosition && morphInfluences ) {
  6810. _morphA.set( 0, 0, 0 );
  6811. _morphB.set( 0, 0, 0 );
  6812. _morphC.set( 0, 0, 0 );
  6813. for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
  6814. var influence = morphInfluences[ i ];
  6815. var morphAttribute = morphPosition[ i ];
  6816. if ( influence === 0 ) { continue; }
  6817. _tempA.fromBufferAttribute( morphAttribute, a );
  6818. _tempB.fromBufferAttribute( morphAttribute, b );
  6819. _tempC.fromBufferAttribute( morphAttribute, c );
  6820. if ( morphTargetsRelative ) {
  6821. _morphA.addScaledVector( _tempA, influence );
  6822. _morphB.addScaledVector( _tempB, influence );
  6823. _morphC.addScaledVector( _tempC, influence );
  6824. } else {
  6825. _morphA.addScaledVector( _tempA.sub( _vA ), influence );
  6826. _morphB.addScaledVector( _tempB.sub( _vB ), influence );
  6827. _morphC.addScaledVector( _tempC.sub( _vC ), influence );
  6828. }
  6829. }
  6830. _vA.add( _morphA );
  6831. _vB.add( _morphB );
  6832. _vC.add( _morphC );
  6833. }
  6834. if ( object.isSkinnedMesh ) {
  6835. object.boneTransform( a, _vA );
  6836. object.boneTransform( b, _vB );
  6837. object.boneTransform( c, _vC );
  6838. }
  6839. var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  6840. if ( intersection ) {
  6841. if ( uv ) {
  6842. _uvA.fromBufferAttribute( uv, a );
  6843. _uvB.fromBufferAttribute( uv, b );
  6844. _uvC.fromBufferAttribute( uv, c );
  6845. intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6846. }
  6847. if ( uv2 ) {
  6848. _uvA.fromBufferAttribute( uv2, a );
  6849. _uvB.fromBufferAttribute( uv2, b );
  6850. _uvC.fromBufferAttribute( uv2, c );
  6851. intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
  6852. }
  6853. var face = new Face3( a, b, c );
  6854. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  6855. intersection.face = face;
  6856. }
  6857. return intersection;
  6858. }
  6859. var _geometryId = 0; // Geometry uses even numbers as Id
  6860. var _m1$3 = new Matrix4();
  6861. var _obj$1 = new Object3D();
  6862. var _offset$1 = new Vector3();
  6863. function Geometry() {
  6864. Object.defineProperty( this, 'id', { value: _geometryId += 2 } );
  6865. this.uuid = MathUtils.generateUUID();
  6866. this.name = '';
  6867. this.type = 'Geometry';
  6868. this.vertices = [];
  6869. this.colors = [];
  6870. this.faces = [];
  6871. this.faceVertexUvs = [[]];
  6872. this.morphTargets = [];
  6873. this.morphNormals = [];
  6874. this.skinWeights = [];
  6875. this.skinIndices = [];
  6876. this.lineDistances = [];
  6877. this.boundingBox = null;
  6878. this.boundingSphere = null;
  6879. // update flags
  6880. this.elementsNeedUpdate = false;
  6881. this.verticesNeedUpdate = false;
  6882. this.uvsNeedUpdate = false;
  6883. this.normalsNeedUpdate = false;
  6884. this.colorsNeedUpdate = false;
  6885. this.lineDistancesNeedUpdate = false;
  6886. this.groupsNeedUpdate = false;
  6887. }
  6888. Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  6889. constructor: Geometry,
  6890. isGeometry: true,
  6891. applyMatrix4: function ( matrix ) {
  6892. var normalMatrix = new Matrix3().getNormalMatrix( matrix );
  6893. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  6894. var vertex = this.vertices[ i ];
  6895. vertex.applyMatrix4( matrix );
  6896. }
  6897. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  6898. var face = this.faces[ i$1 ];
  6899. face.normal.applyMatrix3( normalMatrix ).normalize();
  6900. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6901. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6902. }
  6903. }
  6904. if ( this.boundingBox !== null ) {
  6905. this.computeBoundingBox();
  6906. }
  6907. if ( this.boundingSphere !== null ) {
  6908. this.computeBoundingSphere();
  6909. }
  6910. this.verticesNeedUpdate = true;
  6911. this.normalsNeedUpdate = true;
  6912. return this;
  6913. },
  6914. rotateX: function ( angle ) {
  6915. // rotate geometry around world x-axis
  6916. _m1$3.makeRotationX( angle );
  6917. this.applyMatrix4( _m1$3 );
  6918. return this;
  6919. },
  6920. rotateY: function ( angle ) {
  6921. // rotate geometry around world y-axis
  6922. _m1$3.makeRotationY( angle );
  6923. this.applyMatrix4( _m1$3 );
  6924. return this;
  6925. },
  6926. rotateZ: function ( angle ) {
  6927. // rotate geometry around world z-axis
  6928. _m1$3.makeRotationZ( angle );
  6929. this.applyMatrix4( _m1$3 );
  6930. return this;
  6931. },
  6932. translate: function ( x, y, z ) {
  6933. // translate geometry
  6934. _m1$3.makeTranslation( x, y, z );
  6935. this.applyMatrix4( _m1$3 );
  6936. return this;
  6937. },
  6938. scale: function ( x, y, z ) {
  6939. // scale geometry
  6940. _m1$3.makeScale( x, y, z );
  6941. this.applyMatrix4( _m1$3 );
  6942. return this;
  6943. },
  6944. lookAt: function ( vector ) {
  6945. _obj$1.lookAt( vector );
  6946. _obj$1.updateMatrix();
  6947. this.applyMatrix4( _obj$1.matrix );
  6948. return this;
  6949. },
  6950. fromBufferGeometry: function ( geometry ) {
  6951. var scope = this;
  6952. var index = geometry.index !== null ? geometry.index : undefined;
  6953. var attributes = geometry.attributes;
  6954. if ( attributes.position === undefined ) {
  6955. console.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );
  6956. return this;
  6957. }
  6958. var position = attributes.position;
  6959. var normal = attributes.normal;
  6960. var color = attributes.color;
  6961. var uv = attributes.uv;
  6962. var uv2 = attributes.uv2;
  6963. if ( uv2 !== undefined ) { this.faceVertexUvs[ 1 ] = []; }
  6964. for ( var i = 0; i < position.count; i ++ ) {
  6965. scope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );
  6966. if ( color !== undefined ) {
  6967. scope.colors.push( new Color().fromBufferAttribute( color, i ) );
  6968. }
  6969. }
  6970. function addFace( a, b, c, materialIndex ) {
  6971. var vertexColors = ( color === undefined ) ? [] : [
  6972. scope.colors[ a ].clone(),
  6973. scope.colors[ b ].clone(),
  6974. scope.colors[ c ].clone()
  6975. ];
  6976. var vertexNormals = ( normal === undefined ) ? [] : [
  6977. new Vector3().fromBufferAttribute( normal, a ),
  6978. new Vector3().fromBufferAttribute( normal, b ),
  6979. new Vector3().fromBufferAttribute( normal, c )
  6980. ];
  6981. var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
  6982. scope.faces.push( face );
  6983. if ( uv !== undefined ) {
  6984. scope.faceVertexUvs[ 0 ].push( [
  6985. new Vector2().fromBufferAttribute( uv, a ),
  6986. new Vector2().fromBufferAttribute( uv, b ),
  6987. new Vector2().fromBufferAttribute( uv, c )
  6988. ] );
  6989. }
  6990. if ( uv2 !== undefined ) {
  6991. scope.faceVertexUvs[ 1 ].push( [
  6992. new Vector2().fromBufferAttribute( uv2, a ),
  6993. new Vector2().fromBufferAttribute( uv2, b ),
  6994. new Vector2().fromBufferAttribute( uv2, c )
  6995. ] );
  6996. }
  6997. }
  6998. var groups = geometry.groups;
  6999. if ( groups.length > 0 ) {
  7000. for ( var i$1 = 0; i$1 < groups.length; i$1 ++ ) {
  7001. var group = groups[ i$1 ];
  7002. var start = group.start;
  7003. var count = group.count;
  7004. for ( var j = start, jl = start + count; j < jl; j += 3 ) {
  7005. if ( index !== undefined ) {
  7006. addFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );
  7007. } else {
  7008. addFace( j, j + 1, j + 2, group.materialIndex );
  7009. }
  7010. }
  7011. }
  7012. } else {
  7013. if ( index !== undefined ) {
  7014. for ( var i$2 = 0; i$2 < index.count; i$2 += 3 ) {
  7015. addFace( index.getX( i$2 ), index.getX( i$2 + 1 ), index.getX( i$2 + 2 ) );
  7016. }
  7017. } else {
  7018. for ( var i$3 = 0; i$3 < position.count; i$3 += 3 ) {
  7019. addFace( i$3, i$3 + 1, i$3 + 2 );
  7020. }
  7021. }
  7022. }
  7023. this.computeFaceNormals();
  7024. if ( geometry.boundingBox !== null ) {
  7025. this.boundingBox = geometry.boundingBox.clone();
  7026. }
  7027. if ( geometry.boundingSphere !== null ) {
  7028. this.boundingSphere = geometry.boundingSphere.clone();
  7029. }
  7030. return this;
  7031. },
  7032. center: function () {
  7033. this.computeBoundingBox();
  7034. this.boundingBox.getCenter( _offset$1 ).negate();
  7035. this.translate( _offset$1.x, _offset$1.y, _offset$1.z );
  7036. return this;
  7037. },
  7038. normalize: function () {
  7039. this.computeBoundingSphere();
  7040. var center = this.boundingSphere.center;
  7041. var radius = this.boundingSphere.radius;
  7042. var s = radius === 0 ? 1 : 1.0 / radius;
  7043. var matrix = new Matrix4();
  7044. matrix.set(
  7045. s, 0, 0, - s * center.x,
  7046. 0, s, 0, - s * center.y,
  7047. 0, 0, s, - s * center.z,
  7048. 0, 0, 0, 1
  7049. );
  7050. this.applyMatrix4( matrix );
  7051. return this;
  7052. },
  7053. computeFaceNormals: function () {
  7054. var cb = new Vector3(), ab = new Vector3();
  7055. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7056. var face = this.faces[ f ];
  7057. var vA = this.vertices[ face.a ];
  7058. var vB = this.vertices[ face.b ];
  7059. var vC = this.vertices[ face.c ];
  7060. cb.subVectors( vC, vB );
  7061. ab.subVectors( vA, vB );
  7062. cb.cross( ab );
  7063. cb.normalize();
  7064. face.normal.copy( cb );
  7065. }
  7066. },
  7067. computeVertexNormals: function ( areaWeighted ) {
  7068. if ( areaWeighted === undefined ) { areaWeighted = true; }
  7069. var vertices = new Array( this.vertices.length );
  7070. for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  7071. vertices[ v ] = new Vector3();
  7072. }
  7073. if ( areaWeighted ) {
  7074. // vertex normals weighted by triangle areas
  7075. // http://www.iquilezles.org/www/articles/normals/normals.htm
  7076. var cb = new Vector3(), ab = new Vector3();
  7077. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7078. var face = this.faces[ f ];
  7079. var vA = this.vertices[ face.a ];
  7080. var vB = this.vertices[ face.b ];
  7081. var vC = this.vertices[ face.c ];
  7082. cb.subVectors( vC, vB );
  7083. ab.subVectors( vA, vB );
  7084. cb.cross( ab );
  7085. vertices[ face.a ].add( cb );
  7086. vertices[ face.b ].add( cb );
  7087. vertices[ face.c ].add( cb );
  7088. }
  7089. } else {
  7090. this.computeFaceNormals();
  7091. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7092. var face$1 = this.faces[ f$1 ];
  7093. vertices[ face$1.a ].add( face$1.normal );
  7094. vertices[ face$1.b ].add( face$1.normal );
  7095. vertices[ face$1.c ].add( face$1.normal );
  7096. }
  7097. }
  7098. for ( var v$1 = 0, vl$1 = this.vertices.length; v$1 < vl$1; v$1 ++ ) {
  7099. vertices[ v$1 ].normalize();
  7100. }
  7101. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7102. var face$2 = this.faces[ f$2 ];
  7103. var vertexNormals = face$2.vertexNormals;
  7104. if ( vertexNormals.length === 3 ) {
  7105. vertexNormals[ 0 ].copy( vertices[ face$2.a ] );
  7106. vertexNormals[ 1 ].copy( vertices[ face$2.b ] );
  7107. vertexNormals[ 2 ].copy( vertices[ face$2.c ] );
  7108. } else {
  7109. vertexNormals[ 0 ] = vertices[ face$2.a ].clone();
  7110. vertexNormals[ 1 ] = vertices[ face$2.b ].clone();
  7111. vertexNormals[ 2 ] = vertices[ face$2.c ].clone();
  7112. }
  7113. }
  7114. if ( this.faces.length > 0 ) {
  7115. this.normalsNeedUpdate = true;
  7116. }
  7117. },
  7118. computeFlatVertexNormals: function () {
  7119. this.computeFaceNormals();
  7120. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7121. var face = this.faces[ f ];
  7122. var vertexNormals = face.vertexNormals;
  7123. if ( vertexNormals.length === 3 ) {
  7124. vertexNormals[ 0 ].copy( face.normal );
  7125. vertexNormals[ 1 ].copy( face.normal );
  7126. vertexNormals[ 2 ].copy( face.normal );
  7127. } else {
  7128. vertexNormals[ 0 ] = face.normal.clone();
  7129. vertexNormals[ 1 ] = face.normal.clone();
  7130. vertexNormals[ 2 ] = face.normal.clone();
  7131. }
  7132. }
  7133. if ( this.faces.length > 0 ) {
  7134. this.normalsNeedUpdate = true;
  7135. }
  7136. },
  7137. computeMorphNormals: function () {
  7138. // save original normals
  7139. // - create temp variables on first access
  7140. // otherwise just copy (for faster repeated calls)
  7141. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  7142. var face = this.faces[ f ];
  7143. if ( ! face.__originalFaceNormal ) {
  7144. face.__originalFaceNormal = face.normal.clone();
  7145. } else {
  7146. face.__originalFaceNormal.copy( face.normal );
  7147. }
  7148. if ( ! face.__originalVertexNormals ) { face.__originalVertexNormals = []; }
  7149. for ( var i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  7150. if ( ! face.__originalVertexNormals[ i ] ) {
  7151. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  7152. } else {
  7153. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  7154. }
  7155. }
  7156. }
  7157. // use temp geometry to compute face and vertex normals for each morph
  7158. var tmpGeo = new Geometry();
  7159. tmpGeo.faces = this.faces;
  7160. for ( var i$1 = 0, il$1 = this.morphTargets.length; i$1 < il$1; i$1 ++ ) {
  7161. // create on first access
  7162. if ( ! this.morphNormals[ i$1 ] ) {
  7163. this.morphNormals[ i$1 ] = {};
  7164. this.morphNormals[ i$1 ].faceNormals = [];
  7165. this.morphNormals[ i$1 ].vertexNormals = [];
  7166. var dstNormalsFace = this.morphNormals[ i$1 ].faceNormals;
  7167. var dstNormalsVertex = this.morphNormals[ i$1 ].vertexNormals;
  7168. for ( var f$1 = 0, fl$1 = this.faces.length; f$1 < fl$1; f$1 ++ ) {
  7169. var faceNormal = new Vector3();
  7170. var vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
  7171. dstNormalsFace.push( faceNormal );
  7172. dstNormalsVertex.push( vertexNormals );
  7173. }
  7174. }
  7175. var morphNormals = this.morphNormals[ i$1 ];
  7176. // set vertices to morph target
  7177. tmpGeo.vertices = this.morphTargets[ i$1 ].vertices;
  7178. // compute morph normals
  7179. tmpGeo.computeFaceNormals();
  7180. tmpGeo.computeVertexNormals();
  7181. // store morph normals
  7182. for ( var f$2 = 0, fl$2 = this.faces.length; f$2 < fl$2; f$2 ++ ) {
  7183. var face$1 = this.faces[ f$2 ];
  7184. var faceNormal$1 = morphNormals.faceNormals[ f$2 ];
  7185. var vertexNormals$1 = morphNormals.vertexNormals[ f$2 ];
  7186. faceNormal$1.copy( face$1.normal );
  7187. vertexNormals$1.a.copy( face$1.vertexNormals[ 0 ] );
  7188. vertexNormals$1.b.copy( face$1.vertexNormals[ 1 ] );
  7189. vertexNormals$1.c.copy( face$1.vertexNormals[ 2 ] );
  7190. }
  7191. }
  7192. // restore original normals
  7193. for ( var f$3 = 0, fl$3 = this.faces.length; f$3 < fl$3; f$3 ++ ) {
  7194. var face$2 = this.faces[ f$3 ];
  7195. face$2.normal = face$2.__originalFaceNormal;
  7196. face$2.vertexNormals = face$2.__originalVertexNormals;
  7197. }
  7198. },
  7199. computeBoundingBox: function () {
  7200. if ( this.boundingBox === null ) {
  7201. this.boundingBox = new Box3();
  7202. }
  7203. this.boundingBox.setFromPoints( this.vertices );
  7204. },
  7205. computeBoundingSphere: function () {
  7206. if ( this.boundingSphere === null ) {
  7207. this.boundingSphere = new Sphere();
  7208. }
  7209. this.boundingSphere.setFromPoints( this.vertices );
  7210. },
  7211. merge: function ( geometry, matrix, materialIndexOffset ) {
  7212. if ( ! ( geometry && geometry.isGeometry ) ) {
  7213. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  7214. return;
  7215. }
  7216. var normalMatrix,
  7217. vertexOffset = this.vertices.length,
  7218. vertices1 = this.vertices,
  7219. vertices2 = geometry.vertices,
  7220. faces1 = this.faces,
  7221. faces2 = geometry.faces,
  7222. colors1 = this.colors,
  7223. colors2 = geometry.colors;
  7224. if ( materialIndexOffset === undefined ) { materialIndexOffset = 0; }
  7225. if ( matrix !== undefined ) {
  7226. normalMatrix = new Matrix3().getNormalMatrix( matrix );
  7227. }
  7228. // vertices
  7229. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  7230. var vertex = vertices2[ i ];
  7231. var vertexCopy = vertex.clone();
  7232. if ( matrix !== undefined ) { vertexCopy.applyMatrix4( matrix ); }
  7233. vertices1.push( vertexCopy );
  7234. }
  7235. // colors
  7236. for ( var i$1 = 0, il$1 = colors2.length; i$1 < il$1; i$1 ++ ) {
  7237. colors1.push( colors2[ i$1 ].clone() );
  7238. }
  7239. // faces
  7240. for ( var i$2 = 0, il$2 = faces2.length; i$2 < il$2; i$2 ++ ) {
  7241. var face = faces2[ i$2 ], faceCopy = (void 0), normal = (void 0), color = (void 0),
  7242. faceVertexNormals = face.vertexNormals,
  7243. faceVertexColors = face.vertexColors;
  7244. faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  7245. faceCopy.normal.copy( face.normal );
  7246. if ( normalMatrix !== undefined ) {
  7247. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  7248. }
  7249. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  7250. normal = faceVertexNormals[ j ].clone();
  7251. if ( normalMatrix !== undefined ) {
  7252. normal.applyMatrix3( normalMatrix ).normalize();
  7253. }
  7254. faceCopy.vertexNormals.push( normal );
  7255. }
  7256. faceCopy.color.copy( face.color );
  7257. for ( var j$1 = 0, jl$1 = faceVertexColors.length; j$1 < jl$1; j$1 ++ ) {
  7258. color = faceVertexColors[ j$1 ];
  7259. faceCopy.vertexColors.push( color.clone() );
  7260. }
  7261. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  7262. faces1.push( faceCopy );
  7263. }
  7264. // uvs
  7265. for ( var i$3 = 0, il$3 = geometry.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7266. var faceVertexUvs2 = geometry.faceVertexUvs[ i$3 ];
  7267. if ( this.faceVertexUvs[ i$3 ] === undefined ) { this.faceVertexUvs[ i$3 ] = []; }
  7268. for ( var j$2 = 0, jl$2 = faceVertexUvs2.length; j$2 < jl$2; j$2 ++ ) {
  7269. var uvs2 = faceVertexUvs2[ j$2 ], uvsCopy = [];
  7270. for ( var k = 0, kl = uvs2.length; k < kl; k ++ ) {
  7271. uvsCopy.push( uvs2[ k ].clone() );
  7272. }
  7273. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7274. }
  7275. }
  7276. },
  7277. mergeMesh: function ( mesh ) {
  7278. if ( ! ( mesh && mesh.isMesh ) ) {
  7279. console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
  7280. return;
  7281. }
  7282. if ( mesh.matrixAutoUpdate ) { mesh.updateMatrix(); }
  7283. this.merge( mesh.geometry, mesh.matrix );
  7284. },
  7285. /*
  7286. * Checks for duplicate vertices with hashmap.
  7287. * Duplicated vertices are removed
  7288. * and faces' vertices are updated.
  7289. */
  7290. mergeVertices: function () {
  7291. var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
  7292. var unique = [], changes = [];
  7293. var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
  7294. var precision = Math.pow( 10, precisionPoints );
  7295. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  7296. var v = this.vertices[ i ];
  7297. var key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  7298. if ( verticesMap[ key ] === undefined ) {
  7299. verticesMap[ key ] = i;
  7300. unique.push( this.vertices[ i ] );
  7301. changes[ i ] = unique.length - 1;
  7302. } else {
  7303. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  7304. changes[ i ] = changes[ verticesMap[ key ] ];
  7305. }
  7306. }
  7307. // if faces are completely degenerate after merging vertices, we
  7308. // have to remove them from the geometry.
  7309. var faceIndicesToRemove = [];
  7310. for ( var i$1 = 0, il$1 = this.faces.length; i$1 < il$1; i$1 ++ ) {
  7311. var face = this.faces[ i$1 ];
  7312. face.a = changes[ face.a ];
  7313. face.b = changes[ face.b ];
  7314. face.c = changes[ face.c ];
  7315. var indices = [ face.a, face.b, face.c ];
  7316. // if any duplicate vertices are found in a Face3
  7317. // we have to remove the face as nothing can be saved
  7318. for ( var n = 0; n < 3; n ++ ) {
  7319. if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
  7320. faceIndicesToRemove.push( i$1 );
  7321. break;
  7322. }
  7323. }
  7324. }
  7325. for ( var i$2 = faceIndicesToRemove.length - 1; i$2 >= 0; i$2 -- ) {
  7326. var idx = faceIndicesToRemove[ i$2 ];
  7327. this.faces.splice( idx, 1 );
  7328. for ( var j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  7329. this.faceVertexUvs[ j ].splice( idx, 1 );
  7330. }
  7331. }
  7332. // Use unique set of vertices
  7333. var diff = this.vertices.length - unique.length;
  7334. this.vertices = unique;
  7335. return diff;
  7336. },
  7337. setFromPoints: function ( points ) {
  7338. this.vertices = [];
  7339. for ( var i = 0, l = points.length; i < l; i ++ ) {
  7340. var point = points[ i ];
  7341. this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  7342. }
  7343. return this;
  7344. },
  7345. sortFacesByMaterialIndex: function () {
  7346. var faces = this.faces;
  7347. var length = faces.length;
  7348. // tag faces
  7349. for ( var i = 0; i < length; i ++ ) {
  7350. faces[ i ]._id = i;
  7351. }
  7352. // sort faces
  7353. function materialIndexSort( a, b ) {
  7354. return a.materialIndex - b.materialIndex;
  7355. }
  7356. faces.sort( materialIndexSort );
  7357. // sort uvs
  7358. var uvs1 = this.faceVertexUvs[ 0 ];
  7359. var uvs2 = this.faceVertexUvs[ 1 ];
  7360. var newUvs1, newUvs2;
  7361. if ( uvs1 && uvs1.length === length ) { newUvs1 = []; }
  7362. if ( uvs2 && uvs2.length === length ) { newUvs2 = []; }
  7363. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  7364. var id = faces[ i$1 ]._id;
  7365. if ( newUvs1 ) { newUvs1.push( uvs1[ id ] ); }
  7366. if ( newUvs2 ) { newUvs2.push( uvs2[ id ] ); }
  7367. }
  7368. if ( newUvs1 ) { this.faceVertexUvs[ 0 ] = newUvs1; }
  7369. if ( newUvs2 ) { this.faceVertexUvs[ 1 ] = newUvs2; }
  7370. },
  7371. toJSON: function () {
  7372. var data = {
  7373. metadata: {
  7374. version: 4.5,
  7375. type: 'Geometry',
  7376. generator: 'Geometry.toJSON'
  7377. }
  7378. };
  7379. // standard Geometry serialization
  7380. data.uuid = this.uuid;
  7381. data.type = this.type;
  7382. if ( this.name !== '' ) { data.name = this.name; }
  7383. if ( this.parameters !== undefined ) {
  7384. var parameters = this.parameters;
  7385. for ( var key in parameters ) {
  7386. if ( parameters[ key ] !== undefined ) { data[ key ] = parameters[ key ]; }
  7387. }
  7388. return data;
  7389. }
  7390. var vertices = [];
  7391. for ( var i = 0; i < this.vertices.length; i ++ ) {
  7392. var vertex = this.vertices[ i ];
  7393. vertices.push( vertex.x, vertex.y, vertex.z );
  7394. }
  7395. var faces = [];
  7396. var normals = [];
  7397. var normalsHash = {};
  7398. var colors = [];
  7399. var colorsHash = {};
  7400. var uvs = [];
  7401. var uvsHash = {};
  7402. for ( var i$1 = 0; i$1 < this.faces.length; i$1 ++ ) {
  7403. var face = this.faces[ i$1 ];
  7404. var hasMaterial = true;
  7405. var hasFaceUv = false; // deprecated
  7406. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i$1 ] !== undefined;
  7407. var hasFaceNormal = face.normal.length() > 0;
  7408. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  7409. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  7410. var hasFaceVertexColor = face.vertexColors.length > 0;
  7411. var faceType = 0;
  7412. faceType = setBit( faceType, 0, 0 ); // isQuad
  7413. faceType = setBit( faceType, 1, hasMaterial );
  7414. faceType = setBit( faceType, 2, hasFaceUv );
  7415. faceType = setBit( faceType, 3, hasFaceVertexUv );
  7416. faceType = setBit( faceType, 4, hasFaceNormal );
  7417. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  7418. faceType = setBit( faceType, 6, hasFaceColor );
  7419. faceType = setBit( faceType, 7, hasFaceVertexColor );
  7420. faces.push( faceType );
  7421. faces.push( face.a, face.b, face.c );
  7422. faces.push( face.materialIndex );
  7423. if ( hasFaceVertexUv ) {
  7424. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i$1 ];
  7425. faces.push(
  7426. getUvIndex( faceVertexUvs[ 0 ] ),
  7427. getUvIndex( faceVertexUvs[ 1 ] ),
  7428. getUvIndex( faceVertexUvs[ 2 ] )
  7429. );
  7430. }
  7431. if ( hasFaceNormal ) {
  7432. faces.push( getNormalIndex( face.normal ) );
  7433. }
  7434. if ( hasFaceVertexNormal ) {
  7435. var vertexNormals = face.vertexNormals;
  7436. faces.push(
  7437. getNormalIndex( vertexNormals[ 0 ] ),
  7438. getNormalIndex( vertexNormals[ 1 ] ),
  7439. getNormalIndex( vertexNormals[ 2 ] )
  7440. );
  7441. }
  7442. if ( hasFaceColor ) {
  7443. faces.push( getColorIndex( face.color ) );
  7444. }
  7445. if ( hasFaceVertexColor ) {
  7446. var vertexColors = face.vertexColors;
  7447. faces.push(
  7448. getColorIndex( vertexColors[ 0 ] ),
  7449. getColorIndex( vertexColors[ 1 ] ),
  7450. getColorIndex( vertexColors[ 2 ] )
  7451. );
  7452. }
  7453. }
  7454. function setBit( value, position, enabled ) {
  7455. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
  7456. }
  7457. function getNormalIndex( normal ) {
  7458. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  7459. if ( normalsHash[ hash ] !== undefined ) {
  7460. return normalsHash[ hash ];
  7461. }
  7462. normalsHash[ hash ] = normals.length / 3;
  7463. normals.push( normal.x, normal.y, normal.z );
  7464. return normalsHash[ hash ];
  7465. }
  7466. function getColorIndex( color ) {
  7467. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  7468. if ( colorsHash[ hash ] !== undefined ) {
  7469. return colorsHash[ hash ];
  7470. }
  7471. colorsHash[ hash ] = colors.length;
  7472. colors.push( color.getHex() );
  7473. return colorsHash[ hash ];
  7474. }
  7475. function getUvIndex( uv ) {
  7476. var hash = uv.x.toString() + uv.y.toString();
  7477. if ( uvsHash[ hash ] !== undefined ) {
  7478. return uvsHash[ hash ];
  7479. }
  7480. uvsHash[ hash ] = uvs.length / 2;
  7481. uvs.push( uv.x, uv.y );
  7482. return uvsHash[ hash ];
  7483. }
  7484. data.data = {};
  7485. data.data.vertices = vertices;
  7486. data.data.normals = normals;
  7487. if ( colors.length > 0 ) { data.data.colors = colors; }
  7488. if ( uvs.length > 0 ) { data.data.uvs = [ uvs ]; } // temporal backward compatibility
  7489. data.data.faces = faces;
  7490. return data;
  7491. },
  7492. clone: function () {
  7493. /*
  7494. // Handle primitives
  7495. const parameters = this.parameters;
  7496. if ( parameters !== undefined ) {
  7497. const values = [];
  7498. for ( const key in parameters ) {
  7499. values.push( parameters[ key ] );
  7500. }
  7501. const geometry = Object.create( this.constructor.prototype );
  7502. this.constructor.apply( geometry, values );
  7503. return geometry;
  7504. }
  7505. return new this.constructor().copy( this );
  7506. */
  7507. return new Geometry().copy( this );
  7508. },
  7509. copy: function ( source ) {
  7510. // reset
  7511. this.vertices = [];
  7512. this.colors = [];
  7513. this.faces = [];
  7514. this.faceVertexUvs = [[]];
  7515. this.morphTargets = [];
  7516. this.morphNormals = [];
  7517. this.skinWeights = [];
  7518. this.skinIndices = [];
  7519. this.lineDistances = [];
  7520. this.boundingBox = null;
  7521. this.boundingSphere = null;
  7522. // name
  7523. this.name = source.name;
  7524. // vertices
  7525. var vertices = source.vertices;
  7526. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  7527. this.vertices.push( vertices[ i ].clone() );
  7528. }
  7529. // colors
  7530. var colors = source.colors;
  7531. for ( var i$1 = 0, il$1 = colors.length; i$1 < il$1; i$1 ++ ) {
  7532. this.colors.push( colors[ i$1 ].clone() );
  7533. }
  7534. // faces
  7535. var faces = source.faces;
  7536. for ( var i$2 = 0, il$2 = faces.length; i$2 < il$2; i$2 ++ ) {
  7537. this.faces.push( faces[ i$2 ].clone() );
  7538. }
  7539. // face vertex uvs
  7540. for ( var i$3 = 0, il$3 = source.faceVertexUvs.length; i$3 < il$3; i$3 ++ ) {
  7541. var faceVertexUvs = source.faceVertexUvs[ i$3 ];
  7542. if ( this.faceVertexUvs[ i$3 ] === undefined ) {
  7543. this.faceVertexUvs[ i$3 ] = [];
  7544. }
  7545. for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
  7546. var uvs = faceVertexUvs[ j ], uvsCopy = [];
  7547. for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
  7548. var uv = uvs[ k ];
  7549. uvsCopy.push( uv.clone() );
  7550. }
  7551. this.faceVertexUvs[ i$3 ].push( uvsCopy );
  7552. }
  7553. }
  7554. // morph targets
  7555. var morphTargets = source.morphTargets;
  7556. for ( var i$4 = 0, il$4 = morphTargets.length; i$4 < il$4; i$4 ++ ) {
  7557. var morphTarget = {};
  7558. morphTarget.name = morphTargets[ i$4 ].name;
  7559. // vertices
  7560. if ( morphTargets[ i$4 ].vertices !== undefined ) {
  7561. morphTarget.vertices = [];
  7562. for ( var j$1 = 0, jl$1 = morphTargets[ i$4 ].vertices.length; j$1 < jl$1; j$1 ++ ) {
  7563. morphTarget.vertices.push( morphTargets[ i$4 ].vertices[ j$1 ].clone() );
  7564. }
  7565. }
  7566. // normals
  7567. if ( morphTargets[ i$4 ].normals !== undefined ) {
  7568. morphTarget.normals = [];
  7569. for ( var j$2 = 0, jl$2 = morphTargets[ i$4 ].normals.length; j$2 < jl$2; j$2 ++ ) {
  7570. morphTarget.normals.push( morphTargets[ i$4 ].normals[ j$2 ].clone() );
  7571. }
  7572. }
  7573. this.morphTargets.push( morphTarget );
  7574. }
  7575. // morph normals
  7576. var morphNormals = source.morphNormals;
  7577. for ( var i$5 = 0, il$5 = morphNormals.length; i$5 < il$5; i$5 ++ ) {
  7578. var morphNormal = {};
  7579. // vertex normals
  7580. if ( morphNormals[ i$5 ].vertexNormals !== undefined ) {
  7581. morphNormal.vertexNormals = [];
  7582. for ( var j$3 = 0, jl$3 = morphNormals[ i$5 ].vertexNormals.length; j$3 < jl$3; j$3 ++ ) {
  7583. var srcVertexNormal = morphNormals[ i$5 ].vertexNormals[ j$3 ];
  7584. var destVertexNormal = {};
  7585. destVertexNormal.a = srcVertexNormal.a.clone();
  7586. destVertexNormal.b = srcVertexNormal.b.clone();
  7587. destVertexNormal.c = srcVertexNormal.c.clone();
  7588. morphNormal.vertexNormals.push( destVertexNormal );
  7589. }
  7590. }
  7591. // face normals
  7592. if ( morphNormals[ i$5 ].faceNormals !== undefined ) {
  7593. morphNormal.faceNormals = [];
  7594. for ( var j$4 = 0, jl$4 = morphNormals[ i$5 ].faceNormals.length; j$4 < jl$4; j$4 ++ ) {
  7595. morphNormal.faceNormals.push( morphNormals[ i$5 ].faceNormals[ j$4 ].clone() );
  7596. }
  7597. }
  7598. this.morphNormals.push( morphNormal );
  7599. }
  7600. // skin weights
  7601. var skinWeights = source.skinWeights;
  7602. for ( var i$6 = 0, il$6 = skinWeights.length; i$6 < il$6; i$6 ++ ) {
  7603. this.skinWeights.push( skinWeights[ i$6 ].clone() );
  7604. }
  7605. // skin indices
  7606. var skinIndices = source.skinIndices;
  7607. for ( var i$7 = 0, il$7 = skinIndices.length; i$7 < il$7; i$7 ++ ) {
  7608. this.skinIndices.push( skinIndices[ i$7 ].clone() );
  7609. }
  7610. // line distances
  7611. var lineDistances = source.lineDistances;
  7612. for ( var i$8 = 0, il$8 = lineDistances.length; i$8 < il$8; i$8 ++ ) {
  7613. this.lineDistances.push( lineDistances[ i$8 ] );
  7614. }
  7615. // bounding box
  7616. var boundingBox = source.boundingBox;
  7617. if ( boundingBox !== null ) {
  7618. this.boundingBox = boundingBox.clone();
  7619. }
  7620. // bounding sphere
  7621. var boundingSphere = source.boundingSphere;
  7622. if ( boundingSphere !== null ) {
  7623. this.boundingSphere = boundingSphere.clone();
  7624. }
  7625. // update flags
  7626. this.elementsNeedUpdate = source.elementsNeedUpdate;
  7627. this.verticesNeedUpdate = source.verticesNeedUpdate;
  7628. this.uvsNeedUpdate = source.uvsNeedUpdate;
  7629. this.normalsNeedUpdate = source.normalsNeedUpdate;
  7630. this.colorsNeedUpdate = source.colorsNeedUpdate;
  7631. this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
  7632. this.groupsNeedUpdate = source.groupsNeedUpdate;
  7633. return this;
  7634. },
  7635. dispose: function () {
  7636. this.dispatchEvent( { type: 'dispose' } );
  7637. }
  7638. } );
  7639. // BoxGeometry
  7640. function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7641. Geometry.call(this);
  7642. this.type = 'BoxGeometry';
  7643. this.parameters = {
  7644. width: width,
  7645. height: height,
  7646. depth: depth,
  7647. widthSegments: widthSegments,
  7648. heightSegments: heightSegments,
  7649. depthSegments: depthSegments
  7650. };
  7651. this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
  7652. this.mergeVertices();
  7653. }
  7654. BoxGeometry.prototype = Object.create( Geometry.prototype );
  7655. BoxGeometry.prototype.constructor = BoxGeometry;
  7656. // BoxBufferGeometry
  7657. function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  7658. if ( width === void 0 ) width = 1;
  7659. if ( height === void 0 ) height = 1;
  7660. if ( depth === void 0 ) depth = 1;
  7661. if ( widthSegments === void 0 ) widthSegments = 1;
  7662. if ( heightSegments === void 0 ) heightSegments = 1;
  7663. if ( depthSegments === void 0 ) depthSegments = 1;
  7664. BufferGeometry.call(this);
  7665. this.type = 'BoxBufferGeometry';
  7666. this.parameters = {
  7667. width: width,
  7668. height: height,
  7669. depth: depth,
  7670. widthSegments: widthSegments,
  7671. heightSegments: heightSegments,
  7672. depthSegments: depthSegments
  7673. };
  7674. var scope = this;
  7675. // segments
  7676. widthSegments = Math.floor( widthSegments );
  7677. heightSegments = Math.floor( heightSegments );
  7678. depthSegments = Math.floor( depthSegments );
  7679. // buffers
  7680. var indices = [];
  7681. var vertices = [];
  7682. var normals = [];
  7683. var uvs = [];
  7684. // helper variables
  7685. var numberOfVertices = 0;
  7686. var groupStart = 0;
  7687. // build each side of the box geometry
  7688. buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  7689. buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  7690. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  7691. buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  7692. buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  7693. buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  7694. // build geometry
  7695. this.setIndex( indices );
  7696. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  7697. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  7698. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  7699. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  7700. var segmentWidth = width / gridX;
  7701. var segmentHeight = height / gridY;
  7702. var widthHalf = width / 2;
  7703. var heightHalf = height / 2;
  7704. var depthHalf = depth / 2;
  7705. var gridX1 = gridX + 1;
  7706. var gridY1 = gridY + 1;
  7707. var vertexCounter = 0;
  7708. var groupCount = 0;
  7709. var vector = new Vector3();
  7710. // generate vertices, normals and uvs
  7711. for ( var iy = 0; iy < gridY1; iy ++ ) {
  7712. var y = iy * segmentHeight - heightHalf;
  7713. for ( var ix = 0; ix < gridX1; ix ++ ) {
  7714. var x = ix * segmentWidth - widthHalf;
  7715. // set values to correct vector component
  7716. vector[ u ] = x * udir;
  7717. vector[ v ] = y * vdir;
  7718. vector[ w ] = depthHalf;
  7719. // now apply vector to vertex buffer
  7720. vertices.push( vector.x, vector.y, vector.z );
  7721. // set values to correct vector component
  7722. vector[ u ] = 0;
  7723. vector[ v ] = 0;
  7724. vector[ w ] = depth > 0 ? 1 : - 1;
  7725. // now apply vector to normal buffer
  7726. normals.push( vector.x, vector.y, vector.z );
  7727. // uvs
  7728. uvs.push( ix / gridX );
  7729. uvs.push( 1 - ( iy / gridY ) );
  7730. // counters
  7731. vertexCounter += 1;
  7732. }
  7733. }
  7734. // indices
  7735. // 1. you need three indices to draw a single face
  7736. // 2. a single segment consists of two faces
  7737. // 3. so we need to generate six (2*3) indices per segment
  7738. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  7739. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  7740. var a = numberOfVertices + ix$1 + gridX1 * iy$1;
  7741. var b = numberOfVertices + ix$1 + gridX1 * ( iy$1 + 1 );
  7742. var c = numberOfVertices + ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  7743. var d = numberOfVertices + ( ix$1 + 1 ) + gridX1 * iy$1;
  7744. // faces
  7745. indices.push( a, b, d );
  7746. indices.push( b, c, d );
  7747. // increase counter
  7748. groupCount += 6;
  7749. }
  7750. }
  7751. // add a group to the geometry. this will ensure multi material support
  7752. scope.addGroup( groupStart, groupCount, materialIndex );
  7753. // calculate new start value for groups
  7754. groupStart += groupCount;
  7755. // update total number of vertices
  7756. numberOfVertices += vertexCounter;
  7757. }
  7758. }
  7759. BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  7760. BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;
  7761. /**
  7762. * Uniform Utilities
  7763. */
  7764. function cloneUniforms( src ) {
  7765. var dst = {};
  7766. for ( var u in src ) {
  7767. dst[ u ] = {};
  7768. for ( var p in src[ u ] ) {
  7769. var property = src[ u ][ p ];
  7770. if ( property && ( property.isColor ||
  7771. property.isMatrix3 || property.isMatrix4 ||
  7772. property.isVector2 || property.isVector3 || property.isVector4 ||
  7773. property.isTexture ) ) {
  7774. dst[ u ][ p ] = property.clone();
  7775. } else if ( Array.isArray( property ) ) {
  7776. dst[ u ][ p ] = property.slice();
  7777. } else {
  7778. dst[ u ][ p ] = property;
  7779. }
  7780. }
  7781. }
  7782. return dst;
  7783. }
  7784. function mergeUniforms( uniforms ) {
  7785. var merged = {};
  7786. for ( var u = 0; u < uniforms.length; u ++ ) {
  7787. var tmp = cloneUniforms( uniforms[ u ] );
  7788. for ( var p in tmp ) {
  7789. merged[ p ] = tmp[ p ];
  7790. }
  7791. }
  7792. return merged;
  7793. }
  7794. // Legacy
  7795. var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  7796. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  7797. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  7798. /**
  7799. * parameters = {
  7800. * defines: { "label" : "value" },
  7801. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  7802. *
  7803. * fragmentShader: <string>,
  7804. * vertexShader: <string>,
  7805. *
  7806. * wireframe: <boolean>,
  7807. * wireframeLinewidth: <float>,
  7808. *
  7809. * lights: <bool>,
  7810. *
  7811. * skinning: <bool>,
  7812. * morphTargets: <bool>,
  7813. * morphNormals: <bool>
  7814. * }
  7815. */
  7816. function ShaderMaterial( parameters ) {
  7817. Material.call( this );
  7818. this.type = 'ShaderMaterial';
  7819. this.defines = {};
  7820. this.uniforms = {};
  7821. this.vertexShader = default_vertex;
  7822. this.fragmentShader = default_fragment;
  7823. this.linewidth = 1;
  7824. this.wireframe = false;
  7825. this.wireframeLinewidth = 1;
  7826. this.fog = false; // set to use scene fog
  7827. this.lights = false; // set to use scene lights
  7828. this.clipping = false; // set to use user-defined clipping planes
  7829. this.skinning = false; // set to use skinning attribute streams
  7830. this.morphTargets = false; // set to use morph targets
  7831. this.morphNormals = false; // set to use morph normals
  7832. this.extensions = {
  7833. derivatives: false, // set to use derivatives
  7834. fragDepth: false, // set to use fragment depth values
  7835. drawBuffers: false, // set to use draw buffers
  7836. shaderTextureLOD: false // set to use shader texture LOD
  7837. };
  7838. // When rendered geometry doesn't include these attributes but the material does,
  7839. // use these default values in WebGL. This avoids errors when buffer data is missing.
  7840. this.defaultAttributeValues = {
  7841. 'color': [ 1, 1, 1 ],
  7842. 'uv': [ 0, 0 ],
  7843. 'uv2': [ 0, 0 ]
  7844. };
  7845. this.index0AttributeName = undefined;
  7846. this.uniformsNeedUpdate = false;
  7847. if ( parameters !== undefined ) {
  7848. if ( parameters.attributes !== undefined ) {
  7849. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  7850. }
  7851. this.setValues( parameters );
  7852. }
  7853. }
  7854. ShaderMaterial.prototype = Object.create( Material.prototype );
  7855. ShaderMaterial.prototype.constructor = ShaderMaterial;
  7856. ShaderMaterial.prototype.isShaderMaterial = true;
  7857. ShaderMaterial.prototype.copy = function ( source ) {
  7858. Material.prototype.copy.call( this, source );
  7859. this.fragmentShader = source.fragmentShader;
  7860. this.vertexShader = source.vertexShader;
  7861. this.uniforms = cloneUniforms( source.uniforms );
  7862. this.defines = Object.assign( {}, source.defines );
  7863. this.wireframe = source.wireframe;
  7864. this.wireframeLinewidth = source.wireframeLinewidth;
  7865. this.lights = source.lights;
  7866. this.clipping = source.clipping;
  7867. this.skinning = source.skinning;
  7868. this.morphTargets = source.morphTargets;
  7869. this.morphNormals = source.morphNormals;
  7870. this.extensions = Object.assign( {}, source.extensions );
  7871. return this;
  7872. };
  7873. ShaderMaterial.prototype.toJSON = function ( meta ) {
  7874. var data = Material.prototype.toJSON.call( this, meta );
  7875. data.uniforms = {};
  7876. for ( var name in this.uniforms ) {
  7877. var uniform = this.uniforms[ name ];
  7878. var value = uniform.value;
  7879. if ( value && value.isTexture ) {
  7880. data.uniforms[ name ] = {
  7881. type: 't',
  7882. value: value.toJSON( meta ).uuid
  7883. };
  7884. } else if ( value && value.isColor ) {
  7885. data.uniforms[ name ] = {
  7886. type: 'c',
  7887. value: value.getHex()
  7888. };
  7889. } else if ( value && value.isVector2 ) {
  7890. data.uniforms[ name ] = {
  7891. type: 'v2',
  7892. value: value.toArray()
  7893. };
  7894. } else if ( value && value.isVector3 ) {
  7895. data.uniforms[ name ] = {
  7896. type: 'v3',
  7897. value: value.toArray()
  7898. };
  7899. } else if ( value && value.isVector4 ) {
  7900. data.uniforms[ name ] = {
  7901. type: 'v4',
  7902. value: value.toArray()
  7903. };
  7904. } else if ( value && value.isMatrix3 ) {
  7905. data.uniforms[ name ] = {
  7906. type: 'm3',
  7907. value: value.toArray()
  7908. };
  7909. } else if ( value && value.isMatrix4 ) {
  7910. data.uniforms[ name ] = {
  7911. type: 'm4',
  7912. value: value.toArray()
  7913. };
  7914. } else {
  7915. data.uniforms[ name ] = {
  7916. value: value
  7917. };
  7918. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  7919. }
  7920. }
  7921. if ( Object.keys( this.defines ).length > 0 ) { data.defines = this.defines; }
  7922. data.vertexShader = this.vertexShader;
  7923. data.fragmentShader = this.fragmentShader;
  7924. var extensions = {};
  7925. for ( var key in this.extensions ) {
  7926. if ( this.extensions[ key ] === true ) { extensions[ key ] = true; }
  7927. }
  7928. if ( Object.keys( extensions ).length > 0 ) { data.extensions = extensions; }
  7929. return data;
  7930. };
  7931. function Camera() {
  7932. Object3D.call( this );
  7933. this.type = 'Camera';
  7934. this.matrixWorldInverse = new Matrix4();
  7935. this.projectionMatrix = new Matrix4();
  7936. this.projectionMatrixInverse = new Matrix4();
  7937. }
  7938. Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
  7939. constructor: Camera,
  7940. isCamera: true,
  7941. copy: function ( source, recursive ) {
  7942. Object3D.prototype.copy.call( this, source, recursive );
  7943. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  7944. this.projectionMatrix.copy( source.projectionMatrix );
  7945. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  7946. return this;
  7947. },
  7948. getWorldDirection: function ( target ) {
  7949. if ( target === undefined ) {
  7950. console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
  7951. target = new Vector3();
  7952. }
  7953. this.updateMatrixWorld( true );
  7954. var e = this.matrixWorld.elements;
  7955. return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
  7956. },
  7957. updateMatrixWorld: function ( force ) {
  7958. Object3D.prototype.updateMatrixWorld.call( this, force );
  7959. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7960. },
  7961. updateWorldMatrix: function ( updateParents, updateChildren ) {
  7962. Object3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );
  7963. this.matrixWorldInverse.getInverse( this.matrixWorld );
  7964. },
  7965. clone: function () {
  7966. return new this.constructor().copy( this );
  7967. }
  7968. } );
  7969. function PerspectiveCamera( fov, aspect, near, far ) {
  7970. Camera.call( this );
  7971. this.type = 'PerspectiveCamera';
  7972. this.fov = fov !== undefined ? fov : 50;
  7973. this.zoom = 1;
  7974. this.near = near !== undefined ? near : 0.1;
  7975. this.far = far !== undefined ? far : 2000;
  7976. this.focus = 10;
  7977. this.aspect = aspect !== undefined ? aspect : 1;
  7978. this.view = null;
  7979. this.filmGauge = 35; // width of the film (default in millimeters)
  7980. this.filmOffset = 0; // horizontal film offset (same unit as gauge)
  7981. this.updateProjectionMatrix();
  7982. }
  7983. PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  7984. constructor: PerspectiveCamera,
  7985. isPerspectiveCamera: true,
  7986. copy: function ( source, recursive ) {
  7987. Camera.prototype.copy.call( this, source, recursive );
  7988. this.fov = source.fov;
  7989. this.zoom = source.zoom;
  7990. this.near = source.near;
  7991. this.far = source.far;
  7992. this.focus = source.focus;
  7993. this.aspect = source.aspect;
  7994. this.view = source.view === null ? null : Object.assign( {}, source.view );
  7995. this.filmGauge = source.filmGauge;
  7996. this.filmOffset = source.filmOffset;
  7997. return this;
  7998. },
  7999. /**
  8000. * Sets the FOV by focal length in respect to the current .filmGauge.
  8001. *
  8002. * The default film gauge is 35, so that the focal length can be specified for
  8003. * a 35mm (full frame) camera.
  8004. *
  8005. * Values for focal length and film gauge must have the same unit.
  8006. */
  8007. setFocalLength: function ( focalLength ) {
  8008. // see http://www.bobatkins.com/photography/technical/field_of_view.html
  8009. var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  8010. this.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );
  8011. this.updateProjectionMatrix();
  8012. },
  8013. /**
  8014. * Calculates the focal length from the current .fov and .filmGauge.
  8015. */
  8016. getFocalLength: function () {
  8017. var vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );
  8018. return 0.5 * this.getFilmHeight() / vExtentSlope;
  8019. },
  8020. getEffectiveFOV: function () {
  8021. return MathUtils.RAD2DEG * 2 * Math.atan(
  8022. Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );
  8023. },
  8024. getFilmWidth: function () {
  8025. // film not completely covered in portrait format (aspect < 1)
  8026. return this.filmGauge * Math.min( this.aspect, 1 );
  8027. },
  8028. getFilmHeight: function () {
  8029. // film not completely covered in landscape format (aspect > 1)
  8030. return this.filmGauge / Math.max( this.aspect, 1 );
  8031. },
  8032. /**
  8033. * Sets an offset in a larger frustum. This is useful for multi-window or
  8034. * multi-monitor/multi-machine setups.
  8035. *
  8036. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  8037. * the monitors are in grid like this
  8038. *
  8039. * +---+---+---+
  8040. * | A | B | C |
  8041. * +---+---+---+
  8042. * | D | E | F |
  8043. * +---+---+---+
  8044. *
  8045. * then for each monitor you would call it like this
  8046. *
  8047. * const w = 1920;
  8048. * const h = 1080;
  8049. * const fullWidth = w * 3;
  8050. * const fullHeight = h * 2;
  8051. *
  8052. * --A--
  8053. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  8054. * --B--
  8055. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  8056. * --C--
  8057. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  8058. * --D--
  8059. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  8060. * --E--
  8061. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  8062. * --F--
  8063. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  8064. *
  8065. * Note there is no reason monitors have to be the same size or in a grid.
  8066. */
  8067. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  8068. this.aspect = fullWidth / fullHeight;
  8069. if ( this.view === null ) {
  8070. this.view = {
  8071. enabled: true,
  8072. fullWidth: 1,
  8073. fullHeight: 1,
  8074. offsetX: 0,
  8075. offsetY: 0,
  8076. width: 1,
  8077. height: 1
  8078. };
  8079. }
  8080. this.view.enabled = true;
  8081. this.view.fullWidth = fullWidth;
  8082. this.view.fullHeight = fullHeight;
  8083. this.view.offsetX = x;
  8084. this.view.offsetY = y;
  8085. this.view.width = width;
  8086. this.view.height = height;
  8087. this.updateProjectionMatrix();
  8088. },
  8089. clearViewOffset: function () {
  8090. if ( this.view !== null ) {
  8091. this.view.enabled = false;
  8092. }
  8093. this.updateProjectionMatrix();
  8094. },
  8095. updateProjectionMatrix: function () {
  8096. var near = this.near,
  8097. top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom,
  8098. height = 2 * top,
  8099. width = this.aspect * height,
  8100. left = - 0.5 * width,
  8101. view = this.view;
  8102. if ( this.view !== null && this.view.enabled ) {
  8103. var fullWidth = view.fullWidth,
  8104. fullHeight = view.fullHeight;
  8105. left += view.offsetX * width / fullWidth;
  8106. top -= view.offsetY * height / fullHeight;
  8107. width *= view.width / fullWidth;
  8108. height *= view.height / fullHeight;
  8109. }
  8110. var skew = this.filmOffset;
  8111. if ( skew !== 0 ) { left += near * skew / this.getFilmWidth(); }
  8112. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
  8113. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  8114. },
  8115. toJSON: function ( meta ) {
  8116. var data = Object3D.prototype.toJSON.call( this, meta );
  8117. data.object.fov = this.fov;
  8118. data.object.zoom = this.zoom;
  8119. data.object.near = this.near;
  8120. data.object.far = this.far;
  8121. data.object.focus = this.focus;
  8122. data.object.aspect = this.aspect;
  8123. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  8124. data.object.filmGauge = this.filmGauge;
  8125. data.object.filmOffset = this.filmOffset;
  8126. return data;
  8127. }
  8128. } );
  8129. var fov = 90, aspect = 1;
  8130. function CubeCamera( near, far, renderTarget ) {
  8131. Object3D.call( this );
  8132. this.type = 'CubeCamera';
  8133. if ( renderTarget.isWebGLCubeRenderTarget !== true ) {
  8134. console.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );
  8135. return;
  8136. }
  8137. this.renderTarget = renderTarget;
  8138. var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  8139. cameraPX.layers = this.layers;
  8140. cameraPX.up.set( 0, - 1, 0 );
  8141. cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
  8142. this.add( cameraPX );
  8143. var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  8144. cameraNX.layers = this.layers;
  8145. cameraNX.up.set( 0, - 1, 0 );
  8146. cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
  8147. this.add( cameraNX );
  8148. var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  8149. cameraPY.layers = this.layers;
  8150. cameraPY.up.set( 0, 0, 1 );
  8151. cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
  8152. this.add( cameraPY );
  8153. var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  8154. cameraNY.layers = this.layers;
  8155. cameraNY.up.set( 0, 0, - 1 );
  8156. cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
  8157. this.add( cameraNY );
  8158. var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  8159. cameraPZ.layers = this.layers;
  8160. cameraPZ.up.set( 0, - 1, 0 );
  8161. cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
  8162. this.add( cameraPZ );
  8163. var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  8164. cameraNZ.layers = this.layers;
  8165. cameraNZ.up.set( 0, - 1, 0 );
  8166. cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
  8167. this.add( cameraNZ );
  8168. this.update = function ( renderer, scene ) {
  8169. if ( this.parent === null ) { this.updateMatrixWorld(); }
  8170. var currentXrEnabled = renderer.xr.enabled;
  8171. var currentRenderTarget = renderer.getRenderTarget();
  8172. renderer.xr.enabled = false;
  8173. var generateMipmaps = renderTarget.texture.generateMipmaps;
  8174. renderTarget.texture.generateMipmaps = false;
  8175. renderer.setRenderTarget( renderTarget, 0 );
  8176. renderer.render( scene, cameraPX );
  8177. renderer.setRenderTarget( renderTarget, 1 );
  8178. renderer.render( scene, cameraNX );
  8179. renderer.setRenderTarget( renderTarget, 2 );
  8180. renderer.render( scene, cameraPY );
  8181. renderer.setRenderTarget( renderTarget, 3 );
  8182. renderer.render( scene, cameraNY );
  8183. renderer.setRenderTarget( renderTarget, 4 );
  8184. renderer.render( scene, cameraPZ );
  8185. renderTarget.texture.generateMipmaps = generateMipmaps;
  8186. renderer.setRenderTarget( renderTarget, 5 );
  8187. renderer.render( scene, cameraNZ );
  8188. renderer.setRenderTarget( currentRenderTarget );
  8189. renderer.xr.enabled = currentXrEnabled;
  8190. };
  8191. this.clear = function ( renderer, color, depth, stencil ) {
  8192. var currentRenderTarget = renderer.getRenderTarget();
  8193. for ( var i = 0; i < 6; i ++ ) {
  8194. renderer.setRenderTarget( renderTarget, i );
  8195. renderer.clear( color, depth, stencil );
  8196. }
  8197. renderer.setRenderTarget( currentRenderTarget );
  8198. };
  8199. }
  8200. CubeCamera.prototype = Object.create( Object3D.prototype );
  8201. CubeCamera.prototype.constructor = CubeCamera;
  8202. function WebGLCubeRenderTarget( size, options, dummy ) {
  8203. if ( Number.isInteger( options ) ) {
  8204. console.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );
  8205. options = dummy;
  8206. }
  8207. WebGLRenderTarget.call( this, size, size, options );
  8208. }
  8209. WebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );
  8210. WebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;
  8211. WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;
  8212. WebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {
  8213. this.texture.type = texture.type;
  8214. this.texture.format = RGBAFormat; // see #18859
  8215. this.texture.encoding = texture.encoding;
  8216. this.texture.generateMipmaps = texture.generateMipmaps;
  8217. this.texture.minFilter = texture.minFilter;
  8218. this.texture.magFilter = texture.magFilter;
  8219. var scene = new Scene();
  8220. var shader = {
  8221. uniforms: {
  8222. tEquirect: { value: null },
  8223. },
  8224. vertexShader: /* glsl */"\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include <begin_vertex>\n\t\t\t\t#include <project_vertex>\n\n\t\t\t}\n\t\t",
  8225. fragmentShader: /* glsl */"\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t"
  8226. };
  8227. var material = new ShaderMaterial( {
  8228. name: 'CubemapFromEquirect',
  8229. uniforms: cloneUniforms( shader.uniforms ),
  8230. vertexShader: shader.vertexShader,
  8231. fragmentShader: shader.fragmentShader,
  8232. side: BackSide,
  8233. blending: NoBlending
  8234. } );
  8235. material.uniforms.tEquirect.value = texture;
  8236. var mesh = new Mesh( new BoxBufferGeometry( 5, 5, 5 ), material );
  8237. scene.add( mesh );
  8238. var camera = new CubeCamera( 1, 10, this );
  8239. camera.update( renderer, scene );
  8240. mesh.geometry.dispose();
  8241. mesh.material.dispose();
  8242. return this;
  8243. };
  8244. function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  8245. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  8246. this.image = { data: data || null, width: width || 1, height: height || 1 };
  8247. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  8248. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  8249. this.generateMipmaps = false;
  8250. this.flipY = false;
  8251. this.unpackAlignment = 1;
  8252. this.needsUpdate = true;
  8253. }
  8254. DataTexture.prototype = Object.create( Texture.prototype );
  8255. DataTexture.prototype.constructor = DataTexture;
  8256. DataTexture.prototype.isDataTexture = true;
  8257. var _sphere$1 = new Sphere();
  8258. var _vector$5 = new Vector3();
  8259. function Frustum( p0, p1, p2, p3, p4, p5 ) {
  8260. this.planes = [
  8261. ( p0 !== undefined ) ? p0 : new Plane(),
  8262. ( p1 !== undefined ) ? p1 : new Plane(),
  8263. ( p2 !== undefined ) ? p2 : new Plane(),
  8264. ( p3 !== undefined ) ? p3 : new Plane(),
  8265. ( p4 !== undefined ) ? p4 : new Plane(),
  8266. ( p5 !== undefined ) ? p5 : new Plane()
  8267. ];
  8268. }
  8269. Object.assign( Frustum.prototype, {
  8270. set: function ( p0, p1, p2, p3, p4, p5 ) {
  8271. var planes = this.planes;
  8272. planes[ 0 ].copy( p0 );
  8273. planes[ 1 ].copy( p1 );
  8274. planes[ 2 ].copy( p2 );
  8275. planes[ 3 ].copy( p3 );
  8276. planes[ 4 ].copy( p4 );
  8277. planes[ 5 ].copy( p5 );
  8278. return this;
  8279. },
  8280. clone: function () {
  8281. return new this.constructor().copy( this );
  8282. },
  8283. copy: function ( frustum ) {
  8284. var planes = this.planes;
  8285. for ( var i = 0; i < 6; i ++ ) {
  8286. planes[ i ].copy( frustum.planes[ i ] );
  8287. }
  8288. return this;
  8289. },
  8290. setFromProjectionMatrix: function ( m ) {
  8291. var planes = this.planes;
  8292. var me = m.elements;
  8293. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  8294. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  8295. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  8296. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  8297. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  8298. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  8299. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  8300. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  8301. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  8302. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  8303. return this;
  8304. },
  8305. intersectsObject: function ( object ) {
  8306. var geometry = object.geometry;
  8307. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  8308. _sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  8309. return this.intersectsSphere( _sphere$1 );
  8310. },
  8311. intersectsSprite: function ( sprite ) {
  8312. _sphere$1.center.set( 0, 0, 0 );
  8313. _sphere$1.radius = 0.7071067811865476;
  8314. _sphere$1.applyMatrix4( sprite.matrixWorld );
  8315. return this.intersectsSphere( _sphere$1 );
  8316. },
  8317. intersectsSphere: function ( sphere ) {
  8318. var planes = this.planes;
  8319. var center = sphere.center;
  8320. var negRadius = - sphere.radius;
  8321. for ( var i = 0; i < 6; i ++ ) {
  8322. var distance = planes[ i ].distanceToPoint( center );
  8323. if ( distance < negRadius ) {
  8324. return false;
  8325. }
  8326. }
  8327. return true;
  8328. },
  8329. intersectsBox: function ( box ) {
  8330. var planes = this.planes;
  8331. for ( var i = 0; i < 6; i ++ ) {
  8332. var plane = planes[ i ];
  8333. // corner at max distance
  8334. _vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  8335. _vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  8336. _vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  8337. if ( plane.distanceToPoint( _vector$5 ) < 0 ) {
  8338. return false;
  8339. }
  8340. }
  8341. return true;
  8342. },
  8343. containsPoint: function ( point ) {
  8344. var planes = this.planes;
  8345. for ( var i = 0; i < 6; i ++ ) {
  8346. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  8347. return false;
  8348. }
  8349. }
  8350. return true;
  8351. }
  8352. } );
  8353. /**
  8354. * Uniforms library for shared webgl shaders
  8355. */
  8356. var UniformsLib = {
  8357. common: {
  8358. diffuse: { value: new Color( 0xeeeeee ) },
  8359. opacity: { value: 1.0 },
  8360. map: { value: null },
  8361. uvTransform: { value: new Matrix3() },
  8362. uv2Transform: { value: new Matrix3() },
  8363. alphaMap: { value: null },
  8364. },
  8365. specularmap: {
  8366. specularMap: { value: null },
  8367. },
  8368. envmap: {
  8369. envMap: { value: null },
  8370. flipEnvMap: { value: - 1 },
  8371. reflectivity: { value: 1.0 },
  8372. refractionRatio: { value: 0.98 },
  8373. maxMipLevel: { value: 0 }
  8374. },
  8375. aomap: {
  8376. aoMap: { value: null },
  8377. aoMapIntensity: { value: 1 }
  8378. },
  8379. lightmap: {
  8380. lightMap: { value: null },
  8381. lightMapIntensity: { value: 1 }
  8382. },
  8383. emissivemap: {
  8384. emissiveMap: { value: null }
  8385. },
  8386. bumpmap: {
  8387. bumpMap: { value: null },
  8388. bumpScale: { value: 1 }
  8389. },
  8390. normalmap: {
  8391. normalMap: { value: null },
  8392. normalScale: { value: new Vector2( 1, 1 ) }
  8393. },
  8394. displacementmap: {
  8395. displacementMap: { value: null },
  8396. displacementScale: { value: 1 },
  8397. displacementBias: { value: 0 }
  8398. },
  8399. roughnessmap: {
  8400. roughnessMap: { value: null }
  8401. },
  8402. metalnessmap: {
  8403. metalnessMap: { value: null }
  8404. },
  8405. gradientmap: {
  8406. gradientMap: { value: null }
  8407. },
  8408. fog: {
  8409. fogDensity: { value: 0.00025 },
  8410. fogNear: { value: 1 },
  8411. fogFar: { value: 2000 },
  8412. fogColor: { value: new Color( 0xffffff ) }
  8413. },
  8414. lights: {
  8415. ambientLightColor: { value: [] },
  8416. lightProbe: { value: [] },
  8417. directionalLights: { value: [], properties: {
  8418. direction: {},
  8419. color: {}
  8420. } },
  8421. directionalLightShadows: { value: [], properties: {
  8422. shadowBias: {},
  8423. shadowNormalBias: {},
  8424. shadowRadius: {},
  8425. shadowMapSize: {}
  8426. } },
  8427. directionalShadowMap: { value: [] },
  8428. directionalShadowMatrix: { value: [] },
  8429. spotLights: { value: [], properties: {
  8430. color: {},
  8431. position: {},
  8432. direction: {},
  8433. distance: {},
  8434. coneCos: {},
  8435. penumbraCos: {},
  8436. decay: {}
  8437. } },
  8438. spotLightShadows: { value: [], properties: {
  8439. shadowBias: {},
  8440. shadowNormalBias: {},
  8441. shadowRadius: {},
  8442. shadowMapSize: {}
  8443. } },
  8444. spotShadowMap: { value: [] },
  8445. spotShadowMatrix: { value: [] },
  8446. pointLights: { value: [], properties: {
  8447. color: {},
  8448. position: {},
  8449. decay: {},
  8450. distance: {}
  8451. } },
  8452. pointLightShadows: { value: [], properties: {
  8453. shadowBias: {},
  8454. shadowNormalBias: {},
  8455. shadowRadius: {},
  8456. shadowMapSize: {},
  8457. shadowCameraNear: {},
  8458. shadowCameraFar: {}
  8459. } },
  8460. pointShadowMap: { value: [] },
  8461. pointShadowMatrix: { value: [] },
  8462. hemisphereLights: { value: [], properties: {
  8463. direction: {},
  8464. skyColor: {},
  8465. groundColor: {}
  8466. } },
  8467. // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  8468. rectAreaLights: { value: [], properties: {
  8469. color: {},
  8470. position: {},
  8471. width: {},
  8472. height: {}
  8473. } }
  8474. },
  8475. points: {
  8476. diffuse: { value: new Color( 0xeeeeee ) },
  8477. opacity: { value: 1.0 },
  8478. size: { value: 1.0 },
  8479. scale: { value: 1.0 },
  8480. map: { value: null },
  8481. alphaMap: { value: null },
  8482. uvTransform: { value: new Matrix3() }
  8483. },
  8484. sprite: {
  8485. diffuse: { value: new Color( 0xeeeeee ) },
  8486. opacity: { value: 1.0 },
  8487. center: { value: new Vector2( 0.5, 0.5 ) },
  8488. rotation: { value: 0.0 },
  8489. map: { value: null },
  8490. alphaMap: { value: null },
  8491. uvTransform: { value: new Matrix3() }
  8492. }
  8493. };
  8494. function WebGLAnimation() {
  8495. var context = null;
  8496. var isAnimating = false;
  8497. var animationLoop = null;
  8498. var requestId = null;
  8499. function onAnimationFrame( time, frame ) {
  8500. animationLoop( time, frame );
  8501. requestId = context.requestAnimationFrame( onAnimationFrame );
  8502. }
  8503. return {
  8504. start: function () {
  8505. if ( isAnimating === true ) { return; }
  8506. if ( animationLoop === null ) { return; }
  8507. requestId = context.requestAnimationFrame( onAnimationFrame );
  8508. isAnimating = true;
  8509. },
  8510. stop: function () {
  8511. context.cancelAnimationFrame( requestId );
  8512. isAnimating = false;
  8513. },
  8514. setAnimationLoop: function ( callback ) {
  8515. animationLoop = callback;
  8516. },
  8517. setContext: function ( value ) {
  8518. context = value;
  8519. }
  8520. };
  8521. }
  8522. function WebGLAttributes( gl, capabilities ) {
  8523. var isWebGL2 = capabilities.isWebGL2;
  8524. var buffers = new WeakMap();
  8525. function createBuffer( attribute, bufferType ) {
  8526. var array = attribute.array;
  8527. var usage = attribute.usage;
  8528. var buffer = gl.createBuffer();
  8529. gl.bindBuffer( bufferType, buffer );
  8530. gl.bufferData( bufferType, array, usage );
  8531. attribute.onUploadCallback();
  8532. var type = 5126;
  8533. if ( array instanceof Float32Array ) {
  8534. type = 5126;
  8535. } else if ( array instanceof Float64Array ) {
  8536. console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
  8537. } else if ( array instanceof Uint16Array ) {
  8538. type = 5123;
  8539. } else if ( array instanceof Int16Array ) {
  8540. type = 5122;
  8541. } else if ( array instanceof Uint32Array ) {
  8542. type = 5125;
  8543. } else if ( array instanceof Int32Array ) {
  8544. type = 5124;
  8545. } else if ( array instanceof Int8Array ) {
  8546. type = 5120;
  8547. } else if ( array instanceof Uint8Array ) {
  8548. type = 5121;
  8549. }
  8550. return {
  8551. buffer: buffer,
  8552. type: type,
  8553. bytesPerElement: array.BYTES_PER_ELEMENT,
  8554. version: attribute.version
  8555. };
  8556. }
  8557. function updateBuffer( buffer, attribute, bufferType ) {
  8558. var array = attribute.array;
  8559. var updateRange = attribute.updateRange;
  8560. gl.bindBuffer( bufferType, buffer );
  8561. if ( updateRange.count === - 1 ) {
  8562. // Not using update ranges
  8563. gl.bufferSubData( bufferType, 0, array );
  8564. } else {
  8565. if ( isWebGL2 ) {
  8566. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8567. array, updateRange.offset, updateRange.count );
  8568. } else {
  8569. gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  8570. array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
  8571. }
  8572. updateRange.count = - 1; // reset range
  8573. }
  8574. }
  8575. //
  8576. function get( attribute ) {
  8577. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8578. return buffers.get( attribute );
  8579. }
  8580. function remove( attribute ) {
  8581. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8582. var data = buffers.get( attribute );
  8583. if ( data ) {
  8584. gl.deleteBuffer( data.buffer );
  8585. buffers.delete( attribute );
  8586. }
  8587. }
  8588. function update( attribute, bufferType ) {
  8589. if ( attribute.isInterleavedBufferAttribute ) { attribute = attribute.data; }
  8590. var data = buffers.get( attribute );
  8591. if ( data === undefined ) {
  8592. buffers.set( attribute, createBuffer( attribute, bufferType ) );
  8593. } else if ( data.version < attribute.version ) {
  8594. updateBuffer( data.buffer, attribute, bufferType );
  8595. data.version = attribute.version;
  8596. }
  8597. }
  8598. return {
  8599. get: get,
  8600. remove: remove,
  8601. update: update
  8602. };
  8603. }
  8604. // PlaneGeometry
  8605. function PlaneGeometry( width, height, widthSegments, heightSegments ) {
  8606. Geometry.call( this );
  8607. this.type = 'PlaneGeometry';
  8608. this.parameters = {
  8609. width: width,
  8610. height: height,
  8611. widthSegments: widthSegments,
  8612. heightSegments: heightSegments
  8613. };
  8614. this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  8615. this.mergeVertices();
  8616. }
  8617. PlaneGeometry.prototype = Object.create( Geometry.prototype );
  8618. PlaneGeometry.prototype.constructor = PlaneGeometry;
  8619. // PlaneBufferGeometry
  8620. function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
  8621. BufferGeometry.call( this );
  8622. this.type = 'PlaneBufferGeometry';
  8623. this.parameters = {
  8624. width: width,
  8625. height: height,
  8626. widthSegments: widthSegments,
  8627. heightSegments: heightSegments
  8628. };
  8629. width = width || 1;
  8630. height = height || 1;
  8631. var width_half = width / 2;
  8632. var height_half = height / 2;
  8633. var gridX = Math.floor( widthSegments ) || 1;
  8634. var gridY = Math.floor( heightSegments ) || 1;
  8635. var gridX1 = gridX + 1;
  8636. var gridY1 = gridY + 1;
  8637. var segment_width = width / gridX;
  8638. var segment_height = height / gridY;
  8639. // buffers
  8640. var indices = [];
  8641. var vertices = [];
  8642. var normals = [];
  8643. var uvs = [];
  8644. // generate vertices, normals and uvs
  8645. for ( var iy = 0; iy < gridY1; iy ++ ) {
  8646. var y = iy * segment_height - height_half;
  8647. for ( var ix = 0; ix < gridX1; ix ++ ) {
  8648. var x = ix * segment_width - width_half;
  8649. vertices.push( x, - y, 0 );
  8650. normals.push( 0, 0, 1 );
  8651. uvs.push( ix / gridX );
  8652. uvs.push( 1 - ( iy / gridY ) );
  8653. }
  8654. }
  8655. // indices
  8656. for ( var iy$1 = 0; iy$1 < gridY; iy$1 ++ ) {
  8657. for ( var ix$1 = 0; ix$1 < gridX; ix$1 ++ ) {
  8658. var a = ix$1 + gridX1 * iy$1;
  8659. var b = ix$1 + gridX1 * ( iy$1 + 1 );
  8660. var c = ( ix$1 + 1 ) + gridX1 * ( iy$1 + 1 );
  8661. var d = ( ix$1 + 1 ) + gridX1 * iy$1;
  8662. // faces
  8663. indices.push( a, b, d );
  8664. indices.push( b, c, d );
  8665. }
  8666. }
  8667. // build geometry
  8668. this.setIndex( indices );
  8669. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  8670. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  8671. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  8672. }
  8673. PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  8674. PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;
  8675. var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
  8676. var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8677. var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
  8678. 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";
  8679. var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
  8680. var begin_vertex = "vec3 transformed = vec3( position );";
  8681. var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
  8682. 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";
  8683. 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";
  8684. var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
  8685. var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
  8686. var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
  8687. var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
  8688. var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
  8689. var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8690. var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
  8691. var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
  8692. var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}";
  8693. var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_maxMipLevel 8.0\n#define cubeUV_minMipLevel 4.0\n#define cubeUV_maxTileSize 256.0\n#define cubeUV_minTileSize 16.0\nfloat getFace(vec3 direction) {\n vec3 absDirection = abs(direction);\n float face = -1.0;\n if (absDirection.x > absDirection.z) {\n if (absDirection.x > absDirection.y)\n face = direction.x > 0.0 ? 0.0 : 3.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n } else {\n if (absDirection.z > absDirection.y)\n face = direction.z > 0.0 ? 2.0 : 5.0;\n else\n face = direction.y > 0.0 ? 1.0 : 4.0;\n }\n return face;\n}\nvec2 getUV(vec3 direction, float face) {\n vec2 uv;\n if (face == 0.0) {\n uv = vec2(direction.z, direction.y) / abs(direction.x); } else if (face == 1.0) {\n uv = vec2(-direction.x, -direction.z) / abs(direction.y); } else if (face == 2.0) {\n uv = vec2(-direction.x, direction.y) / abs(direction.z); } else if (face == 3.0) {\n uv = vec2(-direction.z, direction.y) / abs(direction.x); } else if (face == 4.0) {\n uv = vec2(-direction.x, direction.z) / abs(direction.y); } else {\n uv = vec2(direction.x, direction.y) / abs(direction.z); }\n return 0.5 * (uv + 1.0);\n}\nvec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {\n float face = getFace(direction);\n float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);\n mipInt = max(mipInt, cubeUV_minMipLevel);\n float faceSize = exp2(mipInt);\n float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);\n vec2 uv = getUV(direction, face) * (faceSize - 1.0);\n vec2 f = fract(uv);\n uv += 0.5 - f;\n if (face > 2.0) {\n uv.y += faceSize;\n face -= 3.0;\n }\n uv.x += face * faceSize;\n if(mipInt < cubeUV_maxMipLevel){\n uv.y += 2.0 * cubeUV_maxTileSize;\n }\n uv.y += filterInt * 2.0 * cubeUV_minTileSize;\n uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);\n uv *= texelSize;\n vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x += texelSize;\n vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.y += texelSize;\n vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n uv.x -= texelSize;\n vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;\n vec3 tm = mix(tl, tr, f.x);\n vec3 bm = mix(bl, br, f.x);\n return mix(tm, bm, f.y);\n}\n#define r0 1.0\n#define v0 0.339\n#define m0 -2.0\n#define r1 0.8\n#define v1 0.276\n#define m1 -1.0\n#define r4 0.4\n#define v4 0.046\n#define m4 2.0\n#define r5 0.305\n#define v5 0.016\n#define m5 3.0\n#define r6 0.21\n#define v6 0.0038\n#define m6 4.0\nfloat roughnessToMip(float roughness) {\n float mip = 0.0;\n if (roughness >= r1) {\n mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;\n } else if (roughness >= r4) {\n mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;\n } else if (roughness >= r5) {\n mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;\n } else if (roughness >= r6) {\n mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;\n } else {\n mip = -2.0 * log2(1.16 * roughness); }\n return mip;\n}\nvec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {\n float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);\n float mipF = fract(mip);\n float mipInt = floor(mip);\n vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);\n if (mipF == 0.0) {\n return vec4(color0, 1.0);\n } else {\n vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);\n return vec4(mix(color0, color1, mipF), 1.0);\n }\n}\n#endif";
  8694. var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
  8695. var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
  8696. var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif";
  8697. var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
  8698. var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
  8699. var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
  8700. var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
  8701. var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\t\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
  8702. 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";
  8703. 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";
  8704. 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";
  8705. var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
  8706. var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif";
  8707. var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
  8708. 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";
  8709. 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";
  8710. var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}";
  8711. var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif";
  8712. var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
  8713. var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif";
  8714. var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
  8715. var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t vec3 reflectVec = reflect( -viewDir, normal );\n\t\t reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t vec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV = equirectUv( reflectVec );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
  8716. var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
  8717. var lights_toon_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)";
  8718. var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
  8719. var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
  8720. var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif";
  8721. var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
  8722. var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
  8723. var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif";
  8724. 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";
  8725. 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";
  8726. 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";
  8727. 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";
  8728. 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";
  8729. var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
  8730. var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
  8731. var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
  8732. var map_particle_pars_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
  8733. var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
  8734. var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
  8735. var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif";
  8736. var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";
  8737. var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif";
  8738. var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;";
  8739. var normal_fragment_maps = "#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
  8740. var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\tvec3 N = normalize( surf_norm );\n\t\tmat3 tsn = mat3( S, T, N );\n\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif";
  8741. var clearcoat_normal_fragment_begin = "#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif";
  8742. var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\n\t#endif\n#endif";
  8743. var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif";
  8744. var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
  8745. var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
  8746. 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;";
  8747. var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
  8748. 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";
  8749. var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
  8750. var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
  8751. var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
  8752. var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
  8753. var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif";
  8754. var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
  8755. 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";
  8756. 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";
  8757. 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";
  8758. 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";
  8759. 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";
  8760. var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
  8761. var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
  8762. var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
  8763. var transmissionmap_fragment = "#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif";
  8764. var transmissionmap_pars_fragment = "#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif";
  8765. var uv_pars_fragment = "#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif";
  8766. var uv_pars_vertex = "#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif";
  8767. var uv_vertex = "#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
  8768. var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
  8769. var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif";
  8770. var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif";
  8771. 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";
  8772. 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}";
  8773. 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}";
  8774. var cube_frag = "#include <envmap_common_pars_fragment>\nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include <envmap_fragment>\n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8775. 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}";
  8776. var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";
  8777. var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
  8778. 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}";
  8779. 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}";
  8780. var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
  8781. 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}";
  8782. var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8783. var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
  8784. var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8785. 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}";
  8786. var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8787. 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}";
  8788. var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8789. var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
  8790. var meshtoon_frag = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8791. var meshtoon_vert = "#define TOON\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8792. var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
  8793. 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}";
  8794. var meshphysical_frag = "#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <transmissionmap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\n\t#endif\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <transmissionmap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= saturate( 1. - totalTransmission + 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}";
  8795. 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}";
  8796. 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}";
  8797. 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}";
  8798. var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
  8799. 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}";
  8800. var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
  8801. var shadow_vert = "#include <common>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
  8802. 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}";
  8803. 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}";
  8804. var ShaderChunk = {
  8805. alphamap_fragment: alphamap_fragment,
  8806. alphamap_pars_fragment: alphamap_pars_fragment,
  8807. alphatest_fragment: alphatest_fragment,
  8808. aomap_fragment: aomap_fragment,
  8809. aomap_pars_fragment: aomap_pars_fragment,
  8810. begin_vertex: begin_vertex,
  8811. beginnormal_vertex: beginnormal_vertex,
  8812. bsdfs: bsdfs,
  8813. bumpmap_pars_fragment: bumpmap_pars_fragment,
  8814. clipping_planes_fragment: clipping_planes_fragment,
  8815. clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  8816. clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  8817. clipping_planes_vertex: clipping_planes_vertex,
  8818. color_fragment: color_fragment,
  8819. color_pars_fragment: color_pars_fragment,
  8820. color_pars_vertex: color_pars_vertex,
  8821. color_vertex: color_vertex,
  8822. common: common,
  8823. cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  8824. defaultnormal_vertex: defaultnormal_vertex,
  8825. displacementmap_pars_vertex: displacementmap_pars_vertex,
  8826. displacementmap_vertex: displacementmap_vertex,
  8827. emissivemap_fragment: emissivemap_fragment,
  8828. emissivemap_pars_fragment: emissivemap_pars_fragment,
  8829. encodings_fragment: encodings_fragment,
  8830. encodings_pars_fragment: encodings_pars_fragment,
  8831. envmap_fragment: envmap_fragment,
  8832. envmap_common_pars_fragment: envmap_common_pars_fragment,
  8833. envmap_pars_fragment: envmap_pars_fragment,
  8834. envmap_pars_vertex: envmap_pars_vertex,
  8835. envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  8836. envmap_vertex: envmap_vertex,
  8837. fog_vertex: fog_vertex,
  8838. fog_pars_vertex: fog_pars_vertex,
  8839. fog_fragment: fog_fragment,
  8840. fog_pars_fragment: fog_pars_fragment,
  8841. gradientmap_pars_fragment: gradientmap_pars_fragment,
  8842. lightmap_fragment: lightmap_fragment,
  8843. lightmap_pars_fragment: lightmap_pars_fragment,
  8844. lights_lambert_vertex: lights_lambert_vertex,
  8845. lights_pars_begin: lights_pars_begin,
  8846. lights_toon_fragment: lights_toon_fragment,
  8847. lights_toon_pars_fragment: lights_toon_pars_fragment,
  8848. lights_phong_fragment: lights_phong_fragment,
  8849. lights_phong_pars_fragment: lights_phong_pars_fragment,
  8850. lights_physical_fragment: lights_physical_fragment,
  8851. lights_physical_pars_fragment: lights_physical_pars_fragment,
  8852. lights_fragment_begin: lights_fragment_begin,
  8853. lights_fragment_maps: lights_fragment_maps,
  8854. lights_fragment_end: lights_fragment_end,
  8855. logdepthbuf_fragment: logdepthbuf_fragment,
  8856. logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  8857. logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  8858. logdepthbuf_vertex: logdepthbuf_vertex,
  8859. map_fragment: map_fragment,
  8860. map_pars_fragment: map_pars_fragment,
  8861. map_particle_fragment: map_particle_fragment,
  8862. map_particle_pars_fragment: map_particle_pars_fragment,
  8863. metalnessmap_fragment: metalnessmap_fragment,
  8864. metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  8865. morphnormal_vertex: morphnormal_vertex,
  8866. morphtarget_pars_vertex: morphtarget_pars_vertex,
  8867. morphtarget_vertex: morphtarget_vertex,
  8868. normal_fragment_begin: normal_fragment_begin,
  8869. normal_fragment_maps: normal_fragment_maps,
  8870. normalmap_pars_fragment: normalmap_pars_fragment,
  8871. clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  8872. clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  8873. clearcoat_pars_fragment: clearcoat_pars_fragment,
  8874. packing: packing,
  8875. premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  8876. project_vertex: project_vertex,
  8877. dithering_fragment: dithering_fragment,
  8878. dithering_pars_fragment: dithering_pars_fragment,
  8879. roughnessmap_fragment: roughnessmap_fragment,
  8880. roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  8881. shadowmap_pars_fragment: shadowmap_pars_fragment,
  8882. shadowmap_pars_vertex: shadowmap_pars_vertex,
  8883. shadowmap_vertex: shadowmap_vertex,
  8884. shadowmask_pars_fragment: shadowmask_pars_fragment,
  8885. skinbase_vertex: skinbase_vertex,
  8886. skinning_pars_vertex: skinning_pars_vertex,
  8887. skinning_vertex: skinning_vertex,
  8888. skinnormal_vertex: skinnormal_vertex,
  8889. specularmap_fragment: specularmap_fragment,
  8890. specularmap_pars_fragment: specularmap_pars_fragment,
  8891. tonemapping_fragment: tonemapping_fragment,
  8892. tonemapping_pars_fragment: tonemapping_pars_fragment,
  8893. transmissionmap_fragment: transmissionmap_fragment,
  8894. transmissionmap_pars_fragment: transmissionmap_pars_fragment,
  8895. uv_pars_fragment: uv_pars_fragment,
  8896. uv_pars_vertex: uv_pars_vertex,
  8897. uv_vertex: uv_vertex,
  8898. uv2_pars_fragment: uv2_pars_fragment,
  8899. uv2_pars_vertex: uv2_pars_vertex,
  8900. uv2_vertex: uv2_vertex,
  8901. worldpos_vertex: worldpos_vertex,
  8902. background_frag: background_frag,
  8903. background_vert: background_vert,
  8904. cube_frag: cube_frag,
  8905. cube_vert: cube_vert,
  8906. depth_frag: depth_frag,
  8907. depth_vert: depth_vert,
  8908. distanceRGBA_frag: distanceRGBA_frag,
  8909. distanceRGBA_vert: distanceRGBA_vert,
  8910. equirect_frag: equirect_frag,
  8911. equirect_vert: equirect_vert,
  8912. linedashed_frag: linedashed_frag,
  8913. linedashed_vert: linedashed_vert,
  8914. meshbasic_frag: meshbasic_frag,
  8915. meshbasic_vert: meshbasic_vert,
  8916. meshlambert_frag: meshlambert_frag,
  8917. meshlambert_vert: meshlambert_vert,
  8918. meshmatcap_frag: meshmatcap_frag,
  8919. meshmatcap_vert: meshmatcap_vert,
  8920. meshtoon_frag: meshtoon_frag,
  8921. meshtoon_vert: meshtoon_vert,
  8922. meshphong_frag: meshphong_frag,
  8923. meshphong_vert: meshphong_vert,
  8924. meshphysical_frag: meshphysical_frag,
  8925. meshphysical_vert: meshphysical_vert,
  8926. normal_frag: normal_frag,
  8927. normal_vert: normal_vert,
  8928. points_frag: points_frag,
  8929. points_vert: points_vert,
  8930. shadow_frag: shadow_frag,
  8931. shadow_vert: shadow_vert,
  8932. sprite_frag: sprite_frag,
  8933. sprite_vert: sprite_vert
  8934. };
  8935. var ShaderLib = {
  8936. basic: {
  8937. uniforms: mergeUniforms( [
  8938. UniformsLib.common,
  8939. UniformsLib.specularmap,
  8940. UniformsLib.envmap,
  8941. UniformsLib.aomap,
  8942. UniformsLib.lightmap,
  8943. UniformsLib.fog
  8944. ] ),
  8945. vertexShader: ShaderChunk.meshbasic_vert,
  8946. fragmentShader: ShaderChunk.meshbasic_frag
  8947. },
  8948. lambert: {
  8949. uniforms: mergeUniforms( [
  8950. UniformsLib.common,
  8951. UniformsLib.specularmap,
  8952. UniformsLib.envmap,
  8953. UniformsLib.aomap,
  8954. UniformsLib.lightmap,
  8955. UniformsLib.emissivemap,
  8956. UniformsLib.fog,
  8957. UniformsLib.lights,
  8958. {
  8959. emissive: { value: new Color( 0x000000 ) }
  8960. }
  8961. ] ),
  8962. vertexShader: ShaderChunk.meshlambert_vert,
  8963. fragmentShader: ShaderChunk.meshlambert_frag
  8964. },
  8965. phong: {
  8966. uniforms: mergeUniforms( [
  8967. UniformsLib.common,
  8968. UniformsLib.specularmap,
  8969. UniformsLib.envmap,
  8970. UniformsLib.aomap,
  8971. UniformsLib.lightmap,
  8972. UniformsLib.emissivemap,
  8973. UniformsLib.bumpmap,
  8974. UniformsLib.normalmap,
  8975. UniformsLib.displacementmap,
  8976. UniformsLib.fog,
  8977. UniformsLib.lights,
  8978. {
  8979. emissive: { value: new Color( 0x000000 ) },
  8980. specular: { value: new Color( 0x111111 ) },
  8981. shininess: { value: 30 }
  8982. }
  8983. ] ),
  8984. vertexShader: ShaderChunk.meshphong_vert,
  8985. fragmentShader: ShaderChunk.meshphong_frag
  8986. },
  8987. standard: {
  8988. uniforms: mergeUniforms( [
  8989. UniformsLib.common,
  8990. UniformsLib.envmap,
  8991. UniformsLib.aomap,
  8992. UniformsLib.lightmap,
  8993. UniformsLib.emissivemap,
  8994. UniformsLib.bumpmap,
  8995. UniformsLib.normalmap,
  8996. UniformsLib.displacementmap,
  8997. UniformsLib.roughnessmap,
  8998. UniformsLib.metalnessmap,
  8999. UniformsLib.fog,
  9000. UniformsLib.lights,
  9001. {
  9002. emissive: { value: new Color( 0x000000 ) },
  9003. roughness: { value: 1.0 },
  9004. metalness: { value: 0.0 },
  9005. envMapIntensity: { value: 1 } // temporary
  9006. }
  9007. ] ),
  9008. vertexShader: ShaderChunk.meshphysical_vert,
  9009. fragmentShader: ShaderChunk.meshphysical_frag
  9010. },
  9011. toon: {
  9012. uniforms: mergeUniforms( [
  9013. UniformsLib.common,
  9014. UniformsLib.aomap,
  9015. UniformsLib.lightmap,
  9016. UniformsLib.emissivemap,
  9017. UniformsLib.bumpmap,
  9018. UniformsLib.normalmap,
  9019. UniformsLib.displacementmap,
  9020. UniformsLib.gradientmap,
  9021. UniformsLib.fog,
  9022. UniformsLib.lights,
  9023. {
  9024. emissive: { value: new Color( 0x000000 ) }
  9025. }
  9026. ] ),
  9027. vertexShader: ShaderChunk.meshtoon_vert,
  9028. fragmentShader: ShaderChunk.meshtoon_frag
  9029. },
  9030. matcap: {
  9031. uniforms: mergeUniforms( [
  9032. UniformsLib.common,
  9033. UniformsLib.bumpmap,
  9034. UniformsLib.normalmap,
  9035. UniformsLib.displacementmap,
  9036. UniformsLib.fog,
  9037. {
  9038. matcap: { value: null }
  9039. }
  9040. ] ),
  9041. vertexShader: ShaderChunk.meshmatcap_vert,
  9042. fragmentShader: ShaderChunk.meshmatcap_frag
  9043. },
  9044. points: {
  9045. uniforms: mergeUniforms( [
  9046. UniformsLib.points,
  9047. UniformsLib.fog
  9048. ] ),
  9049. vertexShader: ShaderChunk.points_vert,
  9050. fragmentShader: ShaderChunk.points_frag
  9051. },
  9052. dashed: {
  9053. uniforms: mergeUniforms( [
  9054. UniformsLib.common,
  9055. UniformsLib.fog,
  9056. {
  9057. scale: { value: 1 },
  9058. dashSize: { value: 1 },
  9059. totalSize: { value: 2 }
  9060. }
  9061. ] ),
  9062. vertexShader: ShaderChunk.linedashed_vert,
  9063. fragmentShader: ShaderChunk.linedashed_frag
  9064. },
  9065. depth: {
  9066. uniforms: mergeUniforms( [
  9067. UniformsLib.common,
  9068. UniformsLib.displacementmap
  9069. ] ),
  9070. vertexShader: ShaderChunk.depth_vert,
  9071. fragmentShader: ShaderChunk.depth_frag
  9072. },
  9073. normal: {
  9074. uniforms: mergeUniforms( [
  9075. UniformsLib.common,
  9076. UniformsLib.bumpmap,
  9077. UniformsLib.normalmap,
  9078. UniformsLib.displacementmap,
  9079. {
  9080. opacity: { value: 1.0 }
  9081. }
  9082. ] ),
  9083. vertexShader: ShaderChunk.normal_vert,
  9084. fragmentShader: ShaderChunk.normal_frag
  9085. },
  9086. sprite: {
  9087. uniforms: mergeUniforms( [
  9088. UniformsLib.sprite,
  9089. UniformsLib.fog
  9090. ] ),
  9091. vertexShader: ShaderChunk.sprite_vert,
  9092. fragmentShader: ShaderChunk.sprite_frag
  9093. },
  9094. background: {
  9095. uniforms: {
  9096. uvTransform: { value: new Matrix3() },
  9097. t2D: { value: null },
  9098. },
  9099. vertexShader: ShaderChunk.background_vert,
  9100. fragmentShader: ShaderChunk.background_frag
  9101. },
  9102. /* -------------------------------------------------------------------------
  9103. // Cube map shader
  9104. ------------------------------------------------------------------------- */
  9105. cube: {
  9106. uniforms: mergeUniforms( [
  9107. UniformsLib.envmap,
  9108. {
  9109. opacity: { value: 1.0 }
  9110. }
  9111. ] ),
  9112. vertexShader: ShaderChunk.cube_vert,
  9113. fragmentShader: ShaderChunk.cube_frag
  9114. },
  9115. equirect: {
  9116. uniforms: {
  9117. tEquirect: { value: null },
  9118. },
  9119. vertexShader: ShaderChunk.equirect_vert,
  9120. fragmentShader: ShaderChunk.equirect_frag
  9121. },
  9122. distanceRGBA: {
  9123. uniforms: mergeUniforms( [
  9124. UniformsLib.common,
  9125. UniformsLib.displacementmap,
  9126. {
  9127. referencePosition: { value: new Vector3() },
  9128. nearDistance: { value: 1 },
  9129. farDistance: { value: 1000 }
  9130. }
  9131. ] ),
  9132. vertexShader: ShaderChunk.distanceRGBA_vert,
  9133. fragmentShader: ShaderChunk.distanceRGBA_frag
  9134. },
  9135. shadow: {
  9136. uniforms: mergeUniforms( [
  9137. UniformsLib.lights,
  9138. UniformsLib.fog,
  9139. {
  9140. color: { value: new Color( 0x00000 ) },
  9141. opacity: { value: 1.0 }
  9142. } ] ),
  9143. vertexShader: ShaderChunk.shadow_vert,
  9144. fragmentShader: ShaderChunk.shadow_frag
  9145. }
  9146. };
  9147. ShaderLib.physical = {
  9148. uniforms: mergeUniforms( [
  9149. ShaderLib.standard.uniforms,
  9150. {
  9151. clearcoat: { value: 0 },
  9152. clearcoatMap: { value: null },
  9153. clearcoatRoughness: { value: 0 },
  9154. clearcoatRoughnessMap: { value: null },
  9155. clearcoatNormalScale: { value: new Vector2( 1, 1 ) },
  9156. clearcoatNormalMap: { value: null },
  9157. sheen: { value: new Color( 0x000000 ) },
  9158. transmission: { value: 0 },
  9159. transmissionMap: { value: null },
  9160. }
  9161. ] ),
  9162. vertexShader: ShaderChunk.meshphysical_vert,
  9163. fragmentShader: ShaderChunk.meshphysical_frag
  9164. };
  9165. function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
  9166. var clearColor = new Color( 0x000000 );
  9167. var clearAlpha = 0;
  9168. var planeMesh;
  9169. var boxMesh;
  9170. var currentBackground = null;
  9171. var currentBackgroundVersion = 0;
  9172. var currentTonemapping = null;
  9173. function render( renderList, scene, camera, forceClear ) {
  9174. var background = scene.isScene === true ? scene.background : null;
  9175. // Ignore background in AR
  9176. // TODO: Reconsider this.
  9177. var xr = renderer.xr;
  9178. var session = xr.getSession && xr.getSession();
  9179. if ( session && session.environmentBlendMode === 'additive' ) {
  9180. background = null;
  9181. }
  9182. if ( background === null ) {
  9183. setClear( clearColor, clearAlpha );
  9184. } else if ( background && background.isColor ) {
  9185. setClear( background, 1 );
  9186. forceClear = true;
  9187. }
  9188. if ( renderer.autoClear || forceClear ) {
  9189. renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  9190. }
  9191. if ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {
  9192. if ( boxMesh === undefined ) {
  9193. boxMesh = new Mesh(
  9194. new BoxBufferGeometry( 1, 1, 1 ),
  9195. new ShaderMaterial( {
  9196. name: 'BackgroundCubeMaterial',
  9197. uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
  9198. vertexShader: ShaderLib.cube.vertexShader,
  9199. fragmentShader: ShaderLib.cube.fragmentShader,
  9200. side: BackSide,
  9201. depthTest: false,
  9202. depthWrite: false,
  9203. fog: false
  9204. } )
  9205. );
  9206. boxMesh.geometry.deleteAttribute( 'normal' );
  9207. boxMesh.geometry.deleteAttribute( 'uv' );
  9208. boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
  9209. this.matrixWorld.copyPosition( camera.matrixWorld );
  9210. };
  9211. // enable code injection for non-built-in material
  9212. Object.defineProperty( boxMesh.material, 'envMap', {
  9213. get: function () {
  9214. return this.uniforms.envMap.value;
  9215. }
  9216. } );
  9217. objects.update( boxMesh );
  9218. }
  9219. var texture = background.isWebGLCubeRenderTarget ? background.texture : background;
  9220. boxMesh.material.uniforms.envMap.value = texture;
  9221. boxMesh.material.uniforms.flipEnvMap.value = texture.isCubeTexture ? - 1 : 1;
  9222. if ( currentBackground !== background ||
  9223. currentBackgroundVersion !== texture.version ||
  9224. currentTonemapping !== renderer.toneMapping ) {
  9225. boxMesh.material.needsUpdate = true;
  9226. currentBackground = background;
  9227. currentBackgroundVersion = texture.version;
  9228. currentTonemapping = renderer.toneMapping;
  9229. }
  9230. // push to the pre-sorted opaque render list
  9231. renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
  9232. } else if ( background && background.isTexture ) {
  9233. if ( planeMesh === undefined ) {
  9234. planeMesh = new Mesh(
  9235. new PlaneBufferGeometry( 2, 2 ),
  9236. new ShaderMaterial( {
  9237. name: 'BackgroundMaterial',
  9238. uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  9239. vertexShader: ShaderLib.background.vertexShader,
  9240. fragmentShader: ShaderLib.background.fragmentShader,
  9241. side: FrontSide,
  9242. depthTest: false,
  9243. depthWrite: false,
  9244. fog: false
  9245. } )
  9246. );
  9247. planeMesh.geometry.deleteAttribute( 'normal' );
  9248. // enable code injection for non-built-in material
  9249. Object.defineProperty( planeMesh.material, 'map', {
  9250. get: function () {
  9251. return this.uniforms.t2D.value;
  9252. }
  9253. } );
  9254. objects.update( planeMesh );
  9255. }
  9256. planeMesh.material.uniforms.t2D.value = background;
  9257. if ( background.matrixAutoUpdate === true ) {
  9258. background.updateMatrix();
  9259. }
  9260. planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
  9261. if ( currentBackground !== background ||
  9262. currentBackgroundVersion !== background.version ||
  9263. currentTonemapping !== renderer.toneMapping ) {
  9264. planeMesh.material.needsUpdate = true;
  9265. currentBackground = background;
  9266. currentBackgroundVersion = background.version;
  9267. currentTonemapping = renderer.toneMapping;
  9268. }
  9269. // push to the pre-sorted opaque render list
  9270. renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
  9271. }
  9272. }
  9273. function setClear( color, alpha ) {
  9274. state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
  9275. }
  9276. return {
  9277. getClearColor: function () {
  9278. return clearColor;
  9279. },
  9280. setClearColor: function ( color, alpha ) {
  9281. clearColor.set( color );
  9282. clearAlpha = alpha !== undefined ? alpha : 1;
  9283. setClear( clearColor, clearAlpha );
  9284. },
  9285. getClearAlpha: function () {
  9286. return clearAlpha;
  9287. },
  9288. setClearAlpha: function ( alpha ) {
  9289. clearAlpha = alpha;
  9290. setClear( clearColor, clearAlpha );
  9291. },
  9292. render: render
  9293. };
  9294. }
  9295. function WebGLBindingStates( gl, extensions, attributes, capabilities ) {
  9296. var maxVertexAttributes = gl.getParameter( 34921 );
  9297. var extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  9298. var vaoAvailable = capabilities.isWebGL2 || extension !== null;
  9299. var bindingStates = {};
  9300. var defaultState = createBindingState( null );
  9301. var currentState = defaultState;
  9302. function setup( object, material, program, geometry, index ) {
  9303. var updateBuffers = false;
  9304. if ( vaoAvailable ) {
  9305. var state = getBindingState( geometry, program, material );
  9306. if ( currentState !== state ) {
  9307. currentState = state;
  9308. bindVertexArrayObject( currentState.object );
  9309. }
  9310. updateBuffers = needsUpdate( geometry );
  9311. if ( updateBuffers ) { saveCache( geometry ); }
  9312. } else {
  9313. var wireframe = ( material.wireframe === true );
  9314. if ( currentState.geometry !== geometry.id ||
  9315. currentState.program !== program.id ||
  9316. currentState.wireframe !== wireframe ) {
  9317. currentState.geometry = geometry.id;
  9318. currentState.program = program.id;
  9319. currentState.wireframe = wireframe;
  9320. updateBuffers = true;
  9321. }
  9322. }
  9323. if ( object.isInstancedMesh === true ) {
  9324. updateBuffers = true;
  9325. }
  9326. if ( index !== null ) {
  9327. attributes.update( index, 34963 );
  9328. }
  9329. if ( updateBuffers ) {
  9330. setupVertexAttributes( object, material, program, geometry );
  9331. if ( index !== null ) {
  9332. gl.bindBuffer( 34963, attributes.get( index ).buffer );
  9333. }
  9334. }
  9335. }
  9336. function createVertexArrayObject() {
  9337. if ( capabilities.isWebGL2 ) { return gl.createVertexArray(); }
  9338. return extension.createVertexArrayOES();
  9339. }
  9340. function bindVertexArrayObject( vao ) {
  9341. if ( capabilities.isWebGL2 ) { return gl.bindVertexArray( vao ); }
  9342. return extension.bindVertexArrayOES( vao );
  9343. }
  9344. function deleteVertexArrayObject( vao ) {
  9345. if ( capabilities.isWebGL2 ) { return gl.deleteVertexArray( vao ); }
  9346. return extension.deleteVertexArrayOES( vao );
  9347. }
  9348. function getBindingState( geometry, program, material ) {
  9349. var wireframe = ( material.wireframe === true );
  9350. var programMap = bindingStates[ geometry.id ];
  9351. if ( programMap === undefined ) {
  9352. programMap = {};
  9353. bindingStates[ geometry.id ] = programMap;
  9354. }
  9355. var stateMap = programMap[ program.id ];
  9356. if ( stateMap === undefined ) {
  9357. stateMap = {};
  9358. programMap[ program.id ] = stateMap;
  9359. }
  9360. var state = stateMap[ wireframe ];
  9361. if ( state === undefined ) {
  9362. state = createBindingState( createVertexArrayObject() );
  9363. stateMap[ wireframe ] = state;
  9364. }
  9365. return state;
  9366. }
  9367. function createBindingState( vao ) {
  9368. var newAttributes = [];
  9369. var enabledAttributes = [];
  9370. var attributeDivisors = [];
  9371. for ( var i = 0; i < maxVertexAttributes; i ++ ) {
  9372. newAttributes[ i ] = 0;
  9373. enabledAttributes[ i ] = 0;
  9374. attributeDivisors[ i ] = 0;
  9375. }
  9376. return {
  9377. // for backward compatibility on non-VAO support browser
  9378. geometry: null,
  9379. program: null,
  9380. wireframe: false,
  9381. newAttributes: newAttributes,
  9382. enabledAttributes: enabledAttributes,
  9383. attributeDivisors: attributeDivisors,
  9384. object: vao,
  9385. attributes: {}
  9386. };
  9387. }
  9388. function needsUpdate( geometry ) {
  9389. var cachedAttributes = currentState.attributes;
  9390. var geometryAttributes = geometry.attributes;
  9391. if ( Object.keys( cachedAttributes ).length !== Object.keys( geometryAttributes ).length ) { return true; }
  9392. for ( var key in geometryAttributes ) {
  9393. var cachedAttribute = cachedAttributes[ key ];
  9394. var geometryAttribute = geometryAttributes[ key ];
  9395. if ( cachedAttribute.attribute !== geometryAttribute ) { return true; }
  9396. if ( cachedAttribute.data !== geometryAttribute.data ) { return true; }
  9397. }
  9398. return false;
  9399. }
  9400. function saveCache( geometry ) {
  9401. var cache = {};
  9402. var attributes = geometry.attributes;
  9403. for ( var key in attributes ) {
  9404. var attribute = attributes[ key ];
  9405. var data = {};
  9406. data.attribute = attribute;
  9407. if ( attribute.data ) {
  9408. data.data = attribute.data;
  9409. }
  9410. cache[ key ] = data;
  9411. }
  9412. currentState.attributes = cache;
  9413. }
  9414. function initAttributes() {
  9415. var newAttributes = currentState.newAttributes;
  9416. for ( var i = 0, il = newAttributes.length; i < il; i ++ ) {
  9417. newAttributes[ i ] = 0;
  9418. }
  9419. }
  9420. function enableAttribute( attribute ) {
  9421. enableAttributeAndDivisor( attribute, 0 );
  9422. }
  9423. function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
  9424. var newAttributes = currentState.newAttributes;
  9425. var enabledAttributes = currentState.enabledAttributes;
  9426. var attributeDivisors = currentState.attributeDivisors;
  9427. newAttributes[ attribute ] = 1;
  9428. if ( enabledAttributes[ attribute ] === 0 ) {
  9429. gl.enableVertexAttribArray( attribute );
  9430. enabledAttributes[ attribute ] = 1;
  9431. }
  9432. if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
  9433. var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
  9434. extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
  9435. attributeDivisors[ attribute ] = meshPerAttribute;
  9436. }
  9437. }
  9438. function disableUnusedAttributes() {
  9439. var newAttributes = currentState.newAttributes;
  9440. var enabledAttributes = currentState.enabledAttributes;
  9441. for ( var i = 0, il = enabledAttributes.length; i < il; i ++ ) {
  9442. if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
  9443. gl.disableVertexAttribArray( i );
  9444. enabledAttributes[ i ] = 0;
  9445. }
  9446. }
  9447. }
  9448. function vertexAttribPointer( index, size, type, normalized, stride, offset ) {
  9449. if ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {
  9450. gl.vertexAttribIPointer( index, size, type, stride, offset );
  9451. } else {
  9452. gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
  9453. }
  9454. }
  9455. function setupVertexAttributes( object, material, program, geometry ) {
  9456. if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {
  9457. if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) { return; }
  9458. }
  9459. initAttributes();
  9460. var geometryAttributes = geometry.attributes;
  9461. var programAttributes = program.getAttributes();
  9462. var materialDefaultAttributeValues = material.defaultAttributeValues;
  9463. for ( var name in programAttributes ) {
  9464. var programAttribute = programAttributes[ name ];
  9465. if ( programAttribute >= 0 ) {
  9466. var geometryAttribute = geometryAttributes[ name ];
  9467. if ( geometryAttribute !== undefined ) {
  9468. var normalized = geometryAttribute.normalized;
  9469. var size = geometryAttribute.itemSize;
  9470. var attribute = attributes.get( geometryAttribute );
  9471. // TODO Attribute may not be available on context restore
  9472. if ( attribute === undefined ) { continue; }
  9473. var buffer = attribute.buffer;
  9474. var type = attribute.type;
  9475. var bytesPerElement = attribute.bytesPerElement;
  9476. if ( geometryAttribute.isInterleavedBufferAttribute ) {
  9477. var data = geometryAttribute.data;
  9478. var stride = data.stride;
  9479. var offset = geometryAttribute.offset;
  9480. if ( data && data.isInstancedInterleavedBuffer ) {
  9481. enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
  9482. if ( geometry._maxInstanceCount === undefined ) {
  9483. geometry._maxInstanceCount = data.meshPerAttribute * data.count;
  9484. }
  9485. } else {
  9486. enableAttribute( programAttribute );
  9487. }
  9488. gl.bindBuffer( 34962, buffer );
  9489. vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
  9490. } else {
  9491. if ( geometryAttribute.isInstancedBufferAttribute ) {
  9492. enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
  9493. if ( geometry._maxInstanceCount === undefined ) {
  9494. geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
  9495. }
  9496. } else {
  9497. enableAttribute( programAttribute );
  9498. }
  9499. gl.bindBuffer( 34962, buffer );
  9500. vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
  9501. }
  9502. } else if ( name === 'instanceMatrix' ) {
  9503. var attribute$1 = attributes.get( object.instanceMatrix );
  9504. // TODO Attribute may not be available on context restore
  9505. if ( attribute$1 === undefined ) { continue; }
  9506. var buffer$1 = attribute$1.buffer;
  9507. var type$1 = attribute$1.type;
  9508. enableAttributeAndDivisor( programAttribute + 0, 1 );
  9509. enableAttributeAndDivisor( programAttribute + 1, 1 );
  9510. enableAttributeAndDivisor( programAttribute + 2, 1 );
  9511. enableAttributeAndDivisor( programAttribute + 3, 1 );
  9512. gl.bindBuffer( 34962, buffer$1 );
  9513. gl.vertexAttribPointer( programAttribute + 0, 4, type$1, false, 64, 0 );
  9514. gl.vertexAttribPointer( programAttribute + 1, 4, type$1, false, 64, 16 );
  9515. gl.vertexAttribPointer( programAttribute + 2, 4, type$1, false, 64, 32 );
  9516. gl.vertexAttribPointer( programAttribute + 3, 4, type$1, false, 64, 48 );
  9517. } else if ( materialDefaultAttributeValues !== undefined ) {
  9518. var value = materialDefaultAttributeValues[ name ];
  9519. if ( value !== undefined ) {
  9520. switch ( value.length ) {
  9521. case 2:
  9522. gl.vertexAttrib2fv( programAttribute, value );
  9523. break;
  9524. case 3:
  9525. gl.vertexAttrib3fv( programAttribute, value );
  9526. break;
  9527. case 4:
  9528. gl.vertexAttrib4fv( programAttribute, value );
  9529. break;
  9530. default:
  9531. gl.vertexAttrib1fv( programAttribute, value );
  9532. }
  9533. }
  9534. }
  9535. }
  9536. }
  9537. disableUnusedAttributes();
  9538. }
  9539. function dispose() {
  9540. reset();
  9541. for ( var geometryId in bindingStates ) {
  9542. var programMap = bindingStates[ geometryId ];
  9543. for ( var programId in programMap ) {
  9544. var stateMap = programMap[ programId ];
  9545. for ( var wireframe in stateMap ) {
  9546. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9547. delete stateMap[ wireframe ];
  9548. }
  9549. delete programMap[ programId ];
  9550. }
  9551. delete bindingStates[ geometryId ];
  9552. }
  9553. }
  9554. function releaseStatesOfGeometry( geometry ) {
  9555. if ( bindingStates[ geometry.id ] === undefined ) { return; }
  9556. var programMap = bindingStates[ geometry.id ];
  9557. for ( var programId in programMap ) {
  9558. var stateMap = programMap[ programId ];
  9559. for ( var wireframe in stateMap ) {
  9560. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9561. delete stateMap[ wireframe ];
  9562. }
  9563. delete programMap[ programId ];
  9564. }
  9565. delete bindingStates[ geometry.id ];
  9566. }
  9567. function releaseStatesOfProgram( program ) {
  9568. for ( var geometryId in bindingStates ) {
  9569. var programMap = bindingStates[ geometryId ];
  9570. if ( programMap[ program.id ] === undefined ) { continue; }
  9571. var stateMap = programMap[ program.id ];
  9572. for ( var wireframe in stateMap ) {
  9573. deleteVertexArrayObject( stateMap[ wireframe ].object );
  9574. delete stateMap[ wireframe ];
  9575. }
  9576. delete programMap[ program.id ];
  9577. }
  9578. }
  9579. function reset() {
  9580. resetDefaultState();
  9581. if ( currentState === defaultState ) { return; }
  9582. currentState = defaultState;
  9583. bindVertexArrayObject( currentState.object );
  9584. }
  9585. // for backward-compatilibity
  9586. function resetDefaultState() {
  9587. defaultState.geometry = null;
  9588. defaultState.program = null;
  9589. defaultState.wireframe = false;
  9590. }
  9591. return {
  9592. setup: setup,
  9593. reset: reset,
  9594. resetDefaultState: resetDefaultState,
  9595. dispose: dispose,
  9596. releaseStatesOfGeometry: releaseStatesOfGeometry,
  9597. releaseStatesOfProgram: releaseStatesOfProgram,
  9598. initAttributes: initAttributes,
  9599. enableAttribute: enableAttribute,
  9600. disableUnusedAttributes: disableUnusedAttributes
  9601. };
  9602. }
  9603. function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
  9604. var isWebGL2 = capabilities.isWebGL2;
  9605. var mode;
  9606. function setMode( value ) {
  9607. mode = value;
  9608. }
  9609. function render( start, count ) {
  9610. gl.drawArrays( mode, start, count );
  9611. info.update( count, mode, 1 );
  9612. }
  9613. function renderInstances( start, count, primcount ) {
  9614. if ( primcount === 0 ) { return; }
  9615. var extension, methodName;
  9616. if ( isWebGL2 ) {
  9617. extension = gl;
  9618. methodName = 'drawArraysInstanced';
  9619. } else {
  9620. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9621. methodName = 'drawArraysInstancedANGLE';
  9622. if ( extension === null ) {
  9623. console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9624. return;
  9625. }
  9626. }
  9627. extension[ methodName ]( mode, start, count, primcount );
  9628. info.update( count, mode, primcount );
  9629. }
  9630. //
  9631. this.setMode = setMode;
  9632. this.render = render;
  9633. this.renderInstances = renderInstances;
  9634. }
  9635. function WebGLCapabilities( gl, extensions, parameters ) {
  9636. var maxAnisotropy;
  9637. function getMaxAnisotropy() {
  9638. if ( maxAnisotropy !== undefined ) { return maxAnisotropy; }
  9639. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  9640. if ( extension !== null ) {
  9641. maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
  9642. } else {
  9643. maxAnisotropy = 0;
  9644. }
  9645. return maxAnisotropy;
  9646. }
  9647. function getMaxPrecision( precision ) {
  9648. if ( precision === 'highp' ) {
  9649. if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
  9650. gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
  9651. return 'highp';
  9652. }
  9653. precision = 'mediump';
  9654. }
  9655. if ( precision === 'mediump' ) {
  9656. if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
  9657. gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
  9658. return 'mediump';
  9659. }
  9660. }
  9661. return 'lowp';
  9662. }
  9663. /* eslint-disable no-undef */
  9664. var isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||
  9665. ( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );
  9666. /* eslint-enable no-undef */
  9667. var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  9668. var maxPrecision = getMaxPrecision( precision );
  9669. if ( maxPrecision !== precision ) {
  9670. console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  9671. precision = maxPrecision;
  9672. }
  9673. var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
  9674. var maxTextures = gl.getParameter( 34930 );
  9675. var maxVertexTextures = gl.getParameter( 35660 );
  9676. var maxTextureSize = gl.getParameter( 3379 );
  9677. var maxCubemapSize = gl.getParameter( 34076 );
  9678. var maxAttributes = gl.getParameter( 34921 );
  9679. var maxVertexUniforms = gl.getParameter( 36347 );
  9680. var maxVaryings = gl.getParameter( 36348 );
  9681. var maxFragmentUniforms = gl.getParameter( 36349 );
  9682. var vertexTextures = maxVertexTextures > 0;
  9683. var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
  9684. var floatVertexTextures = vertexTextures && floatFragmentTextures;
  9685. var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
  9686. return {
  9687. isWebGL2: isWebGL2,
  9688. getMaxAnisotropy: getMaxAnisotropy,
  9689. getMaxPrecision: getMaxPrecision,
  9690. precision: precision,
  9691. logarithmicDepthBuffer: logarithmicDepthBuffer,
  9692. maxTextures: maxTextures,
  9693. maxVertexTextures: maxVertexTextures,
  9694. maxTextureSize: maxTextureSize,
  9695. maxCubemapSize: maxCubemapSize,
  9696. maxAttributes: maxAttributes,
  9697. maxVertexUniforms: maxVertexUniforms,
  9698. maxVaryings: maxVaryings,
  9699. maxFragmentUniforms: maxFragmentUniforms,
  9700. vertexTextures: vertexTextures,
  9701. floatFragmentTextures: floatFragmentTextures,
  9702. floatVertexTextures: floatVertexTextures,
  9703. maxSamples: maxSamples
  9704. };
  9705. }
  9706. function WebGLClipping() {
  9707. var scope = this;
  9708. var globalState = null,
  9709. numGlobalPlanes = 0,
  9710. localClippingEnabled = false,
  9711. renderingShadows = false;
  9712. var plane = new Plane(),
  9713. viewNormalMatrix = new Matrix3(),
  9714. uniform = { value: null, needsUpdate: false };
  9715. this.uniform = uniform;
  9716. this.numPlanes = 0;
  9717. this.numIntersection = 0;
  9718. this.init = function ( planes, enableLocalClipping, camera ) {
  9719. var enabled =
  9720. planes.length !== 0 ||
  9721. enableLocalClipping ||
  9722. // enable state of previous frame - the clipping code has to
  9723. // run another frame in order to reset the state:
  9724. numGlobalPlanes !== 0 ||
  9725. localClippingEnabled;
  9726. localClippingEnabled = enableLocalClipping;
  9727. globalState = projectPlanes( planes, camera, 0 );
  9728. numGlobalPlanes = planes.length;
  9729. return enabled;
  9730. };
  9731. this.beginShadows = function () {
  9732. renderingShadows = true;
  9733. projectPlanes( null );
  9734. };
  9735. this.endShadows = function () {
  9736. renderingShadows = false;
  9737. resetGlobalState();
  9738. };
  9739. this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
  9740. if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
  9741. // there's no local clipping
  9742. if ( renderingShadows ) {
  9743. // there's no global clipping
  9744. projectPlanes( null );
  9745. } else {
  9746. resetGlobalState();
  9747. }
  9748. } else {
  9749. var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  9750. lGlobal = nGlobal * 4;
  9751. var dstArray = cache.clippingState || null;
  9752. uniform.value = dstArray; // ensure unique state
  9753. dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
  9754. for ( var i = 0; i !== lGlobal; ++ i ) {
  9755. dstArray[ i ] = globalState[ i ];
  9756. }
  9757. cache.clippingState = dstArray;
  9758. this.numIntersection = clipIntersection ? this.numPlanes : 0;
  9759. this.numPlanes += nGlobal;
  9760. }
  9761. };
  9762. function resetGlobalState() {
  9763. if ( uniform.value !== globalState ) {
  9764. uniform.value = globalState;
  9765. uniform.needsUpdate = numGlobalPlanes > 0;
  9766. }
  9767. scope.numPlanes = numGlobalPlanes;
  9768. scope.numIntersection = 0;
  9769. }
  9770. function projectPlanes( planes, camera, dstOffset, skipTransform ) {
  9771. var nPlanes = planes !== null ? planes.length : 0,
  9772. dstArray = null;
  9773. if ( nPlanes !== 0 ) {
  9774. dstArray = uniform.value;
  9775. if ( skipTransform !== true || dstArray === null ) {
  9776. var flatSize = dstOffset + nPlanes * 4,
  9777. viewMatrix = camera.matrixWorldInverse;
  9778. viewNormalMatrix.getNormalMatrix( viewMatrix );
  9779. if ( dstArray === null || dstArray.length < flatSize ) {
  9780. dstArray = new Float32Array( flatSize );
  9781. }
  9782. for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
  9783. plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
  9784. plane.normal.toArray( dstArray, i4 );
  9785. dstArray[ i4 + 3 ] = plane.constant;
  9786. }
  9787. }
  9788. uniform.value = dstArray;
  9789. uniform.needsUpdate = true;
  9790. }
  9791. scope.numPlanes = nPlanes;
  9792. scope.numIntersection = 0;
  9793. return dstArray;
  9794. }
  9795. }
  9796. function WebGLExtensions( gl ) {
  9797. var extensions = {};
  9798. return {
  9799. has: function ( name ) {
  9800. if ( extensions[ name ] !== undefined ) {
  9801. return extensions[ name ];
  9802. }
  9803. var extension;
  9804. switch ( name ) {
  9805. case 'WEBGL_depth_texture':
  9806. extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  9807. break;
  9808. case 'EXT_texture_filter_anisotropic':
  9809. extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  9810. break;
  9811. case 'WEBGL_compressed_texture_s3tc':
  9812. extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  9813. break;
  9814. case 'WEBGL_compressed_texture_pvrtc':
  9815. extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  9816. break;
  9817. default:
  9818. extension = gl.getExtension( name );
  9819. }
  9820. extensions[ name ] = extension;
  9821. return !! extension;
  9822. },
  9823. get: function ( name ) {
  9824. if ( ! this.has( name ) ) {
  9825. console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
  9826. }
  9827. return extensions[ name ];
  9828. }
  9829. };
  9830. }
  9831. function WebGLGeometries( gl, attributes, info, bindingStates ) {
  9832. var geometries = new WeakMap();
  9833. var wireframeAttributes = new WeakMap();
  9834. function onGeometryDispose( event ) {
  9835. var geometry = event.target;
  9836. var buffergeometry = geometries.get( geometry );
  9837. if ( buffergeometry.index !== null ) {
  9838. attributes.remove( buffergeometry.index );
  9839. }
  9840. for ( var name in buffergeometry.attributes ) {
  9841. attributes.remove( buffergeometry.attributes[ name ] );
  9842. }
  9843. geometry.removeEventListener( 'dispose', onGeometryDispose );
  9844. geometries.delete( geometry );
  9845. var attribute = wireframeAttributes.get( buffergeometry );
  9846. if ( attribute ) {
  9847. attributes.remove( attribute );
  9848. wireframeAttributes.delete( buffergeometry );
  9849. }
  9850. bindingStates.releaseStatesOfGeometry( geometry );
  9851. if ( geometry.isInstancedBufferGeometry === true ) {
  9852. delete geometry._maxInstanceCount;
  9853. }
  9854. //
  9855. info.memory.geometries --;
  9856. }
  9857. function get( object, geometry ) {
  9858. var buffergeometry = geometries.get( geometry );
  9859. if ( buffergeometry ) { return buffergeometry; }
  9860. geometry.addEventListener( 'dispose', onGeometryDispose );
  9861. if ( geometry.isBufferGeometry ) {
  9862. buffergeometry = geometry;
  9863. } else if ( geometry.isGeometry ) {
  9864. if ( geometry._bufferGeometry === undefined ) {
  9865. geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
  9866. }
  9867. buffergeometry = geometry._bufferGeometry;
  9868. }
  9869. geometries.set( geometry, buffergeometry );
  9870. info.memory.geometries ++;
  9871. return buffergeometry;
  9872. }
  9873. function update( geometry ) {
  9874. var geometryAttributes = geometry.attributes;
  9875. // Updating index buffer in VAO now. See WebGLBindingStates.
  9876. for ( var name in geometryAttributes ) {
  9877. attributes.update( geometryAttributes[ name ], 34962 );
  9878. }
  9879. // morph targets
  9880. var morphAttributes = geometry.morphAttributes;
  9881. for ( var name$1 in morphAttributes ) {
  9882. var array = morphAttributes[ name$1 ];
  9883. for ( var i = 0, l = array.length; i < l; i ++ ) {
  9884. attributes.update( array[ i ], 34962 );
  9885. }
  9886. }
  9887. }
  9888. function updateWireframeAttribute( geometry ) {
  9889. var indices = [];
  9890. var geometryIndex = geometry.index;
  9891. var geometryPosition = geometry.attributes.position;
  9892. var version = 0;
  9893. if ( geometryIndex !== null ) {
  9894. var array = geometryIndex.array;
  9895. version = geometryIndex.version;
  9896. for ( var i = 0, l = array.length; i < l; i += 3 ) {
  9897. var a = array[ i + 0 ];
  9898. var b = array[ i + 1 ];
  9899. var c = array[ i + 2 ];
  9900. indices.push( a, b, b, c, c, a );
  9901. }
  9902. } else {
  9903. var array$1 = geometryPosition.array;
  9904. version = geometryPosition.version;
  9905. for ( var i$1 = 0, l$1 = ( array$1.length / 3 ) - 1; i$1 < l$1; i$1 += 3 ) {
  9906. var a$1 = i$1 + 0;
  9907. var b$1 = i$1 + 1;
  9908. var c$1 = i$1 + 2;
  9909. indices.push( a$1, b$1, b$1, c$1, c$1, a$1 );
  9910. }
  9911. }
  9912. var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  9913. attribute.version = version;
  9914. // Updating index buffer in VAO now. See WebGLBindingStates
  9915. //
  9916. var previousAttribute = wireframeAttributes.get( geometry );
  9917. if ( previousAttribute ) { attributes.remove( previousAttribute ); }
  9918. //
  9919. wireframeAttributes.set( geometry, attribute );
  9920. }
  9921. function getWireframeAttribute( geometry ) {
  9922. var currentAttribute = wireframeAttributes.get( geometry );
  9923. if ( currentAttribute ) {
  9924. var geometryIndex = geometry.index;
  9925. if ( geometryIndex !== null ) {
  9926. // if the attribute is obsolete, create a new one
  9927. if ( currentAttribute.version < geometryIndex.version ) {
  9928. updateWireframeAttribute( geometry );
  9929. }
  9930. }
  9931. } else {
  9932. updateWireframeAttribute( geometry );
  9933. }
  9934. return wireframeAttributes.get( geometry );
  9935. }
  9936. return {
  9937. get: get,
  9938. update: update,
  9939. getWireframeAttribute: getWireframeAttribute
  9940. };
  9941. }
  9942. function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
  9943. var isWebGL2 = capabilities.isWebGL2;
  9944. var mode;
  9945. function setMode( value ) {
  9946. mode = value;
  9947. }
  9948. var type, bytesPerElement;
  9949. function setIndex( value ) {
  9950. type = value.type;
  9951. bytesPerElement = value.bytesPerElement;
  9952. }
  9953. function render( start, count ) {
  9954. gl.drawElements( mode, count, type, start * bytesPerElement );
  9955. info.update( count, mode, 1 );
  9956. }
  9957. function renderInstances( start, count, primcount ) {
  9958. if ( primcount === 0 ) { return; }
  9959. var extension, methodName;
  9960. if ( isWebGL2 ) {
  9961. extension = gl;
  9962. methodName = 'drawElementsInstanced';
  9963. } else {
  9964. extension = extensions.get( 'ANGLE_instanced_arrays' );
  9965. methodName = 'drawElementsInstancedANGLE';
  9966. if ( extension === null ) {
  9967. console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  9968. return;
  9969. }
  9970. }
  9971. extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );
  9972. info.update( count, mode, primcount );
  9973. }
  9974. //
  9975. this.setMode = setMode;
  9976. this.setIndex = setIndex;
  9977. this.render = render;
  9978. this.renderInstances = renderInstances;
  9979. }
  9980. function WebGLInfo( gl ) {
  9981. var memory = {
  9982. geometries: 0,
  9983. textures: 0
  9984. };
  9985. var render = {
  9986. frame: 0,
  9987. calls: 0,
  9988. triangles: 0,
  9989. points: 0,
  9990. lines: 0
  9991. };
  9992. function update( count, mode, instanceCount ) {
  9993. render.calls ++;
  9994. switch ( mode ) {
  9995. case 4:
  9996. render.triangles += instanceCount * ( count / 3 );
  9997. break;
  9998. case 1:
  9999. render.lines += instanceCount * ( count / 2 );
  10000. break;
  10001. case 3:
  10002. render.lines += instanceCount * ( count - 1 );
  10003. break;
  10004. case 2:
  10005. render.lines += instanceCount * count;
  10006. break;
  10007. case 0:
  10008. render.points += instanceCount * count;
  10009. break;
  10010. default:
  10011. console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  10012. break;
  10013. }
  10014. }
  10015. function reset() {
  10016. render.frame ++;
  10017. render.calls = 0;
  10018. render.triangles = 0;
  10019. render.points = 0;
  10020. render.lines = 0;
  10021. }
  10022. return {
  10023. memory: memory,
  10024. render: render,
  10025. programs: null,
  10026. autoReset: true,
  10027. reset: reset,
  10028. update: update
  10029. };
  10030. }
  10031. function numericalSort( a, b ) {
  10032. return a[ 0 ] - b[ 0 ];
  10033. }
  10034. function absNumericalSort( a, b ) {
  10035. return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
  10036. }
  10037. function WebGLMorphtargets( gl ) {
  10038. var influencesList = {};
  10039. var morphInfluences = new Float32Array( 8 );
  10040. var workInfluences = [];
  10041. for ( var i = 0; i < 8; i ++ ) {
  10042. workInfluences[ i ] = [ i, 0 ];
  10043. }
  10044. function update( object, geometry, material, program ) {
  10045. var objectInfluences = object.morphTargetInfluences;
  10046. // When object doesn't have morph target influences defined, we treat it as a 0-length array
  10047. // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences
  10048. var length = objectInfluences === undefined ? 0 : objectInfluences.length;
  10049. var influences = influencesList[ geometry.id ];
  10050. if ( influences === undefined ) {
  10051. // initialise list
  10052. influences = [];
  10053. for ( var i = 0; i < length; i ++ ) {
  10054. influences[ i ] = [ i, 0 ];
  10055. }
  10056. influencesList[ geometry.id ] = influences;
  10057. }
  10058. // Collect influences
  10059. for ( var i$1 = 0; i$1 < length; i$1 ++ ) {
  10060. var influence = influences[ i$1 ];
  10061. influence[ 0 ] = i$1;
  10062. influence[ 1 ] = objectInfluences[ i$1 ];
  10063. }
  10064. influences.sort( absNumericalSort );
  10065. for ( var i$2 = 0; i$2 < 8; i$2 ++ ) {
  10066. if ( i$2 < length && influences[ i$2 ][ 1 ] ) {
  10067. workInfluences[ i$2 ][ 0 ] = influences[ i$2 ][ 0 ];
  10068. workInfluences[ i$2 ][ 1 ] = influences[ i$2 ][ 1 ];
  10069. } else {
  10070. workInfluences[ i$2 ][ 0 ] = Number.MAX_SAFE_INTEGER;
  10071. workInfluences[ i$2 ][ 1 ] = 0;
  10072. }
  10073. }
  10074. workInfluences.sort( numericalSort );
  10075. var morphTargets = material.morphTargets && geometry.morphAttributes.position;
  10076. var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
  10077. var morphInfluencesSum = 0;
  10078. for ( var i$3 = 0; i$3 < 8; i$3 ++ ) {
  10079. var influence$1 = workInfluences[ i$3 ];
  10080. var index = influence$1[ 0 ];
  10081. var value = influence$1[ 1 ];
  10082. if ( index !== Number.MAX_SAFE_INTEGER && value ) {
  10083. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== morphTargets[ index ] ) {
  10084. geometry.setAttribute( 'morphTarget' + i$3, morphTargets[ index ] );
  10085. }
  10086. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== morphNormals[ index ] ) {
  10087. geometry.setAttribute( 'morphNormal' + i$3, morphNormals[ index ] );
  10088. }
  10089. morphInfluences[ i$3 ] = value;
  10090. morphInfluencesSum += value;
  10091. } else {
  10092. if ( morphTargets && geometry.getAttribute( 'morphTarget' + i$3 ) !== undefined ) {
  10093. geometry.deleteAttribute( 'morphTarget' + i$3 );
  10094. }
  10095. if ( morphNormals && geometry.getAttribute( 'morphNormal' + i$3 ) !== undefined ) {
  10096. geometry.deleteAttribute( 'morphNormal' + i$3 );
  10097. }
  10098. morphInfluences[ i$3 ] = 0;
  10099. }
  10100. }
  10101. // GLSL shader uses formula baseinfluence * base + sum(target * influence)
  10102. // This allows us to switch between absolute morphs and relative morphs without changing shader code
  10103. // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  10104. var morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  10105. program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  10106. program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
  10107. }
  10108. return {
  10109. update: update
  10110. };
  10111. }
  10112. function WebGLObjects( gl, geometries, attributes, info ) {
  10113. var updateMap = new WeakMap();
  10114. function update( object ) {
  10115. var frame = info.render.frame;
  10116. var geometry = object.geometry;
  10117. var buffergeometry = geometries.get( object, geometry );
  10118. // Update once per frame
  10119. if ( updateMap.get( buffergeometry ) !== frame ) {
  10120. if ( geometry.isGeometry ) {
  10121. buffergeometry.updateFromObject( object );
  10122. }
  10123. geometries.update( buffergeometry );
  10124. updateMap.set( buffergeometry, frame );
  10125. }
  10126. if ( object.isInstancedMesh ) {
  10127. attributes.update( object.instanceMatrix, 34962 );
  10128. }
  10129. return buffergeometry;
  10130. }
  10131. function dispose() {
  10132. updateMap = new WeakMap();
  10133. }
  10134. return {
  10135. update: update,
  10136. dispose: dispose
  10137. };
  10138. }
  10139. function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
  10140. images = images !== undefined ? images : [];
  10141. mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
  10142. format = format !== undefined ? format : RGBFormat;
  10143. Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  10144. this.flipY = false;
  10145. }
  10146. CubeTexture.prototype = Object.create( Texture.prototype );
  10147. CubeTexture.prototype.constructor = CubeTexture;
  10148. CubeTexture.prototype.isCubeTexture = true;
  10149. Object.defineProperty( CubeTexture.prototype, 'images', {
  10150. get: function () {
  10151. return this.image;
  10152. },
  10153. set: function ( value ) {
  10154. this.image = value;
  10155. }
  10156. } );
  10157. function DataTexture2DArray( data, width, height, depth ) {
  10158. Texture.call( this, null );
  10159. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10160. this.magFilter = NearestFilter;
  10161. this.minFilter = NearestFilter;
  10162. this.wrapR = ClampToEdgeWrapping;
  10163. this.generateMipmaps = false;
  10164. this.flipY = false;
  10165. this.needsUpdate = true;
  10166. }
  10167. DataTexture2DArray.prototype = Object.create( Texture.prototype );
  10168. DataTexture2DArray.prototype.constructor = DataTexture2DArray;
  10169. DataTexture2DArray.prototype.isDataTexture2DArray = true;
  10170. function DataTexture3D( data, width, height, depth ) {
  10171. // We're going to add .setXXX() methods for setting properties later.
  10172. // Users can still set in DataTexture3D directly.
  10173. //
  10174. // const texture = new THREE.DataTexture3D( data, width, height, depth );
  10175. // texture.anisotropy = 16;
  10176. //
  10177. // See #14839
  10178. Texture.call( this, null );
  10179. this.image = { data: data || null, width: width || 1, height: height || 1, depth: depth || 1 };
  10180. this.magFilter = NearestFilter;
  10181. this.minFilter = NearestFilter;
  10182. this.wrapR = ClampToEdgeWrapping;
  10183. this.generateMipmaps = false;
  10184. this.flipY = false;
  10185. this.needsUpdate = true;
  10186. }
  10187. DataTexture3D.prototype = Object.create( Texture.prototype );
  10188. DataTexture3D.prototype.constructor = DataTexture3D;
  10189. DataTexture3D.prototype.isDataTexture3D = true;
  10190. /**
  10191. * Uniforms of a program.
  10192. * Those form a tree structure with a special top-level container for the root,
  10193. * which you get by calling 'new WebGLUniforms( gl, program )'.
  10194. *
  10195. *
  10196. * Properties of inner nodes including the top-level container:
  10197. *
  10198. * .seq - array of nested uniforms
  10199. * .map - nested uniforms by name
  10200. *
  10201. *
  10202. * Methods of all nodes except the top-level container:
  10203. *
  10204. * .setValue( gl, value, [textures] )
  10205. *
  10206. * uploads a uniform value(s)
  10207. * the 'textures' parameter is needed for sampler uniforms
  10208. *
  10209. *
  10210. * Static methods of the top-level container (textures factorizations):
  10211. *
  10212. * .upload( gl, seq, values, textures )
  10213. *
  10214. * sets uniforms in 'seq' to 'values[id].value'
  10215. *
  10216. * .seqWithValue( seq, values ) : filteredSeq
  10217. *
  10218. * filters 'seq' entries with corresponding entry in values
  10219. *
  10220. *
  10221. * Methods of the top-level container (textures factorizations):
  10222. *
  10223. * .setValue( gl, name, value, textures )
  10224. *
  10225. * sets uniform with name 'name' to 'value'
  10226. *
  10227. * .setOptional( gl, obj, prop )
  10228. *
  10229. * like .set for an optional property of the object
  10230. *
  10231. */
  10232. var emptyTexture = new Texture();
  10233. var emptyTexture2dArray = new DataTexture2DArray();
  10234. var emptyTexture3d = new DataTexture3D();
  10235. var emptyCubeTexture = new CubeTexture();
  10236. // --- Utilities ---
  10237. // Array Caches (provide typed arrays for temporary by size)
  10238. var arrayCacheF32 = [];
  10239. var arrayCacheI32 = [];
  10240. // Float32Array caches used for uploading Matrix uniforms
  10241. var mat4array = new Float32Array( 16 );
  10242. var mat3array = new Float32Array( 9 );
  10243. var mat2array = new Float32Array( 4 );
  10244. // Flattening for arrays of vectors and matrices
  10245. function flatten( array, nBlocks, blockSize ) {
  10246. var firstElem = array[ 0 ];
  10247. if ( firstElem <= 0 || firstElem > 0 ) { return array; }
  10248. // unoptimized: ! isNaN( firstElem )
  10249. // see http://jacksondunstan.com/articles/983
  10250. var n = nBlocks * blockSize,
  10251. r = arrayCacheF32[ n ];
  10252. if ( r === undefined ) {
  10253. r = new Float32Array( n );
  10254. arrayCacheF32[ n ] = r;
  10255. }
  10256. if ( nBlocks !== 0 ) {
  10257. firstElem.toArray( r, 0 );
  10258. for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
  10259. offset += blockSize;
  10260. array[ i ].toArray( r, offset );
  10261. }
  10262. }
  10263. return r;
  10264. }
  10265. function arraysEqual( a, b ) {
  10266. if ( a.length !== b.length ) { return false; }
  10267. for ( var i = 0, l = a.length; i < l; i ++ ) {
  10268. if ( a[ i ] !== b[ i ] ) { return false; }
  10269. }
  10270. return true;
  10271. }
  10272. function copyArray( a, b ) {
  10273. for ( var i = 0, l = b.length; i < l; i ++ ) {
  10274. a[ i ] = b[ i ];
  10275. }
  10276. }
  10277. // Texture unit allocation
  10278. function allocTexUnits( textures, n ) {
  10279. var r = arrayCacheI32[ n ];
  10280. if ( r === undefined ) {
  10281. r = new Int32Array( n );
  10282. arrayCacheI32[ n ] = r;
  10283. }
  10284. for ( var i = 0; i !== n; ++ i ) {
  10285. r[ i ] = textures.allocateTextureUnit();
  10286. }
  10287. return r;
  10288. }
  10289. // --- Setters ---
  10290. // Note: Defining these methods externally, because they come in a bunch
  10291. // and this way their names minify.
  10292. // Single scalar
  10293. function setValueV1f( gl, v ) {
  10294. var cache = this.cache;
  10295. if ( cache[ 0 ] === v ) { return; }
  10296. gl.uniform1f( this.addr, v );
  10297. cache[ 0 ] = v;
  10298. }
  10299. // Single float vector (from flat array or THREE.VectorN)
  10300. function setValueV2f( gl, v ) {
  10301. var cache = this.cache;
  10302. if ( v.x !== undefined ) {
  10303. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
  10304. gl.uniform2f( this.addr, v.x, v.y );
  10305. cache[ 0 ] = v.x;
  10306. cache[ 1 ] = v.y;
  10307. }
  10308. } else {
  10309. if ( arraysEqual( cache, v ) ) { return; }
  10310. gl.uniform2fv( this.addr, v );
  10311. copyArray( cache, v );
  10312. }
  10313. }
  10314. function setValueV3f( gl, v ) {
  10315. var cache = this.cache;
  10316. if ( v.x !== undefined ) {
  10317. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
  10318. gl.uniform3f( this.addr, v.x, v.y, v.z );
  10319. cache[ 0 ] = v.x;
  10320. cache[ 1 ] = v.y;
  10321. cache[ 2 ] = v.z;
  10322. }
  10323. } else if ( v.r !== undefined ) {
  10324. if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
  10325. gl.uniform3f( this.addr, v.r, v.g, v.b );
  10326. cache[ 0 ] = v.r;
  10327. cache[ 1 ] = v.g;
  10328. cache[ 2 ] = v.b;
  10329. }
  10330. } else {
  10331. if ( arraysEqual( cache, v ) ) { return; }
  10332. gl.uniform3fv( this.addr, v );
  10333. copyArray( cache, v );
  10334. }
  10335. }
  10336. function setValueV4f( gl, v ) {
  10337. var cache = this.cache;
  10338. if ( v.x !== undefined ) {
  10339. if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
  10340. gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
  10341. cache[ 0 ] = v.x;
  10342. cache[ 1 ] = v.y;
  10343. cache[ 2 ] = v.z;
  10344. cache[ 3 ] = v.w;
  10345. }
  10346. } else {
  10347. if ( arraysEqual( cache, v ) ) { return; }
  10348. gl.uniform4fv( this.addr, v );
  10349. copyArray( cache, v );
  10350. }
  10351. }
  10352. // Single matrix (from flat array or MatrixN)
  10353. function setValueM2( gl, v ) {
  10354. var cache = this.cache;
  10355. var elements = v.elements;
  10356. if ( elements === undefined ) {
  10357. if ( arraysEqual( cache, v ) ) { return; }
  10358. gl.uniformMatrix2fv( this.addr, false, v );
  10359. copyArray( cache, v );
  10360. } else {
  10361. if ( arraysEqual( cache, elements ) ) { return; }
  10362. mat2array.set( elements );
  10363. gl.uniformMatrix2fv( this.addr, false, mat2array );
  10364. copyArray( cache, elements );
  10365. }
  10366. }
  10367. function setValueM3( gl, v ) {
  10368. var cache = this.cache;
  10369. var elements = v.elements;
  10370. if ( elements === undefined ) {
  10371. if ( arraysEqual( cache, v ) ) { return; }
  10372. gl.uniformMatrix3fv( this.addr, false, v );
  10373. copyArray( cache, v );
  10374. } else {
  10375. if ( arraysEqual( cache, elements ) ) { return; }
  10376. mat3array.set( elements );
  10377. gl.uniformMatrix3fv( this.addr, false, mat3array );
  10378. copyArray( cache, elements );
  10379. }
  10380. }
  10381. function setValueM4( gl, v ) {
  10382. var cache = this.cache;
  10383. var elements = v.elements;
  10384. if ( elements === undefined ) {
  10385. if ( arraysEqual( cache, v ) ) { return; }
  10386. gl.uniformMatrix4fv( this.addr, false, v );
  10387. copyArray( cache, v );
  10388. } else {
  10389. if ( arraysEqual( cache, elements ) ) { return; }
  10390. mat4array.set( elements );
  10391. gl.uniformMatrix4fv( this.addr, false, mat4array );
  10392. copyArray( cache, elements );
  10393. }
  10394. }
  10395. // Single texture (2D / Cube)
  10396. function setValueT1( gl, v, textures ) {
  10397. var cache = this.cache;
  10398. var unit = textures.allocateTextureUnit();
  10399. if ( cache[ 0 ] !== unit ) {
  10400. gl.uniform1i( this.addr, unit );
  10401. cache[ 0 ] = unit;
  10402. }
  10403. textures.safeSetTexture2D( v || emptyTexture, unit );
  10404. }
  10405. function setValueT2DArray1( gl, v, textures ) {
  10406. var cache = this.cache;
  10407. var unit = textures.allocateTextureUnit();
  10408. if ( cache[ 0 ] !== unit ) {
  10409. gl.uniform1i( this.addr, unit );
  10410. cache[ 0 ] = unit;
  10411. }
  10412. textures.setTexture2DArray( v || emptyTexture2dArray, unit );
  10413. }
  10414. function setValueT3D1( gl, v, textures ) {
  10415. var cache = this.cache;
  10416. var unit = textures.allocateTextureUnit();
  10417. if ( cache[ 0 ] !== unit ) {
  10418. gl.uniform1i( this.addr, unit );
  10419. cache[ 0 ] = unit;
  10420. }
  10421. textures.setTexture3D( v || emptyTexture3d, unit );
  10422. }
  10423. function setValueT6( gl, v, textures ) {
  10424. var cache = this.cache;
  10425. var unit = textures.allocateTextureUnit();
  10426. if ( cache[ 0 ] !== unit ) {
  10427. gl.uniform1i( this.addr, unit );
  10428. cache[ 0 ] = unit;
  10429. }
  10430. textures.safeSetTextureCube( v || emptyCubeTexture, unit );
  10431. }
  10432. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10433. function setValueV1i( gl, v ) {
  10434. var cache = this.cache;
  10435. if ( cache[ 0 ] === v ) { return; }
  10436. gl.uniform1i( this.addr, v );
  10437. cache[ 0 ] = v;
  10438. }
  10439. function setValueV2i( gl, v ) {
  10440. var cache = this.cache;
  10441. if ( arraysEqual( cache, v ) ) { return; }
  10442. gl.uniform2iv( this.addr, v );
  10443. copyArray( cache, v );
  10444. }
  10445. function setValueV3i( gl, v ) {
  10446. var cache = this.cache;
  10447. if ( arraysEqual( cache, v ) ) { return; }
  10448. gl.uniform3iv( this.addr, v );
  10449. copyArray( cache, v );
  10450. }
  10451. function setValueV4i( gl, v ) {
  10452. var cache = this.cache;
  10453. if ( arraysEqual( cache, v ) ) { return; }
  10454. gl.uniform4iv( this.addr, v );
  10455. copyArray( cache, v );
  10456. }
  10457. // uint
  10458. function setValueV1ui( gl, v ) {
  10459. var cache = this.cache;
  10460. if ( cache[ 0 ] === v ) { return; }
  10461. gl.uniform1ui( this.addr, v );
  10462. cache[ 0 ] = v;
  10463. }
  10464. // Helper to pick the right setter for the singular case
  10465. function getSingularSetter( type ) {
  10466. switch ( type ) {
  10467. case 0x1406: return setValueV1f; // FLOAT
  10468. case 0x8b50: return setValueV2f; // _VEC2
  10469. case 0x8b51: return setValueV3f; // _VEC3
  10470. case 0x8b52: return setValueV4f; // _VEC4
  10471. case 0x8b5a: return setValueM2; // _MAT2
  10472. case 0x8b5b: return setValueM3; // _MAT3
  10473. case 0x8b5c: return setValueM4; // _MAT4
  10474. case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  10475. case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  10476. case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  10477. case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
  10478. case 0x1405: return setValueV1ui; // UINT
  10479. case 0x8b5e: // SAMPLER_2D
  10480. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10481. case 0x8dca: // INT_SAMPLER_2D
  10482. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10483. case 0x8b62: // SAMPLER_2D_SHADOW
  10484. return setValueT1;
  10485. case 0x8b5f: // SAMPLER_3D
  10486. case 0x8dcb: // INT_SAMPLER_3D
  10487. case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  10488. return setValueT3D1;
  10489. case 0x8b60: // SAMPLER_CUBE
  10490. case 0x8dcc: // INT_SAMPLER_CUBE
  10491. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10492. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10493. return setValueT6;
  10494. case 0x8dc1: // SAMPLER_2D_ARRAY
  10495. case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  10496. case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  10497. case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  10498. return setValueT2DArray1;
  10499. }
  10500. }
  10501. // Array of scalars
  10502. function setValueV1fArray( gl, v ) {
  10503. gl.uniform1fv( this.addr, v );
  10504. }
  10505. // Integer / Boolean vectors or arrays thereof (always flat arrays)
  10506. function setValueV1iArray( gl, v ) {
  10507. gl.uniform1iv( this.addr, v );
  10508. }
  10509. function setValueV2iArray( gl, v ) {
  10510. gl.uniform2iv( this.addr, v );
  10511. }
  10512. function setValueV3iArray( gl, v ) {
  10513. gl.uniform3iv( this.addr, v );
  10514. }
  10515. function setValueV4iArray( gl, v ) {
  10516. gl.uniform4iv( this.addr, v );
  10517. }
  10518. // Array of vectors (flat or from THREE classes)
  10519. function setValueV2fArray( gl, v ) {
  10520. var data = flatten( v, this.size, 2 );
  10521. gl.uniform2fv( this.addr, data );
  10522. }
  10523. function setValueV3fArray( gl, v ) {
  10524. var data = flatten( v, this.size, 3 );
  10525. gl.uniform3fv( this.addr, data );
  10526. }
  10527. function setValueV4fArray( gl, v ) {
  10528. var data = flatten( v, this.size, 4 );
  10529. gl.uniform4fv( this.addr, data );
  10530. }
  10531. // Array of matrices (flat or from THREE clases)
  10532. function setValueM2Array( gl, v ) {
  10533. var data = flatten( v, this.size, 4 );
  10534. gl.uniformMatrix2fv( this.addr, false, data );
  10535. }
  10536. function setValueM3Array( gl, v ) {
  10537. var data = flatten( v, this.size, 9 );
  10538. gl.uniformMatrix3fv( this.addr, false, data );
  10539. }
  10540. function setValueM4Array( gl, v ) {
  10541. var data = flatten( v, this.size, 16 );
  10542. gl.uniformMatrix4fv( this.addr, false, data );
  10543. }
  10544. // Array of textures (2D / Cube)
  10545. function setValueT1Array( gl, v, textures ) {
  10546. var n = v.length;
  10547. var units = allocTexUnits( textures, n );
  10548. gl.uniform1iv( this.addr, units );
  10549. for ( var i = 0; i !== n; ++ i ) {
  10550. textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
  10551. }
  10552. }
  10553. function setValueT6Array( gl, v, textures ) {
  10554. var n = v.length;
  10555. var units = allocTexUnits( textures, n );
  10556. gl.uniform1iv( this.addr, units );
  10557. for ( var i = 0; i !== n; ++ i ) {
  10558. textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
  10559. }
  10560. }
  10561. // Helper to pick the right setter for a pure (bottom-level) array
  10562. function getPureArraySetter( type ) {
  10563. switch ( type ) {
  10564. case 0x1406: return setValueV1fArray; // FLOAT
  10565. case 0x8b50: return setValueV2fArray; // _VEC2
  10566. case 0x8b51: return setValueV3fArray; // _VEC3
  10567. case 0x8b52: return setValueV4fArray; // _VEC4
  10568. case 0x8b5a: return setValueM2Array; // _MAT2
  10569. case 0x8b5b: return setValueM3Array; // _MAT3
  10570. case 0x8b5c: return setValueM4Array; // _MAT4
  10571. case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  10572. case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  10573. case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  10574. case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
  10575. case 0x8b5e: // SAMPLER_2D
  10576. case 0x8d66: // SAMPLER_EXTERNAL_OES
  10577. case 0x8dca: // INT_SAMPLER_2D
  10578. case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  10579. case 0x8b62: // SAMPLER_2D_SHADOW
  10580. return setValueT1Array;
  10581. case 0x8b60: // SAMPLER_CUBE
  10582. case 0x8dcc: // INT_SAMPLER_CUBE
  10583. case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  10584. case 0x8dc5: // SAMPLER_CUBE_SHADOW
  10585. return setValueT6Array;
  10586. }
  10587. }
  10588. // --- Uniform Classes ---
  10589. function SingleUniform( id, activeInfo, addr ) {
  10590. this.id = id;
  10591. this.addr = addr;
  10592. this.cache = [];
  10593. this.setValue = getSingularSetter( activeInfo.type );
  10594. // this.path = activeInfo.name; // DEBUG
  10595. }
  10596. function PureArrayUniform( id, activeInfo, addr ) {
  10597. this.id = id;
  10598. this.addr = addr;
  10599. this.cache = [];
  10600. this.size = activeInfo.size;
  10601. this.setValue = getPureArraySetter( activeInfo.type );
  10602. // this.path = activeInfo.name; // DEBUG
  10603. }
  10604. PureArrayUniform.prototype.updateCache = function ( data ) {
  10605. var cache = this.cache;
  10606. if ( data instanceof Float32Array && cache.length !== data.length ) {
  10607. this.cache = new Float32Array( data.length );
  10608. }
  10609. copyArray( cache, data );
  10610. };
  10611. function StructuredUniform( id ) {
  10612. this.id = id;
  10613. this.seq = [];
  10614. this.map = {};
  10615. }
  10616. StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
  10617. var seq = this.seq;
  10618. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10619. var u = seq[ i ];
  10620. u.setValue( gl, value[ u.id ], textures );
  10621. }
  10622. };
  10623. // --- Top-level ---
  10624. // Parser - builds up the property tree from the path strings
  10625. var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
  10626. // extracts
  10627. // - the identifier (member name or array index)
  10628. // - followed by an optional right bracket (found when array index)
  10629. // - followed by an optional left bracket or dot (type of subscript)
  10630. //
  10631. // Note: These portions can be read in a non-overlapping fashion and
  10632. // allow straightforward parsing of the hierarchy that WebGL encodes
  10633. // in the uniform names.
  10634. function addUniform( container, uniformObject ) {
  10635. container.seq.push( uniformObject );
  10636. container.map[ uniformObject.id ] = uniformObject;
  10637. }
  10638. function parseUniform( activeInfo, addr, container ) {
  10639. var path = activeInfo.name,
  10640. pathLength = path.length;
  10641. // reset RegExp object, because of the early exit of a previous run
  10642. RePathPart.lastIndex = 0;
  10643. while ( true ) {
  10644. var match = RePathPart.exec( path ),
  10645. matchEnd = RePathPart.lastIndex;
  10646. var id = match[ 1 ],
  10647. idIsIndex = match[ 2 ] === ']',
  10648. subscript = match[ 3 ];
  10649. if ( idIsIndex ) { id = id | 0; } // convert to integer
  10650. if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
  10651. // bare name or "pure" bottom-level array "[0]" suffix
  10652. addUniform( container, subscript === undefined ?
  10653. new SingleUniform( id, activeInfo, addr ) :
  10654. new PureArrayUniform( id, activeInfo, addr ) );
  10655. break;
  10656. } else {
  10657. // step into inner node / create it in case it doesn't exist
  10658. var map = container.map;
  10659. var next = map[ id ];
  10660. if ( next === undefined ) {
  10661. next = new StructuredUniform( id );
  10662. addUniform( container, next );
  10663. }
  10664. container = next;
  10665. }
  10666. }
  10667. }
  10668. // Root Container
  10669. function WebGLUniforms( gl, program ) {
  10670. this.seq = [];
  10671. this.map = {};
  10672. var n = gl.getProgramParameter( program, 35718 );
  10673. for ( var i = 0; i < n; ++ i ) {
  10674. var info = gl.getActiveUniform( program, i ),
  10675. addr = gl.getUniformLocation( program, info.name );
  10676. parseUniform( info, addr, this );
  10677. }
  10678. }
  10679. WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
  10680. var u = this.map[ name ];
  10681. if ( u !== undefined ) { u.setValue( gl, value, textures ); }
  10682. };
  10683. WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
  10684. var v = object[ name ];
  10685. if ( v !== undefined ) { this.setValue( gl, name, v ); }
  10686. };
  10687. // Static interface
  10688. WebGLUniforms.upload = function ( gl, seq, values, textures ) {
  10689. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10690. var u = seq[ i ],
  10691. v = values[ u.id ];
  10692. if ( v.needsUpdate !== false ) {
  10693. // note: always updating when .needsUpdate is undefined
  10694. u.setValue( gl, v.value, textures );
  10695. }
  10696. }
  10697. };
  10698. WebGLUniforms.seqWithValue = function ( seq, values ) {
  10699. var r = [];
  10700. for ( var i = 0, n = seq.length; i !== n; ++ i ) {
  10701. var u = seq[ i ];
  10702. if ( u.id in values ) { r.push( u ); }
  10703. }
  10704. return r;
  10705. };
  10706. function WebGLShader( gl, type, string ) {
  10707. var shader = gl.createShader( type );
  10708. gl.shaderSource( shader, string );
  10709. gl.compileShader( shader );
  10710. return shader;
  10711. }
  10712. var programIdCount = 0;
  10713. function addLineNumbers( string ) {
  10714. var lines = string.split( '\n' );
  10715. for ( var i = 0; i < lines.length; i ++ ) {
  10716. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  10717. }
  10718. return lines.join( '\n' );
  10719. }
  10720. function getEncodingComponents( encoding ) {
  10721. switch ( encoding ) {
  10722. case LinearEncoding:
  10723. return [ 'Linear', '( value )' ];
  10724. case sRGBEncoding:
  10725. return [ 'sRGB', '( value )' ];
  10726. case RGBEEncoding:
  10727. return [ 'RGBE', '( value )' ];
  10728. case RGBM7Encoding:
  10729. return [ 'RGBM', '( value, 7.0 )' ];
  10730. case RGBM16Encoding:
  10731. return [ 'RGBM', '( value, 16.0 )' ];
  10732. case RGBDEncoding:
  10733. return [ 'RGBD', '( value, 256.0 )' ];
  10734. case GammaEncoding:
  10735. return [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];
  10736. case LogLuvEncoding:
  10737. return [ 'LogLuv', '( value )' ];
  10738. default:
  10739. console.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );
  10740. return [ 'Linear', '( value )' ];
  10741. }
  10742. }
  10743. function getShaderErrors( gl, shader, type ) {
  10744. var status = gl.getShaderParameter( shader, 35713 );
  10745. var log = gl.getShaderInfoLog( shader ).trim();
  10746. if ( status && log === '' ) { return ''; }
  10747. // --enable-privileged-webgl-extension
  10748. // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  10749. var source = gl.getShaderSource( shader );
  10750. return 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\n' + log + addLineNumbers( source );
  10751. }
  10752. function getTexelDecodingFunction( functionName, encoding ) {
  10753. var components = getEncodingComponents( encoding );
  10754. return 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';
  10755. }
  10756. function getTexelEncodingFunction( functionName, encoding ) {
  10757. var components = getEncodingComponents( encoding );
  10758. return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';
  10759. }
  10760. function getToneMappingFunction( functionName, toneMapping ) {
  10761. var toneMappingName;
  10762. switch ( toneMapping ) {
  10763. case LinearToneMapping:
  10764. toneMappingName = 'Linear';
  10765. break;
  10766. case ReinhardToneMapping:
  10767. toneMappingName = 'Reinhard';
  10768. break;
  10769. case CineonToneMapping:
  10770. toneMappingName = 'OptimizedCineon';
  10771. break;
  10772. case ACESFilmicToneMapping:
  10773. toneMappingName = 'ACESFilmic';
  10774. break;
  10775. case CustomToneMapping:
  10776. toneMappingName = 'Custom';
  10777. break;
  10778. default:
  10779. console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  10780. toneMappingName = 'Linear';
  10781. }
  10782. return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
  10783. }
  10784. function generateExtensions( parameters ) {
  10785. var chunks = [
  10786. ( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  10787. ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  10788. ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  10789. ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  10790. ];
  10791. return chunks.filter( filterEmptyLine ).join( '\n' );
  10792. }
  10793. function generateDefines( defines ) {
  10794. var chunks = [];
  10795. for ( var name in defines ) {
  10796. var value = defines[ name ];
  10797. if ( value === false ) { continue; }
  10798. chunks.push( '#define ' + name + ' ' + value );
  10799. }
  10800. return chunks.join( '\n' );
  10801. }
  10802. function fetchAttributeLocations( gl, program ) {
  10803. var attributes = {};
  10804. var n = gl.getProgramParameter( program, 35721 );
  10805. for ( var i = 0; i < n; i ++ ) {
  10806. var info = gl.getActiveAttrib( program, i );
  10807. var name = info.name;
  10808. // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
  10809. attributes[ name ] = gl.getAttribLocation( program, name );
  10810. }
  10811. return attributes;
  10812. }
  10813. function filterEmptyLine( string ) {
  10814. return string !== '';
  10815. }
  10816. function replaceLightNums( string, parameters ) {
  10817. return string
  10818. .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
  10819. .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
  10820. .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
  10821. .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
  10822. .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
  10823. .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
  10824. .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
  10825. .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
  10826. }
  10827. function replaceClippingPlaneNums( string, parameters ) {
  10828. return string
  10829. .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
  10830. .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
  10831. }
  10832. // Resolve Includes
  10833. var includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
  10834. function resolveIncludes( string ) {
  10835. return string.replace( includePattern, includeReplacer );
  10836. }
  10837. function includeReplacer( match, include ) {
  10838. var string = ShaderChunk[ include ];
  10839. if ( string === undefined ) {
  10840. throw new Error( 'Can not resolve #include <' + include + '>' );
  10841. }
  10842. return resolveIncludes( string );
  10843. }
  10844. // Unroll Loops
  10845. var deprecatedUnrollLoopPattern = /#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;
  10846. var unrollLoopPattern = /#pragma unroll_loop_start[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}[\s]+?#pragma unroll_loop_end/g;
  10847. function unrollLoops( string ) {
  10848. return string
  10849. .replace( unrollLoopPattern, loopReplacer )
  10850. .replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );
  10851. }
  10852. function deprecatedLoopReplacer( match, start, end, snippet ) {
  10853. console.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );
  10854. return loopReplacer( match, start, end, snippet );
  10855. }
  10856. function loopReplacer( match, start, end, snippet ) {
  10857. var string = '';
  10858. for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {
  10859. string += snippet
  10860. .replace( /\[ i \]/g, '[ ' + i + ' ]' )
  10861. .replace( /UNROLLED_LOOP_INDEX/g, i );
  10862. }
  10863. return string;
  10864. }
  10865. //
  10866. function generatePrecision( parameters ) {
  10867. var precisionstring = "precision " + parameters.precision + " float;\nprecision " + parameters.precision + " int;";
  10868. if ( parameters.precision === "highp" ) {
  10869. precisionstring += "\n#define HIGH_PRECISION";
  10870. } else if ( parameters.precision === "mediump" ) {
  10871. precisionstring += "\n#define MEDIUM_PRECISION";
  10872. } else if ( parameters.precision === "lowp" ) {
  10873. precisionstring += "\n#define LOW_PRECISION";
  10874. }
  10875. return precisionstring;
  10876. }
  10877. function generateShadowMapTypeDefine( parameters ) {
  10878. var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
  10879. if ( parameters.shadowMapType === PCFShadowMap ) {
  10880. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
  10881. } else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
  10882. shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
  10883. } else if ( parameters.shadowMapType === VSMShadowMap ) {
  10884. shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
  10885. }
  10886. return shadowMapTypeDefine;
  10887. }
  10888. function generateEnvMapTypeDefine( parameters ) {
  10889. var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10890. if ( parameters.envMap ) {
  10891. switch ( parameters.envMapMode ) {
  10892. case CubeReflectionMapping:
  10893. case CubeRefractionMapping:
  10894. envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  10895. break;
  10896. case CubeUVReflectionMapping:
  10897. case CubeUVRefractionMapping:
  10898. envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  10899. break;
  10900. case EquirectangularReflectionMapping:
  10901. case EquirectangularRefractionMapping:
  10902. envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
  10903. break;
  10904. }
  10905. }
  10906. return envMapTypeDefine;
  10907. }
  10908. function generateEnvMapModeDefine( parameters ) {
  10909. var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
  10910. if ( parameters.envMap ) {
  10911. switch ( parameters.envMapMode ) {
  10912. case CubeRefractionMapping:
  10913. case EquirectangularRefractionMapping:
  10914. case CubeUVRefractionMapping:
  10915. envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  10916. break;
  10917. }
  10918. }
  10919. return envMapModeDefine;
  10920. }
  10921. function generateEnvMapBlendingDefine( parameters ) {
  10922. var envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
  10923. if ( parameters.envMap ) {
  10924. switch ( parameters.combine ) {
  10925. case MultiplyOperation:
  10926. envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  10927. break;
  10928. case MixOperation:
  10929. envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  10930. break;
  10931. case AddOperation:
  10932. envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  10933. break;
  10934. }
  10935. }
  10936. return envMapBlendingDefine;
  10937. }
  10938. function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
  10939. var gl = renderer.getContext();
  10940. var defines = parameters.defines;
  10941. var vertexShader = parameters.vertexShader;
  10942. var fragmentShader = parameters.fragmentShader;
  10943. var shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
  10944. var envMapTypeDefine = generateEnvMapTypeDefine( parameters );
  10945. var envMapModeDefine = generateEnvMapModeDefine( parameters );
  10946. var envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
  10947. var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
  10948. var customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );
  10949. var customDefines = generateDefines( defines );
  10950. var program = gl.createProgram();
  10951. var prefixVertex, prefixFragment;
  10952. if ( parameters.isRawShaderMaterial ) {
  10953. prefixVertex = [
  10954. customDefines
  10955. ].filter( filterEmptyLine ).join( '\n' );
  10956. if ( prefixVertex.length > 0 ) {
  10957. prefixVertex += '\n';
  10958. }
  10959. prefixFragment = [
  10960. customExtensions,
  10961. customDefines
  10962. ].filter( filterEmptyLine ).join( '\n' );
  10963. if ( prefixFragment.length > 0 ) {
  10964. prefixFragment += '\n';
  10965. }
  10966. } else {
  10967. prefixVertex = [
  10968. generatePrecision( parameters ),
  10969. '#define SHADER_NAME ' + parameters.shaderName,
  10970. customDefines,
  10971. parameters.instancing ? '#define USE_INSTANCING' : '',
  10972. parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
  10973. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  10974. '#define MAX_BONES ' + parameters.maxBones,
  10975. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  10976. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  10977. parameters.map ? '#define USE_MAP' : '',
  10978. parameters.envMap ? '#define USE_ENVMAP' : '',
  10979. parameters.envMap ? '#define ' + envMapModeDefine : '',
  10980. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  10981. parameters.aoMap ? '#define USE_AOMAP' : '',
  10982. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  10983. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  10984. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  10985. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  10986. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  10987. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  10988. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  10989. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  10990. parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
  10991. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  10992. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  10993. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  10994. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  10995. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  10996. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  10997. parameters.vertexColors ? '#define USE_COLOR' : '',
  10998. parameters.vertexUvs ? '#define USE_UV' : '',
  10999. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11000. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11001. parameters.skinning ? '#define USE_SKINNING' : '',
  11002. parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
  11003. parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
  11004. parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
  11005. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11006. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11007. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11008. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11009. parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
  11010. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11011. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11012. 'uniform mat4 modelMatrix;',
  11013. 'uniform mat4 modelViewMatrix;',
  11014. 'uniform mat4 projectionMatrix;',
  11015. 'uniform mat4 viewMatrix;',
  11016. 'uniform mat3 normalMatrix;',
  11017. 'uniform vec3 cameraPosition;',
  11018. 'uniform bool isOrthographic;',
  11019. '#ifdef USE_INSTANCING',
  11020. ' attribute mat4 instanceMatrix;',
  11021. '#endif',
  11022. 'attribute vec3 position;',
  11023. 'attribute vec3 normal;',
  11024. 'attribute vec2 uv;',
  11025. '#ifdef USE_TANGENT',
  11026. ' attribute vec4 tangent;',
  11027. '#endif',
  11028. '#ifdef USE_COLOR',
  11029. ' attribute vec3 color;',
  11030. '#endif',
  11031. '#ifdef USE_MORPHTARGETS',
  11032. ' attribute vec3 morphTarget0;',
  11033. ' attribute vec3 morphTarget1;',
  11034. ' attribute vec3 morphTarget2;',
  11035. ' attribute vec3 morphTarget3;',
  11036. ' #ifdef USE_MORPHNORMALS',
  11037. ' attribute vec3 morphNormal0;',
  11038. ' attribute vec3 morphNormal1;',
  11039. ' attribute vec3 morphNormal2;',
  11040. ' attribute vec3 morphNormal3;',
  11041. ' #else',
  11042. ' attribute vec3 morphTarget4;',
  11043. ' attribute vec3 morphTarget5;',
  11044. ' attribute vec3 morphTarget6;',
  11045. ' attribute vec3 morphTarget7;',
  11046. ' #endif',
  11047. '#endif',
  11048. '#ifdef USE_SKINNING',
  11049. ' attribute vec4 skinIndex;',
  11050. ' attribute vec4 skinWeight;',
  11051. '#endif',
  11052. '\n'
  11053. ].filter( filterEmptyLine ).join( '\n' );
  11054. prefixFragment = [
  11055. customExtensions,
  11056. generatePrecision( parameters ),
  11057. '#define SHADER_NAME ' + parameters.shaderName,
  11058. customDefines,
  11059. parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
  11060. '#define GAMMA_FACTOR ' + gammaFactorDefine,
  11061. ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
  11062. ( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',
  11063. parameters.map ? '#define USE_MAP' : '',
  11064. parameters.matcap ? '#define USE_MATCAP' : '',
  11065. parameters.envMap ? '#define USE_ENVMAP' : '',
  11066. parameters.envMap ? '#define ' + envMapTypeDefine : '',
  11067. parameters.envMap ? '#define ' + envMapModeDefine : '',
  11068. parameters.envMap ? '#define ' + envMapBlendingDefine : '',
  11069. parameters.lightMap ? '#define USE_LIGHTMAP' : '',
  11070. parameters.aoMap ? '#define USE_AOMAP' : '',
  11071. parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
  11072. parameters.bumpMap ? '#define USE_BUMPMAP' : '',
  11073. parameters.normalMap ? '#define USE_NORMALMAP' : '',
  11074. ( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
  11075. ( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',
  11076. parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
  11077. parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
  11078. parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
  11079. parameters.specularMap ? '#define USE_SPECULARMAP' : '',
  11080. parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
  11081. parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
  11082. parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
  11083. parameters.sheen ? '#define USE_SHEEN' : '',
  11084. parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
  11085. parameters.vertexTangents ? '#define USE_TANGENT' : '',
  11086. parameters.vertexColors ? '#define USE_COLOR' : '',
  11087. parameters.vertexUvs ? '#define USE_UV' : '',
  11088. parameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',
  11089. parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
  11090. parameters.flatShading ? '#define FLAT_SHADED' : '',
  11091. parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
  11092. parameters.flipSided ? '#define FLIP_SIDED' : '',
  11093. parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
  11094. parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
  11095. parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
  11096. parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
  11097. parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  11098. ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
  11099. ( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',
  11100. 'uniform mat4 viewMatrix;',
  11101. 'uniform vec3 cameraPosition;',
  11102. 'uniform bool isOrthographic;',
  11103. ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  11104. ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  11105. ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
  11106. parameters.dithering ? '#define DITHERING' : '',
  11107. ShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  11108. parameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
  11109. parameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
  11110. parameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
  11111. parameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
  11112. parameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',
  11113. getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),
  11114. parameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
  11115. '\n'
  11116. ].filter( filterEmptyLine ).join( '\n' );
  11117. }
  11118. vertexShader = resolveIncludes( vertexShader );
  11119. vertexShader = replaceLightNums( vertexShader, parameters );
  11120. vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
  11121. fragmentShader = resolveIncludes( fragmentShader );
  11122. fragmentShader = replaceLightNums( fragmentShader, parameters );
  11123. fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
  11124. vertexShader = unrollLoops( vertexShader );
  11125. fragmentShader = unrollLoops( fragmentShader );
  11126. if ( parameters.isWebGL2 && ! parameters.isRawShaderMaterial ) {
  11127. // GLSL 3.0 conversion
  11128. prefixVertex = [
  11129. '#version 300 es\n',
  11130. '#define attribute in',
  11131. '#define varying out',
  11132. '#define texture2D texture'
  11133. ].join( '\n' ) + '\n' + prefixVertex;
  11134. prefixFragment = [
  11135. '#version 300 es\n',
  11136. '#define varying in',
  11137. 'out highp vec4 pc_fragColor;',
  11138. '#define gl_FragColor pc_fragColor',
  11139. '#define gl_FragDepthEXT gl_FragDepth',
  11140. '#define texture2D texture',
  11141. '#define textureCube texture',
  11142. '#define texture2DProj textureProj',
  11143. '#define texture2DLodEXT textureLod',
  11144. '#define texture2DProjLodEXT textureProjLod',
  11145. '#define textureCubeLodEXT textureLod',
  11146. '#define texture2DGradEXT textureGrad',
  11147. '#define texture2DProjGradEXT textureProjGrad',
  11148. '#define textureCubeGradEXT textureGrad'
  11149. ].join( '\n' ) + '\n' + prefixFragment;
  11150. }
  11151. var vertexGlsl = prefixVertex + vertexShader;
  11152. var fragmentGlsl = prefixFragment + fragmentShader;
  11153. // console.log( '*VERTEX*', vertexGlsl );
  11154. // console.log( '*FRAGMENT*', fragmentGlsl );
  11155. var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
  11156. var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
  11157. gl.attachShader( program, glVertexShader );
  11158. gl.attachShader( program, glFragmentShader );
  11159. // Force a particular attribute to index 0.
  11160. if ( parameters.index0AttributeName !== undefined ) {
  11161. gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
  11162. } else if ( parameters.morphTargets === true ) {
  11163. // programs with morphTargets displace position out of attribute 0
  11164. gl.bindAttribLocation( program, 0, 'position' );
  11165. }
  11166. gl.linkProgram( program );
  11167. // check for link errors
  11168. if ( renderer.debug.checkShaderErrors ) {
  11169. var programLog = gl.getProgramInfoLog( program ).trim();
  11170. var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  11171. var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
  11172. var runnable = true;
  11173. var haveDiagnostics = true;
  11174. if ( gl.getProgramParameter( program, 35714 ) === false ) {
  11175. runnable = false;
  11176. var vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  11177. var fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
  11178. console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );
  11179. } else if ( programLog !== '' ) {
  11180. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );
  11181. } else if ( vertexLog === '' || fragmentLog === '' ) {
  11182. haveDiagnostics = false;
  11183. }
  11184. if ( haveDiagnostics ) {
  11185. this.diagnostics = {
  11186. runnable: runnable,
  11187. programLog: programLog,
  11188. vertexShader: {
  11189. log: vertexLog,
  11190. prefix: prefixVertex
  11191. },
  11192. fragmentShader: {
  11193. log: fragmentLog,
  11194. prefix: prefixFragment
  11195. }
  11196. };
  11197. }
  11198. }
  11199. // Clean up
  11200. // Crashes in iOS9 and iOS10. #18402
  11201. // gl.detachShader( program, glVertexShader );
  11202. // gl.detachShader( program, glFragmentShader );
  11203. gl.deleteShader( glVertexShader );
  11204. gl.deleteShader( glFragmentShader );
  11205. // set up caching for uniform locations
  11206. var cachedUniforms;
  11207. this.getUniforms = function () {
  11208. if ( cachedUniforms === undefined ) {
  11209. cachedUniforms = new WebGLUniforms( gl, program );
  11210. }
  11211. return cachedUniforms;
  11212. };
  11213. // set up caching for attribute locations
  11214. var cachedAttributes;
  11215. this.getAttributes = function () {
  11216. if ( cachedAttributes === undefined ) {
  11217. cachedAttributes = fetchAttributeLocations( gl, program );
  11218. }
  11219. return cachedAttributes;
  11220. };
  11221. // free resource
  11222. this.destroy = function () {
  11223. bindingStates.releaseStatesOfProgram( this );
  11224. gl.deleteProgram( program );
  11225. this.program = undefined;
  11226. };
  11227. //
  11228. this.name = parameters.shaderName;
  11229. this.id = programIdCount ++;
  11230. this.cacheKey = cacheKey;
  11231. this.usedTimes = 1;
  11232. this.program = program;
  11233. this.vertexShader = glVertexShader;
  11234. this.fragmentShader = glFragmentShader;
  11235. return this;
  11236. }
  11237. function WebGLPrograms( renderer, extensions, capabilities, bindingStates ) {
  11238. var programs = [];
  11239. var isWebGL2 = capabilities.isWebGL2;
  11240. var logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  11241. var floatVertexTextures = capabilities.floatVertexTextures;
  11242. var maxVertexUniforms = capabilities.maxVertexUniforms;
  11243. var vertexTextures = capabilities.vertexTextures;
  11244. var precision = capabilities.precision;
  11245. var shaderIDs = {
  11246. MeshDepthMaterial: 'depth',
  11247. MeshDistanceMaterial: 'distanceRGBA',
  11248. MeshNormalMaterial: 'normal',
  11249. MeshBasicMaterial: 'basic',
  11250. MeshLambertMaterial: 'lambert',
  11251. MeshPhongMaterial: 'phong',
  11252. MeshToonMaterial: 'toon',
  11253. MeshStandardMaterial: 'physical',
  11254. MeshPhysicalMaterial: 'physical',
  11255. MeshMatcapMaterial: 'matcap',
  11256. LineBasicMaterial: 'basic',
  11257. LineDashedMaterial: 'dashed',
  11258. PointsMaterial: 'points',
  11259. ShadowMaterial: 'shadow',
  11260. SpriteMaterial: 'sprite'
  11261. };
  11262. var parameterNames = [
  11263. "precision", "isWebGL2", "supportsVertexTextures", "outputEncoding", "instancing",
  11264. "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding", "envMapCubeUV",
  11265. "lightMap", "lightMapEncoding", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "tangentSpaceNormalMap", "clearcoatMap", "clearcoatRoughnessMap", "clearcoatNormalMap", "displacementMap", "specularMap",
  11266. "roughnessMap", "metalnessMap", "gradientMap",
  11267. "alphaMap", "combine", "vertexColors", "vertexTangents", "vertexUvs", "uvsVertexOnly", "fog", "useFog", "fogExp2",
  11268. "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
  11269. "maxBones", "useVertexTexture", "morphTargets", "morphNormals",
  11270. "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
  11271. "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
  11272. "numDirLightShadows", "numPointLightShadows", "numSpotLightShadows",
  11273. "shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
  11274. "alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking", "dithering",
  11275. "sheen", "transmissionMap"
  11276. ];
  11277. function allocateBones( object ) {
  11278. var skeleton = object.skeleton;
  11279. var bones = skeleton.bones;
  11280. if ( floatVertexTextures ) {
  11281. return 1024;
  11282. } else {
  11283. // default for when object is not specified
  11284. // ( for example when prebuilding shader to be used with multiple objects )
  11285. //
  11286. // - leave some extra space for other uniforms
  11287. // - limit here is ANGLE's 254 max uniform vectors
  11288. // (up to 54 should be safe)
  11289. var nVertexUniforms = maxVertexUniforms;
  11290. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  11291. var maxBones = Math.min( nVertexMatrices, bones.length );
  11292. if ( maxBones < bones.length ) {
  11293. console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
  11294. return 0;
  11295. }
  11296. return maxBones;
  11297. }
  11298. }
  11299. function getTextureEncodingFromMap( map ) {
  11300. var encoding;
  11301. if ( ! map ) {
  11302. encoding = LinearEncoding;
  11303. } else if ( map.isTexture ) {
  11304. encoding = map.encoding;
  11305. } else if ( map.isWebGLRenderTarget ) {
  11306. console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
  11307. encoding = map.texture.encoding;
  11308. }
  11309. return encoding;
  11310. }
  11311. function getParameters( material, lights, shadows, scene, nClipPlanes, nClipIntersection, object ) {
  11312. var fog = scene.fog;
  11313. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  11314. var envMap = material.envMap || environment;
  11315. var shaderID = shaderIDs[ material.type ];
  11316. // heuristics to create shader parameters according to lights in the scene
  11317. // (not to blow over maxLights budget)
  11318. var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
  11319. if ( material.precision !== null ) {
  11320. precision = capabilities.getMaxPrecision( material.precision );
  11321. if ( precision !== material.precision ) {
  11322. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  11323. }
  11324. }
  11325. var vertexShader, fragmentShader;
  11326. if ( shaderID ) {
  11327. var shader = ShaderLib[ shaderID ];
  11328. vertexShader = shader.vertexShader;
  11329. fragmentShader = shader.fragmentShader;
  11330. } else {
  11331. vertexShader = material.vertexShader;
  11332. fragmentShader = material.fragmentShader;
  11333. }
  11334. var currentRenderTarget = renderer.getRenderTarget();
  11335. var parameters = {
  11336. isWebGL2: isWebGL2,
  11337. shaderID: shaderID,
  11338. shaderName: material.type,
  11339. vertexShader: vertexShader,
  11340. fragmentShader: fragmentShader,
  11341. defines: material.defines,
  11342. isRawShaderMaterial: material.isRawShaderMaterial,
  11343. isShaderMaterial: material.isShaderMaterial,
  11344. precision: precision,
  11345. instancing: object.isInstancedMesh === true,
  11346. supportsVertexTextures: vertexTextures,
  11347. outputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,
  11348. map: !! material.map,
  11349. mapEncoding: getTextureEncodingFromMap( material.map ),
  11350. matcap: !! material.matcap,
  11351. matcapEncoding: getTextureEncodingFromMap( material.matcap ),
  11352. envMap: !! envMap,
  11353. envMapMode: envMap && envMap.mapping,
  11354. envMapEncoding: getTextureEncodingFromMap( envMap ),
  11355. envMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),
  11356. lightMap: !! material.lightMap,
  11357. lightMapEncoding: getTextureEncodingFromMap( material.lightMap ),
  11358. aoMap: !! material.aoMap,
  11359. emissiveMap: !! material.emissiveMap,
  11360. emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),
  11361. bumpMap: !! material.bumpMap,
  11362. normalMap: !! material.normalMap,
  11363. objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
  11364. tangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,
  11365. clearcoatMap: !! material.clearcoatMap,
  11366. clearcoatRoughnessMap: !! material.clearcoatRoughnessMap,
  11367. clearcoatNormalMap: !! material.clearcoatNormalMap,
  11368. displacementMap: !! material.displacementMap,
  11369. roughnessMap: !! material.roughnessMap,
  11370. metalnessMap: !! material.metalnessMap,
  11371. specularMap: !! material.specularMap,
  11372. alphaMap: !! material.alphaMap,
  11373. gradientMap: !! material.gradientMap,
  11374. sheen: !! material.sheen,
  11375. transmissionMap: !! material.transmissionMap,
  11376. combine: material.combine,
  11377. vertexTangents: ( material.normalMap && material.vertexTangents ),
  11378. vertexColors: material.vertexColors,
  11379. vertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,
  11380. uvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,
  11381. fog: !! fog,
  11382. useFog: material.fog,
  11383. fogExp2: ( fog && fog.isFogExp2 ),
  11384. flatShading: material.flatShading,
  11385. sizeAttenuation: material.sizeAttenuation,
  11386. logarithmicDepthBuffer: logarithmicDepthBuffer,
  11387. skinning: material.skinning && maxBones > 0,
  11388. maxBones: maxBones,
  11389. useVertexTexture: floatVertexTextures,
  11390. morphTargets: material.morphTargets,
  11391. morphNormals: material.morphNormals,
  11392. maxMorphTargets: renderer.maxMorphTargets,
  11393. maxMorphNormals: renderer.maxMorphNormals,
  11394. numDirLights: lights.directional.length,
  11395. numPointLights: lights.point.length,
  11396. numSpotLights: lights.spot.length,
  11397. numRectAreaLights: lights.rectArea.length,
  11398. numHemiLights: lights.hemi.length,
  11399. numDirLightShadows: lights.directionalShadowMap.length,
  11400. numPointLightShadows: lights.pointShadowMap.length,
  11401. numSpotLightShadows: lights.spotShadowMap.length,
  11402. numClippingPlanes: nClipPlanes,
  11403. numClipIntersection: nClipIntersection,
  11404. dithering: material.dithering,
  11405. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  11406. shadowMapType: renderer.shadowMap.type,
  11407. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  11408. physicallyCorrectLights: renderer.physicallyCorrectLights,
  11409. premultipliedAlpha: material.premultipliedAlpha,
  11410. alphaTest: material.alphaTest,
  11411. doubleSided: material.side === DoubleSide,
  11412. flipSided: material.side === BackSide,
  11413. depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,
  11414. index0AttributeName: material.index0AttributeName,
  11415. extensionDerivatives: material.extensions && material.extensions.derivatives,
  11416. extensionFragDepth: material.extensions && material.extensions.fragDepth,
  11417. extensionDrawBuffers: material.extensions && material.extensions.drawBuffers,
  11418. extensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,
  11419. rendererExtensionFragDepth: isWebGL2 || extensions.get( 'EXT_frag_depth' ) !== null,
  11420. rendererExtensionDrawBuffers: isWebGL2 || extensions.get( 'WEBGL_draw_buffers' ) !== null,
  11421. rendererExtensionShaderTextureLod: isWebGL2 || extensions.get( 'EXT_shader_texture_lod' ) !== null,
  11422. customProgramCacheKey: material.customProgramCacheKey()
  11423. };
  11424. return parameters;
  11425. }
  11426. function getProgramCacheKey( parameters ) {
  11427. var array = [];
  11428. if ( parameters.shaderID ) {
  11429. array.push( parameters.shaderID );
  11430. } else {
  11431. array.push( parameters.fragmentShader );
  11432. array.push( parameters.vertexShader );
  11433. }
  11434. if ( parameters.defines !== undefined ) {
  11435. for ( var name in parameters.defines ) {
  11436. array.push( name );
  11437. array.push( parameters.defines[ name ] );
  11438. }
  11439. }
  11440. if ( parameters.isRawShaderMaterial === undefined ) {
  11441. for ( var i = 0; i < parameterNames.length; i ++ ) {
  11442. array.push( parameters[ parameterNames[ i ] ] );
  11443. }
  11444. array.push( renderer.outputEncoding );
  11445. array.push( renderer.gammaFactor );
  11446. }
  11447. array.push( parameters.customProgramCacheKey );
  11448. return array.join();
  11449. }
  11450. function getUniforms( material ) {
  11451. var shaderID = shaderIDs[ material.type ];
  11452. var uniforms;
  11453. if ( shaderID ) {
  11454. var shader = ShaderLib[ shaderID ];
  11455. uniforms = UniformsUtils.clone( shader.uniforms );
  11456. } else {
  11457. uniforms = material.uniforms;
  11458. }
  11459. return uniforms;
  11460. }
  11461. function acquireProgram( parameters, cacheKey ) {
  11462. var program;
  11463. // Check if code has been already compiled
  11464. for ( var p = 0, pl = programs.length; p < pl; p ++ ) {
  11465. var preexistingProgram = programs[ p ];
  11466. if ( preexistingProgram.cacheKey === cacheKey ) {
  11467. program = preexistingProgram;
  11468. ++ program.usedTimes;
  11469. break;
  11470. }
  11471. }
  11472. if ( program === undefined ) {
  11473. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  11474. programs.push( program );
  11475. }
  11476. return program;
  11477. }
  11478. function releaseProgram( program ) {
  11479. if ( -- program.usedTimes === 0 ) {
  11480. // Remove from unordered set
  11481. var i = programs.indexOf( program );
  11482. programs[ i ] = programs[ programs.length - 1 ];
  11483. programs.pop();
  11484. // Free WebGL resources
  11485. program.destroy();
  11486. }
  11487. }
  11488. return {
  11489. getParameters: getParameters,
  11490. getProgramCacheKey: getProgramCacheKey,
  11491. getUniforms: getUniforms,
  11492. acquireProgram: acquireProgram,
  11493. releaseProgram: releaseProgram,
  11494. // Exposed for resource monitoring & error feedback via renderer.info:
  11495. programs: programs
  11496. };
  11497. }
  11498. function WebGLProperties() {
  11499. var properties = new WeakMap();
  11500. function get( object ) {
  11501. var map = properties.get( object );
  11502. if ( map === undefined ) {
  11503. map = {};
  11504. properties.set( object, map );
  11505. }
  11506. return map;
  11507. }
  11508. function remove( object ) {
  11509. properties.delete( object );
  11510. }
  11511. function update( object, key, value ) {
  11512. properties.get( object )[ key ] = value;
  11513. }
  11514. function dispose() {
  11515. properties = new WeakMap();
  11516. }
  11517. return {
  11518. get: get,
  11519. remove: remove,
  11520. update: update,
  11521. dispose: dispose
  11522. };
  11523. }
  11524. function painterSortStable( a, b ) {
  11525. if ( a.groupOrder !== b.groupOrder ) {
  11526. return a.groupOrder - b.groupOrder;
  11527. } else if ( a.renderOrder !== b.renderOrder ) {
  11528. return a.renderOrder - b.renderOrder;
  11529. } else if ( a.program !== b.program ) {
  11530. return a.program.id - b.program.id;
  11531. } else if ( a.material.id !== b.material.id ) {
  11532. return a.material.id - b.material.id;
  11533. } else if ( a.z !== b.z ) {
  11534. return a.z - b.z;
  11535. } else {
  11536. return a.id - b.id;
  11537. }
  11538. }
  11539. function reversePainterSortStable( a, b ) {
  11540. if ( a.groupOrder !== b.groupOrder ) {
  11541. return a.groupOrder - b.groupOrder;
  11542. } else if ( a.renderOrder !== b.renderOrder ) {
  11543. return a.renderOrder - b.renderOrder;
  11544. } else if ( a.z !== b.z ) {
  11545. return b.z - a.z;
  11546. } else {
  11547. return a.id - b.id;
  11548. }
  11549. }
  11550. function WebGLRenderList( properties ) {
  11551. var renderItems = [];
  11552. var renderItemsIndex = 0;
  11553. var opaque = [];
  11554. var transparent = [];
  11555. var defaultProgram = { id: - 1 };
  11556. function init() {
  11557. renderItemsIndex = 0;
  11558. opaque.length = 0;
  11559. transparent.length = 0;
  11560. }
  11561. function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
  11562. var renderItem = renderItems[ renderItemsIndex ];
  11563. var materialProperties = properties.get( material );
  11564. if ( renderItem === undefined ) {
  11565. renderItem = {
  11566. id: object.id,
  11567. object: object,
  11568. geometry: geometry,
  11569. material: material,
  11570. program: materialProperties.program || defaultProgram,
  11571. groupOrder: groupOrder,
  11572. renderOrder: object.renderOrder,
  11573. z: z,
  11574. group: group
  11575. };
  11576. renderItems[ renderItemsIndex ] = renderItem;
  11577. } else {
  11578. renderItem.id = object.id;
  11579. renderItem.object = object;
  11580. renderItem.geometry = geometry;
  11581. renderItem.material = material;
  11582. renderItem.program = materialProperties.program || defaultProgram;
  11583. renderItem.groupOrder = groupOrder;
  11584. renderItem.renderOrder = object.renderOrder;
  11585. renderItem.z = z;
  11586. renderItem.group = group;
  11587. }
  11588. renderItemsIndex ++;
  11589. return renderItem;
  11590. }
  11591. function push( object, geometry, material, groupOrder, z, group ) {
  11592. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11593. ( material.transparent === true ? transparent : opaque ).push( renderItem );
  11594. }
  11595. function unshift( object, geometry, material, groupOrder, z, group ) {
  11596. var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
  11597. ( material.transparent === true ? transparent : opaque ).unshift( renderItem );
  11598. }
  11599. function sort( customOpaqueSort, customTransparentSort ) {
  11600. if ( opaque.length > 1 ) { opaque.sort( customOpaqueSort || painterSortStable ); }
  11601. if ( transparent.length > 1 ) { transparent.sort( customTransparentSort || reversePainterSortStable ); }
  11602. }
  11603. function finish() {
  11604. // Clear references from inactive renderItems in the list
  11605. for ( var i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
  11606. var renderItem = renderItems[ i ];
  11607. if ( renderItem.id === null ) { break; }
  11608. renderItem.id = null;
  11609. renderItem.object = null;
  11610. renderItem.geometry = null;
  11611. renderItem.material = null;
  11612. renderItem.program = null;
  11613. renderItem.group = null;
  11614. }
  11615. }
  11616. return {
  11617. opaque: opaque,
  11618. transparent: transparent,
  11619. init: init,
  11620. push: push,
  11621. unshift: unshift,
  11622. finish: finish,
  11623. sort: sort
  11624. };
  11625. }
  11626. function WebGLRenderLists( properties ) {
  11627. var lists = new WeakMap();
  11628. function onSceneDispose( event ) {
  11629. var scene = event.target;
  11630. scene.removeEventListener( 'dispose', onSceneDispose );
  11631. lists.delete( scene );
  11632. }
  11633. function get( scene, camera ) {
  11634. var cameras = lists.get( scene );
  11635. var list;
  11636. if ( cameras === undefined ) {
  11637. list = new WebGLRenderList( properties );
  11638. lists.set( scene, new WeakMap() );
  11639. lists.get( scene ).set( camera, list );
  11640. scene.addEventListener( 'dispose', onSceneDispose );
  11641. } else {
  11642. list = cameras.get( camera );
  11643. if ( list === undefined ) {
  11644. list = new WebGLRenderList( properties );
  11645. cameras.set( camera, list );
  11646. }
  11647. }
  11648. return list;
  11649. }
  11650. function dispose() {
  11651. lists = new WeakMap();
  11652. }
  11653. return {
  11654. get: get,
  11655. dispose: dispose
  11656. };
  11657. }
  11658. function UniformsCache() {
  11659. var lights = {};
  11660. return {
  11661. get: function ( light ) {
  11662. if ( lights[ light.id ] !== undefined ) {
  11663. return lights[ light.id ];
  11664. }
  11665. var uniforms;
  11666. switch ( light.type ) {
  11667. case 'DirectionalLight':
  11668. uniforms = {
  11669. direction: new Vector3(),
  11670. color: new Color()
  11671. };
  11672. break;
  11673. case 'SpotLight':
  11674. uniforms = {
  11675. position: new Vector3(),
  11676. direction: new Vector3(),
  11677. color: new Color(),
  11678. distance: 0,
  11679. coneCos: 0,
  11680. penumbraCos: 0,
  11681. decay: 0
  11682. };
  11683. break;
  11684. case 'PointLight':
  11685. uniforms = {
  11686. position: new Vector3(),
  11687. color: new Color(),
  11688. distance: 0,
  11689. decay: 0
  11690. };
  11691. break;
  11692. case 'HemisphereLight':
  11693. uniforms = {
  11694. direction: new Vector3(),
  11695. skyColor: new Color(),
  11696. groundColor: new Color()
  11697. };
  11698. break;
  11699. case 'RectAreaLight':
  11700. uniforms = {
  11701. color: new Color(),
  11702. position: new Vector3(),
  11703. halfWidth: new Vector3(),
  11704. halfHeight: new Vector3()
  11705. };
  11706. break;
  11707. }
  11708. lights[ light.id ] = uniforms;
  11709. return uniforms;
  11710. }
  11711. };
  11712. }
  11713. function ShadowUniformsCache() {
  11714. var lights = {};
  11715. return {
  11716. get: function ( light ) {
  11717. if ( lights[ light.id ] !== undefined ) {
  11718. return lights[ light.id ];
  11719. }
  11720. var uniforms;
  11721. switch ( light.type ) {
  11722. case 'DirectionalLight':
  11723. uniforms = {
  11724. shadowBias: 0,
  11725. shadowNormalBias: 0,
  11726. shadowRadius: 1,
  11727. shadowMapSize: new Vector2()
  11728. };
  11729. break;
  11730. case 'SpotLight':
  11731. uniforms = {
  11732. shadowBias: 0,
  11733. shadowNormalBias: 0,
  11734. shadowRadius: 1,
  11735. shadowMapSize: new Vector2()
  11736. };
  11737. break;
  11738. case 'PointLight':
  11739. uniforms = {
  11740. shadowBias: 0,
  11741. shadowNormalBias: 0,
  11742. shadowRadius: 1,
  11743. shadowMapSize: new Vector2(),
  11744. shadowCameraNear: 1,
  11745. shadowCameraFar: 1000
  11746. };
  11747. break;
  11748. // TODO (abelnation): set RectAreaLight shadow uniforms
  11749. }
  11750. lights[ light.id ] = uniforms;
  11751. return uniforms;
  11752. }
  11753. };
  11754. }
  11755. var nextVersion = 0;
  11756. function shadowCastingLightsFirst( lightA, lightB ) {
  11757. return ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );
  11758. }
  11759. function WebGLLights() {
  11760. var cache = new UniformsCache();
  11761. var shadowCache = ShadowUniformsCache();
  11762. var state = {
  11763. version: 0,
  11764. hash: {
  11765. directionalLength: - 1,
  11766. pointLength: - 1,
  11767. spotLength: - 1,
  11768. rectAreaLength: - 1,
  11769. hemiLength: - 1,
  11770. numDirectionalShadows: - 1,
  11771. numPointShadows: - 1,
  11772. numSpotShadows: - 1
  11773. },
  11774. ambient: [ 0, 0, 0 ],
  11775. probe: [],
  11776. directional: [],
  11777. directionalShadow: [],
  11778. directionalShadowMap: [],
  11779. directionalShadowMatrix: [],
  11780. spot: [],
  11781. spotShadow: [],
  11782. spotShadowMap: [],
  11783. spotShadowMatrix: [],
  11784. rectArea: [],
  11785. point: [],
  11786. pointShadow: [],
  11787. pointShadowMap: [],
  11788. pointShadowMatrix: [],
  11789. hemi: []
  11790. };
  11791. for ( var i = 0; i < 9; i ++ ) { state.probe.push( new Vector3() ); }
  11792. var vector3 = new Vector3();
  11793. var matrix4 = new Matrix4();
  11794. var matrix42 = new Matrix4();
  11795. function setup( lights, shadows, camera ) {
  11796. var r = 0, g = 0, b = 0;
  11797. for ( var i = 0; i < 9; i ++ ) { state.probe[ i ].set( 0, 0, 0 ); }
  11798. var directionalLength = 0;
  11799. var pointLength = 0;
  11800. var spotLength = 0;
  11801. var rectAreaLength = 0;
  11802. var hemiLength = 0;
  11803. var numDirectionalShadows = 0;
  11804. var numPointShadows = 0;
  11805. var numSpotShadows = 0;
  11806. var viewMatrix = camera.matrixWorldInverse;
  11807. lights.sort( shadowCastingLightsFirst );
  11808. for ( var i$1 = 0, l = lights.length; i$1 < l; i$1 ++ ) {
  11809. var light = lights[ i$1 ];
  11810. var color = light.color;
  11811. var intensity = light.intensity;
  11812. var distance = light.distance;
  11813. var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
  11814. if ( light.isAmbientLight ) {
  11815. r += color.r * intensity;
  11816. g += color.g * intensity;
  11817. b += color.b * intensity;
  11818. } else if ( light.isLightProbe ) {
  11819. for ( var j = 0; j < 9; j ++ ) {
  11820. state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
  11821. }
  11822. } else if ( light.isDirectionalLight ) {
  11823. var uniforms = cache.get( light );
  11824. uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
  11825. uniforms.direction.setFromMatrixPosition( light.matrixWorld );
  11826. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11827. uniforms.direction.sub( vector3 );
  11828. uniforms.direction.transformDirection( viewMatrix );
  11829. if ( light.castShadow ) {
  11830. var shadow = light.shadow;
  11831. var shadowUniforms = shadowCache.get( light );
  11832. shadowUniforms.shadowBias = shadow.bias;
  11833. shadowUniforms.shadowNormalBias = shadow.normalBias;
  11834. shadowUniforms.shadowRadius = shadow.radius;
  11835. shadowUniforms.shadowMapSize = shadow.mapSize;
  11836. state.directionalShadow[ directionalLength ] = shadowUniforms;
  11837. state.directionalShadowMap[ directionalLength ] = shadowMap;
  11838. state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
  11839. numDirectionalShadows ++;
  11840. }
  11841. state.directional[ directionalLength ] = uniforms;
  11842. directionalLength ++;
  11843. } else if ( light.isSpotLight ) {
  11844. var uniforms$1 = cache.get( light );
  11845. uniforms$1.position.setFromMatrixPosition( light.matrixWorld );
  11846. uniforms$1.position.applyMatrix4( viewMatrix );
  11847. uniforms$1.color.copy( color ).multiplyScalar( intensity );
  11848. uniforms$1.distance = distance;
  11849. uniforms$1.direction.setFromMatrixPosition( light.matrixWorld );
  11850. vector3.setFromMatrixPosition( light.target.matrixWorld );
  11851. uniforms$1.direction.sub( vector3 );
  11852. uniforms$1.direction.transformDirection( viewMatrix );
  11853. uniforms$1.coneCos = Math.cos( light.angle );
  11854. uniforms$1.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
  11855. uniforms$1.decay = light.decay;
  11856. if ( light.castShadow ) {
  11857. var shadow$1 = light.shadow;
  11858. var shadowUniforms$1 = shadowCache.get( light );
  11859. shadowUniforms$1.shadowBias = shadow$1.bias;
  11860. shadowUniforms$1.shadowNormalBias = shadow$1.normalBias;
  11861. shadowUniforms$1.shadowRadius = shadow$1.radius;
  11862. shadowUniforms$1.shadowMapSize = shadow$1.mapSize;
  11863. state.spotShadow[ spotLength ] = shadowUniforms$1;
  11864. state.spotShadowMap[ spotLength ] = shadowMap;
  11865. state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
  11866. numSpotShadows ++;
  11867. }
  11868. state.spot[ spotLength ] = uniforms$1;
  11869. spotLength ++;
  11870. } else if ( light.isRectAreaLight ) {
  11871. var uniforms$2 = cache.get( light );
  11872. // (a) intensity is the total visible light emitted
  11873. //uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
  11874. // (b) intensity is the brightness of the light
  11875. uniforms$2.color.copy( color ).multiplyScalar( intensity );
  11876. uniforms$2.position.setFromMatrixPosition( light.matrixWorld );
  11877. uniforms$2.position.applyMatrix4( viewMatrix );
  11878. // extract local rotation of light to derive width/height half vectors
  11879. matrix42.identity();
  11880. matrix4.copy( light.matrixWorld );
  11881. matrix4.premultiply( viewMatrix );
  11882. matrix42.extractRotation( matrix4 );
  11883. uniforms$2.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  11884. uniforms$2.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
  11885. uniforms$2.halfWidth.applyMatrix4( matrix42 );
  11886. uniforms$2.halfHeight.applyMatrix4( matrix42 );
  11887. // TODO (abelnation): RectAreaLight distance?
  11888. // uniforms.distance = distance;
  11889. state.rectArea[ rectAreaLength ] = uniforms$2;
  11890. rectAreaLength ++;
  11891. } else if ( light.isPointLight ) {
  11892. var uniforms$3 = cache.get( light );
  11893. uniforms$3.position.setFromMatrixPosition( light.matrixWorld );
  11894. uniforms$3.position.applyMatrix4( viewMatrix );
  11895. uniforms$3.color.copy( light.color ).multiplyScalar( light.intensity );
  11896. uniforms$3.distance = light.distance;
  11897. uniforms$3.decay = light.decay;
  11898. if ( light.castShadow ) {
  11899. var shadow$2 = light.shadow;
  11900. var shadowUniforms$2 = shadowCache.get( light );
  11901. shadowUniforms$2.shadowBias = shadow$2.bias;
  11902. shadowUniforms$2.shadowNormalBias = shadow$2.normalBias;
  11903. shadowUniforms$2.shadowRadius = shadow$2.radius;
  11904. shadowUniforms$2.shadowMapSize = shadow$2.mapSize;
  11905. shadowUniforms$2.shadowCameraNear = shadow$2.camera.near;
  11906. shadowUniforms$2.shadowCameraFar = shadow$2.camera.far;
  11907. state.pointShadow[ pointLength ] = shadowUniforms$2;
  11908. state.pointShadowMap[ pointLength ] = shadowMap;
  11909. state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
  11910. numPointShadows ++;
  11911. }
  11912. state.point[ pointLength ] = uniforms$3;
  11913. pointLength ++;
  11914. } else if ( light.isHemisphereLight ) {
  11915. var uniforms$4 = cache.get( light );
  11916. uniforms$4.direction.setFromMatrixPosition( light.matrixWorld );
  11917. uniforms$4.direction.transformDirection( viewMatrix );
  11918. uniforms$4.direction.normalize();
  11919. uniforms$4.skyColor.copy( light.color ).multiplyScalar( intensity );
  11920. uniforms$4.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
  11921. state.hemi[ hemiLength ] = uniforms$4;
  11922. hemiLength ++;
  11923. }
  11924. }
  11925. state.ambient[ 0 ] = r;
  11926. state.ambient[ 1 ] = g;
  11927. state.ambient[ 2 ] = b;
  11928. var hash = state.hash;
  11929. if ( hash.directionalLength !== directionalLength ||
  11930. hash.pointLength !== pointLength ||
  11931. hash.spotLength !== spotLength ||
  11932. hash.rectAreaLength !== rectAreaLength ||
  11933. hash.hemiLength !== hemiLength ||
  11934. hash.numDirectionalShadows !== numDirectionalShadows ||
  11935. hash.numPointShadows !== numPointShadows ||
  11936. hash.numSpotShadows !== numSpotShadows ) {
  11937. state.directional.length = directionalLength;
  11938. state.spot.length = spotLength;
  11939. state.rectArea.length = rectAreaLength;
  11940. state.point.length = pointLength;
  11941. state.hemi.length = hemiLength;
  11942. state.directionalShadow.length = numDirectionalShadows;
  11943. state.directionalShadowMap.length = numDirectionalShadows;
  11944. state.pointShadow.length = numPointShadows;
  11945. state.pointShadowMap.length = numPointShadows;
  11946. state.spotShadow.length = numSpotShadows;
  11947. state.spotShadowMap.length = numSpotShadows;
  11948. state.directionalShadowMatrix.length = numDirectionalShadows;
  11949. state.pointShadowMatrix.length = numPointShadows;
  11950. state.spotShadowMatrix.length = numSpotShadows;
  11951. hash.directionalLength = directionalLength;
  11952. hash.pointLength = pointLength;
  11953. hash.spotLength = spotLength;
  11954. hash.rectAreaLength = rectAreaLength;
  11955. hash.hemiLength = hemiLength;
  11956. hash.numDirectionalShadows = numDirectionalShadows;
  11957. hash.numPointShadows = numPointShadows;
  11958. hash.numSpotShadows = numSpotShadows;
  11959. state.version = nextVersion ++;
  11960. }
  11961. }
  11962. return {
  11963. setup: setup,
  11964. state: state
  11965. };
  11966. }
  11967. function WebGLRenderState() {
  11968. var lights = new WebGLLights();
  11969. var lightsArray = [];
  11970. var shadowsArray = [];
  11971. function init() {
  11972. lightsArray.length = 0;
  11973. shadowsArray.length = 0;
  11974. }
  11975. function pushLight( light ) {
  11976. lightsArray.push( light );
  11977. }
  11978. function pushShadow( shadowLight ) {
  11979. shadowsArray.push( shadowLight );
  11980. }
  11981. function setupLights( camera ) {
  11982. lights.setup( lightsArray, shadowsArray, camera );
  11983. }
  11984. var state = {
  11985. lightsArray: lightsArray,
  11986. shadowsArray: shadowsArray,
  11987. lights: lights
  11988. };
  11989. return {
  11990. init: init,
  11991. state: state,
  11992. setupLights: setupLights,
  11993. pushLight: pushLight,
  11994. pushShadow: pushShadow
  11995. };
  11996. }
  11997. function WebGLRenderStates() {
  11998. var renderStates = new WeakMap();
  11999. function onSceneDispose( event ) {
  12000. var scene = event.target;
  12001. scene.removeEventListener( 'dispose', onSceneDispose );
  12002. renderStates.delete( scene );
  12003. }
  12004. function get( scene, camera ) {
  12005. var renderState;
  12006. if ( renderStates.has( scene ) === false ) {
  12007. renderState = new WebGLRenderState();
  12008. renderStates.set( scene, new WeakMap() );
  12009. renderStates.get( scene ).set( camera, renderState );
  12010. scene.addEventListener( 'dispose', onSceneDispose );
  12011. } else {
  12012. if ( renderStates.get( scene ).has( camera ) === false ) {
  12013. renderState = new WebGLRenderState();
  12014. renderStates.get( scene ).set( camera, renderState );
  12015. } else {
  12016. renderState = renderStates.get( scene ).get( camera );
  12017. }
  12018. }
  12019. return renderState;
  12020. }
  12021. function dispose() {
  12022. renderStates = new WeakMap();
  12023. }
  12024. return {
  12025. get: get,
  12026. dispose: dispose
  12027. };
  12028. }
  12029. /**
  12030. * parameters = {
  12031. *
  12032. * opacity: <float>,
  12033. *
  12034. * map: new THREE.Texture( <Image> ),
  12035. *
  12036. * alphaMap: new THREE.Texture( <Image> ),
  12037. *
  12038. * displacementMap: new THREE.Texture( <Image> ),
  12039. * displacementScale: <float>,
  12040. * displacementBias: <float>,
  12041. *
  12042. * wireframe: <boolean>,
  12043. * wireframeLinewidth: <float>
  12044. * }
  12045. */
  12046. function MeshDepthMaterial( parameters ) {
  12047. Material.call( this );
  12048. this.type = 'MeshDepthMaterial';
  12049. this.depthPacking = BasicDepthPacking;
  12050. this.skinning = false;
  12051. this.morphTargets = false;
  12052. this.map = null;
  12053. this.alphaMap = null;
  12054. this.displacementMap = null;
  12055. this.displacementScale = 1;
  12056. this.displacementBias = 0;
  12057. this.wireframe = false;
  12058. this.wireframeLinewidth = 1;
  12059. this.fog = false;
  12060. this.setValues( parameters );
  12061. }
  12062. MeshDepthMaterial.prototype = Object.create( Material.prototype );
  12063. MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;
  12064. MeshDepthMaterial.prototype.isMeshDepthMaterial = true;
  12065. MeshDepthMaterial.prototype.copy = function ( source ) {
  12066. Material.prototype.copy.call( this, source );
  12067. this.depthPacking = source.depthPacking;
  12068. this.skinning = source.skinning;
  12069. this.morphTargets = source.morphTargets;
  12070. this.map = source.map;
  12071. this.alphaMap = source.alphaMap;
  12072. this.displacementMap = source.displacementMap;
  12073. this.displacementScale = source.displacementScale;
  12074. this.displacementBias = source.displacementBias;
  12075. this.wireframe = source.wireframe;
  12076. this.wireframeLinewidth = source.wireframeLinewidth;
  12077. return this;
  12078. };
  12079. /**
  12080. * parameters = {
  12081. *
  12082. * referencePosition: <float>,
  12083. * nearDistance: <float>,
  12084. * farDistance: <float>,
  12085. *
  12086. * skinning: <bool>,
  12087. * morphTargets: <bool>,
  12088. *
  12089. * map: new THREE.Texture( <Image> ),
  12090. *
  12091. * alphaMap: new THREE.Texture( <Image> ),
  12092. *
  12093. * displacementMap: new THREE.Texture( <Image> ),
  12094. * displacementScale: <float>,
  12095. * displacementBias: <float>
  12096. *
  12097. * }
  12098. */
  12099. function MeshDistanceMaterial( parameters ) {
  12100. Material.call( this );
  12101. this.type = 'MeshDistanceMaterial';
  12102. this.referencePosition = new Vector3();
  12103. this.nearDistance = 1;
  12104. this.farDistance = 1000;
  12105. this.skinning = false;
  12106. this.morphTargets = false;
  12107. this.map = null;
  12108. this.alphaMap = null;
  12109. this.displacementMap = null;
  12110. this.displacementScale = 1;
  12111. this.displacementBias = 0;
  12112. this.fog = false;
  12113. this.setValues( parameters );
  12114. }
  12115. MeshDistanceMaterial.prototype = Object.create( Material.prototype );
  12116. MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
  12117. MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
  12118. MeshDistanceMaterial.prototype.copy = function ( source ) {
  12119. Material.prototype.copy.call( this, source );
  12120. this.referencePosition.copy( source.referencePosition );
  12121. this.nearDistance = source.nearDistance;
  12122. this.farDistance = source.farDistance;
  12123. this.skinning = source.skinning;
  12124. this.morphTargets = source.morphTargets;
  12125. this.map = source.map;
  12126. this.alphaMap = source.alphaMap;
  12127. this.displacementMap = source.displacementMap;
  12128. this.displacementScale = source.displacementScale;
  12129. this.displacementBias = source.displacementBias;
  12130. return this;
  12131. };
  12132. var vsm_frag = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n float mean = 0.0;\n float squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n for ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n #ifdef HORIZONAL_PASS\n vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n mean += distribution.x;\n squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n #else\n float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n mean += depth;\n squared_mean += depth * depth;\n #endif\n }\n mean = mean * HALF_SAMPLE_RATE;\n squared_mean = squared_mean * HALF_SAMPLE_RATE;\n float std_dev = sqrt( squared_mean - mean * mean );\n gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
  12133. var vsm_vert = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
  12134. function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
  12135. var _frustum = new Frustum();
  12136. var _shadowMapSize = new Vector2(),
  12137. _viewportSize = new Vector2(),
  12138. _viewport = new Vector4(),
  12139. _depthMaterials = [],
  12140. _distanceMaterials = [],
  12141. _materialCache = {};
  12142. var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
  12143. var shadowMaterialVertical = new ShaderMaterial( {
  12144. defines: {
  12145. SAMPLE_RATE: 2.0 / 8.0,
  12146. HALF_SAMPLE_RATE: 1.0 / 8.0
  12147. },
  12148. uniforms: {
  12149. shadow_pass: { value: null },
  12150. resolution: { value: new Vector2() },
  12151. radius: { value: 4.0 }
  12152. },
  12153. vertexShader: vsm_vert,
  12154. fragmentShader: vsm_frag
  12155. } );
  12156. var shadowMaterialHorizonal = shadowMaterialVertical.clone();
  12157. shadowMaterialHorizonal.defines.HORIZONAL_PASS = 1;
  12158. var fullScreenTri = new BufferGeometry();
  12159. fullScreenTri.setAttribute(
  12160. "position",
  12161. new BufferAttribute(
  12162. new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  12163. 3
  12164. )
  12165. );
  12166. var fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
  12167. var scope = this;
  12168. this.enabled = false;
  12169. this.autoUpdate = true;
  12170. this.needsUpdate = false;
  12171. this.type = PCFShadowMap;
  12172. this.render = function ( lights, scene, camera ) {
  12173. if ( scope.enabled === false ) { return; }
  12174. if ( scope.autoUpdate === false && scope.needsUpdate === false ) { return; }
  12175. if ( lights.length === 0 ) { return; }
  12176. var currentRenderTarget = _renderer.getRenderTarget();
  12177. var activeCubeFace = _renderer.getActiveCubeFace();
  12178. var activeMipmapLevel = _renderer.getActiveMipmapLevel();
  12179. var _state = _renderer.state;
  12180. // Set GL state for depth map.
  12181. _state.setBlending( NoBlending );
  12182. _state.buffers.color.setClear( 1, 1, 1, 1 );
  12183. _state.buffers.depth.setTest( true );
  12184. _state.setScissorTest( false );
  12185. // render depth map
  12186. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  12187. var light = lights[ i ];
  12188. var shadow = light.shadow;
  12189. if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) { continue; }
  12190. if ( shadow === undefined ) {
  12191. console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
  12192. continue;
  12193. }
  12194. _shadowMapSize.copy( shadow.mapSize );
  12195. var shadowFrameExtents = shadow.getFrameExtents();
  12196. _shadowMapSize.multiply( shadowFrameExtents );
  12197. _viewportSize.copy( shadow.mapSize );
  12198. if ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {
  12199. if ( _shadowMapSize.x > maxTextureSize ) {
  12200. _viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );
  12201. _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
  12202. shadow.mapSize.x = _viewportSize.x;
  12203. }
  12204. if ( _shadowMapSize.y > maxTextureSize ) {
  12205. _viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );
  12206. _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
  12207. shadow.mapSize.y = _viewportSize.y;
  12208. }
  12209. }
  12210. if ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12211. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat, stencilBuffer: false };
  12212. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12213. shadow.map.texture.name = light.name + ".shadowMap";
  12214. shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  12215. shadow.camera.updateProjectionMatrix();
  12216. }
  12217. if ( shadow.map === null ) {
  12218. var pars$1 = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat, stencilBuffer: false };
  12219. shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars$1 );
  12220. shadow.map.texture.name = light.name + ".shadowMap";
  12221. shadow.camera.updateProjectionMatrix();
  12222. }
  12223. _renderer.setRenderTarget( shadow.map );
  12224. _renderer.clear();
  12225. var viewportCount = shadow.getViewportCount();
  12226. for ( var vp = 0; vp < viewportCount; vp ++ ) {
  12227. var viewport = shadow.getViewport( vp );
  12228. _viewport.set(
  12229. _viewportSize.x * viewport.x,
  12230. _viewportSize.y * viewport.y,
  12231. _viewportSize.x * viewport.z,
  12232. _viewportSize.y * viewport.w
  12233. );
  12234. _state.viewport( _viewport );
  12235. shadow.updateMatrices( light, vp );
  12236. _frustum = shadow.getFrustum();
  12237. renderObject( scene, camera, shadow.camera, light, this.type );
  12238. }
  12239. // do blur pass for VSM
  12240. if ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {
  12241. VSMPass( shadow, camera );
  12242. }
  12243. shadow.needsUpdate = false;
  12244. }
  12245. scope.needsUpdate = false;
  12246. _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
  12247. };
  12248. function VSMPass( shadow, camera ) {
  12249. var geometry = _objects.update( fullScreenMesh );
  12250. // vertical pass
  12251. shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  12252. shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  12253. shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  12254. _renderer.setRenderTarget( shadow.mapPass );
  12255. _renderer.clear();
  12256. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
  12257. // horizonal pass
  12258. shadowMaterialHorizonal.uniforms.shadow_pass.value = shadow.mapPass.texture;
  12259. shadowMaterialHorizonal.uniforms.resolution.value = shadow.mapSize;
  12260. shadowMaterialHorizonal.uniforms.radius.value = shadow.radius;
  12261. _renderer.setRenderTarget( shadow.map );
  12262. _renderer.clear();
  12263. _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizonal, fullScreenMesh, null );
  12264. }
  12265. function getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12266. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12267. var material = _depthMaterials[ index ];
  12268. if ( material === undefined ) {
  12269. material = new MeshDepthMaterial( {
  12270. depthPacking: RGBADepthPacking,
  12271. morphTargets: useMorphing,
  12272. skinning: useSkinning
  12273. } );
  12274. _depthMaterials[ index ] = material;
  12275. }
  12276. return material;
  12277. }
  12278. function getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {
  12279. var index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;
  12280. var material = _distanceMaterials[ index ];
  12281. if ( material === undefined ) {
  12282. material = new MeshDistanceMaterial( {
  12283. morphTargets: useMorphing,
  12284. skinning: useSkinning
  12285. } );
  12286. _distanceMaterials[ index ] = material;
  12287. }
  12288. return material;
  12289. }
  12290. function getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {
  12291. var result = null;
  12292. var getMaterialVariant = getDepthMaterialVariant;
  12293. var customMaterial = object.customDepthMaterial;
  12294. if ( light.isPointLight === true ) {
  12295. getMaterialVariant = getDistanceMaterialVariant;
  12296. customMaterial = object.customDistanceMaterial;
  12297. }
  12298. if ( customMaterial === undefined ) {
  12299. var useMorphing = false;
  12300. if ( material.morphTargets === true ) {
  12301. useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;
  12302. }
  12303. var useSkinning = false;
  12304. if ( object.isSkinnedMesh === true ) {
  12305. if ( material.skinning === true ) {
  12306. useSkinning = true;
  12307. } else {
  12308. console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
  12309. }
  12310. }
  12311. var useInstancing = object.isInstancedMesh === true;
  12312. result = getMaterialVariant( useMorphing, useSkinning, useInstancing );
  12313. } else {
  12314. result = customMaterial;
  12315. }
  12316. if ( _renderer.localClippingEnabled &&
  12317. material.clipShadows === true &&
  12318. material.clippingPlanes.length !== 0 ) {
  12319. // in this case we need a unique material instance reflecting the
  12320. // appropriate state
  12321. var keyA = result.uuid, keyB = material.uuid;
  12322. var materialsForVariant = _materialCache[ keyA ];
  12323. if ( materialsForVariant === undefined ) {
  12324. materialsForVariant = {};
  12325. _materialCache[ keyA ] = materialsForVariant;
  12326. }
  12327. var cachedMaterial = materialsForVariant[ keyB ];
  12328. if ( cachedMaterial === undefined ) {
  12329. cachedMaterial = result.clone();
  12330. materialsForVariant[ keyB ] = cachedMaterial;
  12331. }
  12332. result = cachedMaterial;
  12333. }
  12334. result.visible = material.visible;
  12335. result.wireframe = material.wireframe;
  12336. if ( type === VSMShadowMap ) {
  12337. result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
  12338. } else {
  12339. result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
  12340. }
  12341. result.clipShadows = material.clipShadows;
  12342. result.clippingPlanes = material.clippingPlanes;
  12343. result.clipIntersection = material.clipIntersection;
  12344. result.wireframeLinewidth = material.wireframeLinewidth;
  12345. result.linewidth = material.linewidth;
  12346. if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
  12347. result.referencePosition.setFromMatrixPosition( light.matrixWorld );
  12348. result.nearDistance = shadowCameraNear;
  12349. result.farDistance = shadowCameraFar;
  12350. }
  12351. return result;
  12352. }
  12353. function renderObject( object, camera, shadowCamera, light, type ) {
  12354. if ( object.visible === false ) { return; }
  12355. var visible = object.layers.test( camera.layers );
  12356. if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
  12357. if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
  12358. object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  12359. var geometry = _objects.update( object );
  12360. var material = object.material;
  12361. if ( Array.isArray( material ) ) {
  12362. var groups = geometry.groups;
  12363. for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
  12364. var group = groups[ k ];
  12365. var groupMaterial = material[ group.materialIndex ];
  12366. if ( groupMaterial && groupMaterial.visible ) {
  12367. var depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );
  12368. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
  12369. }
  12370. }
  12371. } else if ( material.visible ) {
  12372. var depthMaterial$1 = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );
  12373. _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial$1, object, null );
  12374. }
  12375. }
  12376. }
  12377. var children = object.children;
  12378. for ( var i = 0, l = children.length; i < l; i ++ ) {
  12379. renderObject( children[ i ], camera, shadowCamera, light, type );
  12380. }
  12381. }
  12382. }
  12383. function WebGLState( gl, extensions, capabilities ) {
  12384. var isWebGL2 = capabilities.isWebGL2;
  12385. function ColorBuffer() {
  12386. var locked = false;
  12387. var color = new Vector4();
  12388. var currentColorMask = null;
  12389. var currentColorClear = new Vector4( 0, 0, 0, 0 );
  12390. return {
  12391. setMask: function ( colorMask ) {
  12392. if ( currentColorMask !== colorMask && ! locked ) {
  12393. gl.colorMask( colorMask, colorMask, colorMask, colorMask );
  12394. currentColorMask = colorMask;
  12395. }
  12396. },
  12397. setLocked: function ( lock ) {
  12398. locked = lock;
  12399. },
  12400. setClear: function ( r, g, b, a, premultipliedAlpha ) {
  12401. if ( premultipliedAlpha === true ) {
  12402. r *= a; g *= a; b *= a;
  12403. }
  12404. color.set( r, g, b, a );
  12405. if ( currentColorClear.equals( color ) === false ) {
  12406. gl.clearColor( r, g, b, a );
  12407. currentColorClear.copy( color );
  12408. }
  12409. },
  12410. reset: function () {
  12411. locked = false;
  12412. currentColorMask = null;
  12413. currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
  12414. }
  12415. };
  12416. }
  12417. function DepthBuffer() {
  12418. var locked = false;
  12419. var currentDepthMask = null;
  12420. var currentDepthFunc = null;
  12421. var currentDepthClear = null;
  12422. return {
  12423. setTest: function ( depthTest ) {
  12424. if ( depthTest ) {
  12425. enable( 2929 );
  12426. } else {
  12427. disable( 2929 );
  12428. }
  12429. },
  12430. setMask: function ( depthMask ) {
  12431. if ( currentDepthMask !== depthMask && ! locked ) {
  12432. gl.depthMask( depthMask );
  12433. currentDepthMask = depthMask;
  12434. }
  12435. },
  12436. setFunc: function ( depthFunc ) {
  12437. if ( currentDepthFunc !== depthFunc ) {
  12438. if ( depthFunc ) {
  12439. switch ( depthFunc ) {
  12440. case NeverDepth:
  12441. gl.depthFunc( 512 );
  12442. break;
  12443. case AlwaysDepth:
  12444. gl.depthFunc( 519 );
  12445. break;
  12446. case LessDepth:
  12447. gl.depthFunc( 513 );
  12448. break;
  12449. case LessEqualDepth:
  12450. gl.depthFunc( 515 );
  12451. break;
  12452. case EqualDepth:
  12453. gl.depthFunc( 514 );
  12454. break;
  12455. case GreaterEqualDepth:
  12456. gl.depthFunc( 518 );
  12457. break;
  12458. case GreaterDepth:
  12459. gl.depthFunc( 516 );
  12460. break;
  12461. case NotEqualDepth:
  12462. gl.depthFunc( 517 );
  12463. break;
  12464. default:
  12465. gl.depthFunc( 515 );
  12466. }
  12467. } else {
  12468. gl.depthFunc( 515 );
  12469. }
  12470. currentDepthFunc = depthFunc;
  12471. }
  12472. },
  12473. setLocked: function ( lock ) {
  12474. locked = lock;
  12475. },
  12476. setClear: function ( depth ) {
  12477. if ( currentDepthClear !== depth ) {
  12478. gl.clearDepth( depth );
  12479. currentDepthClear = depth;
  12480. }
  12481. },
  12482. reset: function () {
  12483. locked = false;
  12484. currentDepthMask = null;
  12485. currentDepthFunc = null;
  12486. currentDepthClear = null;
  12487. }
  12488. };
  12489. }
  12490. function StencilBuffer() {
  12491. var locked = false;
  12492. var currentStencilMask = null;
  12493. var currentStencilFunc = null;
  12494. var currentStencilRef = null;
  12495. var currentStencilFuncMask = null;
  12496. var currentStencilFail = null;
  12497. var currentStencilZFail = null;
  12498. var currentStencilZPass = null;
  12499. var currentStencilClear = null;
  12500. return {
  12501. setTest: function ( stencilTest ) {
  12502. if ( ! locked ) {
  12503. if ( stencilTest ) {
  12504. enable( 2960 );
  12505. } else {
  12506. disable( 2960 );
  12507. }
  12508. }
  12509. },
  12510. setMask: function ( stencilMask ) {
  12511. if ( currentStencilMask !== stencilMask && ! locked ) {
  12512. gl.stencilMask( stencilMask );
  12513. currentStencilMask = stencilMask;
  12514. }
  12515. },
  12516. setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
  12517. if ( currentStencilFunc !== stencilFunc ||
  12518. currentStencilRef !== stencilRef ||
  12519. currentStencilFuncMask !== stencilMask ) {
  12520. gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
  12521. currentStencilFunc = stencilFunc;
  12522. currentStencilRef = stencilRef;
  12523. currentStencilFuncMask = stencilMask;
  12524. }
  12525. },
  12526. setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
  12527. if ( currentStencilFail !== stencilFail ||
  12528. currentStencilZFail !== stencilZFail ||
  12529. currentStencilZPass !== stencilZPass ) {
  12530. gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
  12531. currentStencilFail = stencilFail;
  12532. currentStencilZFail = stencilZFail;
  12533. currentStencilZPass = stencilZPass;
  12534. }
  12535. },
  12536. setLocked: function ( lock ) {
  12537. locked = lock;
  12538. },
  12539. setClear: function ( stencil ) {
  12540. if ( currentStencilClear !== stencil ) {
  12541. gl.clearStencil( stencil );
  12542. currentStencilClear = stencil;
  12543. }
  12544. },
  12545. reset: function () {
  12546. locked = false;
  12547. currentStencilMask = null;
  12548. currentStencilFunc = null;
  12549. currentStencilRef = null;
  12550. currentStencilFuncMask = null;
  12551. currentStencilFail = null;
  12552. currentStencilZFail = null;
  12553. currentStencilZPass = null;
  12554. currentStencilClear = null;
  12555. }
  12556. };
  12557. }
  12558. //
  12559. var colorBuffer = new ColorBuffer();
  12560. var depthBuffer = new DepthBuffer();
  12561. var stencilBuffer = new StencilBuffer();
  12562. var enabledCapabilities = {};
  12563. var currentProgram = null;
  12564. var currentBlendingEnabled = null;
  12565. var currentBlending = null;
  12566. var currentBlendEquation = null;
  12567. var currentBlendSrc = null;
  12568. var currentBlendDst = null;
  12569. var currentBlendEquationAlpha = null;
  12570. var currentBlendSrcAlpha = null;
  12571. var currentBlendDstAlpha = null;
  12572. var currentPremultipledAlpha = false;
  12573. var currentFlipSided = null;
  12574. var currentCullFace = null;
  12575. var currentLineWidth = null;
  12576. var currentPolygonOffsetFactor = null;
  12577. var currentPolygonOffsetUnits = null;
  12578. var maxTextures = gl.getParameter( 35661 );
  12579. var lineWidthAvailable = false;
  12580. var version = 0;
  12581. var glVersion = gl.getParameter( 7938 );
  12582. if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
  12583. version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
  12584. lineWidthAvailable = ( version >= 1.0 );
  12585. } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
  12586. version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
  12587. lineWidthAvailable = ( version >= 2.0 );
  12588. }
  12589. var currentTextureSlot = null;
  12590. var currentBoundTextures = {};
  12591. var currentScissor = new Vector4();
  12592. var currentViewport = new Vector4();
  12593. function createTexture( type, target, count ) {
  12594. var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
  12595. var texture = gl.createTexture();
  12596. gl.bindTexture( type, texture );
  12597. gl.texParameteri( type, 10241, 9728 );
  12598. gl.texParameteri( type, 10240, 9728 );
  12599. for ( var i = 0; i < count; i ++ ) {
  12600. gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
  12601. }
  12602. return texture;
  12603. }
  12604. var emptyTextures = {};
  12605. emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
  12606. emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
  12607. // init
  12608. colorBuffer.setClear( 0, 0, 0, 1 );
  12609. depthBuffer.setClear( 1 );
  12610. stencilBuffer.setClear( 0 );
  12611. enable( 2929 );
  12612. depthBuffer.setFunc( LessEqualDepth );
  12613. setFlipSided( false );
  12614. setCullFace( CullFaceBack );
  12615. enable( 2884 );
  12616. setBlending( NoBlending );
  12617. //
  12618. function enable( id ) {
  12619. if ( enabledCapabilities[ id ] !== true ) {
  12620. gl.enable( id );
  12621. enabledCapabilities[ id ] = true;
  12622. }
  12623. }
  12624. function disable( id ) {
  12625. if ( enabledCapabilities[ id ] !== false ) {
  12626. gl.disable( id );
  12627. enabledCapabilities[ id ] = false;
  12628. }
  12629. }
  12630. function useProgram( program ) {
  12631. if ( currentProgram !== program ) {
  12632. gl.useProgram( program );
  12633. currentProgram = program;
  12634. return true;
  12635. }
  12636. return false;
  12637. }
  12638. var equationToGL = {};
  12639. equationToGL[ AddEquation ] = 32774;
  12640. equationToGL[ SubtractEquation ] = 32778;
  12641. equationToGL[ ReverseSubtractEquation ] = 32779;
  12642. if ( isWebGL2 ) {
  12643. equationToGL[ MinEquation ] = 32775;
  12644. equationToGL[ MaxEquation ] = 32776;
  12645. } else {
  12646. var extension = extensions.get( 'EXT_blend_minmax' );
  12647. if ( extension !== null ) {
  12648. equationToGL[ MinEquation ] = extension.MIN_EXT;
  12649. equationToGL[ MaxEquation ] = extension.MAX_EXT;
  12650. }
  12651. }
  12652. var factorToGL = {};
  12653. factorToGL[ ZeroFactor ] = 0;
  12654. factorToGL[ OneFactor ] = 1;
  12655. factorToGL[ SrcColorFactor ] = 768;
  12656. factorToGL[ SrcAlphaFactor ] = 770;
  12657. factorToGL[ SrcAlphaSaturateFactor ] = 776;
  12658. factorToGL[ DstColorFactor ] = 774;
  12659. factorToGL[ DstAlphaFactor ] = 772;
  12660. factorToGL[ OneMinusSrcColorFactor ] = 769;
  12661. factorToGL[ OneMinusSrcAlphaFactor ] = 771;
  12662. factorToGL[ OneMinusDstColorFactor ] = 775;
  12663. factorToGL[ OneMinusDstAlphaFactor ] = 773;
  12664. function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
  12665. if ( blending === NoBlending ) {
  12666. if ( currentBlendingEnabled ) {
  12667. disable( 3042 );
  12668. currentBlendingEnabled = false;
  12669. }
  12670. return;
  12671. }
  12672. if ( ! currentBlendingEnabled ) {
  12673. enable( 3042 );
  12674. currentBlendingEnabled = true;
  12675. }
  12676. if ( blending !== CustomBlending ) {
  12677. if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
  12678. if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
  12679. gl.blendEquation( 32774 );
  12680. currentBlendEquation = AddEquation;
  12681. currentBlendEquationAlpha = AddEquation;
  12682. }
  12683. if ( premultipliedAlpha ) {
  12684. switch ( blending ) {
  12685. case NormalBlending:
  12686. gl.blendFuncSeparate( 1, 771, 1, 771 );
  12687. break;
  12688. case AdditiveBlending:
  12689. gl.blendFunc( 1, 1 );
  12690. break;
  12691. case SubtractiveBlending:
  12692. gl.blendFuncSeparate( 0, 0, 769, 771 );
  12693. break;
  12694. case MultiplyBlending:
  12695. gl.blendFuncSeparate( 0, 768, 0, 770 );
  12696. break;
  12697. default:
  12698. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12699. break;
  12700. }
  12701. } else {
  12702. switch ( blending ) {
  12703. case NormalBlending:
  12704. gl.blendFuncSeparate( 770, 771, 1, 771 );
  12705. break;
  12706. case AdditiveBlending:
  12707. gl.blendFunc( 770, 1 );
  12708. break;
  12709. case SubtractiveBlending:
  12710. gl.blendFunc( 0, 769 );
  12711. break;
  12712. case MultiplyBlending:
  12713. gl.blendFunc( 0, 768 );
  12714. break;
  12715. default:
  12716. console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  12717. break;
  12718. }
  12719. }
  12720. currentBlendSrc = null;
  12721. currentBlendDst = null;
  12722. currentBlendSrcAlpha = null;
  12723. currentBlendDstAlpha = null;
  12724. currentBlending = blending;
  12725. currentPremultipledAlpha = premultipliedAlpha;
  12726. }
  12727. return;
  12728. }
  12729. // custom blending
  12730. blendEquationAlpha = blendEquationAlpha || blendEquation;
  12731. blendSrcAlpha = blendSrcAlpha || blendSrc;
  12732. blendDstAlpha = blendDstAlpha || blendDst;
  12733. if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
  12734. gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
  12735. currentBlendEquation = blendEquation;
  12736. currentBlendEquationAlpha = blendEquationAlpha;
  12737. }
  12738. if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
  12739. gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
  12740. currentBlendSrc = blendSrc;
  12741. currentBlendDst = blendDst;
  12742. currentBlendSrcAlpha = blendSrcAlpha;
  12743. currentBlendDstAlpha = blendDstAlpha;
  12744. }
  12745. currentBlending = blending;
  12746. currentPremultipledAlpha = null;
  12747. }
  12748. function setMaterial( material, frontFaceCW ) {
  12749. material.side === DoubleSide
  12750. ? disable( 2884 )
  12751. : enable( 2884 );
  12752. var flipSided = ( material.side === BackSide );
  12753. if ( frontFaceCW ) { flipSided = ! flipSided; }
  12754. setFlipSided( flipSided );
  12755. ( material.blending === NormalBlending && material.transparent === false )
  12756. ? setBlending( NoBlending )
  12757. : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
  12758. depthBuffer.setFunc( material.depthFunc );
  12759. depthBuffer.setTest( material.depthTest );
  12760. depthBuffer.setMask( material.depthWrite );
  12761. colorBuffer.setMask( material.colorWrite );
  12762. var stencilWrite = material.stencilWrite;
  12763. stencilBuffer.setTest( stencilWrite );
  12764. if ( stencilWrite ) {
  12765. stencilBuffer.setMask( material.stencilWriteMask );
  12766. stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
  12767. stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
  12768. }
  12769. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12770. }
  12771. //
  12772. function setFlipSided( flipSided ) {
  12773. if ( currentFlipSided !== flipSided ) {
  12774. if ( flipSided ) {
  12775. gl.frontFace( 2304 );
  12776. } else {
  12777. gl.frontFace( 2305 );
  12778. }
  12779. currentFlipSided = flipSided;
  12780. }
  12781. }
  12782. function setCullFace( cullFace ) {
  12783. if ( cullFace !== CullFaceNone ) {
  12784. enable( 2884 );
  12785. if ( cullFace !== currentCullFace ) {
  12786. if ( cullFace === CullFaceBack ) {
  12787. gl.cullFace( 1029 );
  12788. } else if ( cullFace === CullFaceFront ) {
  12789. gl.cullFace( 1028 );
  12790. } else {
  12791. gl.cullFace( 1032 );
  12792. }
  12793. }
  12794. } else {
  12795. disable( 2884 );
  12796. }
  12797. currentCullFace = cullFace;
  12798. }
  12799. function setLineWidth( width ) {
  12800. if ( width !== currentLineWidth ) {
  12801. if ( lineWidthAvailable ) { gl.lineWidth( width ); }
  12802. currentLineWidth = width;
  12803. }
  12804. }
  12805. function setPolygonOffset( polygonOffset, factor, units ) {
  12806. if ( polygonOffset ) {
  12807. enable( 32823 );
  12808. if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
  12809. gl.polygonOffset( factor, units );
  12810. currentPolygonOffsetFactor = factor;
  12811. currentPolygonOffsetUnits = units;
  12812. }
  12813. } else {
  12814. disable( 32823 );
  12815. }
  12816. }
  12817. function setScissorTest( scissorTest ) {
  12818. if ( scissorTest ) {
  12819. enable( 3089 );
  12820. } else {
  12821. disable( 3089 );
  12822. }
  12823. }
  12824. // texture
  12825. function activeTexture( webglSlot ) {
  12826. if ( webglSlot === undefined ) { webglSlot = 33984 + maxTextures - 1; }
  12827. if ( currentTextureSlot !== webglSlot ) {
  12828. gl.activeTexture( webglSlot );
  12829. currentTextureSlot = webglSlot;
  12830. }
  12831. }
  12832. function bindTexture( webglType, webglTexture ) {
  12833. if ( currentTextureSlot === null ) {
  12834. activeTexture();
  12835. }
  12836. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12837. if ( boundTexture === undefined ) {
  12838. boundTexture = { type: undefined, texture: undefined };
  12839. currentBoundTextures[ currentTextureSlot ] = boundTexture;
  12840. }
  12841. if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
  12842. gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
  12843. boundTexture.type = webglType;
  12844. boundTexture.texture = webglTexture;
  12845. }
  12846. }
  12847. function unbindTexture() {
  12848. var boundTexture = currentBoundTextures[ currentTextureSlot ];
  12849. if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
  12850. gl.bindTexture( boundTexture.type, null );
  12851. boundTexture.type = undefined;
  12852. boundTexture.texture = undefined;
  12853. }
  12854. }
  12855. function compressedTexImage2D() {
  12856. try {
  12857. gl.compressedTexImage2D.apply( gl, arguments );
  12858. } catch ( error ) {
  12859. console.error( 'THREE.WebGLState:', error );
  12860. }
  12861. }
  12862. function texImage2D() {
  12863. try {
  12864. gl.texImage2D.apply( gl, arguments );
  12865. } catch ( error ) {
  12866. console.error( 'THREE.WebGLState:', error );
  12867. }
  12868. }
  12869. function texImage3D() {
  12870. try {
  12871. gl.texImage3D.apply( gl, arguments );
  12872. } catch ( error ) {
  12873. console.error( 'THREE.WebGLState:', error );
  12874. }
  12875. }
  12876. //
  12877. function scissor( scissor ) {
  12878. if ( currentScissor.equals( scissor ) === false ) {
  12879. gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  12880. currentScissor.copy( scissor );
  12881. }
  12882. }
  12883. function viewport( viewport ) {
  12884. if ( currentViewport.equals( viewport ) === false ) {
  12885. gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  12886. currentViewport.copy( viewport );
  12887. }
  12888. }
  12889. //
  12890. function reset() {
  12891. enabledCapabilities = {};
  12892. currentTextureSlot = null;
  12893. currentBoundTextures = {};
  12894. currentProgram = null;
  12895. currentBlending = null;
  12896. currentFlipSided = null;
  12897. currentCullFace = null;
  12898. colorBuffer.reset();
  12899. depthBuffer.reset();
  12900. stencilBuffer.reset();
  12901. }
  12902. return {
  12903. buffers: {
  12904. color: colorBuffer,
  12905. depth: depthBuffer,
  12906. stencil: stencilBuffer
  12907. },
  12908. enable: enable,
  12909. disable: disable,
  12910. useProgram: useProgram,
  12911. setBlending: setBlending,
  12912. setMaterial: setMaterial,
  12913. setFlipSided: setFlipSided,
  12914. setCullFace: setCullFace,
  12915. setLineWidth: setLineWidth,
  12916. setPolygonOffset: setPolygonOffset,
  12917. setScissorTest: setScissorTest,
  12918. activeTexture: activeTexture,
  12919. bindTexture: bindTexture,
  12920. unbindTexture: unbindTexture,
  12921. compressedTexImage2D: compressedTexImage2D,
  12922. texImage2D: texImage2D,
  12923. texImage3D: texImage3D,
  12924. scissor: scissor,
  12925. viewport: viewport,
  12926. reset: reset
  12927. };
  12928. }
  12929. function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
  12930. var isWebGL2 = capabilities.isWebGL2;
  12931. var maxTextures = capabilities.maxTextures;
  12932. var maxCubemapSize = capabilities.maxCubemapSize;
  12933. var maxTextureSize = capabilities.maxTextureSize;
  12934. var maxSamples = capabilities.maxSamples;
  12935. var _videoTextures = new WeakMap();
  12936. var _canvas;
  12937. // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  12938. // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  12939. // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
  12940. var useOffscreenCanvas = false;
  12941. try {
  12942. useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  12943. && ( new OffscreenCanvas( 1, 1 ).getContext( "2d" ) ) !== null;
  12944. } catch ( err ) {
  12945. // Ignore any errors
  12946. }
  12947. function createCanvas( width, height ) {
  12948. // Use OffscreenCanvas when available. Specially needed in web workers
  12949. return useOffscreenCanvas ?
  12950. new OffscreenCanvas( width, height ) :
  12951. document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
  12952. }
  12953. function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
  12954. var scale = 1;
  12955. // handle case if texture exceeds max size
  12956. if ( image.width > maxSize || image.height > maxSize ) {
  12957. scale = maxSize / Math.max( image.width, image.height );
  12958. }
  12959. // only perform resize if necessary
  12960. if ( scale < 1 || needsPowerOfTwo === true ) {
  12961. // only perform resize for certain image types
  12962. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  12963. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  12964. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  12965. var floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;
  12966. var width = floor( scale * image.width );
  12967. var height = floor( scale * image.height );
  12968. if ( _canvas === undefined ) { _canvas = createCanvas( width, height ); }
  12969. // cube textures can't reuse the same canvas
  12970. var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
  12971. canvas.width = width;
  12972. canvas.height = height;
  12973. var context = canvas.getContext( '2d' );
  12974. context.drawImage( image, 0, 0, width, height );
  12975. console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
  12976. return canvas;
  12977. } else {
  12978. if ( 'data' in image ) {
  12979. console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
  12980. }
  12981. return image;
  12982. }
  12983. }
  12984. return image;
  12985. }
  12986. function isPowerOfTwo( image ) {
  12987. return MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );
  12988. }
  12989. function textureNeedsPowerOfTwo( texture ) {
  12990. if ( isWebGL2 ) { return false; }
  12991. return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  12992. ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
  12993. }
  12994. function textureNeedsGenerateMipmaps( texture, supportsMips ) {
  12995. return texture.generateMipmaps && supportsMips &&
  12996. texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
  12997. }
  12998. function generateMipmap( target, texture, width, height ) {
  12999. _gl.generateMipmap( target );
  13000. var textureProperties = properties.get( texture );
  13001. // Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
  13002. textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
  13003. }
  13004. function getInternalFormat( internalFormatName, glFormat, glType ) {
  13005. if ( isWebGL2 === false ) { return glFormat; }
  13006. if ( internalFormatName !== null ) {
  13007. if ( _gl[ internalFormatName ] !== undefined ) { return _gl[ internalFormatName ]; }
  13008. console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
  13009. }
  13010. var internalFormat = glFormat;
  13011. if ( glFormat === 6403 ) {
  13012. if ( glType === 5126 ) { internalFormat = 33326; }
  13013. if ( glType === 5131 ) { internalFormat = 33325; }
  13014. if ( glType === 5121 ) { internalFormat = 33321; }
  13015. }
  13016. if ( glFormat === 6407 ) {
  13017. if ( glType === 5126 ) { internalFormat = 34837; }
  13018. if ( glType === 5131 ) { internalFormat = 34843; }
  13019. if ( glType === 5121 ) { internalFormat = 32849; }
  13020. }
  13021. if ( glFormat === 6408 ) {
  13022. if ( glType === 5126 ) { internalFormat = 34836; }
  13023. if ( glType === 5131 ) { internalFormat = 34842; }
  13024. if ( glType === 5121 ) { internalFormat = 32856; }
  13025. }
  13026. if ( internalFormat === 33325 || internalFormat === 33326 ||
  13027. internalFormat === 34842 || internalFormat === 34836 ) {
  13028. extensions.get( 'EXT_color_buffer_float' );
  13029. }
  13030. return internalFormat;
  13031. }
  13032. // Fallback filters for non-power-of-2 textures
  13033. function filterFallback( f ) {
  13034. if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {
  13035. return 9728;
  13036. }
  13037. return 9729;
  13038. }
  13039. //
  13040. function onTextureDispose( event ) {
  13041. var texture = event.target;
  13042. texture.removeEventListener( 'dispose', onTextureDispose );
  13043. deallocateTexture( texture );
  13044. if ( texture.isVideoTexture ) {
  13045. _videoTextures.delete( texture );
  13046. }
  13047. info.memory.textures --;
  13048. }
  13049. function onRenderTargetDispose( event ) {
  13050. var renderTarget = event.target;
  13051. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  13052. deallocateRenderTarget( renderTarget );
  13053. info.memory.textures --;
  13054. }
  13055. //
  13056. function deallocateTexture( texture ) {
  13057. var textureProperties = properties.get( texture );
  13058. if ( textureProperties.__webglInit === undefined ) { return; }
  13059. _gl.deleteTexture( textureProperties.__webglTexture );
  13060. properties.remove( texture );
  13061. }
  13062. function deallocateRenderTarget( renderTarget ) {
  13063. var renderTargetProperties = properties.get( renderTarget );
  13064. var textureProperties = properties.get( renderTarget.texture );
  13065. if ( ! renderTarget ) { return; }
  13066. if ( textureProperties.__webglTexture !== undefined ) {
  13067. _gl.deleteTexture( textureProperties.__webglTexture );
  13068. }
  13069. if ( renderTarget.depthTexture ) {
  13070. renderTarget.depthTexture.dispose();
  13071. }
  13072. if ( renderTarget.isWebGLCubeRenderTarget ) {
  13073. for ( var i = 0; i < 6; i ++ ) {
  13074. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
  13075. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); }
  13076. }
  13077. } else {
  13078. _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
  13079. if ( renderTargetProperties.__webglDepthbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); }
  13080. if ( renderTargetProperties.__webglMultisampledFramebuffer ) { _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); }
  13081. if ( renderTargetProperties.__webglColorRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer ); }
  13082. if ( renderTargetProperties.__webglDepthRenderbuffer ) { _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); }
  13083. }
  13084. properties.remove( renderTarget.texture );
  13085. properties.remove( renderTarget );
  13086. }
  13087. //
  13088. var textureUnits = 0;
  13089. function resetTextureUnits() {
  13090. textureUnits = 0;
  13091. }
  13092. function allocateTextureUnit() {
  13093. var textureUnit = textureUnits;
  13094. if ( textureUnit >= maxTextures ) {
  13095. console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );
  13096. }
  13097. textureUnits += 1;
  13098. return textureUnit;
  13099. }
  13100. //
  13101. function setTexture2D( texture, slot ) {
  13102. var textureProperties = properties.get( texture );
  13103. if ( texture.isVideoTexture ) { updateVideoTexture( texture ); }
  13104. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13105. var image = texture.image;
  13106. if ( image === undefined ) {
  13107. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
  13108. } else if ( image.complete === false ) {
  13109. console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
  13110. } else {
  13111. uploadTexture( textureProperties, texture, slot );
  13112. return;
  13113. }
  13114. }
  13115. state.activeTexture( 33984 + slot );
  13116. state.bindTexture( 3553, textureProperties.__webglTexture );
  13117. }
  13118. function setTexture2DArray( texture, slot ) {
  13119. var textureProperties = properties.get( texture );
  13120. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13121. uploadTexture( textureProperties, texture, slot );
  13122. return;
  13123. }
  13124. state.activeTexture( 33984 + slot );
  13125. state.bindTexture( 35866, textureProperties.__webglTexture );
  13126. }
  13127. function setTexture3D( texture, slot ) {
  13128. var textureProperties = properties.get( texture );
  13129. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13130. uploadTexture( textureProperties, texture, slot );
  13131. return;
  13132. }
  13133. state.activeTexture( 33984 + slot );
  13134. state.bindTexture( 32879, textureProperties.__webglTexture );
  13135. }
  13136. function setTextureCube( texture, slot ) {
  13137. if ( texture.image.length !== 6 ) { return; }
  13138. var textureProperties = properties.get( texture );
  13139. if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
  13140. initTexture( textureProperties, texture );
  13141. state.activeTexture( 33984 + slot );
  13142. state.bindTexture( 34067, textureProperties.__webglTexture );
  13143. _gl.pixelStorei( 37440, texture.flipY );
  13144. var isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );
  13145. var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
  13146. var cubeImage = [];
  13147. for ( var i = 0; i < 6; i ++ ) {
  13148. if ( ! isCompressed && ! isDataTexture ) {
  13149. cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );
  13150. } else {
  13151. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13152. }
  13153. }
  13154. var image = cubeImage[ 0 ],
  13155. supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13156. glFormat = utils.convert( texture.format ),
  13157. glType = utils.convert( texture.type ),
  13158. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13159. setTextureParameters( 34067, texture, supportsMips );
  13160. var mipmaps;
  13161. if ( isCompressed ) {
  13162. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13163. mipmaps = cubeImage[ i$1 ].mipmaps;
  13164. for ( var j = 0; j < mipmaps.length; j ++ ) {
  13165. var mipmap = mipmaps[ j ];
  13166. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13167. if ( glFormat !== null ) {
  13168. state.compressedTexImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13169. } else {
  13170. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
  13171. }
  13172. } else {
  13173. state.texImage2D( 34069 + i$1, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13174. }
  13175. }
  13176. }
  13177. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13178. } else {
  13179. mipmaps = texture.mipmaps;
  13180. for ( var i$2 = 0; i$2 < 6; i$2 ++ ) {
  13181. if ( isDataTexture ) {
  13182. state.texImage2D( 34069 + i$2, 0, glInternalFormat, cubeImage[ i$2 ].width, cubeImage[ i$2 ].height, 0, glFormat, glType, cubeImage[ i$2 ].data );
  13183. for ( var j$1 = 0; j$1 < mipmaps.length; j$1 ++ ) {
  13184. var mipmap$1 = mipmaps[ j$1 ];
  13185. var mipmapImage = mipmap$1.image[ i$2 ].image;
  13186. state.texImage2D( 34069 + i$2, j$1 + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
  13187. }
  13188. } else {
  13189. state.texImage2D( 34069 + i$2, 0, glInternalFormat, glFormat, glType, cubeImage[ i$2 ] );
  13190. for ( var j$2 = 0; j$2 < mipmaps.length; j$2 ++ ) {
  13191. var mipmap$2 = mipmaps[ j$2 ];
  13192. state.texImage2D( 34069 + i$2, j$2 + 1, glInternalFormat, glFormat, glType, mipmap$2.image[ i$2 ] );
  13193. }
  13194. }
  13195. }
  13196. textureProperties.__maxMipLevel = mipmaps.length;
  13197. }
  13198. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13199. // We assume images for cube map have the same size.
  13200. generateMipmap( 34067, texture, image.width, image.height );
  13201. }
  13202. textureProperties.__version = texture.version;
  13203. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13204. } else {
  13205. state.activeTexture( 33984 + slot );
  13206. state.bindTexture( 34067, textureProperties.__webglTexture );
  13207. }
  13208. }
  13209. function setTextureCubeDynamic( texture, slot ) {
  13210. state.activeTexture( 33984 + slot );
  13211. state.bindTexture( 34067, properties.get( texture ).__webglTexture );
  13212. }
  13213. var wrappingToGL = {};
  13214. wrappingToGL[ RepeatWrapping ] = 10497;
  13215. wrappingToGL[ ClampToEdgeWrapping ] = 33071;
  13216. wrappingToGL[ MirroredRepeatWrapping ] = 33648;
  13217. var filterToGL = {};
  13218. filterToGL[ NearestFilter ] = 9728;
  13219. filterToGL[ NearestMipmapNearestFilter ] = 9984;
  13220. filterToGL[ NearestMipmapLinearFilter ] = 9986;
  13221. filterToGL[ LinearFilter ] = 9729;
  13222. filterToGL[ LinearMipmapNearestFilter ] = 9985;
  13223. filterToGL[ LinearMipmapLinearFilter ] = 9987;
  13224. function setTextureParameters( textureType, texture, supportsMips ) {
  13225. if ( supportsMips ) {
  13226. _gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );
  13227. _gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );
  13228. if ( textureType === 32879 || textureType === 35866 ) {
  13229. _gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );
  13230. }
  13231. _gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );
  13232. _gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );
  13233. } else {
  13234. _gl.texParameteri( textureType, 10242, 33071 );
  13235. _gl.texParameteri( textureType, 10243, 33071 );
  13236. if ( textureType === 32879 || textureType === 35866 ) {
  13237. _gl.texParameteri( textureType, 32882, 33071 );
  13238. }
  13239. if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
  13240. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
  13241. }
  13242. _gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
  13243. _gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
  13244. if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
  13245. console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
  13246. }
  13247. }
  13248. var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
  13249. if ( extension ) {
  13250. if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) { return; }
  13251. if ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) { return; }
  13252. if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
  13253. _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  13254. properties.get( texture ).__currentAnisotropy = texture.anisotropy;
  13255. }
  13256. }
  13257. }
  13258. function initTexture( textureProperties, texture ) {
  13259. if ( textureProperties.__webglInit === undefined ) {
  13260. textureProperties.__webglInit = true;
  13261. texture.addEventListener( 'dispose', onTextureDispose );
  13262. textureProperties.__webglTexture = _gl.createTexture();
  13263. info.memory.textures ++;
  13264. }
  13265. }
  13266. function uploadTexture( textureProperties, texture, slot ) {
  13267. var textureType = 3553;
  13268. if ( texture.isDataTexture2DArray ) { textureType = 35866; }
  13269. if ( texture.isDataTexture3D ) { textureType = 32879; }
  13270. initTexture( textureProperties, texture );
  13271. state.activeTexture( 33984 + slot );
  13272. state.bindTexture( textureType, textureProperties.__webglTexture );
  13273. _gl.pixelStorei( 37440, texture.flipY );
  13274. _gl.pixelStorei( 37441, texture.premultiplyAlpha );
  13275. _gl.pixelStorei( 3317, texture.unpackAlignment );
  13276. var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
  13277. var image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );
  13278. var supportsMips = isPowerOfTwo( image ) || isWebGL2,
  13279. glFormat = utils.convert( texture.format );
  13280. var glType = utils.convert( texture.type ),
  13281. glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );
  13282. setTextureParameters( textureType, texture, supportsMips );
  13283. var mipmap;
  13284. var mipmaps = texture.mipmaps;
  13285. if ( texture.isDepthTexture ) {
  13286. // populate depth texture with dummy data
  13287. glInternalFormat = 6402;
  13288. if ( isWebGL2 ) {
  13289. if ( texture.type === FloatType ) {
  13290. glInternalFormat = 36012;
  13291. } else if ( texture.type === UnsignedIntType ) {
  13292. glInternalFormat = 33190;
  13293. } else if ( texture.type === UnsignedInt248Type ) {
  13294. glInternalFormat = 35056;
  13295. } else {
  13296. glInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D
  13297. }
  13298. } else {
  13299. if ( texture.type === FloatType ) {
  13300. console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );
  13301. }
  13302. }
  13303. // validation checks for WebGL 1
  13304. if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
  13305. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13306. // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  13307. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13308. if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
  13309. console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
  13310. texture.type = UnsignedShortType;
  13311. glType = utils.convert( texture.type );
  13312. }
  13313. }
  13314. if ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {
  13315. // Depth stencil textures need the DEPTH_STENCIL internal format
  13316. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13317. glInternalFormat = 34041;
  13318. // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  13319. // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  13320. // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  13321. if ( texture.type !== UnsignedInt248Type ) {
  13322. console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
  13323. texture.type = UnsignedInt248Type;
  13324. glType = utils.convert( texture.type );
  13325. }
  13326. }
  13327. //
  13328. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
  13329. } else if ( texture.isDataTexture ) {
  13330. // use manually created mipmaps if available
  13331. // if there are no manual mipmaps
  13332. // set 0 level mipmap and then use GL to generate other mipmap levels
  13333. if ( mipmaps.length > 0 && supportsMips ) {
  13334. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13335. mipmap = mipmaps[ i ];
  13336. state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13337. }
  13338. texture.generateMipmaps = false;
  13339. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13340. } else {
  13341. state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13342. textureProperties.__maxMipLevel = 0;
  13343. }
  13344. } else if ( texture.isCompressedTexture ) {
  13345. for ( var i$1 = 0, il$1 = mipmaps.length; i$1 < il$1; i$1 ++ ) {
  13346. mipmap = mipmaps[ i$1 ];
  13347. if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
  13348. if ( glFormat !== null ) {
  13349. state.compressedTexImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13350. } else {
  13351. console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
  13352. }
  13353. } else {
  13354. state.texImage2D( 3553, i$1, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13355. }
  13356. }
  13357. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13358. } else if ( texture.isDataTexture2DArray ) {
  13359. state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13360. textureProperties.__maxMipLevel = 0;
  13361. } else if ( texture.isDataTexture3D ) {
  13362. state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
  13363. textureProperties.__maxMipLevel = 0;
  13364. } else {
  13365. // regular Texture (image, video, canvas)
  13366. // use manually created mipmaps if available
  13367. // if there are no manual mipmaps
  13368. // set 0 level mipmap and then use GL to generate other mipmap levels
  13369. if ( mipmaps.length > 0 && supportsMips ) {
  13370. for ( var i$2 = 0, il$2 = mipmaps.length; i$2 < il$2; i$2 ++ ) {
  13371. mipmap = mipmaps[ i$2 ];
  13372. state.texImage2D( 3553, i$2, glInternalFormat, glFormat, glType, mipmap );
  13373. }
  13374. texture.generateMipmaps = false;
  13375. textureProperties.__maxMipLevel = mipmaps.length - 1;
  13376. } else {
  13377. state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
  13378. textureProperties.__maxMipLevel = 0;
  13379. }
  13380. }
  13381. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13382. generateMipmap( textureType, texture, image.width, image.height );
  13383. }
  13384. textureProperties.__version = texture.version;
  13385. if ( texture.onUpdate ) { texture.onUpdate( texture ); }
  13386. }
  13387. // Render targets
  13388. // Setup storage for target texture and bind it to correct framebuffer
  13389. function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
  13390. var glFormat = utils.convert( renderTarget.texture.format );
  13391. var glType = utils.convert( renderTarget.texture.type );
  13392. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13393. state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13394. _gl.bindFramebuffer( 36160, framebuffer );
  13395. _gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
  13396. _gl.bindFramebuffer( 36160, null );
  13397. }
  13398. // Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  13399. function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
  13400. _gl.bindRenderbuffer( 36161, renderbuffer );
  13401. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13402. var glInternalFormat = 33189;
  13403. if ( isMultisample ) {
  13404. var depthTexture = renderTarget.depthTexture;
  13405. if ( depthTexture && depthTexture.isDepthTexture ) {
  13406. if ( depthTexture.type === FloatType ) {
  13407. glInternalFormat = 36012;
  13408. } else if ( depthTexture.type === UnsignedIntType ) {
  13409. glInternalFormat = 33190;
  13410. }
  13411. }
  13412. var samples = getRenderTargetSamples( renderTarget );
  13413. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13414. } else {
  13415. _gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
  13416. }
  13417. _gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
  13418. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13419. if ( isMultisample ) {
  13420. var samples$1 = getRenderTargetSamples( renderTarget );
  13421. _gl.renderbufferStorageMultisample( 36161, samples$1, 35056, renderTarget.width, renderTarget.height );
  13422. } else {
  13423. _gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
  13424. }
  13425. _gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
  13426. } else {
  13427. var glFormat = utils.convert( renderTarget.texture.format );
  13428. var glType = utils.convert( renderTarget.texture.type );
  13429. var glInternalFormat$1 = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13430. if ( isMultisample ) {
  13431. var samples$2 = getRenderTargetSamples( renderTarget );
  13432. _gl.renderbufferStorageMultisample( 36161, samples$2, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13433. } else {
  13434. _gl.renderbufferStorage( 36161, glInternalFormat$1, renderTarget.width, renderTarget.height );
  13435. }
  13436. }
  13437. _gl.bindRenderbuffer( 36161, null );
  13438. }
  13439. // Setup resources for a Depth Texture for a FBO (needs an extension)
  13440. function setupDepthTexture( framebuffer, renderTarget ) {
  13441. var isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  13442. if ( isCube ) { throw new Error( 'Depth Texture with cube render targets is not supported' ); }
  13443. _gl.bindFramebuffer( 36160, framebuffer );
  13444. if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
  13445. throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
  13446. }
  13447. // upload an empty depth texture with framebuffer size
  13448. if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  13449. renderTarget.depthTexture.image.width !== renderTarget.width ||
  13450. renderTarget.depthTexture.image.height !== renderTarget.height ) {
  13451. renderTarget.depthTexture.image.width = renderTarget.width;
  13452. renderTarget.depthTexture.image.height = renderTarget.height;
  13453. renderTarget.depthTexture.needsUpdate = true;
  13454. }
  13455. setTexture2D( renderTarget.depthTexture, 0 );
  13456. var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  13457. if ( renderTarget.depthTexture.format === DepthFormat ) {
  13458. _gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
  13459. } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
  13460. _gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
  13461. } else {
  13462. throw new Error( 'Unknown depthTexture format' );
  13463. }
  13464. }
  13465. // Setup GL resources for a non-texture depth buffer
  13466. function setupDepthRenderbuffer( renderTarget ) {
  13467. var renderTargetProperties = properties.get( renderTarget );
  13468. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13469. if ( renderTarget.depthTexture ) {
  13470. if ( isCube ) { throw new Error( 'target.depthTexture not supported in Cube render targets' ); }
  13471. setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
  13472. } else {
  13473. if ( isCube ) {
  13474. renderTargetProperties.__webglDepthbuffer = [];
  13475. for ( var i = 0; i < 6; i ++ ) {
  13476. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
  13477. renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  13478. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
  13479. }
  13480. } else {
  13481. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
  13482. renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  13483. setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
  13484. }
  13485. }
  13486. _gl.bindFramebuffer( 36160, null );
  13487. }
  13488. // Set up GL resources for the render target
  13489. function setupRenderTarget( renderTarget ) {
  13490. var renderTargetProperties = properties.get( renderTarget );
  13491. var textureProperties = properties.get( renderTarget.texture );
  13492. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13493. textureProperties.__webglTexture = _gl.createTexture();
  13494. info.memory.textures ++;
  13495. var isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  13496. var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
  13497. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13498. // Handles WebGL2 RGBFormat fallback - #18858
  13499. if ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {
  13500. renderTarget.texture.format = RGBAFormat;
  13501. console.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );
  13502. }
  13503. // Setup framebuffer
  13504. if ( isCube ) {
  13505. renderTargetProperties.__webglFramebuffer = [];
  13506. for ( var i = 0; i < 6; i ++ ) {
  13507. renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13508. }
  13509. } else {
  13510. renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
  13511. if ( isMultisample ) {
  13512. if ( isWebGL2 ) {
  13513. renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
  13514. renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
  13515. _gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
  13516. var glFormat = utils.convert( renderTarget.texture.format );
  13517. var glType = utils.convert( renderTarget.texture.type );
  13518. var glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );
  13519. var samples = getRenderTargetSamples( renderTarget );
  13520. _gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
  13521. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
  13522. _gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
  13523. _gl.bindRenderbuffer( 36161, null );
  13524. if ( renderTarget.depthBuffer ) {
  13525. renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
  13526. setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
  13527. }
  13528. _gl.bindFramebuffer( 36160, null );
  13529. } else {
  13530. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13531. }
  13532. }
  13533. }
  13534. // Setup color buffer
  13535. if ( isCube ) {
  13536. state.bindTexture( 34067, textureProperties.__webglTexture );
  13537. setTextureParameters( 34067, renderTarget.texture, supportsMips );
  13538. for ( var i$1 = 0; i$1 < 6; i$1 ++ ) {
  13539. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i$1 ], renderTarget, 36064, 34069 + i$1 );
  13540. }
  13541. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13542. generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
  13543. }
  13544. state.bindTexture( 34067, null );
  13545. } else {
  13546. state.bindTexture( 3553, textureProperties.__webglTexture );
  13547. setTextureParameters( 3553, renderTarget.texture, supportsMips );
  13548. setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
  13549. if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
  13550. generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
  13551. }
  13552. state.bindTexture( 3553, null );
  13553. }
  13554. // Setup depth and stencil buffers
  13555. if ( renderTarget.depthBuffer ) {
  13556. setupDepthRenderbuffer( renderTarget );
  13557. }
  13558. }
  13559. function updateRenderTargetMipmap( renderTarget ) {
  13560. var texture = renderTarget.texture;
  13561. var supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;
  13562. if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
  13563. var target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;
  13564. var webglTexture = properties.get( texture ).__webglTexture;
  13565. state.bindTexture( target, webglTexture );
  13566. generateMipmap( target, texture, renderTarget.width, renderTarget.height );
  13567. state.bindTexture( target, null );
  13568. }
  13569. }
  13570. function updateMultisampleRenderTarget( renderTarget ) {
  13571. if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  13572. if ( isWebGL2 ) {
  13573. var renderTargetProperties = properties.get( renderTarget );
  13574. _gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
  13575. _gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
  13576. var width = renderTarget.width;
  13577. var height = renderTarget.height;
  13578. var mask = 16384;
  13579. if ( renderTarget.depthBuffer ) { mask |= 256; }
  13580. if ( renderTarget.stencilBuffer ) { mask |= 1024; }
  13581. _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
  13582. _gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905
  13583. } else {
  13584. console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
  13585. }
  13586. }
  13587. }
  13588. function getRenderTargetSamples( renderTarget ) {
  13589. return ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
  13590. Math.min( maxSamples, renderTarget.samples ) : 0;
  13591. }
  13592. function updateVideoTexture( texture ) {
  13593. var frame = info.render.frame;
  13594. // Check the last frame we updated the VideoTexture
  13595. if ( _videoTextures.get( texture ) !== frame ) {
  13596. _videoTextures.set( texture, frame );
  13597. texture.update();
  13598. }
  13599. }
  13600. // backwards compatibility
  13601. var warnedTexture2D = false;
  13602. var warnedTextureCube = false;
  13603. function safeSetTexture2D( texture, slot ) {
  13604. if ( texture && texture.isWebGLRenderTarget ) {
  13605. if ( warnedTexture2D === false ) {
  13606. console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
  13607. warnedTexture2D = true;
  13608. }
  13609. texture = texture.texture;
  13610. }
  13611. setTexture2D( texture, slot );
  13612. }
  13613. function safeSetTextureCube( texture, slot ) {
  13614. if ( texture && texture.isWebGLCubeRenderTarget ) {
  13615. if ( warnedTextureCube === false ) {
  13616. console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
  13617. warnedTextureCube = true;
  13618. }
  13619. texture = texture.texture;
  13620. }
  13621. // currently relying on the fact that WebGLCubeRenderTarget.texture is a Texture and NOT a CubeTexture
  13622. // TODO: unify these code paths
  13623. if ( ( texture && texture.isCubeTexture ) ||
  13624. ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
  13625. // CompressedTexture can have Array in image :/
  13626. // this function alone should take care of cube textures
  13627. setTextureCube( texture, slot );
  13628. } else {
  13629. // assumed: texture property of THREE.WebGLCubeRenderTarget
  13630. setTextureCubeDynamic( texture, slot );
  13631. }
  13632. }
  13633. //
  13634. this.allocateTextureUnit = allocateTextureUnit;
  13635. this.resetTextureUnits = resetTextureUnits;
  13636. this.setTexture2D = setTexture2D;
  13637. this.setTexture2DArray = setTexture2DArray;
  13638. this.setTexture3D = setTexture3D;
  13639. this.setTextureCube = setTextureCube;
  13640. this.setTextureCubeDynamic = setTextureCubeDynamic;
  13641. this.setupRenderTarget = setupRenderTarget;
  13642. this.updateRenderTargetMipmap = updateRenderTargetMipmap;
  13643. this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
  13644. this.safeSetTexture2D = safeSetTexture2D;
  13645. this.safeSetTextureCube = safeSetTextureCube;
  13646. }
  13647. function WebGLUtils( gl, extensions, capabilities ) {
  13648. var isWebGL2 = capabilities.isWebGL2;
  13649. function convert( p ) {
  13650. var extension;
  13651. if ( p === UnsignedByteType ) { return 5121; }
  13652. if ( p === UnsignedShort4444Type ) { return 32819; }
  13653. if ( p === UnsignedShort5551Type ) { return 32820; }
  13654. if ( p === UnsignedShort565Type ) { return 33635; }
  13655. if ( p === ByteType ) { return 5120; }
  13656. if ( p === ShortType ) { return 5122; }
  13657. if ( p === UnsignedShortType ) { return 5123; }
  13658. if ( p === IntType ) { return 5124; }
  13659. if ( p === UnsignedIntType ) { return 5125; }
  13660. if ( p === FloatType ) { return 5126; }
  13661. if ( p === HalfFloatType ) {
  13662. if ( isWebGL2 ) { return 5131; }
  13663. extension = extensions.get( 'OES_texture_half_float' );
  13664. if ( extension !== null ) {
  13665. return extension.HALF_FLOAT_OES;
  13666. } else {
  13667. return null;
  13668. }
  13669. }
  13670. if ( p === AlphaFormat ) { return 6406; }
  13671. if ( p === RGBFormat ) { return 6407; }
  13672. if ( p === RGBAFormat ) { return 6408; }
  13673. if ( p === LuminanceFormat ) { return 6409; }
  13674. if ( p === LuminanceAlphaFormat ) { return 6410; }
  13675. if ( p === DepthFormat ) { return 6402; }
  13676. if ( p === DepthStencilFormat ) { return 34041; }
  13677. if ( p === RedFormat ) { return 6403; }
  13678. // WebGL2 formats.
  13679. if ( p === RedIntegerFormat ) { return 36244; }
  13680. if ( p === RGFormat ) { return 33319; }
  13681. if ( p === RGIntegerFormat ) { return 33320; }
  13682. if ( p === RGBIntegerFormat ) { return 36248; }
  13683. if ( p === RGBAIntegerFormat ) { return 36249; }
  13684. if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
  13685. p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
  13686. extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
  13687. if ( extension !== null ) {
  13688. if ( p === RGB_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; }
  13689. if ( p === RGBA_S3TC_DXT1_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; }
  13690. if ( p === RGBA_S3TC_DXT3_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; }
  13691. if ( p === RGBA_S3TC_DXT5_Format ) { return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; }
  13692. } else {
  13693. return null;
  13694. }
  13695. }
  13696. if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
  13697. p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
  13698. extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  13699. if ( extension !== null ) {
  13700. if ( p === RGB_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; }
  13701. if ( p === RGB_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; }
  13702. if ( p === RGBA_PVRTC_4BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; }
  13703. if ( p === RGBA_PVRTC_2BPPV1_Format ) { return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; }
  13704. } else {
  13705. return null;
  13706. }
  13707. }
  13708. if ( p === RGB_ETC1_Format ) {
  13709. extension = extensions.get( 'WEBGL_compressed_texture_etc1' );
  13710. if ( extension !== null ) {
  13711. return extension.COMPRESSED_RGB_ETC1_WEBGL;
  13712. } else {
  13713. return null;
  13714. }
  13715. }
  13716. if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
  13717. extension = extensions.get( 'WEBGL_compressed_texture_etc' );
  13718. if ( extension !== null ) {
  13719. if ( p === RGB_ETC2_Format ) { return extension.COMPRESSED_RGB8_ETC2; }
  13720. if ( p === RGBA_ETC2_EAC_Format ) { return extension.COMPRESSED_RGBA8_ETC2_EAC; }
  13721. }
  13722. }
  13723. if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  13724. p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  13725. p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  13726. p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  13727. p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||
  13728. p === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||
  13729. p === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||
  13730. p === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||
  13731. p === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||
  13732. p === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {
  13733. extension = extensions.get( 'WEBGL_compressed_texture_astc' );
  13734. if ( extension !== null ) {
  13735. // TODO Complete?
  13736. return p;
  13737. } else {
  13738. return null;
  13739. }
  13740. }
  13741. if ( p === RGBA_BPTC_Format ) {
  13742. extension = extensions.get( 'EXT_texture_compression_bptc' );
  13743. if ( extension !== null ) {
  13744. // TODO Complete?
  13745. return p;
  13746. } else {
  13747. return null;
  13748. }
  13749. }
  13750. if ( p === UnsignedInt248Type ) {
  13751. if ( isWebGL2 ) { return 34042; }
  13752. extension = extensions.get( 'WEBGL_depth_texture' );
  13753. if ( extension !== null ) {
  13754. return extension.UNSIGNED_INT_24_8_WEBGL;
  13755. } else {
  13756. return null;
  13757. }
  13758. }
  13759. }
  13760. return { convert: convert };
  13761. }
  13762. function ArrayCamera( array ) {
  13763. PerspectiveCamera.call( this );
  13764. this.cameras = array || [];
  13765. }
  13766. ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
  13767. constructor: ArrayCamera,
  13768. isArrayCamera: true
  13769. } );
  13770. function Group() {
  13771. Object3D.call( this );
  13772. this.type = 'Group';
  13773. }
  13774. Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
  13775. constructor: Group,
  13776. isGroup: true
  13777. } );
  13778. function WebXRController() {
  13779. this._targetRay = null;
  13780. this._grip = null;
  13781. this._hand = null;
  13782. }
  13783. Object.assign( WebXRController.prototype, {
  13784. constructor: WebXRController,
  13785. getHandSpace: function () {
  13786. if ( this._hand === null ) {
  13787. this._hand = new Group();
  13788. this._hand.matrixAutoUpdate = false;
  13789. this._hand.visible = false;
  13790. this._hand.joints = [];
  13791. this._hand.inputState = { pinching: false };
  13792. if ( window.XRHand ) {
  13793. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  13794. // The transform of this joint will be updated with the joint pose on each frame
  13795. var joint = new Group();
  13796. joint.matrixAutoUpdate = false;
  13797. joint.visible = false;
  13798. this._hand.joints.push( joint );
  13799. // ??
  13800. this._hand.add( joint );
  13801. }
  13802. }
  13803. }
  13804. return this._hand;
  13805. },
  13806. getTargetRaySpace: function () {
  13807. if ( this._targetRay === null ) {
  13808. this._targetRay = new Group();
  13809. this._targetRay.matrixAutoUpdate = false;
  13810. this._targetRay.visible = false;
  13811. }
  13812. return this._targetRay;
  13813. },
  13814. getGripSpace: function () {
  13815. if ( this._grip === null ) {
  13816. this._grip = new Group();
  13817. this._grip.matrixAutoUpdate = false;
  13818. this._grip.visible = false;
  13819. }
  13820. return this._grip;
  13821. },
  13822. dispatchEvent: function ( event ) {
  13823. if ( this._targetRay !== null ) {
  13824. this._targetRay.dispatchEvent( event );
  13825. }
  13826. if ( this._grip !== null ) {
  13827. this._grip.dispatchEvent( event );
  13828. }
  13829. if ( this._hand !== null ) {
  13830. this._hand.dispatchEvent( event );
  13831. }
  13832. return this;
  13833. },
  13834. disconnect: function ( inputSource ) {
  13835. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  13836. if ( this._targetRay !== null ) {
  13837. this._targetRay.visible = false;
  13838. }
  13839. if ( this._grip !== null ) {
  13840. this._grip.visible = false;
  13841. }
  13842. if ( this._hand !== null ) {
  13843. this._hand.visible = false;
  13844. }
  13845. return this;
  13846. },
  13847. update: function ( inputSource, frame, referenceSpace ) {
  13848. var inputPose = null;
  13849. var gripPose = null;
  13850. var handPose = null;
  13851. var targetRay = this._targetRay;
  13852. var grip = this._grip;
  13853. var hand = this._hand;
  13854. if ( inputSource ) {
  13855. if ( inputSource.hand ) {
  13856. handPose = true;
  13857. for ( var i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {
  13858. if ( inputSource.hand[ i ] ) {
  13859. // Update the joints groups with the XRJoint poses
  13860. var jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );
  13861. var joint = hand.joints[ i ];
  13862. if ( jointPose !== null ) {
  13863. joint.matrix.fromArray( jointPose.transform.matrix );
  13864. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  13865. joint.jointRadius = jointPose.radius;
  13866. }
  13867. joint.visible = jointPose !== null;
  13868. // Custom events
  13869. // Check pinch
  13870. var indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];
  13871. var thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];
  13872. var distance = indexTip.position.distanceTo( thumbTip.position );
  13873. var distanceToPinch = 0.02;
  13874. var threshold = 0.005;
  13875. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  13876. hand.inputState.pinching = false;
  13877. this.dispatchEvent( {
  13878. type: "pinchend",
  13879. handedness: inputSource.handedness,
  13880. target: this
  13881. } );
  13882. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  13883. hand.inputState.pinching = true;
  13884. this.dispatchEvent( {
  13885. type: "pinchstart",
  13886. handedness: inputSource.handedness,
  13887. target: this
  13888. } );
  13889. }
  13890. }
  13891. }
  13892. } else {
  13893. if ( targetRay !== null ) {
  13894. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  13895. if ( inputPose !== null ) {
  13896. targetRay.matrix.fromArray( inputPose.transform.matrix );
  13897. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  13898. }
  13899. }
  13900. if ( grip !== null && inputSource.gripSpace ) {
  13901. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  13902. if ( gripPose !== null ) {
  13903. grip.matrix.fromArray( gripPose.transform.matrix );
  13904. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  13905. }
  13906. }
  13907. }
  13908. }
  13909. if ( targetRay !== null ) {
  13910. targetRay.visible = ( inputPose !== null );
  13911. }
  13912. if ( grip !== null ) {
  13913. grip.visible = ( gripPose !== null );
  13914. }
  13915. if ( hand !== null ) {
  13916. hand.visible = ( handPose !== null );
  13917. }
  13918. return this;
  13919. }
  13920. } );
  13921. function WebXRManager( renderer, gl ) {
  13922. var scope = this;
  13923. var session = null;
  13924. var framebufferScaleFactor = 1.0;
  13925. var referenceSpace = null;
  13926. var referenceSpaceType = 'local-floor';
  13927. var pose = null;
  13928. var controllers = [];
  13929. var inputSourcesMap = new Map();
  13930. //
  13931. var cameraL = new PerspectiveCamera();
  13932. cameraL.layers.enable( 1 );
  13933. cameraL.viewport = new Vector4();
  13934. var cameraR = new PerspectiveCamera();
  13935. cameraR.layers.enable( 2 );
  13936. cameraR.viewport = new Vector4();
  13937. var cameras = [ cameraL, cameraR ];
  13938. var cameraVR = new ArrayCamera();
  13939. cameraVR.layers.enable( 1 );
  13940. cameraVR.layers.enable( 2 );
  13941. var _currentDepthNear = null;
  13942. var _currentDepthFar = null;
  13943. //
  13944. this.enabled = false;
  13945. this.isPresenting = false;
  13946. this.getController = function ( index ) {
  13947. var controller = controllers[ index ];
  13948. if ( controller === undefined ) {
  13949. controller = new WebXRController();
  13950. controllers[ index ] = controller;
  13951. }
  13952. return controller.getTargetRaySpace();
  13953. };
  13954. this.getControllerGrip = function ( index ) {
  13955. var controller = controllers[ index ];
  13956. if ( controller === undefined ) {
  13957. controller = new WebXRController();
  13958. controllers[ index ] = controller;
  13959. }
  13960. return controller.getGripSpace();
  13961. };
  13962. this.getHand = function ( index ) {
  13963. var controller = controllers[ index ];
  13964. if ( controller === undefined ) {
  13965. controller = new WebXRController();
  13966. controllers[ index ] = controller;
  13967. }
  13968. return controller.getHandSpace();
  13969. };
  13970. //
  13971. function onSessionEvent( event ) {
  13972. var controller = inputSourcesMap.get( event.inputSource );
  13973. if ( controller ) {
  13974. controller.dispatchEvent( { type: event.type } );
  13975. }
  13976. }
  13977. function onSessionEnd() {
  13978. inputSourcesMap.forEach( function ( controller, inputSource ) {
  13979. controller.disconnect( inputSource );
  13980. } );
  13981. inputSourcesMap.clear();
  13982. //
  13983. renderer.setFramebuffer( null );
  13984. renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
  13985. animation.stop();
  13986. scope.isPresenting = false;
  13987. scope.dispatchEvent( { type: 'sessionend' } );
  13988. }
  13989. function onRequestReferenceSpace( value ) {
  13990. referenceSpace = value;
  13991. animation.setContext( session );
  13992. animation.start();
  13993. scope.isPresenting = true;
  13994. scope.dispatchEvent( { type: 'sessionstart' } );
  13995. }
  13996. this.setFramebufferScaleFactor = function ( value ) {
  13997. framebufferScaleFactor = value;
  13998. if ( scope.isPresenting === true ) {
  13999. console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
  14000. }
  14001. };
  14002. this.setReferenceSpaceType = function ( value ) {
  14003. referenceSpaceType = value;
  14004. if ( scope.isPresenting === true ) {
  14005. console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
  14006. }
  14007. };
  14008. this.getReferenceSpace = function () {
  14009. return referenceSpace;
  14010. };
  14011. this.getSession = function () {
  14012. return session;
  14013. };
  14014. this.setSession = function ( value ) {
  14015. session = value;
  14016. if ( session !== null ) {
  14017. session.addEventListener( 'select', onSessionEvent );
  14018. session.addEventListener( 'selectstart', onSessionEvent );
  14019. session.addEventListener( 'selectend', onSessionEvent );
  14020. session.addEventListener( 'squeeze', onSessionEvent );
  14021. session.addEventListener( 'squeezestart', onSessionEvent );
  14022. session.addEventListener( 'squeezeend', onSessionEvent );
  14023. session.addEventListener( 'end', onSessionEnd );
  14024. var attributes = gl.getContextAttributes();
  14025. if ( attributes.xrCompatible !== true ) {
  14026. gl.makeXRCompatible();
  14027. }
  14028. var layerInit = {
  14029. antialias: attributes.antialias,
  14030. alpha: attributes.alpha,
  14031. depth: attributes.depth,
  14032. stencil: attributes.stencil,
  14033. framebufferScaleFactor: framebufferScaleFactor
  14034. };
  14035. // eslint-disable-next-line no-undef
  14036. var baseLayer = new XRWebGLLayer( session, gl, layerInit );
  14037. session.updateRenderState( { baseLayer: baseLayer } );
  14038. session.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );
  14039. //
  14040. session.addEventListener( 'inputsourceschange', updateInputSources );
  14041. }
  14042. };
  14043. function updateInputSources( event ) {
  14044. var inputSources = session.inputSources;
  14045. // Assign inputSources to available controllers
  14046. for ( var i = 0; i < controllers.length; i ++ ) {
  14047. inputSourcesMap.set( inputSources[ i ], controllers[ i ] );
  14048. }
  14049. // Notify disconnected
  14050. for ( var i$1 = 0; i$1 < event.removed.length; i$1 ++ ) {
  14051. var inputSource = event.removed[ i$1 ];
  14052. var controller = inputSourcesMap.get( inputSource );
  14053. if ( controller ) {
  14054. controller.dispatchEvent( { type: 'disconnected', data: inputSource } );
  14055. inputSourcesMap.delete( inputSource );
  14056. }
  14057. }
  14058. // Notify connected
  14059. for ( var i$2 = 0; i$2 < event.added.length; i$2 ++ ) {
  14060. var inputSource$1 = event.added[ i$2 ];
  14061. var controller$1 = inputSourcesMap.get( inputSource$1 );
  14062. if ( controller$1 ) {
  14063. controller$1.dispatchEvent( { type: 'connected', data: inputSource$1 } );
  14064. }
  14065. }
  14066. }
  14067. //
  14068. var cameraLPos = new Vector3();
  14069. var cameraRPos = new Vector3();
  14070. /**
  14071. * Assumes 2 cameras that are parallel and share an X-axis, and that
  14072. * the cameras' projection and world matrices have already been set.
  14073. * And that near and far planes are identical for both cameras.
  14074. * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
  14075. */
  14076. function setProjectionFromUnion( camera, cameraL, cameraR ) {
  14077. cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
  14078. cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
  14079. var ipd = cameraLPos.distanceTo( cameraRPos );
  14080. var projL = cameraL.projectionMatrix.elements;
  14081. var projR = cameraR.projectionMatrix.elements;
  14082. // VR systems will have identical far and near planes, and
  14083. // most likely identical top and bottom frustum extents.
  14084. // Use the left camera for these values.
  14085. var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
  14086. var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
  14087. var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
  14088. var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
  14089. var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
  14090. var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
  14091. var left = near * leftFov;
  14092. var right = near * rightFov;
  14093. // Calculate the new camera's position offset from the
  14094. // left camera. xOffset should be roughly half `ipd`.
  14095. var zOffset = ipd / ( - leftFov + rightFov );
  14096. var xOffset = zOffset * - leftFov;
  14097. // TODO: Better way to apply this offset?
  14098. cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  14099. camera.translateX( xOffset );
  14100. camera.translateZ( zOffset );
  14101. camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  14102. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14103. // Find the union of the frustum values of the cameras and scale
  14104. // the values so that the near plane's position does not change in world space,
  14105. // although must now be relative to the new union camera.
  14106. var near2 = near + zOffset;
  14107. var far2 = far + zOffset;
  14108. var left2 = left - xOffset;
  14109. var right2 = right + ( ipd - xOffset );
  14110. var top2 = topFov * far / far2 * near2;
  14111. var bottom2 = bottomFov * far / far2 * near2;
  14112. camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
  14113. }
  14114. function updateCamera( camera, parent ) {
  14115. if ( parent === null ) {
  14116. camera.matrixWorld.copy( camera.matrix );
  14117. } else {
  14118. camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
  14119. }
  14120. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  14121. }
  14122. this.getCamera = function ( camera ) {
  14123. cameraVR.near = cameraR.near = cameraL.near = camera.near;
  14124. cameraVR.far = cameraR.far = cameraL.far = camera.far;
  14125. if ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {
  14126. // Note that the new renderState won't apply until the next frame. See #18320
  14127. session.updateRenderState( {
  14128. depthNear: cameraVR.near,
  14129. depthFar: cameraVR.far
  14130. } );
  14131. _currentDepthNear = cameraVR.near;
  14132. _currentDepthFar = cameraVR.far;
  14133. }
  14134. var parent = camera.parent;
  14135. var cameras = cameraVR.cameras;
  14136. updateCamera( cameraVR, parent );
  14137. for ( var i = 0; i < cameras.length; i ++ ) {
  14138. updateCamera( cameras[ i ], parent );
  14139. }
  14140. // update camera and its children
  14141. camera.matrixWorld.copy( cameraVR.matrixWorld );
  14142. var children = camera.children;
  14143. for ( var i$1 = 0, l = children.length; i$1 < l; i$1 ++ ) {
  14144. children[ i$1 ].updateMatrixWorld( true );
  14145. }
  14146. // update projection matrix for proper view frustum culling
  14147. if ( cameras.length === 2 ) {
  14148. setProjectionFromUnion( cameraVR, cameraL, cameraR );
  14149. } else {
  14150. // assume single camera setup (AR)
  14151. cameraVR.projectionMatrix.copy( cameraL.projectionMatrix );
  14152. }
  14153. return cameraVR;
  14154. };
  14155. // Animation Loop
  14156. var onAnimationFrameCallback = null;
  14157. function onAnimationFrame( time, frame ) {
  14158. pose = frame.getViewerPose( referenceSpace );
  14159. if ( pose !== null ) {
  14160. var views = pose.views;
  14161. var baseLayer = session.renderState.baseLayer;
  14162. renderer.setFramebuffer( baseLayer.framebuffer );
  14163. var cameraVRNeedsUpdate = false;
  14164. // check if it's necessary to rebuild cameraVR's camera list
  14165. if ( views.length !== cameraVR.cameras.length ) {
  14166. cameraVR.cameras.length = 0;
  14167. cameraVRNeedsUpdate = true;
  14168. }
  14169. for ( var i = 0; i < views.length; i ++ ) {
  14170. var view = views[ i ];
  14171. var viewport = baseLayer.getViewport( view );
  14172. var camera = cameras[ i ];
  14173. camera.matrix.fromArray( view.transform.matrix );
  14174. camera.projectionMatrix.fromArray( view.projectionMatrix );
  14175. camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
  14176. if ( i === 0 ) {
  14177. cameraVR.matrix.copy( camera.matrix );
  14178. }
  14179. if ( cameraVRNeedsUpdate === true ) {
  14180. cameraVR.cameras.push( camera );
  14181. }
  14182. }
  14183. }
  14184. //
  14185. var inputSources = session.inputSources;
  14186. for ( var i$1 = 0; i$1 < controllers.length; i$1 ++ ) {
  14187. var controller = controllers[ i$1 ];
  14188. var inputSource = inputSources[ i$1 ];
  14189. controller.update( inputSource, frame, referenceSpace );
  14190. }
  14191. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time, frame ); }
  14192. }
  14193. var animation = new WebGLAnimation();
  14194. animation.setAnimationLoop( onAnimationFrame );
  14195. this.setAnimationLoop = function ( callback ) {
  14196. onAnimationFrameCallback = callback;
  14197. };
  14198. this.dispose = function () {};
  14199. }
  14200. Object.assign( WebXRManager.prototype, EventDispatcher.prototype );
  14201. function WebGLMaterials( properties ) {
  14202. function refreshFogUniforms( uniforms, fog ) {
  14203. uniforms.fogColor.value.copy( fog.color );
  14204. if ( fog.isFog ) {
  14205. uniforms.fogNear.value = fog.near;
  14206. uniforms.fogFar.value = fog.far;
  14207. } else if ( fog.isFogExp2 ) {
  14208. uniforms.fogDensity.value = fog.density;
  14209. }
  14210. }
  14211. function refreshMaterialUniforms( uniforms, material, environment, pixelRatio, height ) {
  14212. if ( material.isMeshBasicMaterial ) {
  14213. refreshUniformsCommon( uniforms, material );
  14214. } else if ( material.isMeshLambertMaterial ) {
  14215. refreshUniformsCommon( uniforms, material );
  14216. refreshUniformsLambert( uniforms, material );
  14217. } else if ( material.isMeshToonMaterial ) {
  14218. refreshUniformsCommon( uniforms, material );
  14219. refreshUniformsToon( uniforms, material );
  14220. } else if ( material.isMeshPhongMaterial ) {
  14221. refreshUniformsCommon( uniforms, material );
  14222. refreshUniformsPhong( uniforms, material );
  14223. } else if ( material.isMeshStandardMaterial ) {
  14224. refreshUniformsCommon( uniforms, material, environment );
  14225. if ( material.isMeshPhysicalMaterial ) {
  14226. refreshUniformsPhysical( uniforms, material, environment );
  14227. } else {
  14228. refreshUniformsStandard( uniforms, material, environment );
  14229. }
  14230. } else if ( material.isMeshMatcapMaterial ) {
  14231. refreshUniformsCommon( uniforms, material );
  14232. refreshUniformsMatcap( uniforms, material );
  14233. } else if ( material.isMeshDepthMaterial ) {
  14234. refreshUniformsCommon( uniforms, material );
  14235. refreshUniformsDepth( uniforms, material );
  14236. } else if ( material.isMeshDistanceMaterial ) {
  14237. refreshUniformsCommon( uniforms, material );
  14238. refreshUniformsDistance( uniforms, material );
  14239. } else if ( material.isMeshNormalMaterial ) {
  14240. refreshUniformsCommon( uniforms, material );
  14241. refreshUniformsNormal( uniforms, material );
  14242. } else if ( material.isLineBasicMaterial ) {
  14243. refreshUniformsLine( uniforms, material );
  14244. if ( material.isLineDashedMaterial ) {
  14245. refreshUniformsDash( uniforms, material );
  14246. }
  14247. } else if ( material.isPointsMaterial ) {
  14248. refreshUniformsPoints( uniforms, material, pixelRatio, height );
  14249. } else if ( material.isSpriteMaterial ) {
  14250. refreshUniformsSprites( uniforms, material );
  14251. } else if ( material.isShadowMaterial ) {
  14252. uniforms.color.value.copy( material.color );
  14253. uniforms.opacity.value = material.opacity;
  14254. } else if ( material.isShaderMaterial ) {
  14255. material.uniformsNeedUpdate = false; // #15581
  14256. }
  14257. }
  14258. function refreshUniformsCommon( uniforms, material, environment ) {
  14259. uniforms.opacity.value = material.opacity;
  14260. if ( material.color ) {
  14261. uniforms.diffuse.value.copy( material.color );
  14262. }
  14263. if ( material.emissive ) {
  14264. uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
  14265. }
  14266. if ( material.map ) {
  14267. uniforms.map.value = material.map;
  14268. }
  14269. if ( material.alphaMap ) {
  14270. uniforms.alphaMap.value = material.alphaMap;
  14271. }
  14272. if ( material.specularMap ) {
  14273. uniforms.specularMap.value = material.specularMap;
  14274. }
  14275. var envMap = material.envMap || environment;
  14276. if ( envMap ) {
  14277. uniforms.envMap.value = envMap;
  14278. uniforms.flipEnvMap.value = envMap.isCubeTexture ? - 1 : 1;
  14279. uniforms.reflectivity.value = material.reflectivity;
  14280. uniforms.refractionRatio.value = material.refractionRatio;
  14281. var maxMipLevel = properties.get( envMap ).__maxMipLevel;
  14282. if ( maxMipLevel !== undefined ) {
  14283. uniforms.maxMipLevel.value = maxMipLevel;
  14284. }
  14285. }
  14286. if ( material.lightMap ) {
  14287. uniforms.lightMap.value = material.lightMap;
  14288. uniforms.lightMapIntensity.value = material.lightMapIntensity;
  14289. }
  14290. if ( material.aoMap ) {
  14291. uniforms.aoMap.value = material.aoMap;
  14292. uniforms.aoMapIntensity.value = material.aoMapIntensity;
  14293. }
  14294. // uv repeat and offset setting priorities
  14295. // 1. color map
  14296. // 2. specular map
  14297. // 3. normal map
  14298. // 4. bump map
  14299. // 5. alpha map
  14300. // 6. emissive map
  14301. var uvScaleMap;
  14302. if ( material.map ) {
  14303. uvScaleMap = material.map;
  14304. } else if ( material.specularMap ) {
  14305. uvScaleMap = material.specularMap;
  14306. } else if ( material.displacementMap ) {
  14307. uvScaleMap = material.displacementMap;
  14308. } else if ( material.normalMap ) {
  14309. uvScaleMap = material.normalMap;
  14310. } else if ( material.bumpMap ) {
  14311. uvScaleMap = material.bumpMap;
  14312. } else if ( material.roughnessMap ) {
  14313. uvScaleMap = material.roughnessMap;
  14314. } else if ( material.metalnessMap ) {
  14315. uvScaleMap = material.metalnessMap;
  14316. } else if ( material.alphaMap ) {
  14317. uvScaleMap = material.alphaMap;
  14318. } else if ( material.emissiveMap ) {
  14319. uvScaleMap = material.emissiveMap;
  14320. }
  14321. if ( uvScaleMap !== undefined ) {
  14322. // backwards compatibility
  14323. if ( uvScaleMap.isWebGLRenderTarget ) {
  14324. uvScaleMap = uvScaleMap.texture;
  14325. }
  14326. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14327. uvScaleMap.updateMatrix();
  14328. }
  14329. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14330. }
  14331. // uv repeat and offset setting priorities for uv2
  14332. // 1. ao map
  14333. // 2. light map
  14334. var uv2ScaleMap;
  14335. if ( material.aoMap ) {
  14336. uv2ScaleMap = material.aoMap;
  14337. } else if ( material.lightMap ) {
  14338. uv2ScaleMap = material.lightMap;
  14339. }
  14340. if ( uv2ScaleMap !== undefined ) {
  14341. // backwards compatibility
  14342. if ( uv2ScaleMap.isWebGLRenderTarget ) {
  14343. uv2ScaleMap = uv2ScaleMap.texture;
  14344. }
  14345. if ( uv2ScaleMap.matrixAutoUpdate === true ) {
  14346. uv2ScaleMap.updateMatrix();
  14347. }
  14348. uniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );
  14349. }
  14350. }
  14351. function refreshUniformsLine( uniforms, material ) {
  14352. uniforms.diffuse.value.copy( material.color );
  14353. uniforms.opacity.value = material.opacity;
  14354. }
  14355. function refreshUniformsDash( uniforms, material ) {
  14356. uniforms.dashSize.value = material.dashSize;
  14357. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14358. uniforms.scale.value = material.scale;
  14359. }
  14360. function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
  14361. uniforms.diffuse.value.copy( material.color );
  14362. uniforms.opacity.value = material.opacity;
  14363. uniforms.size.value = material.size * pixelRatio;
  14364. uniforms.scale.value = height * 0.5;
  14365. if ( material.map ) {
  14366. uniforms.map.value = material.map;
  14367. }
  14368. if ( material.alphaMap ) {
  14369. uniforms.alphaMap.value = material.alphaMap;
  14370. }
  14371. // uv repeat and offset setting priorities
  14372. // 1. color map
  14373. // 2. alpha map
  14374. var uvScaleMap;
  14375. if ( material.map ) {
  14376. uvScaleMap = material.map;
  14377. } else if ( material.alphaMap ) {
  14378. uvScaleMap = material.alphaMap;
  14379. }
  14380. if ( uvScaleMap !== undefined ) {
  14381. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14382. uvScaleMap.updateMatrix();
  14383. }
  14384. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14385. }
  14386. }
  14387. function refreshUniformsSprites( uniforms, material ) {
  14388. uniforms.diffuse.value.copy( material.color );
  14389. uniforms.opacity.value = material.opacity;
  14390. uniforms.rotation.value = material.rotation;
  14391. if ( material.map ) {
  14392. uniforms.map.value = material.map;
  14393. }
  14394. if ( material.alphaMap ) {
  14395. uniforms.alphaMap.value = material.alphaMap;
  14396. }
  14397. // uv repeat and offset setting priorities
  14398. // 1. color map
  14399. // 2. alpha map
  14400. var uvScaleMap;
  14401. if ( material.map ) {
  14402. uvScaleMap = material.map;
  14403. } else if ( material.alphaMap ) {
  14404. uvScaleMap = material.alphaMap;
  14405. }
  14406. if ( uvScaleMap !== undefined ) {
  14407. if ( uvScaleMap.matrixAutoUpdate === true ) {
  14408. uvScaleMap.updateMatrix();
  14409. }
  14410. uniforms.uvTransform.value.copy( uvScaleMap.matrix );
  14411. }
  14412. }
  14413. function refreshUniformsLambert( uniforms, material ) {
  14414. if ( material.emissiveMap ) {
  14415. uniforms.emissiveMap.value = material.emissiveMap;
  14416. }
  14417. }
  14418. function refreshUniformsPhong( uniforms, material ) {
  14419. uniforms.specular.value.copy( material.specular );
  14420. uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
  14421. if ( material.emissiveMap ) {
  14422. uniforms.emissiveMap.value = material.emissiveMap;
  14423. }
  14424. if ( material.bumpMap ) {
  14425. uniforms.bumpMap.value = material.bumpMap;
  14426. uniforms.bumpScale.value = material.bumpScale;
  14427. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14428. }
  14429. if ( material.normalMap ) {
  14430. uniforms.normalMap.value = material.normalMap;
  14431. uniforms.normalScale.value.copy( material.normalScale );
  14432. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14433. }
  14434. if ( material.displacementMap ) {
  14435. uniforms.displacementMap.value = material.displacementMap;
  14436. uniforms.displacementScale.value = material.displacementScale;
  14437. uniforms.displacementBias.value = material.displacementBias;
  14438. }
  14439. }
  14440. function refreshUniformsToon( uniforms, material ) {
  14441. if ( material.gradientMap ) {
  14442. uniforms.gradientMap.value = material.gradientMap;
  14443. }
  14444. if ( material.emissiveMap ) {
  14445. uniforms.emissiveMap.value = material.emissiveMap;
  14446. }
  14447. if ( material.bumpMap ) {
  14448. uniforms.bumpMap.value = material.bumpMap;
  14449. uniforms.bumpScale.value = material.bumpScale;
  14450. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14451. }
  14452. if ( material.normalMap ) {
  14453. uniforms.normalMap.value = material.normalMap;
  14454. uniforms.normalScale.value.copy( material.normalScale );
  14455. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14456. }
  14457. if ( material.displacementMap ) {
  14458. uniforms.displacementMap.value = material.displacementMap;
  14459. uniforms.displacementScale.value = material.displacementScale;
  14460. uniforms.displacementBias.value = material.displacementBias;
  14461. }
  14462. }
  14463. function refreshUniformsStandard( uniforms, material, environment ) {
  14464. uniforms.roughness.value = material.roughness;
  14465. uniforms.metalness.value = material.metalness;
  14466. if ( material.roughnessMap ) {
  14467. uniforms.roughnessMap.value = material.roughnessMap;
  14468. }
  14469. if ( material.metalnessMap ) {
  14470. uniforms.metalnessMap.value = material.metalnessMap;
  14471. }
  14472. if ( material.emissiveMap ) {
  14473. uniforms.emissiveMap.value = material.emissiveMap;
  14474. }
  14475. if ( material.bumpMap ) {
  14476. uniforms.bumpMap.value = material.bumpMap;
  14477. uniforms.bumpScale.value = material.bumpScale;
  14478. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14479. }
  14480. if ( material.normalMap ) {
  14481. uniforms.normalMap.value = material.normalMap;
  14482. uniforms.normalScale.value.copy( material.normalScale );
  14483. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14484. }
  14485. if ( material.displacementMap ) {
  14486. uniforms.displacementMap.value = material.displacementMap;
  14487. uniforms.displacementScale.value = material.displacementScale;
  14488. uniforms.displacementBias.value = material.displacementBias;
  14489. }
  14490. if ( material.envMap || environment ) {
  14491. //uniforms.envMap.value = material.envMap; // part of uniforms common
  14492. uniforms.envMapIntensity.value = material.envMapIntensity;
  14493. }
  14494. }
  14495. function refreshUniformsPhysical( uniforms, material, environment ) {
  14496. refreshUniformsStandard( uniforms, material, environment );
  14497. uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
  14498. uniforms.clearcoat.value = material.clearcoat;
  14499. uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
  14500. if ( material.sheen ) { uniforms.sheen.value.copy( material.sheen ); }
  14501. if ( material.clearcoatMap ) {
  14502. uniforms.clearcoatMap.value = material.clearcoatMap;
  14503. }
  14504. if ( material.clearcoatRoughnessMap ) {
  14505. uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
  14506. }
  14507. if ( material.clearcoatNormalMap ) {
  14508. uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
  14509. uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
  14510. if ( material.side === BackSide ) {
  14511. uniforms.clearcoatNormalScale.value.negate();
  14512. }
  14513. }
  14514. uniforms.transmission.value = material.transmission;
  14515. if ( material.transmissionMap ) {
  14516. uniforms.transmissionMap.value = material.transmissionMap;
  14517. }
  14518. }
  14519. function refreshUniformsMatcap( uniforms, material ) {
  14520. if ( material.matcap ) {
  14521. uniforms.matcap.value = material.matcap;
  14522. }
  14523. if ( material.bumpMap ) {
  14524. uniforms.bumpMap.value = material.bumpMap;
  14525. uniforms.bumpScale.value = material.bumpScale;
  14526. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14527. }
  14528. if ( material.normalMap ) {
  14529. uniforms.normalMap.value = material.normalMap;
  14530. uniforms.normalScale.value.copy( material.normalScale );
  14531. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14532. }
  14533. if ( material.displacementMap ) {
  14534. uniforms.displacementMap.value = material.displacementMap;
  14535. uniforms.displacementScale.value = material.displacementScale;
  14536. uniforms.displacementBias.value = material.displacementBias;
  14537. }
  14538. }
  14539. function refreshUniformsDepth( uniforms, material ) {
  14540. if ( material.displacementMap ) {
  14541. uniforms.displacementMap.value = material.displacementMap;
  14542. uniforms.displacementScale.value = material.displacementScale;
  14543. uniforms.displacementBias.value = material.displacementBias;
  14544. }
  14545. }
  14546. function refreshUniformsDistance( uniforms, material ) {
  14547. if ( material.displacementMap ) {
  14548. uniforms.displacementMap.value = material.displacementMap;
  14549. uniforms.displacementScale.value = material.displacementScale;
  14550. uniforms.displacementBias.value = material.displacementBias;
  14551. }
  14552. uniforms.referencePosition.value.copy( material.referencePosition );
  14553. uniforms.nearDistance.value = material.nearDistance;
  14554. uniforms.farDistance.value = material.farDistance;
  14555. }
  14556. function refreshUniformsNormal( uniforms, material ) {
  14557. if ( material.bumpMap ) {
  14558. uniforms.bumpMap.value = material.bumpMap;
  14559. uniforms.bumpScale.value = material.bumpScale;
  14560. if ( material.side === BackSide ) { uniforms.bumpScale.value *= - 1; }
  14561. }
  14562. if ( material.normalMap ) {
  14563. uniforms.normalMap.value = material.normalMap;
  14564. uniforms.normalScale.value.copy( material.normalScale );
  14565. if ( material.side === BackSide ) { uniforms.normalScale.value.negate(); }
  14566. }
  14567. if ( material.displacementMap ) {
  14568. uniforms.displacementMap.value = material.displacementMap;
  14569. uniforms.displacementScale.value = material.displacementScale;
  14570. uniforms.displacementBias.value = material.displacementBias;
  14571. }
  14572. }
  14573. return {
  14574. refreshFogUniforms: refreshFogUniforms,
  14575. refreshMaterialUniforms: refreshMaterialUniforms
  14576. };
  14577. }
  14578. function WebGLRenderer( parameters ) {
  14579. parameters = parameters || {};
  14580. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
  14581. _context = parameters.context !== undefined ? parameters.context : null,
  14582. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  14583. _depth = parameters.depth !== undefined ? parameters.depth : true,
  14584. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  14585. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  14586. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  14587. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  14588. _powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',
  14589. _failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;
  14590. var currentRenderList = null;
  14591. var currentRenderState = null;
  14592. // public properties
  14593. this.domElement = _canvas;
  14594. // Debug configuration container
  14595. this.debug = {
  14596. /**
  14597. * Enables error checking and reporting when shader programs are being compiled
  14598. * @type {boolean}
  14599. */
  14600. checkShaderErrors: true
  14601. };
  14602. // clearing
  14603. this.autoClear = true;
  14604. this.autoClearColor = true;
  14605. this.autoClearDepth = true;
  14606. this.autoClearStencil = true;
  14607. // scene graph
  14608. this.sortObjects = true;
  14609. // user-defined clipping
  14610. this.clippingPlanes = [];
  14611. this.localClippingEnabled = false;
  14612. // physically based shading
  14613. this.gammaFactor = 2.0; // for backwards compatibility
  14614. this.outputEncoding = LinearEncoding;
  14615. // physical lights
  14616. this.physicallyCorrectLights = false;
  14617. // tone mapping
  14618. this.toneMapping = NoToneMapping;
  14619. this.toneMappingExposure = 1.0;
  14620. // morphs
  14621. this.maxMorphTargets = 8;
  14622. this.maxMorphNormals = 4;
  14623. // internal properties
  14624. var _this = this;
  14625. var _isContextLost = false;
  14626. // internal state cache
  14627. var _framebuffer = null;
  14628. var _currentActiveCubeFace = 0;
  14629. var _currentActiveMipmapLevel = 0;
  14630. var _currentRenderTarget = null;
  14631. var _currentFramebuffer = null;
  14632. var _currentMaterialId = - 1;
  14633. var _currentCamera = null;
  14634. var _currentArrayCamera = null;
  14635. var _currentViewport = new Vector4();
  14636. var _currentScissor = new Vector4();
  14637. var _currentScissorTest = null;
  14638. //
  14639. var _width = _canvas.width;
  14640. var _height = _canvas.height;
  14641. var _pixelRatio = 1;
  14642. var _opaqueSort = null;
  14643. var _transparentSort = null;
  14644. var _viewport = new Vector4( 0, 0, _width, _height );
  14645. var _scissor = new Vector4( 0, 0, _width, _height );
  14646. var _scissorTest = false;
  14647. // frustum
  14648. var _frustum = new Frustum();
  14649. // clipping
  14650. var _clipping = new WebGLClipping();
  14651. var _clippingEnabled = false;
  14652. var _localClippingEnabled = false;
  14653. // camera matrices cache
  14654. var _projScreenMatrix = new Matrix4();
  14655. var _vector3 = new Vector3();
  14656. var _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
  14657. function getTargetPixelRatio() {
  14658. return _currentRenderTarget === null ? _pixelRatio : 1;
  14659. }
  14660. // initialize
  14661. var _gl = _context;
  14662. function getContext( contextNames, contextAttributes ) {
  14663. for ( var i = 0; i < contextNames.length; i ++ ) {
  14664. var contextName = contextNames[ i ];
  14665. var context = _canvas.getContext( contextName, contextAttributes );
  14666. if ( context !== null ) { return context; }
  14667. }
  14668. return null;
  14669. }
  14670. try {
  14671. var contextAttributes = {
  14672. alpha: _alpha,
  14673. depth: _depth,
  14674. stencil: _stencil,
  14675. antialias: _antialias,
  14676. premultipliedAlpha: _premultipliedAlpha,
  14677. preserveDrawingBuffer: _preserveDrawingBuffer,
  14678. powerPreference: _powerPreference,
  14679. failIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat
  14680. };
  14681. // event listeners must be registered before WebGL context is created, see #12753
  14682. _canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  14683. _canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  14684. if ( _gl === null ) {
  14685. var contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];
  14686. if ( _this.isWebGL1Renderer === true ) {
  14687. contextNames.shift();
  14688. }
  14689. _gl = getContext( contextNames, contextAttributes );
  14690. if ( _gl === null ) {
  14691. if ( getContext( contextNames ) ) {
  14692. throw new Error( 'Error creating WebGL context with your selected attributes.' );
  14693. } else {
  14694. throw new Error( 'Error creating WebGL context.' );
  14695. }
  14696. }
  14697. }
  14698. // Some experimental-webgl implementations do not have getShaderPrecisionFormat
  14699. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14700. _gl.getShaderPrecisionFormat = function () {
  14701. return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
  14702. };
  14703. }
  14704. } catch ( error ) {
  14705. console.error( 'THREE.WebGLRenderer: ' + error.message );
  14706. throw error;
  14707. }
  14708. var extensions, capabilities, state, info;
  14709. var properties, textures, attributes, geometries, objects;
  14710. var programCache, materials, renderLists, renderStates;
  14711. var background, morphtargets, bufferRenderer, indexedBufferRenderer;
  14712. var utils, bindingStates;
  14713. function initGLContext() {
  14714. extensions = new WebGLExtensions( _gl );
  14715. capabilities = new WebGLCapabilities( _gl, extensions, parameters );
  14716. if ( capabilities.isWebGL2 === false ) {
  14717. extensions.get( 'WEBGL_depth_texture' );
  14718. extensions.get( 'OES_texture_float' );
  14719. extensions.get( 'OES_texture_half_float' );
  14720. extensions.get( 'OES_texture_half_float_linear' );
  14721. extensions.get( 'OES_standard_derivatives' );
  14722. extensions.get( 'OES_element_index_uint' );
  14723. extensions.get( 'OES_vertex_array_object' );
  14724. extensions.get( 'ANGLE_instanced_arrays' );
  14725. }
  14726. extensions.get( 'OES_texture_float_linear' );
  14727. utils = new WebGLUtils( _gl, extensions, capabilities );
  14728. state = new WebGLState( _gl, extensions, capabilities );
  14729. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14730. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14731. info = new WebGLInfo( _gl );
  14732. properties = new WebGLProperties();
  14733. textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  14734. attributes = new WebGLAttributes( _gl, capabilities );
  14735. bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  14736. geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  14737. objects = new WebGLObjects( _gl, geometries, attributes, info );
  14738. morphtargets = new WebGLMorphtargets( _gl );
  14739. programCache = new WebGLPrograms( _this, extensions, capabilities, bindingStates );
  14740. materials = new WebGLMaterials( properties );
  14741. renderLists = new WebGLRenderLists( properties );
  14742. renderStates = new WebGLRenderStates();
  14743. background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
  14744. bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  14745. indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
  14746. info.programs = programCache.programs;
  14747. _this.capabilities = capabilities;
  14748. _this.extensions = extensions;
  14749. _this.properties = properties;
  14750. _this.renderLists = renderLists;
  14751. _this.state = state;
  14752. _this.info = info;
  14753. }
  14754. initGLContext();
  14755. // xr
  14756. var xr = new WebXRManager( _this, _gl );
  14757. this.xr = xr;
  14758. // shadow map
  14759. var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
  14760. this.shadowMap = shadowMap;
  14761. // API
  14762. this.getContext = function () {
  14763. return _gl;
  14764. };
  14765. this.getContextAttributes = function () {
  14766. return _gl.getContextAttributes();
  14767. };
  14768. this.forceContextLoss = function () {
  14769. var extension = extensions.get( 'WEBGL_lose_context' );
  14770. if ( extension ) { extension.loseContext(); }
  14771. };
  14772. this.forceContextRestore = function () {
  14773. var extension = extensions.get( 'WEBGL_lose_context' );
  14774. if ( extension ) { extension.restoreContext(); }
  14775. };
  14776. this.getPixelRatio = function () {
  14777. return _pixelRatio;
  14778. };
  14779. this.setPixelRatio = function ( value ) {
  14780. if ( value === undefined ) { return; }
  14781. _pixelRatio = value;
  14782. this.setSize( _width, _height, false );
  14783. };
  14784. this.getSize = function ( target ) {
  14785. if ( target === undefined ) {
  14786. console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
  14787. target = new Vector2();
  14788. }
  14789. return target.set( _width, _height );
  14790. };
  14791. this.setSize = function ( width, height, updateStyle ) {
  14792. if ( xr.isPresenting ) {
  14793. console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  14794. return;
  14795. }
  14796. _width = width;
  14797. _height = height;
  14798. _canvas.width = Math.floor( width * _pixelRatio );
  14799. _canvas.height = Math.floor( height * _pixelRatio );
  14800. if ( updateStyle !== false ) {
  14801. _canvas.style.width = width + 'px';
  14802. _canvas.style.height = height + 'px';
  14803. }
  14804. this.setViewport( 0, 0, width, height );
  14805. };
  14806. this.getDrawingBufferSize = function ( target ) {
  14807. if ( target === undefined ) {
  14808. console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
  14809. target = new Vector2();
  14810. }
  14811. return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
  14812. };
  14813. this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
  14814. _width = width;
  14815. _height = height;
  14816. _pixelRatio = pixelRatio;
  14817. _canvas.width = Math.floor( width * pixelRatio );
  14818. _canvas.height = Math.floor( height * pixelRatio );
  14819. this.setViewport( 0, 0, width, height );
  14820. };
  14821. this.getCurrentViewport = function ( target ) {
  14822. if ( target === undefined ) {
  14823. console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
  14824. target = new Vector4();
  14825. }
  14826. return target.copy( _currentViewport );
  14827. };
  14828. this.getViewport = function ( target ) {
  14829. return target.copy( _viewport );
  14830. };
  14831. this.setViewport = function ( x, y, width, height ) {
  14832. if ( x.isVector4 ) {
  14833. _viewport.set( x.x, x.y, x.z, x.w );
  14834. } else {
  14835. _viewport.set( x, y, width, height );
  14836. }
  14837. state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
  14838. };
  14839. this.getScissor = function ( target ) {
  14840. return target.copy( _scissor );
  14841. };
  14842. this.setScissor = function ( x, y, width, height ) {
  14843. if ( x.isVector4 ) {
  14844. _scissor.set( x.x, x.y, x.z, x.w );
  14845. } else {
  14846. _scissor.set( x, y, width, height );
  14847. }
  14848. state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
  14849. };
  14850. this.getScissorTest = function () {
  14851. return _scissorTest;
  14852. };
  14853. this.setScissorTest = function ( boolean ) {
  14854. state.setScissorTest( _scissorTest = boolean );
  14855. };
  14856. this.setOpaqueSort = function ( method ) {
  14857. _opaqueSort = method;
  14858. };
  14859. this.setTransparentSort = function ( method ) {
  14860. _transparentSort = method;
  14861. };
  14862. // Clearing
  14863. this.getClearColor = function () {
  14864. return background.getClearColor();
  14865. };
  14866. this.setClearColor = function () {
  14867. background.setClearColor.apply( background, arguments );
  14868. };
  14869. this.getClearAlpha = function () {
  14870. return background.getClearAlpha();
  14871. };
  14872. this.setClearAlpha = function () {
  14873. background.setClearAlpha.apply( background, arguments );
  14874. };
  14875. this.clear = function ( color, depth, stencil ) {
  14876. var bits = 0;
  14877. if ( color === undefined || color ) { bits |= 16384; }
  14878. if ( depth === undefined || depth ) { bits |= 256; }
  14879. if ( stencil === undefined || stencil ) { bits |= 1024; }
  14880. _gl.clear( bits );
  14881. };
  14882. this.clearColor = function () {
  14883. this.clear( true, false, false );
  14884. };
  14885. this.clearDepth = function () {
  14886. this.clear( false, true, false );
  14887. };
  14888. this.clearStencil = function () {
  14889. this.clear( false, false, true );
  14890. };
  14891. //
  14892. this.dispose = function () {
  14893. _canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  14894. _canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  14895. renderLists.dispose();
  14896. renderStates.dispose();
  14897. properties.dispose();
  14898. objects.dispose();
  14899. bindingStates.dispose();
  14900. xr.dispose();
  14901. animation.stop();
  14902. };
  14903. // Events
  14904. function onContextLost( event ) {
  14905. event.preventDefault();
  14906. console.log( 'THREE.WebGLRenderer: Context Lost.' );
  14907. _isContextLost = true;
  14908. }
  14909. function onContextRestore( /* event */ ) {
  14910. console.log( 'THREE.WebGLRenderer: Context Restored.' );
  14911. _isContextLost = false;
  14912. initGLContext();
  14913. }
  14914. function onMaterialDispose( event ) {
  14915. var material = event.target;
  14916. material.removeEventListener( 'dispose', onMaterialDispose );
  14917. deallocateMaterial( material );
  14918. }
  14919. // Buffer deallocation
  14920. function deallocateMaterial( material ) {
  14921. releaseMaterialProgramReference( material );
  14922. properties.remove( material );
  14923. }
  14924. function releaseMaterialProgramReference( material ) {
  14925. var programInfo = properties.get( material ).program;
  14926. if ( programInfo !== undefined ) {
  14927. programCache.releaseProgram( programInfo );
  14928. }
  14929. }
  14930. // Buffer rendering
  14931. function renderObjectImmediate( object, program ) {
  14932. object.render( function ( object ) {
  14933. _this.renderBufferImmediate( object, program );
  14934. } );
  14935. }
  14936. this.renderBufferImmediate = function ( object, program ) {
  14937. bindingStates.initAttributes();
  14938. var buffers = properties.get( object );
  14939. if ( object.hasPositions && ! buffers.position ) { buffers.position = _gl.createBuffer(); }
  14940. if ( object.hasNormals && ! buffers.normal ) { buffers.normal = _gl.createBuffer(); }
  14941. if ( object.hasUvs && ! buffers.uv ) { buffers.uv = _gl.createBuffer(); }
  14942. if ( object.hasColors && ! buffers.color ) { buffers.color = _gl.createBuffer(); }
  14943. var programAttributes = program.getAttributes();
  14944. if ( object.hasPositions ) {
  14945. _gl.bindBuffer( 34962, buffers.position );
  14946. _gl.bufferData( 34962, object.positionArray, 35048 );
  14947. bindingStates.enableAttribute( programAttributes.position );
  14948. _gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
  14949. }
  14950. if ( object.hasNormals ) {
  14951. _gl.bindBuffer( 34962, buffers.normal );
  14952. _gl.bufferData( 34962, object.normalArray, 35048 );
  14953. bindingStates.enableAttribute( programAttributes.normal );
  14954. _gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
  14955. }
  14956. if ( object.hasUvs ) {
  14957. _gl.bindBuffer( 34962, buffers.uv );
  14958. _gl.bufferData( 34962, object.uvArray, 35048 );
  14959. bindingStates.enableAttribute( programAttributes.uv );
  14960. _gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
  14961. }
  14962. if ( object.hasColors ) {
  14963. _gl.bindBuffer( 34962, buffers.color );
  14964. _gl.bufferData( 34962, object.colorArray, 35048 );
  14965. bindingStates.enableAttribute( programAttributes.color );
  14966. _gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
  14967. }
  14968. bindingStates.disableUnusedAttributes();
  14969. _gl.drawArrays( 4, 0, object.count );
  14970. object.count = 0;
  14971. };
  14972. this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
  14973. if ( scene === null ) { scene = _emptyScene; } // renderBufferDirect second parameter used to be fog (could be null)
  14974. var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
  14975. var program = setProgram( camera, scene, material, object );
  14976. state.setMaterial( material, frontFaceCW );
  14977. //
  14978. var index = geometry.index;
  14979. var position = geometry.attributes.position;
  14980. //
  14981. if ( index === null ) {
  14982. if ( position === undefined || position.count === 0 ) { return; }
  14983. } else if ( index.count === 0 ) {
  14984. return;
  14985. }
  14986. //
  14987. var rangeFactor = 1;
  14988. if ( material.wireframe === true ) {
  14989. index = geometries.getWireframeAttribute( geometry );
  14990. rangeFactor = 2;
  14991. }
  14992. if ( material.morphTargets || material.morphNormals ) {
  14993. morphtargets.update( object, geometry, material, program );
  14994. }
  14995. bindingStates.setup( object, material, program, geometry, index );
  14996. var attribute;
  14997. var renderer = bufferRenderer;
  14998. if ( index !== null ) {
  14999. attribute = attributes.get( index );
  15000. renderer = indexedBufferRenderer;
  15001. renderer.setIndex( attribute );
  15002. }
  15003. //
  15004. var dataCount = ( index !== null ) ? index.count : position.count;
  15005. var rangeStart = geometry.drawRange.start * rangeFactor;
  15006. var rangeCount = geometry.drawRange.count * rangeFactor;
  15007. var groupStart = group !== null ? group.start * rangeFactor : 0;
  15008. var groupCount = group !== null ? group.count * rangeFactor : Infinity;
  15009. var drawStart = Math.max( rangeStart, groupStart );
  15010. var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
  15011. var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
  15012. if ( drawCount === 0 ) { return; }
  15013. //
  15014. if ( object.isMesh ) {
  15015. if ( material.wireframe === true ) {
  15016. state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
  15017. renderer.setMode( 1 );
  15018. } else {
  15019. renderer.setMode( 4 );
  15020. }
  15021. } else if ( object.isLine ) {
  15022. var lineWidth = material.linewidth;
  15023. if ( lineWidth === undefined ) { lineWidth = 1; } // Not using Line*Material
  15024. state.setLineWidth( lineWidth * getTargetPixelRatio() );
  15025. if ( object.isLineSegments ) {
  15026. renderer.setMode( 1 );
  15027. } else if ( object.isLineLoop ) {
  15028. renderer.setMode( 2 );
  15029. } else {
  15030. renderer.setMode( 3 );
  15031. }
  15032. } else if ( object.isPoints ) {
  15033. renderer.setMode( 0 );
  15034. } else if ( object.isSprite ) {
  15035. renderer.setMode( 4 );
  15036. }
  15037. if ( object.isInstancedMesh ) {
  15038. renderer.renderInstances( drawStart, drawCount, object.count );
  15039. } else if ( geometry.isInstancedBufferGeometry ) {
  15040. var instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );
  15041. renderer.renderInstances( drawStart, drawCount, instanceCount );
  15042. } else {
  15043. renderer.render( drawStart, drawCount );
  15044. }
  15045. };
  15046. // Compile
  15047. this.compile = function ( scene, camera ) {
  15048. currentRenderState = renderStates.get( scene, camera );
  15049. currentRenderState.init();
  15050. scene.traverse( function ( object ) {
  15051. if ( object.isLight ) {
  15052. currentRenderState.pushLight( object );
  15053. if ( object.castShadow ) {
  15054. currentRenderState.pushShadow( object );
  15055. }
  15056. }
  15057. } );
  15058. currentRenderState.setupLights( camera );
  15059. var compiled = new WeakMap();
  15060. scene.traverse( function ( object ) {
  15061. var material = object.material;
  15062. if ( material ) {
  15063. if ( Array.isArray( material ) ) {
  15064. for ( var i = 0; i < material.length; i ++ ) {
  15065. var material2 = material[ i ];
  15066. if ( compiled.has( material2 ) === false ) {
  15067. initMaterial( material2, scene, object );
  15068. compiled.set( material2 );
  15069. }
  15070. }
  15071. } else if ( compiled.has( material ) === false ) {
  15072. initMaterial( material, scene, object );
  15073. compiled.set( material );
  15074. }
  15075. }
  15076. } );
  15077. };
  15078. // Animation Loop
  15079. var onAnimationFrameCallback = null;
  15080. function onAnimationFrame( time ) {
  15081. if ( xr.isPresenting ) { return; }
  15082. if ( onAnimationFrameCallback ) { onAnimationFrameCallback( time ); }
  15083. }
  15084. var animation = new WebGLAnimation();
  15085. animation.setAnimationLoop( onAnimationFrame );
  15086. if ( typeof window !== 'undefined' ) { animation.setContext( window ); }
  15087. this.setAnimationLoop = function ( callback ) {
  15088. onAnimationFrameCallback = callback;
  15089. xr.setAnimationLoop( callback );
  15090. ( callback === null ) ? animation.stop() : animation.start();
  15091. };
  15092. // Rendering
  15093. this.render = function ( scene, camera ) {
  15094. var renderTarget, forceClear;
  15095. if ( arguments[ 2 ] !== undefined ) {
  15096. console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
  15097. renderTarget = arguments[ 2 ];
  15098. }
  15099. if ( arguments[ 3 ] !== undefined ) {
  15100. console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
  15101. forceClear = arguments[ 3 ];
  15102. }
  15103. if ( camera !== undefined && camera.isCamera !== true ) {
  15104. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  15105. return;
  15106. }
  15107. if ( _isContextLost === true ) { return; }
  15108. // reset caching for this frame
  15109. bindingStates.resetDefaultState();
  15110. _currentMaterialId = - 1;
  15111. _currentCamera = null;
  15112. // update scene graph
  15113. if ( scene.autoUpdate === true ) { scene.updateMatrixWorld(); }
  15114. // update camera matrices and frustum
  15115. if ( camera.parent === null ) { camera.updateMatrixWorld(); }
  15116. if ( xr.enabled === true && xr.isPresenting === true ) {
  15117. camera = xr.getCamera( camera );
  15118. }
  15119. //
  15120. if ( scene.isScene === true ) { scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget ); }
  15121. currentRenderState = renderStates.get( scene, camera );
  15122. currentRenderState.init();
  15123. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  15124. _frustum.setFromProjectionMatrix( _projScreenMatrix );
  15125. _localClippingEnabled = this.localClippingEnabled;
  15126. _clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
  15127. currentRenderList = renderLists.get( scene, camera );
  15128. currentRenderList.init();
  15129. projectObject( scene, camera, 0, _this.sortObjects );
  15130. currentRenderList.finish();
  15131. if ( _this.sortObjects === true ) {
  15132. currentRenderList.sort( _opaqueSort, _transparentSort );
  15133. }
  15134. //
  15135. if ( _clippingEnabled === true ) { _clipping.beginShadows(); }
  15136. var shadowsArray = currentRenderState.state.shadowsArray;
  15137. shadowMap.render( shadowsArray, scene, camera );
  15138. currentRenderState.setupLights( camera );
  15139. if ( _clippingEnabled === true ) { _clipping.endShadows(); }
  15140. //
  15141. if ( this.info.autoReset === true ) { this.info.reset(); }
  15142. if ( renderTarget !== undefined ) {
  15143. this.setRenderTarget( renderTarget );
  15144. }
  15145. //
  15146. background.render( currentRenderList, scene, camera, forceClear );
  15147. // render scene
  15148. var opaqueObjects = currentRenderList.opaque;
  15149. var transparentObjects = currentRenderList.transparent;
  15150. if ( opaqueObjects.length > 0 ) { renderObjects( opaqueObjects, scene, camera ); }
  15151. if ( transparentObjects.length > 0 ) { renderObjects( transparentObjects, scene, camera ); }
  15152. //
  15153. if ( scene.isScene === true ) { scene.onAfterRender( _this, scene, camera ); }
  15154. //
  15155. if ( _currentRenderTarget !== null ) {
  15156. // Generate mipmap if we're using any kind of mipmap filtering
  15157. textures.updateRenderTargetMipmap( _currentRenderTarget );
  15158. // resolve multisample renderbuffers to a single-sample texture if necessary
  15159. textures.updateMultisampleRenderTarget( _currentRenderTarget );
  15160. }
  15161. // Ensure depth buffer writing is enabled so it can be cleared on next render
  15162. state.buffers.depth.setTest( true );
  15163. state.buffers.depth.setMask( true );
  15164. state.buffers.color.setMask( true );
  15165. state.setPolygonOffset( false );
  15166. // _gl.finish();
  15167. currentRenderList = null;
  15168. currentRenderState = null;
  15169. };
  15170. function projectObject( object, camera, groupOrder, sortObjects ) {
  15171. if ( object.visible === false ) { return; }
  15172. var visible = object.layers.test( camera.layers );
  15173. if ( visible ) {
  15174. if ( object.isGroup ) {
  15175. groupOrder = object.renderOrder;
  15176. } else if ( object.isLOD ) {
  15177. if ( object.autoUpdate === true ) { object.update( camera ); }
  15178. } else if ( object.isLight ) {
  15179. currentRenderState.pushLight( object );
  15180. if ( object.castShadow ) {
  15181. currentRenderState.pushShadow( object );
  15182. }
  15183. } else if ( object.isSprite ) {
  15184. if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
  15185. if ( sortObjects ) {
  15186. _vector3.setFromMatrixPosition( object.matrixWorld )
  15187. .applyMatrix4( _projScreenMatrix );
  15188. }
  15189. var geometry = objects.update( object );
  15190. var material = object.material;
  15191. if ( material.visible ) {
  15192. currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
  15193. }
  15194. }
  15195. } else if ( object.isImmediateRenderObject ) {
  15196. if ( sortObjects ) {
  15197. _vector3.setFromMatrixPosition( object.matrixWorld )
  15198. .applyMatrix4( _projScreenMatrix );
  15199. }
  15200. currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
  15201. } else if ( object.isMesh || object.isLine || object.isPoints ) {
  15202. if ( object.isSkinnedMesh ) {
  15203. // update skeleton only once in a frame
  15204. if ( object.skeleton.frame !== info.render.frame ) {
  15205. object.skeleton.update();
  15206. object.skeleton.frame = info.render.frame;
  15207. }
  15208. }
  15209. if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
  15210. if ( sortObjects ) {
  15211. _vector3.setFromMatrixPosition( object.matrixWorld )
  15212. .applyMatrix4( _projScreenMatrix );
  15213. }
  15214. var geometry$1 = objects.update( object );
  15215. var material$1 = object.material;
  15216. if ( Array.isArray( material$1 ) ) {
  15217. var groups = geometry$1.groups;
  15218. for ( var i = 0, l = groups.length; i < l; i ++ ) {
  15219. var group = groups[ i ];
  15220. var groupMaterial = material$1[ group.materialIndex ];
  15221. if ( groupMaterial && groupMaterial.visible ) {
  15222. currentRenderList.push( object, geometry$1, groupMaterial, groupOrder, _vector3.z, group );
  15223. }
  15224. }
  15225. } else if ( material$1.visible ) {
  15226. currentRenderList.push( object, geometry$1, material$1, groupOrder, _vector3.z, null );
  15227. }
  15228. }
  15229. }
  15230. }
  15231. var children = object.children;
  15232. for ( var i$1 = 0, l$1 = children.length; i$1 < l$1; i$1 ++ ) {
  15233. projectObject( children[ i$1 ], camera, groupOrder, sortObjects );
  15234. }
  15235. }
  15236. function renderObjects( renderList, scene, camera ) {
  15237. var overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
  15238. for ( var i = 0, l = renderList.length; i < l; i ++ ) {
  15239. var renderItem = renderList[ i ];
  15240. var object = renderItem.object;
  15241. var geometry = renderItem.geometry;
  15242. var material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  15243. var group = renderItem.group;
  15244. if ( camera.isArrayCamera ) {
  15245. _currentArrayCamera = camera;
  15246. var cameras = camera.cameras;
  15247. for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
  15248. var camera2 = cameras[ j ];
  15249. if ( object.layers.test( camera2.layers ) ) {
  15250. state.viewport( _currentViewport.copy( camera2.viewport ) );
  15251. currentRenderState.setupLights( camera2 );
  15252. renderObject( object, scene, camera2, geometry, material, group );
  15253. }
  15254. }
  15255. } else {
  15256. _currentArrayCamera = null;
  15257. renderObject( object, scene, camera, geometry, material, group );
  15258. }
  15259. }
  15260. }
  15261. function renderObject( object, scene, camera, geometry, material, group ) {
  15262. object.onBeforeRender( _this, scene, camera, geometry, material, group );
  15263. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15264. object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  15265. object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
  15266. if ( object.isImmediateRenderObject ) {
  15267. var program = setProgram( camera, scene, material, object );
  15268. state.setMaterial( material );
  15269. bindingStates.reset();
  15270. renderObjectImmediate( object, program );
  15271. } else {
  15272. _this.renderBufferDirect( camera, scene, geometry, material, object, group );
  15273. }
  15274. object.onAfterRender( _this, scene, camera, geometry, material, group );
  15275. currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
  15276. }
  15277. function initMaterial( material, scene, object ) {
  15278. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15279. var materialProperties = properties.get( material );
  15280. var lights = currentRenderState.state.lights;
  15281. var shadowsArray = currentRenderState.state.shadowsArray;
  15282. var lightsStateVersion = lights.state.version;
  15283. var parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, _clipping.numPlanes, _clipping.numIntersection, object );
  15284. var programCacheKey = programCache.getProgramCacheKey( parameters );
  15285. var program = materialProperties.program;
  15286. var programChange = true;
  15287. if ( program === undefined ) {
  15288. // new material
  15289. material.addEventListener( 'dispose', onMaterialDispose );
  15290. } else if ( program.cacheKey !== programCacheKey ) {
  15291. // changed glsl or parameters
  15292. releaseMaterialProgramReference( material );
  15293. } else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {
  15294. materialProperties.lightsStateVersion = lightsStateVersion;
  15295. programChange = false;
  15296. } else if ( parameters.shaderID !== undefined ) {
  15297. // same glsl and uniform list
  15298. return;
  15299. } else {
  15300. // only rebuild uniform list
  15301. programChange = false;
  15302. }
  15303. if ( programChange ) {
  15304. parameters.uniforms = programCache.getUniforms( material, parameters );
  15305. material.onBeforeCompile( parameters, _this );
  15306. program = programCache.acquireProgram( parameters, programCacheKey );
  15307. materialProperties.program = program;
  15308. materialProperties.uniforms = parameters.uniforms;
  15309. materialProperties.outputEncoding = parameters.outputEncoding;
  15310. }
  15311. var programAttributes = program.getAttributes();
  15312. if ( material.morphTargets ) {
  15313. material.numSupportedMorphTargets = 0;
  15314. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  15315. if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
  15316. material.numSupportedMorphTargets ++;
  15317. }
  15318. }
  15319. }
  15320. if ( material.morphNormals ) {
  15321. material.numSupportedMorphNormals = 0;
  15322. for ( var i$1 = 0; i$1 < _this.maxMorphNormals; i$1 ++ ) {
  15323. if ( programAttributes[ 'morphNormal' + i$1 ] >= 0 ) {
  15324. material.numSupportedMorphNormals ++;
  15325. }
  15326. }
  15327. }
  15328. var uniforms = materialProperties.uniforms;
  15329. if ( ! material.isShaderMaterial &&
  15330. ! material.isRawShaderMaterial ||
  15331. material.clipping === true ) {
  15332. materialProperties.numClippingPlanes = _clipping.numPlanes;
  15333. materialProperties.numIntersection = _clipping.numIntersection;
  15334. uniforms.clippingPlanes = _clipping.uniform;
  15335. }
  15336. materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  15337. materialProperties.fog = scene.fog;
  15338. // store the light setup it was created for
  15339. materialProperties.needsLights = materialNeedsLights( material );
  15340. materialProperties.lightsStateVersion = lightsStateVersion;
  15341. if ( materialProperties.needsLights ) {
  15342. // wire up the material to this renderer's lighting state
  15343. uniforms.ambientLightColor.value = lights.state.ambient;
  15344. uniforms.lightProbe.value = lights.state.probe;
  15345. uniforms.directionalLights.value = lights.state.directional;
  15346. uniforms.directionalLightShadows.value = lights.state.directionalShadow;
  15347. uniforms.spotLights.value = lights.state.spot;
  15348. uniforms.spotLightShadows.value = lights.state.spotShadow;
  15349. uniforms.rectAreaLights.value = lights.state.rectArea;
  15350. uniforms.pointLights.value = lights.state.point;
  15351. uniforms.pointLightShadows.value = lights.state.pointShadow;
  15352. uniforms.hemisphereLights.value = lights.state.hemi;
  15353. uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
  15354. uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  15355. uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  15356. uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
  15357. uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  15358. uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  15359. // TODO (abelnation): add area lights shadow info to uniforms
  15360. }
  15361. var progUniforms = materialProperties.program.getUniforms(),
  15362. uniformsList =
  15363. WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
  15364. materialProperties.uniformsList = uniformsList;
  15365. }
  15366. function setProgram( camera, scene, material, object ) {
  15367. if ( scene.isScene !== true ) { scene = _emptyScene; } // scene could be a Mesh, Line, Points, ...
  15368. textures.resetTextureUnits();
  15369. var fog = scene.fog;
  15370. var environment = material.isMeshStandardMaterial ? scene.environment : null;
  15371. var encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;
  15372. var materialProperties = properties.get( material );
  15373. var lights = currentRenderState.state.lights;
  15374. if ( _clippingEnabled === true ) {
  15375. if ( _localClippingEnabled === true || camera !== _currentCamera ) {
  15376. var useCache =
  15377. camera === _currentCamera &&
  15378. material.id === _currentMaterialId;
  15379. // we might want to call this function with some ClippingGroup
  15380. // object instead of the material, once it becomes feasible
  15381. // (#8465, #8379)
  15382. _clipping.setState(
  15383. material.clippingPlanes, material.clipIntersection, material.clipShadows,
  15384. camera, materialProperties, useCache );
  15385. }
  15386. }
  15387. if ( material.version === materialProperties.__version ) {
  15388. if ( materialProperties.program === undefined ) {
  15389. initMaterial( material, scene, object );
  15390. } else if ( material.fog && materialProperties.fog !== fog ) {
  15391. initMaterial( material, scene, object );
  15392. } else if ( materialProperties.environment !== environment ) {
  15393. initMaterial( material, scene, object );
  15394. } else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
  15395. initMaterial( material, scene, object );
  15396. } else if ( materialProperties.numClippingPlanes !== undefined &&
  15397. ( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
  15398. materialProperties.numIntersection !== _clipping.numIntersection ) ) {
  15399. initMaterial( material, scene, object );
  15400. } else if ( materialProperties.outputEncoding !== encoding ) {
  15401. initMaterial( material, scene, object );
  15402. }
  15403. } else {
  15404. initMaterial( material, scene, object );
  15405. materialProperties.__version = material.version;
  15406. }
  15407. var refreshProgram = false;
  15408. var refreshMaterial = false;
  15409. var refreshLights = false;
  15410. var program = materialProperties.program,
  15411. p_uniforms = program.getUniforms(),
  15412. m_uniforms = materialProperties.uniforms;
  15413. if ( state.useProgram( program.program ) ) {
  15414. refreshProgram = true;
  15415. refreshMaterial = true;
  15416. refreshLights = true;
  15417. }
  15418. if ( material.id !== _currentMaterialId ) {
  15419. _currentMaterialId = material.id;
  15420. refreshMaterial = true;
  15421. }
  15422. if ( refreshProgram || _currentCamera !== camera ) {
  15423. p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  15424. if ( capabilities.logarithmicDepthBuffer ) {
  15425. p_uniforms.setValue( _gl, 'logDepthBufFC',
  15426. 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  15427. }
  15428. if ( _currentCamera !== camera ) {
  15429. _currentCamera = camera;
  15430. // lighting uniforms depend on the camera so enforce an update
  15431. // now, in case this material supports lights - or later, when
  15432. // the next material that does gets activated:
  15433. refreshMaterial = true; // set to true on material change
  15434. refreshLights = true; // remains set until update done
  15435. }
  15436. // load material specific uniforms
  15437. // (shader material also gets them for the sake of genericity)
  15438. if ( material.isShaderMaterial ||
  15439. material.isMeshPhongMaterial ||
  15440. material.isMeshToonMaterial ||
  15441. material.isMeshStandardMaterial ||
  15442. material.envMap ) {
  15443. var uCamPos = p_uniforms.map.cameraPosition;
  15444. if ( uCamPos !== undefined ) {
  15445. uCamPos.setValue( _gl,
  15446. _vector3.setFromMatrixPosition( camera.matrixWorld ) );
  15447. }
  15448. }
  15449. if ( material.isMeshPhongMaterial ||
  15450. material.isMeshToonMaterial ||
  15451. material.isMeshLambertMaterial ||
  15452. material.isMeshBasicMaterial ||
  15453. material.isMeshStandardMaterial ||
  15454. material.isShaderMaterial ) {
  15455. p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
  15456. }
  15457. if ( material.isMeshPhongMaterial ||
  15458. material.isMeshToonMaterial ||
  15459. material.isMeshLambertMaterial ||
  15460. material.isMeshBasicMaterial ||
  15461. material.isMeshStandardMaterial ||
  15462. material.isShaderMaterial ||
  15463. material.isShadowMaterial ||
  15464. material.skinning ) {
  15465. p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
  15466. }
  15467. }
  15468. // skinning uniforms must be set even if material didn't change
  15469. // auto-setting of texture unit for bone texture must go before other textures
  15470. // otherwise textures used for skinning can take over texture units reserved for other material textures
  15471. if ( material.skinning ) {
  15472. p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  15473. p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
  15474. var skeleton = object.skeleton;
  15475. if ( skeleton ) {
  15476. var bones = skeleton.bones;
  15477. if ( capabilities.floatVertexTextures ) {
  15478. if ( skeleton.boneTexture === undefined ) {
  15479. // layout (1 matrix = 4 pixels)
  15480. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  15481. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  15482. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  15483. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  15484. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  15485. var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
  15486. size = MathUtils.ceilPowerOfTwo( size );
  15487. size = Math.max( size, 4 );
  15488. var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  15489. boneMatrices.set( skeleton.boneMatrices ); // copy current values
  15490. var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  15491. skeleton.boneMatrices = boneMatrices;
  15492. skeleton.boneTexture = boneTexture;
  15493. skeleton.boneTextureSize = size;
  15494. }
  15495. p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
  15496. p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
  15497. } else {
  15498. p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
  15499. }
  15500. }
  15501. }
  15502. if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
  15503. materialProperties.receiveShadow = object.receiveShadow;
  15504. p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
  15505. }
  15506. if ( refreshMaterial ) {
  15507. p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
  15508. if ( materialProperties.needsLights ) {
  15509. // the current material requires lighting info
  15510. // note: all lighting uniforms are always set correctly
  15511. // they simply reference the renderer's state for their
  15512. // values
  15513. //
  15514. // use the current material's .needsUpdate flags to set
  15515. // the GL state when required
  15516. markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
  15517. }
  15518. // refresh uniforms common to several materials
  15519. if ( fog && material.fog ) {
  15520. materials.refreshFogUniforms( m_uniforms, fog );
  15521. }
  15522. materials.refreshMaterialUniforms( m_uniforms, material, environment, _pixelRatio, _height );
  15523. // RectAreaLight Texture
  15524. // TODO (mrdoob): Find a nicer implementation
  15525. if ( m_uniforms.ltc_1 !== undefined ) { m_uniforms.ltc_1.value = UniformsLib.LTC_1; }
  15526. if ( m_uniforms.ltc_2 !== undefined ) { m_uniforms.ltc_2.value = UniformsLib.LTC_2; }
  15527. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15528. }
  15529. if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
  15530. WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
  15531. material.uniformsNeedUpdate = false;
  15532. }
  15533. if ( material.isSpriteMaterial ) {
  15534. p_uniforms.setValue( _gl, 'center', object.center );
  15535. }
  15536. // common matrices
  15537. p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  15538. p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  15539. p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
  15540. return program;
  15541. }
  15542. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  15543. function markUniformsLightsNeedsUpdate( uniforms, value ) {
  15544. uniforms.ambientLightColor.needsUpdate = value;
  15545. uniforms.lightProbe.needsUpdate = value;
  15546. uniforms.directionalLights.needsUpdate = value;
  15547. uniforms.directionalLightShadows.needsUpdate = value;
  15548. uniforms.pointLights.needsUpdate = value;
  15549. uniforms.pointLightShadows.needsUpdate = value;
  15550. uniforms.spotLights.needsUpdate = value;
  15551. uniforms.spotLightShadows.needsUpdate = value;
  15552. uniforms.rectAreaLights.needsUpdate = value;
  15553. uniforms.hemisphereLights.needsUpdate = value;
  15554. }
  15555. function materialNeedsLights( material ) {
  15556. return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
  15557. material.isMeshStandardMaterial || material.isShadowMaterial ||
  15558. ( material.isShaderMaterial && material.lights === true );
  15559. }
  15560. //
  15561. this.setFramebuffer = function ( value ) {
  15562. if ( _framebuffer !== value && _currentRenderTarget === null ) { _gl.bindFramebuffer( 36160, value ); }
  15563. _framebuffer = value;
  15564. };
  15565. this.getActiveCubeFace = function () {
  15566. return _currentActiveCubeFace;
  15567. };
  15568. this.getActiveMipmapLevel = function () {
  15569. return _currentActiveMipmapLevel;
  15570. };
  15571. this.getRenderTarget = function () {
  15572. return _currentRenderTarget;
  15573. };
  15574. this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipmapLevel ) {
  15575. _currentRenderTarget = renderTarget;
  15576. _currentActiveCubeFace = activeCubeFace;
  15577. _currentActiveMipmapLevel = activeMipmapLevel;
  15578. if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
  15579. textures.setupRenderTarget( renderTarget );
  15580. }
  15581. var framebuffer = _framebuffer;
  15582. var isCube = false;
  15583. if ( renderTarget ) {
  15584. var _webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15585. if ( renderTarget.isWebGLCubeRenderTarget ) {
  15586. framebuffer = _webglFramebuffer[ activeCubeFace || 0 ];
  15587. isCube = true;
  15588. } else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
  15589. framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
  15590. } else {
  15591. framebuffer = _webglFramebuffer;
  15592. }
  15593. _currentViewport.copy( renderTarget.viewport );
  15594. _currentScissor.copy( renderTarget.scissor );
  15595. _currentScissorTest = renderTarget.scissorTest;
  15596. } else {
  15597. _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
  15598. _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
  15599. _currentScissorTest = _scissorTest;
  15600. }
  15601. if ( _currentFramebuffer !== framebuffer ) {
  15602. _gl.bindFramebuffer( 36160, framebuffer );
  15603. _currentFramebuffer = framebuffer;
  15604. }
  15605. state.viewport( _currentViewport );
  15606. state.scissor( _currentScissor );
  15607. state.setScissorTest( _currentScissorTest );
  15608. if ( isCube ) {
  15609. var textureProperties = properties.get( renderTarget.texture );
  15610. _gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipmapLevel || 0 );
  15611. }
  15612. };
  15613. this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
  15614. if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
  15615. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  15616. return;
  15617. }
  15618. var framebuffer = properties.get( renderTarget ).__webglFramebuffer;
  15619. if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
  15620. framebuffer = framebuffer[ activeCubeFaceIndex ];
  15621. }
  15622. if ( framebuffer ) {
  15623. var restore = false;
  15624. if ( framebuffer !== _currentFramebuffer ) {
  15625. _gl.bindFramebuffer( 36160, framebuffer );
  15626. restore = true;
  15627. }
  15628. try {
  15629. var texture = renderTarget.texture;
  15630. var textureFormat = texture.format;
  15631. var textureType = texture.type;
  15632. if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
  15633. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  15634. return;
  15635. }
  15636. if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
  15637. ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  15638. ! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
  15639. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  15640. return;
  15641. }
  15642. if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
  15643. // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
  15644. if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
  15645. _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
  15646. }
  15647. } else {
  15648. console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
  15649. }
  15650. } finally {
  15651. if ( restore ) {
  15652. _gl.bindFramebuffer( 36160, _currentFramebuffer );
  15653. }
  15654. }
  15655. }
  15656. };
  15657. this.copyFramebufferToTexture = function ( position, texture, level ) {
  15658. if ( level === undefined ) { level = 0; }
  15659. var levelScale = Math.pow( 2, - level );
  15660. var width = Math.floor( texture.image.width * levelScale );
  15661. var height = Math.floor( texture.image.height * levelScale );
  15662. var glFormat = utils.convert( texture.format );
  15663. textures.setTexture2D( texture, 0 );
  15664. _gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );
  15665. state.unbindTexture();
  15666. };
  15667. this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
  15668. if ( level === undefined ) { level = 0; }
  15669. var width = srcTexture.image.width;
  15670. var height = srcTexture.image.height;
  15671. var glFormat = utils.convert( dstTexture.format );
  15672. var glType = utils.convert( dstTexture.type );
  15673. textures.setTexture2D( dstTexture, 0 );
  15674. // As another texture upload may have changed pixelStorei
  15675. // parameters, make sure they are correct for the dstTexture
  15676. _gl.pixelStorei( 37440, dstTexture.flipY );
  15677. _gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );
  15678. _gl.pixelStorei( 3317, dstTexture.unpackAlignment );
  15679. if ( srcTexture.isDataTexture ) {
  15680. _gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
  15681. } else {
  15682. if ( srcTexture.isCompressedTexture ) {
  15683. _gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );
  15684. } else {
  15685. _gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );
  15686. }
  15687. }
  15688. // Generate mipmaps only when copying level 0
  15689. if ( level === 0 && dstTexture.generateMipmaps ) { _gl.generateMipmap( 3553 ); }
  15690. state.unbindTexture();
  15691. };
  15692. this.initTexture = function ( texture ) {
  15693. textures.setTexture2D( texture, 0 );
  15694. state.unbindTexture();
  15695. };
  15696. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  15697. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef
  15698. }
  15699. }
  15700. function WebGL1Renderer( parameters ) {
  15701. WebGLRenderer.call( this, parameters );
  15702. }
  15703. WebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {
  15704. constructor: WebGL1Renderer,
  15705. isWebGL1Renderer: true
  15706. } );
  15707. function FogExp2( color, density ) {
  15708. this.name = '';
  15709. this.color = new Color( color );
  15710. this.density = ( density !== undefined ) ? density : 0.00025;
  15711. }
  15712. Object.assign( FogExp2.prototype, {
  15713. isFogExp2: true,
  15714. clone: function () {
  15715. return new FogExp2( this.color, this.density );
  15716. },
  15717. toJSON: function ( /* meta */ ) {
  15718. return {
  15719. type: 'FogExp2',
  15720. color: this.color.getHex(),
  15721. density: this.density
  15722. };
  15723. }
  15724. } );
  15725. function Fog( color, near, far ) {
  15726. this.name = '';
  15727. this.color = new Color( color );
  15728. this.near = ( near !== undefined ) ? near : 1;
  15729. this.far = ( far !== undefined ) ? far : 1000;
  15730. }
  15731. Object.assign( Fog.prototype, {
  15732. isFog: true,
  15733. clone: function () {
  15734. return new Fog( this.color, this.near, this.far );
  15735. },
  15736. toJSON: function ( /* meta */ ) {
  15737. return {
  15738. type: 'Fog',
  15739. color: this.color.getHex(),
  15740. near: this.near,
  15741. far: this.far
  15742. };
  15743. }
  15744. } );
  15745. function InterleavedBuffer( array, stride ) {
  15746. this.array = array;
  15747. this.stride = stride;
  15748. this.count = array !== undefined ? array.length / stride : 0;
  15749. this.usage = StaticDrawUsage;
  15750. this.updateRange = { offset: 0, count: - 1 };
  15751. this.version = 0;
  15752. this.uuid = MathUtils.generateUUID();
  15753. }
  15754. Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
  15755. set: function ( value ) {
  15756. if ( value === true ) { this.version ++; }
  15757. }
  15758. } );
  15759. Object.assign( InterleavedBuffer.prototype, {
  15760. isInterleavedBuffer: true,
  15761. onUploadCallback: function () {},
  15762. setUsage: function ( value ) {
  15763. this.usage = value;
  15764. return this;
  15765. },
  15766. copy: function ( source ) {
  15767. this.array = new source.array.constructor( source.array );
  15768. this.count = source.count;
  15769. this.stride = source.stride;
  15770. this.usage = source.usage;
  15771. return this;
  15772. },
  15773. copyAt: function ( index1, attribute, index2 ) {
  15774. index1 *= this.stride;
  15775. index2 *= attribute.stride;
  15776. for ( var i = 0, l = this.stride; i < l; i ++ ) {
  15777. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  15778. }
  15779. return this;
  15780. },
  15781. set: function ( value, offset ) {
  15782. if ( offset === undefined ) { offset = 0; }
  15783. this.array.set( value, offset );
  15784. return this;
  15785. },
  15786. clone: function ( data ) {
  15787. if ( data.arrayBuffers === undefined ) {
  15788. data.arrayBuffers = {};
  15789. }
  15790. if ( this.array.buffer._uuid === undefined ) {
  15791. this.array.buffer._uuid = MathUtils.generateUUID();
  15792. }
  15793. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15794. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  15795. }
  15796. var array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  15797. var ib = new InterleavedBuffer( array, this.stride );
  15798. ib.setUsage( this.usage );
  15799. return ib;
  15800. },
  15801. onUpload: function ( callback ) {
  15802. this.onUploadCallback = callback;
  15803. return this;
  15804. },
  15805. toJSON: function ( data ) {
  15806. if ( data.arrayBuffers === undefined ) {
  15807. data.arrayBuffers = {};
  15808. }
  15809. // generate UUID for array buffer if necessary
  15810. if ( this.array.buffer._uuid === undefined ) {
  15811. this.array.buffer._uuid = MathUtils.generateUUID();
  15812. }
  15813. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  15814. data.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );
  15815. }
  15816. //
  15817. return {
  15818. uuid: this.uuid,
  15819. buffer: this.array.buffer._uuid,
  15820. type: this.array.constructor.name,
  15821. stride: this.stride
  15822. };
  15823. }
  15824. } );
  15825. var _vector$6 = new Vector3();
  15826. function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
  15827. this.name = '';
  15828. this.data = interleavedBuffer;
  15829. this.itemSize = itemSize;
  15830. this.offset = offset;
  15831. this.normalized = normalized === true;
  15832. }
  15833. Object.defineProperties( InterleavedBufferAttribute.prototype, {
  15834. count: {
  15835. get: function () {
  15836. return this.data.count;
  15837. }
  15838. },
  15839. array: {
  15840. get: function () {
  15841. return this.data.array;
  15842. }
  15843. },
  15844. needsUpdate: {
  15845. set: function ( value ) {
  15846. this.data.needsUpdate = value;
  15847. }
  15848. }
  15849. } );
  15850. Object.assign( InterleavedBufferAttribute.prototype, {
  15851. isInterleavedBufferAttribute: true,
  15852. applyMatrix4: function ( m ) {
  15853. for ( var i = 0, l = this.data.count; i < l; i ++ ) {
  15854. _vector$6.x = this.getX( i );
  15855. _vector$6.y = this.getY( i );
  15856. _vector$6.z = this.getZ( i );
  15857. _vector$6.applyMatrix4( m );
  15858. this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );
  15859. }
  15860. return this;
  15861. },
  15862. setX: function ( index, x ) {
  15863. this.data.array[ index * this.data.stride + this.offset ] = x;
  15864. return this;
  15865. },
  15866. setY: function ( index, y ) {
  15867. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15868. return this;
  15869. },
  15870. setZ: function ( index, z ) {
  15871. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15872. return this;
  15873. },
  15874. setW: function ( index, w ) {
  15875. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15876. return this;
  15877. },
  15878. getX: function ( index ) {
  15879. return this.data.array[ index * this.data.stride + this.offset ];
  15880. },
  15881. getY: function ( index ) {
  15882. return this.data.array[ index * this.data.stride + this.offset + 1 ];
  15883. },
  15884. getZ: function ( index ) {
  15885. return this.data.array[ index * this.data.stride + this.offset + 2 ];
  15886. },
  15887. getW: function ( index ) {
  15888. return this.data.array[ index * this.data.stride + this.offset + 3 ];
  15889. },
  15890. setXY: function ( index, x, y ) {
  15891. index = index * this.data.stride + this.offset;
  15892. this.data.array[ index + 0 ] = x;
  15893. this.data.array[ index + 1 ] = y;
  15894. return this;
  15895. },
  15896. setXYZ: function ( index, x, y, z ) {
  15897. index = index * this.data.stride + this.offset;
  15898. this.data.array[ index + 0 ] = x;
  15899. this.data.array[ index + 1 ] = y;
  15900. this.data.array[ index + 2 ] = z;
  15901. return this;
  15902. },
  15903. setXYZW: function ( index, x, y, z, w ) {
  15904. index = index * this.data.stride + this.offset;
  15905. this.data.array[ index + 0 ] = x;
  15906. this.data.array[ index + 1 ] = y;
  15907. this.data.array[ index + 2 ] = z;
  15908. this.data.array[ index + 3 ] = w;
  15909. return this;
  15910. },
  15911. clone: function ( data ) {
  15912. if ( data === undefined ) {
  15913. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );
  15914. var array = [];
  15915. for ( var i = 0; i < this.count; i ++ ) {
  15916. var index = i * this.data.stride + this.offset;
  15917. for ( var j = 0; j < this.itemSize; j ++ ) {
  15918. array.push( this.data.array[ index + j ] );
  15919. }
  15920. }
  15921. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15922. } else {
  15923. if ( data.interleavedBuffers === undefined ) {
  15924. data.interleavedBuffers = {};
  15925. }
  15926. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15927. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15928. }
  15929. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15930. }
  15931. },
  15932. toJSON: function ( data ) {
  15933. if ( data === undefined ) {
  15934. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );
  15935. var array = [];
  15936. for ( var i = 0; i < this.count; i ++ ) {
  15937. var index = i * this.data.stride + this.offset;
  15938. for ( var j = 0; j < this.itemSize; j ++ ) {
  15939. array.push( this.data.array[ index + j ] );
  15940. }
  15941. }
  15942. // deinterleave data and save it as an ordinary buffer attribute for now
  15943. return {
  15944. itemSize: this.itemSize,
  15945. type: this.array.constructor.name,
  15946. array: array,
  15947. normalized: this.normalized
  15948. };
  15949. } else {
  15950. // save as true interlaved attribtue
  15951. if ( data.interleavedBuffers === undefined ) {
  15952. data.interleavedBuffers = {};
  15953. }
  15954. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15955. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15956. }
  15957. return {
  15958. isInterleavedBufferAttribute: true,
  15959. itemSize: this.itemSize,
  15960. data: this.data.uuid,
  15961. offset: this.offset,
  15962. normalized: this.normalized
  15963. };
  15964. }
  15965. }
  15966. } );
  15967. /**
  15968. * parameters = {
  15969. * color: <hex>,
  15970. * map: new THREE.Texture( <Image> ),
  15971. * alphaMap: new THREE.Texture( <Image> ),
  15972. * rotation: <float>,
  15973. * sizeAttenuation: <bool>
  15974. * }
  15975. */
  15976. function SpriteMaterial( parameters ) {
  15977. Material.call( this );
  15978. this.type = 'SpriteMaterial';
  15979. this.color = new Color( 0xffffff );
  15980. this.map = null;
  15981. this.alphaMap = null;
  15982. this.rotation = 0;
  15983. this.sizeAttenuation = true;
  15984. this.transparent = true;
  15985. this.setValues( parameters );
  15986. }
  15987. SpriteMaterial.prototype = Object.create( Material.prototype );
  15988. SpriteMaterial.prototype.constructor = SpriteMaterial;
  15989. SpriteMaterial.prototype.isSpriteMaterial = true;
  15990. SpriteMaterial.prototype.copy = function ( source ) {
  15991. Material.prototype.copy.call( this, source );
  15992. this.color.copy( source.color );
  15993. this.map = source.map;
  15994. this.alphaMap = source.alphaMap;
  15995. this.rotation = source.rotation;
  15996. this.sizeAttenuation = source.sizeAttenuation;
  15997. return this;
  15998. };
  15999. var _geometry;
  16000. var _intersectPoint = new Vector3();
  16001. var _worldScale = new Vector3();
  16002. var _mvPosition = new Vector3();
  16003. var _alignedPosition = new Vector2();
  16004. var _rotatedPosition = new Vector2();
  16005. var _viewWorldMatrix = new Matrix4();
  16006. var _vA$1 = new Vector3();
  16007. var _vB$1 = new Vector3();
  16008. var _vC$1 = new Vector3();
  16009. var _uvA$1 = new Vector2();
  16010. var _uvB$1 = new Vector2();
  16011. var _uvC$1 = new Vector2();
  16012. function Sprite( material ) {
  16013. Object3D.call( this );
  16014. this.type = 'Sprite';
  16015. if ( _geometry === undefined ) {
  16016. _geometry = new BufferGeometry();
  16017. var float32Array = new Float32Array( [
  16018. - 0.5, - 0.5, 0, 0, 0,
  16019. 0.5, - 0.5, 0, 1, 0,
  16020. 0.5, 0.5, 0, 1, 1,
  16021. - 0.5, 0.5, 0, 0, 1
  16022. ] );
  16023. var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16024. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16025. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16026. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16027. }
  16028. this.geometry = _geometry;
  16029. this.material = ( material !== undefined ) ? material : new SpriteMaterial();
  16030. this.center = new Vector2( 0.5, 0.5 );
  16031. }
  16032. Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16033. constructor: Sprite,
  16034. isSprite: true,
  16035. raycast: function ( raycaster, intersects ) {
  16036. if ( raycaster.camera === null ) {
  16037. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16038. }
  16039. _worldScale.setFromMatrixScale( this.matrixWorld );
  16040. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16041. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16042. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16043. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16044. _worldScale.multiplyScalar( - _mvPosition.z );
  16045. }
  16046. var rotation = this.material.rotation;
  16047. var sin, cos;
  16048. if ( rotation !== 0 ) {
  16049. cos = Math.cos( rotation );
  16050. sin = Math.sin( rotation );
  16051. }
  16052. var center = this.center;
  16053. transformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16054. transformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16055. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16056. _uvA$1.set( 0, 0 );
  16057. _uvB$1.set( 1, 0 );
  16058. _uvC$1.set( 1, 1 );
  16059. // check first triangle
  16060. var intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16061. if ( intersect === null ) {
  16062. // check second triangle
  16063. transformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16064. _uvB$1.set( 0, 1 );
  16065. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16066. if ( intersect === null ) {
  16067. return;
  16068. }
  16069. }
  16070. var distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16071. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16072. intersects.push( {
  16073. distance: distance,
  16074. point: _intersectPoint.clone(),
  16075. uv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),
  16076. face: null,
  16077. object: this
  16078. } );
  16079. },
  16080. copy: function ( source ) {
  16081. Object3D.prototype.copy.call( this, source );
  16082. if ( source.center !== undefined ) { this.center.copy( source.center ); }
  16083. this.material = source.material;
  16084. return this;
  16085. }
  16086. } );
  16087. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16088. // compute position in camera space
  16089. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16090. // to check if rotation is not zero
  16091. if ( sin !== undefined ) {
  16092. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16093. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16094. } else {
  16095. _rotatedPosition.copy( _alignedPosition );
  16096. }
  16097. vertexPosition.copy( mvPosition );
  16098. vertexPosition.x += _rotatedPosition.x;
  16099. vertexPosition.y += _rotatedPosition.y;
  16100. // transform to world space
  16101. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16102. }
  16103. var _v1$4 = new Vector3();
  16104. var _v2$2 = new Vector3();
  16105. function LOD() {
  16106. Object3D.call( this );
  16107. this._currentLevel = 0;
  16108. this.type = 'LOD';
  16109. Object.defineProperties( this, {
  16110. levels: {
  16111. enumerable: true,
  16112. value: []
  16113. }
  16114. } );
  16115. this.autoUpdate = true;
  16116. }
  16117. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16118. constructor: LOD,
  16119. isLOD: true,
  16120. copy: function ( source ) {
  16121. Object3D.prototype.copy.call( this, source, false );
  16122. var levels = source.levels;
  16123. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16124. var level = levels[ i ];
  16125. this.addLevel( level.object.clone(), level.distance );
  16126. }
  16127. this.autoUpdate = source.autoUpdate;
  16128. return this;
  16129. },
  16130. addLevel: function ( object, distance ) {
  16131. if ( distance === undefined ) { distance = 0; }
  16132. distance = Math.abs( distance );
  16133. var levels = this.levels;
  16134. var l;
  16135. for ( l = 0; l < levels.length; l ++ ) {
  16136. if ( distance < levels[ l ].distance ) {
  16137. break;
  16138. }
  16139. }
  16140. levels.splice( l, 0, { distance: distance, object: object } );
  16141. this.add( object );
  16142. return this;
  16143. },
  16144. getCurrentLevel: function () {
  16145. return this._currentLevel;
  16146. },
  16147. getObjectForDistance: function ( distance ) {
  16148. var levels = this.levels;
  16149. if ( levels.length > 0 ) {
  16150. var i, l;
  16151. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16152. if ( distance < levels[ i ].distance ) {
  16153. break;
  16154. }
  16155. }
  16156. return levels[ i - 1 ].object;
  16157. }
  16158. return null;
  16159. },
  16160. raycast: function ( raycaster, intersects ) {
  16161. var levels = this.levels;
  16162. if ( levels.length > 0 ) {
  16163. _v1$4.setFromMatrixPosition( this.matrixWorld );
  16164. var distance = raycaster.ray.origin.distanceTo( _v1$4 );
  16165. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16166. }
  16167. },
  16168. update: function ( camera ) {
  16169. var levels = this.levels;
  16170. if ( levels.length > 1 ) {
  16171. _v1$4.setFromMatrixPosition( camera.matrixWorld );
  16172. _v2$2.setFromMatrixPosition( this.matrixWorld );
  16173. var distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;
  16174. levels[ 0 ].object.visible = true;
  16175. var i, l;
  16176. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16177. if ( distance >= levels[ i ].distance ) {
  16178. levels[ i - 1 ].object.visible = false;
  16179. levels[ i ].object.visible = true;
  16180. } else {
  16181. break;
  16182. }
  16183. }
  16184. this._currentLevel = i - 1;
  16185. for ( ; i < l; i ++ ) {
  16186. levels[ i ].object.visible = false;
  16187. }
  16188. }
  16189. },
  16190. toJSON: function ( meta ) {
  16191. var data = Object3D.prototype.toJSON.call( this, meta );
  16192. if ( this.autoUpdate === false ) { data.object.autoUpdate = false; }
  16193. data.object.levels = [];
  16194. var levels = this.levels;
  16195. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  16196. var level = levels[ i ];
  16197. data.object.levels.push( {
  16198. object: level.object.uuid,
  16199. distance: level.distance
  16200. } );
  16201. }
  16202. return data;
  16203. }
  16204. } );
  16205. function SkinnedMesh( geometry, material ) {
  16206. if ( geometry && geometry.isGeometry ) {
  16207. console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16208. }
  16209. Mesh.call( this, geometry, material );
  16210. this.type = 'SkinnedMesh';
  16211. this.bindMode = 'attached';
  16212. this.bindMatrix = new Matrix4();
  16213. this.bindMatrixInverse = new Matrix4();
  16214. }
  16215. SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16216. constructor: SkinnedMesh,
  16217. isSkinnedMesh: true,
  16218. copy: function ( source ) {
  16219. Mesh.prototype.copy.call( this, source );
  16220. this.bindMode = source.bindMode;
  16221. this.bindMatrix.copy( source.bindMatrix );
  16222. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  16223. this.skeleton = source.skeleton;
  16224. return this;
  16225. },
  16226. bind: function ( skeleton, bindMatrix ) {
  16227. this.skeleton = skeleton;
  16228. if ( bindMatrix === undefined ) {
  16229. this.updateMatrixWorld( true );
  16230. this.skeleton.calculateInverses();
  16231. bindMatrix = this.matrixWorld;
  16232. }
  16233. this.bindMatrix.copy( bindMatrix );
  16234. this.bindMatrixInverse.getInverse( bindMatrix );
  16235. },
  16236. pose: function () {
  16237. this.skeleton.pose();
  16238. },
  16239. normalizeSkinWeights: function () {
  16240. var vector = new Vector4();
  16241. var skinWeight = this.geometry.attributes.skinWeight;
  16242. for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
  16243. vector.x = skinWeight.getX( i );
  16244. vector.y = skinWeight.getY( i );
  16245. vector.z = skinWeight.getZ( i );
  16246. vector.w = skinWeight.getW( i );
  16247. var scale = 1.0 / vector.manhattanLength();
  16248. if ( scale !== Infinity ) {
  16249. vector.multiplyScalar( scale );
  16250. } else {
  16251. vector.set( 1, 0, 0, 0 ); // do something reasonable
  16252. }
  16253. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  16254. }
  16255. },
  16256. updateMatrixWorld: function ( force ) {
  16257. Mesh.prototype.updateMatrixWorld.call( this, force );
  16258. if ( this.bindMode === 'attached' ) {
  16259. this.bindMatrixInverse.getInverse( this.matrixWorld );
  16260. } else if ( this.bindMode === 'detached' ) {
  16261. this.bindMatrixInverse.getInverse( this.bindMatrix );
  16262. } else {
  16263. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  16264. }
  16265. },
  16266. boneTransform: ( function () {
  16267. var basePosition = new Vector3();
  16268. var skinIndex = new Vector4();
  16269. var skinWeight = new Vector4();
  16270. var vector = new Vector3();
  16271. var matrix = new Matrix4();
  16272. return function ( index, target ) {
  16273. var skeleton = this.skeleton;
  16274. var geometry = this.geometry;
  16275. skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  16276. skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  16277. basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );
  16278. target.set( 0, 0, 0 );
  16279. for ( var i = 0; i < 4; i ++ ) {
  16280. var weight = skinWeight.getComponent( i );
  16281. if ( weight !== 0 ) {
  16282. var boneIndex = skinIndex.getComponent( i );
  16283. matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  16284. target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight );
  16285. }
  16286. }
  16287. return target.applyMatrix4( this.bindMatrixInverse );
  16288. };
  16289. }() )
  16290. } );
  16291. var _offsetMatrix = new Matrix4();
  16292. var _identityMatrix = new Matrix4();
  16293. function Skeleton( bones, boneInverses ) {
  16294. // copy the bone array
  16295. bones = bones || [];
  16296. this.bones = bones.slice( 0 );
  16297. this.boneMatrices = new Float32Array( this.bones.length * 16 );
  16298. this.frame = - 1;
  16299. // use the supplied bone inverses or calculate the inverses
  16300. if ( boneInverses === undefined ) {
  16301. this.calculateInverses();
  16302. } else {
  16303. if ( this.bones.length === boneInverses.length ) {
  16304. this.boneInverses = boneInverses.slice( 0 );
  16305. } else {
  16306. console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
  16307. this.boneInverses = [];
  16308. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16309. this.boneInverses.push( new Matrix4() );
  16310. }
  16311. }
  16312. }
  16313. }
  16314. Object.assign( Skeleton.prototype, {
  16315. calculateInverses: function () {
  16316. this.boneInverses = [];
  16317. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16318. var inverse = new Matrix4();
  16319. if ( this.bones[ i ] ) {
  16320. inverse.getInverse( this.bones[ i ].matrixWorld );
  16321. }
  16322. this.boneInverses.push( inverse );
  16323. }
  16324. },
  16325. pose: function () {
  16326. // recover the bind-time world matrices
  16327. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16328. var bone = this.bones[ i ];
  16329. if ( bone ) {
  16330. bone.matrixWorld.getInverse( this.boneInverses[ i ] );
  16331. }
  16332. }
  16333. // compute the local matrices, positions, rotations and scales
  16334. for ( var i$1 = 0, il$1 = this.bones.length; i$1 < il$1; i$1 ++ ) {
  16335. var bone$1 = this.bones[ i$1 ];
  16336. if ( bone$1 ) {
  16337. if ( bone$1.parent && bone$1.parent.isBone ) {
  16338. bone$1.matrix.getInverse( bone$1.parent.matrixWorld );
  16339. bone$1.matrix.multiply( bone$1.matrixWorld );
  16340. } else {
  16341. bone$1.matrix.copy( bone$1.matrixWorld );
  16342. }
  16343. bone$1.matrix.decompose( bone$1.position, bone$1.quaternion, bone$1.scale );
  16344. }
  16345. }
  16346. },
  16347. update: function () {
  16348. var bones = this.bones;
  16349. var boneInverses = this.boneInverses;
  16350. var boneMatrices = this.boneMatrices;
  16351. var boneTexture = this.boneTexture;
  16352. // flatten bone matrices to array
  16353. for ( var i = 0, il = bones.length; i < il; i ++ ) {
  16354. // compute the offset between the current and the original transform
  16355. var matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  16356. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  16357. _offsetMatrix.toArray( boneMatrices, i * 16 );
  16358. }
  16359. if ( boneTexture !== undefined ) {
  16360. boneTexture.needsUpdate = true;
  16361. }
  16362. },
  16363. clone: function () {
  16364. return new Skeleton( this.bones, this.boneInverses );
  16365. },
  16366. getBoneByName: function ( name ) {
  16367. for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
  16368. var bone = this.bones[ i ];
  16369. if ( bone.name === name ) {
  16370. return bone;
  16371. }
  16372. }
  16373. return undefined;
  16374. },
  16375. dispose: function ( ) {
  16376. if ( this.boneTexture ) {
  16377. this.boneTexture.dispose();
  16378. this.boneTexture = undefined;
  16379. }
  16380. }
  16381. } );
  16382. function Bone() {
  16383. Object3D.call( this );
  16384. this.type = 'Bone';
  16385. }
  16386. Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16387. constructor: Bone,
  16388. isBone: true
  16389. } );
  16390. var _instanceLocalMatrix = new Matrix4();
  16391. var _instanceWorldMatrix = new Matrix4();
  16392. var _instanceIntersects = [];
  16393. var _mesh = new Mesh();
  16394. function InstancedMesh( geometry, material, count ) {
  16395. Mesh.call( this, geometry, material );
  16396. this.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );
  16397. this.count = count;
  16398. this.frustumCulled = false;
  16399. }
  16400. InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
  16401. constructor: InstancedMesh,
  16402. isInstancedMesh: true,
  16403. copy: function ( source ) {
  16404. Mesh.prototype.copy.call( this, source );
  16405. this.instanceMatrix.copy( source.instanceMatrix );
  16406. this.count = source.count;
  16407. return this;
  16408. },
  16409. getMatrixAt: function ( index, matrix ) {
  16410. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  16411. },
  16412. raycast: function ( raycaster, intersects ) {
  16413. var matrixWorld = this.matrixWorld;
  16414. var raycastTimes = this.count;
  16415. _mesh.geometry = this.geometry;
  16416. _mesh.material = this.material;
  16417. if ( _mesh.material === undefined ) { return; }
  16418. for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  16419. // calculate the world matrix for each instance
  16420. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  16421. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  16422. // the mesh represents this single instance
  16423. _mesh.matrixWorld = _instanceWorldMatrix;
  16424. _mesh.raycast( raycaster, _instanceIntersects );
  16425. // process the result of raycast
  16426. for ( var i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  16427. var intersect = _instanceIntersects[ i ];
  16428. intersect.instanceId = instanceId;
  16429. intersect.object = this;
  16430. intersects.push( intersect );
  16431. }
  16432. _instanceIntersects.length = 0;
  16433. }
  16434. },
  16435. setMatrixAt: function ( index, matrix ) {
  16436. matrix.toArray( this.instanceMatrix.array, index * 16 );
  16437. },
  16438. updateMorphTargets: function () {
  16439. }
  16440. } );
  16441. /**
  16442. * parameters = {
  16443. * color: <hex>,
  16444. * opacity: <float>,
  16445. *
  16446. * linewidth: <float>,
  16447. * linecap: "round",
  16448. * linejoin: "round"
  16449. * }
  16450. */
  16451. function LineBasicMaterial( parameters ) {
  16452. Material.call( this );
  16453. this.type = 'LineBasicMaterial';
  16454. this.color = new Color( 0xffffff );
  16455. this.linewidth = 1;
  16456. this.linecap = 'round';
  16457. this.linejoin = 'round';
  16458. this.morphTargets = false;
  16459. this.setValues( parameters );
  16460. }
  16461. LineBasicMaterial.prototype = Object.create( Material.prototype );
  16462. LineBasicMaterial.prototype.constructor = LineBasicMaterial;
  16463. LineBasicMaterial.prototype.isLineBasicMaterial = true;
  16464. LineBasicMaterial.prototype.copy = function ( source ) {
  16465. Material.prototype.copy.call( this, source );
  16466. this.color.copy( source.color );
  16467. this.linewidth = source.linewidth;
  16468. this.linecap = source.linecap;
  16469. this.linejoin = source.linejoin;
  16470. this.morphTargets = source.morphTargets;
  16471. return this;
  16472. };
  16473. var _start = new Vector3();
  16474. var _end = new Vector3();
  16475. var _inverseMatrix$1 = new Matrix4();
  16476. var _ray$1 = new Ray();
  16477. var _sphere$2 = new Sphere();
  16478. function Line( geometry, material, mode ) {
  16479. if ( mode === 1 ) {
  16480. console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
  16481. }
  16482. Object3D.call( this );
  16483. this.type = 'Line';
  16484. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16485. this.material = material !== undefined ? material : new LineBasicMaterial();
  16486. this.updateMorphTargets();
  16487. }
  16488. Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16489. constructor: Line,
  16490. isLine: true,
  16491. copy: function ( source ) {
  16492. Object3D.prototype.copy.call( this, source );
  16493. this.material = source.material;
  16494. this.geometry = source.geometry;
  16495. return this;
  16496. },
  16497. computeLineDistances: function () {
  16498. var geometry = this.geometry;
  16499. if ( geometry.isBufferGeometry ) {
  16500. // we assume non-indexed geometry
  16501. if ( geometry.index === null ) {
  16502. var positionAttribute = geometry.attributes.position;
  16503. var lineDistances = [ 0 ];
  16504. for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
  16505. _start.fromBufferAttribute( positionAttribute, i - 1 );
  16506. _end.fromBufferAttribute( positionAttribute, i );
  16507. lineDistances[ i ] = lineDistances[ i - 1 ];
  16508. lineDistances[ i ] += _start.distanceTo( _end );
  16509. }
  16510. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16511. } else {
  16512. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16513. }
  16514. } else if ( geometry.isGeometry ) {
  16515. var vertices = geometry.vertices;
  16516. var lineDistances$1 = geometry.lineDistances;
  16517. lineDistances$1[ 0 ] = 0;
  16518. for ( var i$1 = 1, l$1 = vertices.length; i$1 < l$1; i$1 ++ ) {
  16519. lineDistances$1[ i$1 ] = lineDistances$1[ i$1 - 1 ];
  16520. lineDistances$1[ i$1 ] += vertices[ i$1 - 1 ].distanceTo( vertices[ i$1 ] );
  16521. }
  16522. }
  16523. return this;
  16524. },
  16525. raycast: function ( raycaster, intersects ) {
  16526. var geometry = this.geometry;
  16527. var matrixWorld = this.matrixWorld;
  16528. var threshold = raycaster.params.Line.threshold;
  16529. // Checking boundingSphere distance to ray
  16530. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16531. _sphere$2.copy( geometry.boundingSphere );
  16532. _sphere$2.applyMatrix4( matrixWorld );
  16533. _sphere$2.radius += threshold;
  16534. if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) { return; }
  16535. //
  16536. _inverseMatrix$1.getInverse( matrixWorld );
  16537. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  16538. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16539. var localThresholdSq = localThreshold * localThreshold;
  16540. var vStart = new Vector3();
  16541. var vEnd = new Vector3();
  16542. var interSegment = new Vector3();
  16543. var interRay = new Vector3();
  16544. var step = ( this && this.isLineSegments ) ? 2 : 1;
  16545. if ( geometry.isBufferGeometry ) {
  16546. var index = geometry.index;
  16547. var attributes = geometry.attributes;
  16548. var positions = attributes.position.array;
  16549. if ( index !== null ) {
  16550. var indices = index.array;
  16551. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  16552. var a = indices[ i ];
  16553. var b = indices[ i + 1 ];
  16554. vStart.fromArray( positions, a * 3 );
  16555. vEnd.fromArray( positions, b * 3 );
  16556. var distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16557. if ( distSq > localThresholdSq ) { continue; }
  16558. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16559. var distance = raycaster.ray.origin.distanceTo( interRay );
  16560. if ( distance < raycaster.near || distance > raycaster.far ) { continue; }
  16561. intersects.push( {
  16562. distance: distance,
  16563. // What do we want? intersection point on the ray or on the segment??
  16564. // point: raycaster.ray.at( distance ),
  16565. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16566. index: i,
  16567. face: null,
  16568. faceIndex: null,
  16569. object: this
  16570. } );
  16571. }
  16572. } else {
  16573. for ( var i$1 = 0, l$1 = positions.length / 3 - 1; i$1 < l$1; i$1 += step ) {
  16574. vStart.fromArray( positions, 3 * i$1 );
  16575. vEnd.fromArray( positions, 3 * i$1 + 3 );
  16576. var distSq$1 = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  16577. if ( distSq$1 > localThresholdSq ) { continue; }
  16578. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16579. var distance$1 = raycaster.ray.origin.distanceTo( interRay );
  16580. if ( distance$1 < raycaster.near || distance$1 > raycaster.far ) { continue; }
  16581. intersects.push( {
  16582. distance: distance$1,
  16583. // What do we want? intersection point on the ray or on the segment??
  16584. // point: raycaster.ray.at( distance ),
  16585. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16586. index: i$1,
  16587. face: null,
  16588. faceIndex: null,
  16589. object: this
  16590. } );
  16591. }
  16592. }
  16593. } else if ( geometry.isGeometry ) {
  16594. var vertices = geometry.vertices;
  16595. var nbVertices = vertices.length;
  16596. for ( var i$2 = 0; i$2 < nbVertices - 1; i$2 += step ) {
  16597. var distSq$2 = _ray$1.distanceSqToSegment( vertices[ i$2 ], vertices[ i$2 + 1 ], interRay, interSegment );
  16598. if ( distSq$2 > localThresholdSq ) { continue; }
  16599. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  16600. var distance$2 = raycaster.ray.origin.distanceTo( interRay );
  16601. if ( distance$2 < raycaster.near || distance$2 > raycaster.far ) { continue; }
  16602. intersects.push( {
  16603. distance: distance$2,
  16604. // What do we want? intersection point on the ray or on the segment??
  16605. // point: raycaster.ray.at( distance ),
  16606. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  16607. index: i$2,
  16608. face: null,
  16609. faceIndex: null,
  16610. object: this
  16611. } );
  16612. }
  16613. }
  16614. },
  16615. updateMorphTargets: function () {
  16616. var geometry = this.geometry;
  16617. if ( geometry.isBufferGeometry ) {
  16618. var morphAttributes = geometry.morphAttributes;
  16619. var keys = Object.keys( morphAttributes );
  16620. if ( keys.length > 0 ) {
  16621. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16622. if ( morphAttribute !== undefined ) {
  16623. this.morphTargetInfluences = [];
  16624. this.morphTargetDictionary = {};
  16625. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16626. var name = morphAttribute[ m ].name || String( m );
  16627. this.morphTargetInfluences.push( 0 );
  16628. this.morphTargetDictionary[ name ] = m;
  16629. }
  16630. }
  16631. }
  16632. } else {
  16633. var morphTargets = geometry.morphTargets;
  16634. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16635. console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16636. }
  16637. }
  16638. }
  16639. } );
  16640. var _start$1 = new Vector3();
  16641. var _end$1 = new Vector3();
  16642. function LineSegments( geometry, material ) {
  16643. Line.call( this, geometry, material );
  16644. this.type = 'LineSegments';
  16645. }
  16646. LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
  16647. constructor: LineSegments,
  16648. isLineSegments: true,
  16649. computeLineDistances: function () {
  16650. var geometry = this.geometry;
  16651. if ( geometry.isBufferGeometry ) {
  16652. // we assume non-indexed geometry
  16653. if ( geometry.index === null ) {
  16654. var positionAttribute = geometry.attributes.position;
  16655. var lineDistances = [];
  16656. for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  16657. _start$1.fromBufferAttribute( positionAttribute, i );
  16658. _end$1.fromBufferAttribute( positionAttribute, i + 1 );
  16659. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  16660. lineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );
  16661. }
  16662. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  16663. } else {
  16664. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  16665. }
  16666. } else if ( geometry.isGeometry ) {
  16667. var vertices = geometry.vertices;
  16668. var lineDistances$1 = geometry.lineDistances;
  16669. for ( var i$1 = 0, l$1 = vertices.length; i$1 < l$1; i$1 += 2 ) {
  16670. _start$1.copy( vertices[ i$1 ] );
  16671. _end$1.copy( vertices[ i$1 + 1 ] );
  16672. lineDistances$1[ i$1 ] = ( i$1 === 0 ) ? 0 : lineDistances$1[ i$1 - 1 ];
  16673. lineDistances$1[ i$1 + 1 ] = lineDistances$1[ i$1 ] + _start$1.distanceTo( _end$1 );
  16674. }
  16675. }
  16676. return this;
  16677. }
  16678. } );
  16679. function LineLoop( geometry, material ) {
  16680. Line.call( this, geometry, material );
  16681. this.type = 'LineLoop';
  16682. }
  16683. LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
  16684. constructor: LineLoop,
  16685. isLineLoop: true,
  16686. } );
  16687. /**
  16688. * parameters = {
  16689. * color: <hex>,
  16690. * opacity: <float>,
  16691. * map: new THREE.Texture( <Image> ),
  16692. * alphaMap: new THREE.Texture( <Image> ),
  16693. *
  16694. * size: <float>,
  16695. * sizeAttenuation: <bool>
  16696. *
  16697. * morphTargets: <bool>
  16698. * }
  16699. */
  16700. function PointsMaterial( parameters ) {
  16701. Material.call( this );
  16702. this.type = 'PointsMaterial';
  16703. this.color = new Color( 0xffffff );
  16704. this.map = null;
  16705. this.alphaMap = null;
  16706. this.size = 1;
  16707. this.sizeAttenuation = true;
  16708. this.morphTargets = false;
  16709. this.setValues( parameters );
  16710. }
  16711. PointsMaterial.prototype = Object.create( Material.prototype );
  16712. PointsMaterial.prototype.constructor = PointsMaterial;
  16713. PointsMaterial.prototype.isPointsMaterial = true;
  16714. PointsMaterial.prototype.copy = function ( source ) {
  16715. Material.prototype.copy.call( this, source );
  16716. this.color.copy( source.color );
  16717. this.map = source.map;
  16718. this.alphaMap = source.alphaMap;
  16719. this.size = source.size;
  16720. this.sizeAttenuation = source.sizeAttenuation;
  16721. this.morphTargets = source.morphTargets;
  16722. return this;
  16723. };
  16724. var _inverseMatrix$2 = new Matrix4();
  16725. var _ray$2 = new Ray();
  16726. var _sphere$3 = new Sphere();
  16727. var _position$1 = new Vector3();
  16728. function Points( geometry, material ) {
  16729. Object3D.call( this );
  16730. this.type = 'Points';
  16731. this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
  16732. this.material = material !== undefined ? material : new PointsMaterial();
  16733. this.updateMorphTargets();
  16734. }
  16735. Points.prototype = Object.assign( Object.create( Object3D.prototype ), {
  16736. constructor: Points,
  16737. isPoints: true,
  16738. copy: function ( source ) {
  16739. Object3D.prototype.copy.call( this, source );
  16740. this.material = source.material;
  16741. this.geometry = source.geometry;
  16742. return this;
  16743. },
  16744. raycast: function ( raycaster, intersects ) {
  16745. var geometry = this.geometry;
  16746. var matrixWorld = this.matrixWorld;
  16747. var threshold = raycaster.params.Points.threshold;
  16748. // Checking boundingSphere distance to ray
  16749. if ( geometry.boundingSphere === null ) { geometry.computeBoundingSphere(); }
  16750. _sphere$3.copy( geometry.boundingSphere );
  16751. _sphere$3.applyMatrix4( matrixWorld );
  16752. _sphere$3.radius += threshold;
  16753. if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) { return; }
  16754. //
  16755. _inverseMatrix$2.getInverse( matrixWorld );
  16756. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  16757. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  16758. var localThresholdSq = localThreshold * localThreshold;
  16759. if ( geometry.isBufferGeometry ) {
  16760. var index = geometry.index;
  16761. var attributes = geometry.attributes;
  16762. var positions = attributes.position.array;
  16763. if ( index !== null ) {
  16764. var indices = index.array;
  16765. for ( var i = 0, il = indices.length; i < il; i ++ ) {
  16766. var a = indices[ i ];
  16767. _position$1.fromArray( positions, a * 3 );
  16768. testPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16769. }
  16770. } else {
  16771. for ( var i$1 = 0, l = positions.length / 3; i$1 < l; i$1 ++ ) {
  16772. _position$1.fromArray( positions, i$1 * 3 );
  16773. testPoint( _position$1, i$1, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16774. }
  16775. }
  16776. } else {
  16777. var vertices = geometry.vertices;
  16778. for ( var i$2 = 0, l$1 = vertices.length; i$2 < l$1; i$2 ++ ) {
  16779. testPoint( vertices[ i$2 ], i$2, localThresholdSq, matrixWorld, raycaster, intersects, this );
  16780. }
  16781. }
  16782. },
  16783. updateMorphTargets: function () {
  16784. var geometry = this.geometry;
  16785. if ( geometry.isBufferGeometry ) {
  16786. var morphAttributes = geometry.morphAttributes;
  16787. var keys = Object.keys( morphAttributes );
  16788. if ( keys.length > 0 ) {
  16789. var morphAttribute = morphAttributes[ keys[ 0 ] ];
  16790. if ( morphAttribute !== undefined ) {
  16791. this.morphTargetInfluences = [];
  16792. this.morphTargetDictionary = {};
  16793. for ( var m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  16794. var name = morphAttribute[ m ].name || String( m );
  16795. this.morphTargetInfluences.push( 0 );
  16796. this.morphTargetDictionary[ name ] = m;
  16797. }
  16798. }
  16799. }
  16800. } else {
  16801. var morphTargets = geometry.morphTargets;
  16802. if ( morphTargets !== undefined && morphTargets.length > 0 ) {
  16803. console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
  16804. }
  16805. }
  16806. }
  16807. } );
  16808. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  16809. var rayPointDistanceSq = _ray$2.distanceSqToPoint( point );
  16810. if ( rayPointDistanceSq < localThresholdSq ) {
  16811. var intersectPoint = new Vector3();
  16812. _ray$2.closestPointToPoint( point, intersectPoint );
  16813. intersectPoint.applyMatrix4( matrixWorld );
  16814. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  16815. if ( distance < raycaster.near || distance > raycaster.far ) { return; }
  16816. intersects.push( {
  16817. distance: distance,
  16818. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  16819. point: intersectPoint,
  16820. index: index,
  16821. face: null,
  16822. object: object
  16823. } );
  16824. }
  16825. }
  16826. function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16827. Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16828. this.format = format !== undefined ? format : RGBFormat;
  16829. this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
  16830. this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
  16831. this.generateMipmaps = false;
  16832. var scope = this;
  16833. function updateVideo() {
  16834. scope.needsUpdate = true;
  16835. video.requestVideoFrameCallback( updateVideo );
  16836. }
  16837. if ( 'requestVideoFrameCallback' in video ) {
  16838. video.requestVideoFrameCallback( updateVideo );
  16839. }
  16840. }
  16841. VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
  16842. constructor: VideoTexture,
  16843. isVideoTexture: true,
  16844. update: function () {
  16845. var video = this.image;
  16846. var hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  16847. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  16848. this.needsUpdate = true;
  16849. }
  16850. }
  16851. } );
  16852. function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
  16853. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
  16854. this.image = { width: width, height: height };
  16855. this.mipmaps = mipmaps;
  16856. // no flipping for cube textures
  16857. // (also flipping doesn't work for compressed textures )
  16858. this.flipY = false;
  16859. // can't generate mipmaps for compressed textures
  16860. // mips must be embedded in DDS files
  16861. this.generateMipmaps = false;
  16862. }
  16863. CompressedTexture.prototype = Object.create( Texture.prototype );
  16864. CompressedTexture.prototype.constructor = CompressedTexture;
  16865. CompressedTexture.prototype.isCompressedTexture = true;
  16866. function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  16867. Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16868. this.needsUpdate = true;
  16869. }
  16870. CanvasTexture.prototype = Object.create( Texture.prototype );
  16871. CanvasTexture.prototype.constructor = CanvasTexture;
  16872. CanvasTexture.prototype.isCanvasTexture = true;
  16873. function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
  16874. format = format !== undefined ? format : DepthFormat;
  16875. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  16876. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  16877. }
  16878. if ( type === undefined && format === DepthFormat ) { type = UnsignedShortType; }
  16879. if ( type === undefined && format === DepthStencilFormat ) { type = UnsignedInt248Type; }
  16880. Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  16881. this.image = { width: width, height: height };
  16882. this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
  16883. this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
  16884. this.flipY = false;
  16885. this.generateMipmaps = false;
  16886. }
  16887. DepthTexture.prototype = Object.create( Texture.prototype );
  16888. DepthTexture.prototype.constructor = DepthTexture;
  16889. DepthTexture.prototype.isDepthTexture = true;
  16890. function WireframeGeometry( geometry ) {
  16891. BufferGeometry.call( this );
  16892. this.type = 'WireframeGeometry';
  16893. // buffer
  16894. var vertices = [];
  16895. // helper variables
  16896. var edge = [ 0, 0 ], edges = {};
  16897. var keys = [ 'a', 'b', 'c' ];
  16898. // different logic for Geometry and BufferGeometry
  16899. if ( geometry && geometry.isGeometry ) {
  16900. // create a data structure that contains all edges without duplicates
  16901. var faces = geometry.faces;
  16902. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  16903. var face = faces[ i ];
  16904. for ( var j = 0; j < 3; j ++ ) {
  16905. var edge1 = face[ keys[ j ] ];
  16906. var edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  16907. edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
  16908. edge[ 1 ] = Math.max( edge1, edge2 );
  16909. var key = edge[ 0 ] + ',' + edge[ 1 ];
  16910. if ( edges[ key ] === undefined ) {
  16911. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16912. }
  16913. }
  16914. }
  16915. // generate vertices
  16916. for ( var key$1 in edges ) {
  16917. var e = edges[ key$1 ];
  16918. var vertex = geometry.vertices[ e.index1 ];
  16919. vertices.push( vertex.x, vertex.y, vertex.z );
  16920. vertex = geometry.vertices[ e.index2 ];
  16921. vertices.push( vertex.x, vertex.y, vertex.z );
  16922. }
  16923. } else if ( geometry && geometry.isBufferGeometry ) {
  16924. var vertex$1 = new Vector3();
  16925. if ( geometry.index !== null ) {
  16926. // indexed BufferGeometry
  16927. var position = geometry.attributes.position;
  16928. var indices = geometry.index;
  16929. var groups = geometry.groups;
  16930. if ( groups.length === 0 ) {
  16931. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  16932. }
  16933. // create a data structure that contains all eges without duplicates
  16934. for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
  16935. var group = groups[ o ];
  16936. var start = group.start;
  16937. var count = group.count;
  16938. for ( var i$1 = start, l$1 = ( start + count ); i$1 < l$1; i$1 += 3 ) {
  16939. for ( var j$1 = 0; j$1 < 3; j$1 ++ ) {
  16940. var edge1$1 = indices.getX( i$1 + j$1 );
  16941. var edge2$1 = indices.getX( i$1 + ( j$1 + 1 ) % 3 );
  16942. edge[ 0 ] = Math.min( edge1$1, edge2$1 ); // sorting prevents duplicates
  16943. edge[ 1 ] = Math.max( edge1$1, edge2$1 );
  16944. var key$2 = edge[ 0 ] + ',' + edge[ 1 ];
  16945. if ( edges[ key$2 ] === undefined ) {
  16946. edges[ key$2 ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
  16947. }
  16948. }
  16949. }
  16950. }
  16951. // generate vertices
  16952. for ( var key$3 in edges ) {
  16953. var e$1 = edges[ key$3 ];
  16954. vertex$1.fromBufferAttribute( position, e$1.index1 );
  16955. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16956. vertex$1.fromBufferAttribute( position, e$1.index2 );
  16957. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16958. }
  16959. } else {
  16960. // non-indexed BufferGeometry
  16961. var position$1 = geometry.attributes.position;
  16962. for ( var i$2 = 0, l$2 = ( position$1.count / 3 ); i$2 < l$2; i$2 ++ ) {
  16963. for ( var j$2 = 0; j$2 < 3; j$2 ++ ) {
  16964. // three edges per triangle, an edge is represented as (index1, index2)
  16965. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  16966. var index1 = 3 * i$2 + j$2;
  16967. vertex$1.fromBufferAttribute( position$1, index1 );
  16968. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16969. var index2 = 3 * i$2 + ( ( j$2 + 1 ) % 3 );
  16970. vertex$1.fromBufferAttribute( position$1, index2 );
  16971. vertices.push( vertex$1.x, vertex$1.y, vertex$1.z );
  16972. }
  16973. }
  16974. }
  16975. }
  16976. // build geometry
  16977. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  16978. }
  16979. WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
  16980. WireframeGeometry.prototype.constructor = WireframeGeometry;
  16981. /**
  16982. * Parametric Surfaces Geometry
  16983. * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
  16984. */
  16985. // ParametricGeometry
  16986. function ParametricGeometry( func, slices, stacks ) {
  16987. Geometry.call( this );
  16988. this.type = 'ParametricGeometry';
  16989. this.parameters = {
  16990. func: func,
  16991. slices: slices,
  16992. stacks: stacks
  16993. };
  16994. this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
  16995. this.mergeVertices();
  16996. }
  16997. ParametricGeometry.prototype = Object.create( Geometry.prototype );
  16998. ParametricGeometry.prototype.constructor = ParametricGeometry;
  16999. // ParametricBufferGeometry
  17000. function ParametricBufferGeometry( func, slices, stacks ) {
  17001. BufferGeometry.call( this );
  17002. this.type = 'ParametricBufferGeometry';
  17003. this.parameters = {
  17004. func: func,
  17005. slices: slices,
  17006. stacks: stacks
  17007. };
  17008. // buffers
  17009. var indices = [];
  17010. var vertices = [];
  17011. var normals = [];
  17012. var uvs = [];
  17013. var EPS = 0.00001;
  17014. var normal = new Vector3();
  17015. var p0 = new Vector3(), p1 = new Vector3();
  17016. var pu = new Vector3(), pv = new Vector3();
  17017. if ( func.length < 3 ) {
  17018. console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
  17019. }
  17020. // generate vertices, normals and uvs
  17021. var sliceCount = slices + 1;
  17022. for ( var i = 0; i <= stacks; i ++ ) {
  17023. var v = i / stacks;
  17024. for ( var j = 0; j <= slices; j ++ ) {
  17025. var u = j / slices;
  17026. // vertex
  17027. func( u, v, p0 );
  17028. vertices.push( p0.x, p0.y, p0.z );
  17029. // normal
  17030. // approximate tangent vectors via finite differences
  17031. if ( u - EPS >= 0 ) {
  17032. func( u - EPS, v, p1 );
  17033. pu.subVectors( p0, p1 );
  17034. } else {
  17035. func( u + EPS, v, p1 );
  17036. pu.subVectors( p1, p0 );
  17037. }
  17038. if ( v - EPS >= 0 ) {
  17039. func( u, v - EPS, p1 );
  17040. pv.subVectors( p0, p1 );
  17041. } else {
  17042. func( u, v + EPS, p1 );
  17043. pv.subVectors( p1, p0 );
  17044. }
  17045. // cross product of tangent vectors returns surface normal
  17046. normal.crossVectors( pu, pv ).normalize();
  17047. normals.push( normal.x, normal.y, normal.z );
  17048. // uv
  17049. uvs.push( u, v );
  17050. }
  17051. }
  17052. // generate indices
  17053. for ( var i$1 = 0; i$1 < stacks; i$1 ++ ) {
  17054. for ( var j$1 = 0; j$1 < slices; j$1 ++ ) {
  17055. var a = i$1 * sliceCount + j$1;
  17056. var b = i$1 * sliceCount + j$1 + 1;
  17057. var c = ( i$1 + 1 ) * sliceCount + j$1 + 1;
  17058. var d = ( i$1 + 1 ) * sliceCount + j$1;
  17059. // faces one and two
  17060. indices.push( a, b, d );
  17061. indices.push( b, c, d );
  17062. }
  17063. }
  17064. // build geometry
  17065. this.setIndex( indices );
  17066. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17067. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17068. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17069. }
  17070. ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17071. ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
  17072. // PolyhedronGeometry
  17073. function PolyhedronGeometry( vertices, indices, radius, detail ) {
  17074. Geometry.call( this );
  17075. this.type = 'PolyhedronGeometry';
  17076. this.parameters = {
  17077. vertices: vertices,
  17078. indices: indices,
  17079. radius: radius,
  17080. detail: detail
  17081. };
  17082. this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
  17083. this.mergeVertices();
  17084. }
  17085. PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
  17086. PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
  17087. // PolyhedronBufferGeometry
  17088. function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
  17089. BufferGeometry.call( this );
  17090. this.type = 'PolyhedronBufferGeometry';
  17091. this.parameters = {
  17092. vertices: vertices,
  17093. indices: indices,
  17094. radius: radius,
  17095. detail: detail
  17096. };
  17097. radius = radius || 1;
  17098. detail = detail || 0;
  17099. // default buffer data
  17100. var vertexBuffer = [];
  17101. var uvBuffer = [];
  17102. // the subdivision creates the vertex buffer data
  17103. subdivide( detail );
  17104. // all vertices should lie on a conceptual sphere with a given radius
  17105. applyRadius( radius );
  17106. // finally, create the uv data
  17107. generateUVs();
  17108. // build non-indexed geometry
  17109. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  17110. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  17111. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  17112. if ( detail === 0 ) {
  17113. this.computeVertexNormals(); // flat normals
  17114. } else {
  17115. this.normalizeNormals(); // smooth normals
  17116. }
  17117. // helper functions
  17118. function subdivide( detail ) {
  17119. var a = new Vector3();
  17120. var b = new Vector3();
  17121. var c = new Vector3();
  17122. // iterate over all faces and apply a subdivison with the given detail value
  17123. for ( var i = 0; i < indices.length; i += 3 ) {
  17124. // get the vertices of the face
  17125. getVertexByIndex( indices[ i + 0 ], a );
  17126. getVertexByIndex( indices[ i + 1 ], b );
  17127. getVertexByIndex( indices[ i + 2 ], c );
  17128. // perform subdivision
  17129. subdivideFace( a, b, c, detail );
  17130. }
  17131. }
  17132. function subdivideFace( a, b, c, detail ) {
  17133. var cols = Math.pow( 2, detail );
  17134. // we use this multidimensional array as a data structure for creating the subdivision
  17135. var v = [];
  17136. // construct all of the vertices for this subdivision
  17137. for ( var i = 0; i <= cols; i ++ ) {
  17138. v[ i ] = [];
  17139. var aj = a.clone().lerp( c, i / cols );
  17140. var bj = b.clone().lerp( c, i / cols );
  17141. var rows = cols - i;
  17142. for ( var j = 0; j <= rows; j ++ ) {
  17143. if ( j === 0 && i === cols ) {
  17144. v[ i ][ j ] = aj;
  17145. } else {
  17146. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  17147. }
  17148. }
  17149. }
  17150. // construct all of the faces
  17151. for ( var i$1 = 0; i$1 < cols; i$1 ++ ) {
  17152. for ( var j$1 = 0; j$1 < 2 * ( cols - i$1 ) - 1; j$1 ++ ) {
  17153. var k = Math.floor( j$1 / 2 );
  17154. if ( j$1 % 2 === 0 ) {
  17155. pushVertex( v[ i$1 ][ k + 1 ] );
  17156. pushVertex( v[ i$1 + 1 ][ k ] );
  17157. pushVertex( v[ i$1 ][ k ] );
  17158. } else {
  17159. pushVertex( v[ i$1 ][ k + 1 ] );
  17160. pushVertex( v[ i$1 + 1 ][ k + 1 ] );
  17161. pushVertex( v[ i$1 + 1 ][ k ] );
  17162. }
  17163. }
  17164. }
  17165. }
  17166. function applyRadius( radius ) {
  17167. var vertex = new Vector3();
  17168. // iterate over the entire buffer and apply the radius to each vertex
  17169. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17170. vertex.x = vertexBuffer[ i + 0 ];
  17171. vertex.y = vertexBuffer[ i + 1 ];
  17172. vertex.z = vertexBuffer[ i + 2 ];
  17173. vertex.normalize().multiplyScalar( radius );
  17174. vertexBuffer[ i + 0 ] = vertex.x;
  17175. vertexBuffer[ i + 1 ] = vertex.y;
  17176. vertexBuffer[ i + 2 ] = vertex.z;
  17177. }
  17178. }
  17179. function generateUVs() {
  17180. var vertex = new Vector3();
  17181. for ( var i = 0; i < vertexBuffer.length; i += 3 ) {
  17182. vertex.x = vertexBuffer[ i + 0 ];
  17183. vertex.y = vertexBuffer[ i + 1 ];
  17184. vertex.z = vertexBuffer[ i + 2 ];
  17185. var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  17186. var v = inclination( vertex ) / Math.PI + 0.5;
  17187. uvBuffer.push( u, 1 - v );
  17188. }
  17189. correctUVs();
  17190. correctSeam();
  17191. }
  17192. function correctSeam() {
  17193. // handle case when face straddles the seam, see #3269
  17194. for ( var i = 0; i < uvBuffer.length; i += 6 ) {
  17195. // uv data of a single face
  17196. var x0 = uvBuffer[ i + 0 ];
  17197. var x1 = uvBuffer[ i + 2 ];
  17198. var x2 = uvBuffer[ i + 4 ];
  17199. var max = Math.max( x0, x1, x2 );
  17200. var min = Math.min( x0, x1, x2 );
  17201. // 0.9 is somewhat arbitrary
  17202. if ( max > 0.9 && min < 0.1 ) {
  17203. if ( x0 < 0.2 ) { uvBuffer[ i + 0 ] += 1; }
  17204. if ( x1 < 0.2 ) { uvBuffer[ i + 2 ] += 1; }
  17205. if ( x2 < 0.2 ) { uvBuffer[ i + 4 ] += 1; }
  17206. }
  17207. }
  17208. }
  17209. function pushVertex( vertex ) {
  17210. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  17211. }
  17212. function getVertexByIndex( index, vertex ) {
  17213. var stride = index * 3;
  17214. vertex.x = vertices[ stride + 0 ];
  17215. vertex.y = vertices[ stride + 1 ];
  17216. vertex.z = vertices[ stride + 2 ];
  17217. }
  17218. function correctUVs() {
  17219. var a = new Vector3();
  17220. var b = new Vector3();
  17221. var c = new Vector3();
  17222. var centroid = new Vector3();
  17223. var uvA = new Vector2();
  17224. var uvB = new Vector2();
  17225. var uvC = new Vector2();
  17226. for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  17227. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  17228. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  17229. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  17230. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  17231. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  17232. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  17233. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  17234. var azi = azimuth( centroid );
  17235. correctUV( uvA, j + 0, a, azi );
  17236. correctUV( uvB, j + 2, b, azi );
  17237. correctUV( uvC, j + 4, c, azi );
  17238. }
  17239. }
  17240. function correctUV( uv, stride, vector, azimuth ) {
  17241. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  17242. uvBuffer[ stride ] = uv.x - 1;
  17243. }
  17244. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  17245. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  17246. }
  17247. }
  17248. // Angle around the Y axis, counter-clockwise when looking from above.
  17249. function azimuth( vector ) {
  17250. return Math.atan2( vector.z, - vector.x );
  17251. }
  17252. // Angle above the XZ plane.
  17253. function inclination( vector ) {
  17254. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  17255. }
  17256. }
  17257. PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17258. PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;
  17259. // TetrahedronGeometry
  17260. function TetrahedronGeometry( radius, detail ) {
  17261. Geometry.call( this );
  17262. this.type = 'TetrahedronGeometry';
  17263. this.parameters = {
  17264. radius: radius,
  17265. detail: detail
  17266. };
  17267. this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
  17268. this.mergeVertices();
  17269. }
  17270. TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
  17271. TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
  17272. // TetrahedronBufferGeometry
  17273. function TetrahedronBufferGeometry( radius, detail ) {
  17274. var vertices = [
  17275. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  17276. ];
  17277. var indices = [
  17278. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  17279. ];
  17280. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17281. this.type = 'TetrahedronBufferGeometry';
  17282. this.parameters = {
  17283. radius: radius,
  17284. detail: detail
  17285. };
  17286. }
  17287. TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17288. TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
  17289. // OctahedronGeometry
  17290. function OctahedronGeometry( radius, detail ) {
  17291. Geometry.call( this );
  17292. this.type = 'OctahedronGeometry';
  17293. this.parameters = {
  17294. radius: radius,
  17295. detail: detail
  17296. };
  17297. this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
  17298. this.mergeVertices();
  17299. }
  17300. OctahedronGeometry.prototype = Object.create( Geometry.prototype );
  17301. OctahedronGeometry.prototype.constructor = OctahedronGeometry;
  17302. // OctahedronBufferGeometry
  17303. function OctahedronBufferGeometry( radius, detail ) {
  17304. var vertices = [
  17305. 1, 0, 0, - 1, 0, 0, 0, 1, 0,
  17306. 0, - 1, 0, 0, 0, 1, 0, 0, - 1
  17307. ];
  17308. var indices = [
  17309. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  17310. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  17311. 1, 3, 4, 1, 4, 2
  17312. ];
  17313. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17314. this.type = 'OctahedronBufferGeometry';
  17315. this.parameters = {
  17316. radius: radius,
  17317. detail: detail
  17318. };
  17319. }
  17320. OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17321. OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
  17322. // IcosahedronGeometry
  17323. function IcosahedronGeometry( radius, detail ) {
  17324. Geometry.call( this );
  17325. this.type = 'IcosahedronGeometry';
  17326. this.parameters = {
  17327. radius: radius,
  17328. detail: detail
  17329. };
  17330. this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
  17331. this.mergeVertices();
  17332. }
  17333. IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
  17334. IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
  17335. // IcosahedronBufferGeometry
  17336. function IcosahedronBufferGeometry( radius, detail ) {
  17337. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17338. var vertices = [
  17339. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  17340. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  17341. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  17342. ];
  17343. var indices = [
  17344. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  17345. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  17346. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  17347. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  17348. ];
  17349. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17350. this.type = 'IcosahedronBufferGeometry';
  17351. this.parameters = {
  17352. radius: radius,
  17353. detail: detail
  17354. };
  17355. }
  17356. IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17357. IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
  17358. // DodecahedronGeometry
  17359. function DodecahedronGeometry( radius, detail ) {
  17360. Geometry.call( this );
  17361. this.type = 'DodecahedronGeometry';
  17362. this.parameters = {
  17363. radius: radius,
  17364. detail: detail
  17365. };
  17366. this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
  17367. this.mergeVertices();
  17368. }
  17369. DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
  17370. DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
  17371. // DodecahedronBufferGeometry
  17372. function DodecahedronBufferGeometry( radius, detail ) {
  17373. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  17374. var r = 1 / t;
  17375. var vertices = [
  17376. // (±1, ±1, ±1)
  17377. - 1, - 1, - 1, - 1, - 1, 1,
  17378. - 1, 1, - 1, - 1, 1, 1,
  17379. 1, - 1, - 1, 1, - 1, 1,
  17380. 1, 1, - 1, 1, 1, 1,
  17381. // (0, ±1/φ, ±φ)
  17382. 0, - r, - t, 0, - r, t,
  17383. 0, r, - t, 0, r, t,
  17384. // (±1/φ, ±φ, 0)
  17385. - r, - t, 0, - r, t, 0,
  17386. r, - t, 0, r, t, 0,
  17387. // (±φ, 0, ±1/φ)
  17388. - t, 0, - r, t, 0, - r,
  17389. - t, 0, r, t, 0, r
  17390. ];
  17391. var indices = [
  17392. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  17393. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  17394. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  17395. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  17396. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  17397. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  17398. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  17399. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  17400. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  17401. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  17402. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  17403. 1, 12, 14, 1, 14, 5, 1, 5, 9
  17404. ];
  17405. PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
  17406. this.type = 'DodecahedronBufferGeometry';
  17407. this.parameters = {
  17408. radius: radius,
  17409. detail: detail
  17410. };
  17411. }
  17412. DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
  17413. DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
  17414. // TubeGeometry
  17415. function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
  17416. Geometry.call( this );
  17417. this.type = 'TubeGeometry';
  17418. this.parameters = {
  17419. path: path,
  17420. tubularSegments: tubularSegments,
  17421. radius: radius,
  17422. radialSegments: radialSegments,
  17423. closed: closed
  17424. };
  17425. if ( taper !== undefined ) { console.warn( 'THREE.TubeGeometry: taper has been removed.' ); }
  17426. var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
  17427. // expose internals
  17428. this.tangents = bufferGeometry.tangents;
  17429. this.normals = bufferGeometry.normals;
  17430. this.binormals = bufferGeometry.binormals;
  17431. // create geometry
  17432. this.fromBufferGeometry( bufferGeometry );
  17433. this.mergeVertices();
  17434. }
  17435. TubeGeometry.prototype = Object.create( Geometry.prototype );
  17436. TubeGeometry.prototype.constructor = TubeGeometry;
  17437. // TubeBufferGeometry
  17438. function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
  17439. BufferGeometry.call( this );
  17440. this.type = 'TubeBufferGeometry';
  17441. this.parameters = {
  17442. path: path,
  17443. tubularSegments: tubularSegments,
  17444. radius: radius,
  17445. radialSegments: radialSegments,
  17446. closed: closed
  17447. };
  17448. tubularSegments = tubularSegments || 64;
  17449. radius = radius || 1;
  17450. radialSegments = radialSegments || 8;
  17451. closed = closed || false;
  17452. var frames = path.computeFrenetFrames( tubularSegments, closed );
  17453. // expose internals
  17454. this.tangents = frames.tangents;
  17455. this.normals = frames.normals;
  17456. this.binormals = frames.binormals;
  17457. // helper variables
  17458. var vertex = new Vector3();
  17459. var normal = new Vector3();
  17460. var uv = new Vector2();
  17461. var P = new Vector3();
  17462. // buffer
  17463. var vertices = [];
  17464. var normals = [];
  17465. var uvs = [];
  17466. var indices = [];
  17467. // create buffer data
  17468. generateBufferData();
  17469. // build geometry
  17470. this.setIndex( indices );
  17471. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17472. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17473. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17474. // functions
  17475. function generateBufferData() {
  17476. for ( var i = 0; i < tubularSegments; i ++ ) {
  17477. generateSegment( i );
  17478. }
  17479. // if the geometry is not closed, generate the last row of vertices and normals
  17480. // at the regular position on the given path
  17481. //
  17482. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  17483. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  17484. // uvs are generated in a separate function.
  17485. // this makes it easy compute correct values for closed geometries
  17486. generateUVs();
  17487. // finally create faces
  17488. generateIndices();
  17489. }
  17490. function generateSegment( i ) {
  17491. // we use getPointAt to sample evenly distributed points from the given path
  17492. P = path.getPointAt( i / tubularSegments, P );
  17493. // retrieve corresponding normal and binormal
  17494. var N = frames.normals[ i ];
  17495. var B = frames.binormals[ i ];
  17496. // generate normals and vertices for the current segment
  17497. for ( var j = 0; j <= radialSegments; j ++ ) {
  17498. var v = j / radialSegments * Math.PI * 2;
  17499. var sin = Math.sin( v );
  17500. var cos = - Math.cos( v );
  17501. // normal
  17502. normal.x = ( cos * N.x + sin * B.x );
  17503. normal.y = ( cos * N.y + sin * B.y );
  17504. normal.z = ( cos * N.z + sin * B.z );
  17505. normal.normalize();
  17506. normals.push( normal.x, normal.y, normal.z );
  17507. // vertex
  17508. vertex.x = P.x + radius * normal.x;
  17509. vertex.y = P.y + radius * normal.y;
  17510. vertex.z = P.z + radius * normal.z;
  17511. vertices.push( vertex.x, vertex.y, vertex.z );
  17512. }
  17513. }
  17514. function generateIndices() {
  17515. for ( var j = 1; j <= tubularSegments; j ++ ) {
  17516. for ( var i = 1; i <= radialSegments; i ++ ) {
  17517. var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  17518. var b = ( radialSegments + 1 ) * j + ( i - 1 );
  17519. var c = ( radialSegments + 1 ) * j + i;
  17520. var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  17521. // faces
  17522. indices.push( a, b, d );
  17523. indices.push( b, c, d );
  17524. }
  17525. }
  17526. }
  17527. function generateUVs() {
  17528. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17529. for ( var j = 0; j <= radialSegments; j ++ ) {
  17530. uv.x = i / tubularSegments;
  17531. uv.y = j / radialSegments;
  17532. uvs.push( uv.x, uv.y );
  17533. }
  17534. }
  17535. }
  17536. }
  17537. TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17538. TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
  17539. TubeBufferGeometry.prototype.toJSON = function () {
  17540. var data = BufferGeometry.prototype.toJSON.call( this );
  17541. data.path = this.parameters.path.toJSON();
  17542. return data;
  17543. };
  17544. // TorusKnotGeometry
  17545. function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
  17546. Geometry.call( this );
  17547. this.type = 'TorusKnotGeometry';
  17548. this.parameters = {
  17549. radius: radius,
  17550. tube: tube,
  17551. tubularSegments: tubularSegments,
  17552. radialSegments: radialSegments,
  17553. p: p,
  17554. q: q
  17555. };
  17556. if ( heightScale !== undefined ) { console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); }
  17557. this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
  17558. this.mergeVertices();
  17559. }
  17560. TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
  17561. TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
  17562. // TorusKnotBufferGeometry
  17563. function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
  17564. BufferGeometry.call( this );
  17565. this.type = 'TorusKnotBufferGeometry';
  17566. this.parameters = {
  17567. radius: radius,
  17568. tube: tube,
  17569. tubularSegments: tubularSegments,
  17570. radialSegments: radialSegments,
  17571. p: p,
  17572. q: q
  17573. };
  17574. radius = radius || 1;
  17575. tube = tube || 0.4;
  17576. tubularSegments = Math.floor( tubularSegments ) || 64;
  17577. radialSegments = Math.floor( radialSegments ) || 8;
  17578. p = p || 2;
  17579. q = q || 3;
  17580. // buffers
  17581. var indices = [];
  17582. var vertices = [];
  17583. var normals = [];
  17584. var uvs = [];
  17585. // helper variables
  17586. var vertex = new Vector3();
  17587. var normal = new Vector3();
  17588. var P1 = new Vector3();
  17589. var P2 = new Vector3();
  17590. var B = new Vector3();
  17591. var T = new Vector3();
  17592. var N = new Vector3();
  17593. // generate vertices, normals and uvs
  17594. for ( var i = 0; i <= tubularSegments; ++ i ) {
  17595. // the radian "u" is used to calculate the position on the torus curve of the current tubular segement
  17596. var u = i / tubularSegments * p * Math.PI * 2;
  17597. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  17598. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  17599. calculatePositionOnCurve( u, p, q, radius, P1 );
  17600. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  17601. // calculate orthonormal basis
  17602. T.subVectors( P2, P1 );
  17603. N.addVectors( P2, P1 );
  17604. B.crossVectors( T, N );
  17605. N.crossVectors( B, T );
  17606. // normalize B, N. T can be ignored, we don't use it
  17607. B.normalize();
  17608. N.normalize();
  17609. for ( var j = 0; j <= radialSegments; ++ j ) {
  17610. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  17611. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  17612. var v = j / radialSegments * Math.PI * 2;
  17613. var cx = - tube * Math.cos( v );
  17614. var cy = tube * Math.sin( v );
  17615. // now calculate the final vertex position.
  17616. // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
  17617. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  17618. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  17619. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  17620. vertices.push( vertex.x, vertex.y, vertex.z );
  17621. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  17622. normal.subVectors( vertex, P1 ).normalize();
  17623. normals.push( normal.x, normal.y, normal.z );
  17624. // uv
  17625. uvs.push( i / tubularSegments );
  17626. uvs.push( j / radialSegments );
  17627. }
  17628. }
  17629. // generate indices
  17630. for ( var j$1 = 1; j$1 <= tubularSegments; j$1 ++ ) {
  17631. for ( var i$1 = 1; i$1 <= radialSegments; i$1 ++ ) {
  17632. // indices
  17633. var a = ( radialSegments + 1 ) * ( j$1 - 1 ) + ( i$1 - 1 );
  17634. var b = ( radialSegments + 1 ) * j$1 + ( i$1 - 1 );
  17635. var c = ( radialSegments + 1 ) * j$1 + i$1;
  17636. var d = ( radialSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17637. // faces
  17638. indices.push( a, b, d );
  17639. indices.push( b, c, d );
  17640. }
  17641. }
  17642. // build geometry
  17643. this.setIndex( indices );
  17644. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17645. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17646. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17647. // this function calculates the current position on the torus curve
  17648. function calculatePositionOnCurve( u, p, q, radius, position ) {
  17649. var cu = Math.cos( u );
  17650. var su = Math.sin( u );
  17651. var quOverP = q / p * u;
  17652. var cs = Math.cos( quOverP );
  17653. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  17654. position.y = radius * ( 2 + cs ) * su * 0.5;
  17655. position.z = radius * Math.sin( quOverP ) * 0.5;
  17656. }
  17657. }
  17658. TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17659. TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;
  17660. // TorusGeometry
  17661. function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17662. Geometry.call( this );
  17663. this.type = 'TorusGeometry';
  17664. this.parameters = {
  17665. radius: radius,
  17666. tube: tube,
  17667. radialSegments: radialSegments,
  17668. tubularSegments: tubularSegments,
  17669. arc: arc
  17670. };
  17671. this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
  17672. this.mergeVertices();
  17673. }
  17674. TorusGeometry.prototype = Object.create( Geometry.prototype );
  17675. TorusGeometry.prototype.constructor = TorusGeometry;
  17676. // TorusBufferGeometry
  17677. function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
  17678. BufferGeometry.call( this );
  17679. this.type = 'TorusBufferGeometry';
  17680. this.parameters = {
  17681. radius: radius,
  17682. tube: tube,
  17683. radialSegments: radialSegments,
  17684. tubularSegments: tubularSegments,
  17685. arc: arc
  17686. };
  17687. radius = radius || 1;
  17688. tube = tube || 0.4;
  17689. radialSegments = Math.floor( radialSegments ) || 8;
  17690. tubularSegments = Math.floor( tubularSegments ) || 6;
  17691. arc = arc || Math.PI * 2;
  17692. // buffers
  17693. var indices = [];
  17694. var vertices = [];
  17695. var normals = [];
  17696. var uvs = [];
  17697. // helper variables
  17698. var center = new Vector3();
  17699. var vertex = new Vector3();
  17700. var normal = new Vector3();
  17701. // generate vertices, normals and uvs
  17702. for ( var j = 0; j <= radialSegments; j ++ ) {
  17703. for ( var i = 0; i <= tubularSegments; i ++ ) {
  17704. var u = i / tubularSegments * arc;
  17705. var v = j / radialSegments * Math.PI * 2;
  17706. // vertex
  17707. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  17708. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  17709. vertex.z = tube * Math.sin( v );
  17710. vertices.push( vertex.x, vertex.y, vertex.z );
  17711. // normal
  17712. center.x = radius * Math.cos( u );
  17713. center.y = radius * Math.sin( u );
  17714. normal.subVectors( vertex, center ).normalize();
  17715. normals.push( normal.x, normal.y, normal.z );
  17716. // uv
  17717. uvs.push( i / tubularSegments );
  17718. uvs.push( j / radialSegments );
  17719. }
  17720. }
  17721. // generate indices
  17722. for ( var j$1 = 1; j$1 <= radialSegments; j$1 ++ ) {
  17723. for ( var i$1 = 1; i$1 <= tubularSegments; i$1 ++ ) {
  17724. // indices
  17725. var a = ( tubularSegments + 1 ) * j$1 + i$1 - 1;
  17726. var b = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1 - 1;
  17727. var c = ( tubularSegments + 1 ) * ( j$1 - 1 ) + i$1;
  17728. var d = ( tubularSegments + 1 ) * j$1 + i$1;
  17729. // faces
  17730. indices.push( a, b, d );
  17731. indices.push( b, c, d );
  17732. }
  17733. }
  17734. // build geometry
  17735. this.setIndex( indices );
  17736. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  17737. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  17738. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  17739. }
  17740. TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  17741. TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
  17742. /**
  17743. * Port from https://github.com/mapbox/earcut (v2.2.2)
  17744. */
  17745. var Earcut = {
  17746. triangulate: function ( data, holeIndices, dim ) {
  17747. dim = dim || 2;
  17748. var hasHoles = holeIndices && holeIndices.length,
  17749. outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
  17750. outerNode = linkedList( data, 0, outerLen, dim, true ),
  17751. triangles = [];
  17752. if ( ! outerNode || outerNode.next === outerNode.prev ) { return triangles; }
  17753. var minX, minY, maxX, maxY, x, y, invSize;
  17754. if ( hasHoles ) { outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); }
  17755. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  17756. if ( data.length > 80 * dim ) {
  17757. minX = maxX = data[ 0 ];
  17758. minY = maxY = data[ 1 ];
  17759. for ( var i = dim; i < outerLen; i += dim ) {
  17760. x = data[ i ];
  17761. y = data[ i + 1 ];
  17762. if ( x < minX ) { minX = x; }
  17763. if ( y < minY ) { minY = y; }
  17764. if ( x > maxX ) { maxX = x; }
  17765. if ( y > maxY ) { maxY = y; }
  17766. }
  17767. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  17768. invSize = Math.max( maxX - minX, maxY - minY );
  17769. invSize = invSize !== 0 ? 1 / invSize : 0;
  17770. }
  17771. earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
  17772. return triangles;
  17773. }
  17774. };
  17775. // create a circular doubly linked list from polygon points in the specified winding order
  17776. function linkedList( data, start, end, dim, clockwise ) {
  17777. var i, last;
  17778. if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
  17779. for ( i = start; i < end; i += dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17780. } else {
  17781. for ( i = end - dim; i >= start; i -= dim ) { last = insertNode( i, data[ i ], data[ i + 1 ], last ); }
  17782. }
  17783. if ( last && equals( last, last.next ) ) {
  17784. removeNode( last );
  17785. last = last.next;
  17786. }
  17787. return last;
  17788. }
  17789. // eliminate colinear or duplicate points
  17790. function filterPoints( start, end ) {
  17791. if ( ! start ) { return start; }
  17792. if ( ! end ) { end = start; }
  17793. var p = start,
  17794. again;
  17795. do {
  17796. again = false;
  17797. if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
  17798. removeNode( p );
  17799. p = end = p.prev;
  17800. if ( p === p.next ) { break; }
  17801. again = true;
  17802. } else {
  17803. p = p.next;
  17804. }
  17805. } while ( again || p !== end );
  17806. return end;
  17807. }
  17808. // main ear slicing loop which triangulates a polygon (given as a linked list)
  17809. function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
  17810. if ( ! ear ) { return; }
  17811. // interlink polygon nodes in z-order
  17812. if ( ! pass && invSize ) { indexCurve( ear, minX, minY, invSize ); }
  17813. var stop = ear,
  17814. prev, next;
  17815. // iterate through ears, slicing them one by one
  17816. while ( ear.prev !== ear.next ) {
  17817. prev = ear.prev;
  17818. next = ear.next;
  17819. if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
  17820. // cut off the triangle
  17821. triangles.push( prev.i / dim );
  17822. triangles.push( ear.i / dim );
  17823. triangles.push( next.i / dim );
  17824. removeNode( ear );
  17825. // skipping the next vertex leads to less sliver triangles
  17826. ear = next.next;
  17827. stop = next.next;
  17828. continue;
  17829. }
  17830. ear = next;
  17831. // if we looped through the whole remaining polygon and can't find any more ears
  17832. if ( ear === stop ) {
  17833. // try filtering points and slicing again
  17834. if ( ! pass ) {
  17835. earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
  17836. // if this didn't work, try curing all small self-intersections locally
  17837. } else if ( pass === 1 ) {
  17838. ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
  17839. earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
  17840. // as a last resort, try splitting the remaining polygon into two
  17841. } else if ( pass === 2 ) {
  17842. splitEarcut( ear, triangles, dim, minX, minY, invSize );
  17843. }
  17844. break;
  17845. }
  17846. }
  17847. }
  17848. // check whether a polygon node forms a valid ear with adjacent nodes
  17849. function isEar( ear ) {
  17850. var a = ear.prev,
  17851. b = ear,
  17852. c = ear.next;
  17853. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17854. // now make sure we don't have other points inside the potential ear
  17855. var p = ear.next.next;
  17856. while ( p !== ear.prev ) {
  17857. if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17858. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17859. p = p.next;
  17860. }
  17861. return true;
  17862. }
  17863. function isEarHashed( ear, minX, minY, invSize ) {
  17864. var a = ear.prev,
  17865. b = ear,
  17866. c = ear.next;
  17867. if ( area( a, b, c ) >= 0 ) { return false; } // reflex, can't be an ear
  17868. // triangle bbox; min & max are calculated like this for speed
  17869. var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
  17870. minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
  17871. maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
  17872. maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
  17873. // z-order range for the current triangle bbox;
  17874. var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
  17875. maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
  17876. var p = ear.prevZ,
  17877. n = ear.nextZ;
  17878. // look for points inside the triangle in both directions
  17879. while ( p && p.z >= minZ && n && n.z <= maxZ ) {
  17880. if ( p !== ear.prev && p !== ear.next &&
  17881. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17882. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17883. p = p.prevZ;
  17884. if ( n !== ear.prev && n !== ear.next &&
  17885. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17886. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17887. n = n.nextZ;
  17888. }
  17889. // look for remaining points in decreasing z-order
  17890. while ( p && p.z >= minZ ) {
  17891. if ( p !== ear.prev && p !== ear.next &&
  17892. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
  17893. area( p.prev, p, p.next ) >= 0 ) { return false; }
  17894. p = p.prevZ;
  17895. }
  17896. // look for remaining points in increasing z-order
  17897. while ( n && n.z <= maxZ ) {
  17898. if ( n !== ear.prev && n !== ear.next &&
  17899. pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&
  17900. area( n.prev, n, n.next ) >= 0 ) { return false; }
  17901. n = n.nextZ;
  17902. }
  17903. return true;
  17904. }
  17905. // go through all polygon nodes and cure small local self-intersections
  17906. function cureLocalIntersections( start, triangles, dim ) {
  17907. var p = start;
  17908. do {
  17909. var a = p.prev,
  17910. b = p.next.next;
  17911. if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
  17912. triangles.push( a.i / dim );
  17913. triangles.push( p.i / dim );
  17914. triangles.push( b.i / dim );
  17915. // remove two nodes involved
  17916. removeNode( p );
  17917. removeNode( p.next );
  17918. p = start = b;
  17919. }
  17920. p = p.next;
  17921. } while ( p !== start );
  17922. return filterPoints( p );
  17923. }
  17924. // try splitting polygon into two and triangulate them independently
  17925. function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
  17926. // look for a valid diagonal that divides the polygon into two
  17927. var a = start;
  17928. do {
  17929. var b = a.next.next;
  17930. while ( b !== a.prev ) {
  17931. if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
  17932. // split the polygon in two by the diagonal
  17933. var c = splitPolygon( a, b );
  17934. // filter colinear points around the cuts
  17935. a = filterPoints( a, a.next );
  17936. c = filterPoints( c, c.next );
  17937. // run earcut on each half
  17938. earcutLinked( a, triangles, dim, minX, minY, invSize );
  17939. earcutLinked( c, triangles, dim, minX, minY, invSize );
  17940. return;
  17941. }
  17942. b = b.next;
  17943. }
  17944. a = a.next;
  17945. } while ( a !== start );
  17946. }
  17947. // link every hole into the outer loop, producing a single-ring polygon without holes
  17948. function eliminateHoles( data, holeIndices, outerNode, dim ) {
  17949. var queue = [],
  17950. i, len, start, end, list;
  17951. for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
  17952. start = holeIndices[ i ] * dim;
  17953. end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
  17954. list = linkedList( data, start, end, dim, false );
  17955. if ( list === list.next ) { list.steiner = true; }
  17956. queue.push( getLeftmost( list ) );
  17957. }
  17958. queue.sort( compareX );
  17959. // process holes from left to right
  17960. for ( i = 0; i < queue.length; i ++ ) {
  17961. eliminateHole( queue[ i ], outerNode );
  17962. outerNode = filterPoints( outerNode, outerNode.next );
  17963. }
  17964. return outerNode;
  17965. }
  17966. function compareX( a, b ) {
  17967. return a.x - b.x;
  17968. }
  17969. // find a bridge between vertices that connects hole with an outer ring and and link it
  17970. function eliminateHole( hole, outerNode ) {
  17971. outerNode = findHoleBridge( hole, outerNode );
  17972. if ( outerNode ) {
  17973. var b = splitPolygon( outerNode, hole );
  17974. // filter collinear points around the cuts
  17975. filterPoints( outerNode, outerNode.next );
  17976. filterPoints( b, b.next );
  17977. }
  17978. }
  17979. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  17980. function findHoleBridge( hole, outerNode ) {
  17981. var p = outerNode,
  17982. hx = hole.x,
  17983. hy = hole.y,
  17984. qx = - Infinity,
  17985. m;
  17986. // find a segment intersected by a ray from the hole's leftmost point to the left;
  17987. // segment's endpoint with lesser x will be potential connection point
  17988. do {
  17989. if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
  17990. var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  17991. if ( x <= hx && x > qx ) {
  17992. qx = x;
  17993. if ( x === hx ) {
  17994. if ( hy === p.y ) { return p; }
  17995. if ( hy === p.next.y ) { return p.next; }
  17996. }
  17997. m = p.x < p.next.x ? p : p.next;
  17998. }
  17999. }
  18000. p = p.next;
  18001. } while ( p !== outerNode );
  18002. if ( ! m ) { return null; }
  18003. if ( hx === qx ) { return m; } // hole touches outer segment; pick leftmost endpoint
  18004. // look for points inside the triangle of hole point, segment intersection and endpoint;
  18005. // if there are no points found, we have a valid connection;
  18006. // otherwise choose the point of the minimum angle with the ray as connection point
  18007. var stop = m,
  18008. mx = m.x,
  18009. my = m.y,
  18010. tanMin = Infinity,
  18011. tan;
  18012. p = m;
  18013. do {
  18014. if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  18015. pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
  18016. tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
  18017. if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
  18018. m = p;
  18019. tanMin = tan;
  18020. }
  18021. }
  18022. p = p.next;
  18023. } while ( p !== stop );
  18024. return m;
  18025. }
  18026. // whether sector in vertex m contains sector in vertex p in the same coordinates
  18027. function sectorContainsSector( m, p ) {
  18028. return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
  18029. }
  18030. // interlink polygon nodes in z-order
  18031. function indexCurve( start, minX, minY, invSize ) {
  18032. var p = start;
  18033. do {
  18034. if ( p.z === null ) { p.z = zOrder( p.x, p.y, minX, minY, invSize ); }
  18035. p.prevZ = p.prev;
  18036. p.nextZ = p.next;
  18037. p = p.next;
  18038. } while ( p !== start );
  18039. p.prevZ.nextZ = null;
  18040. p.prevZ = null;
  18041. sortLinked( p );
  18042. }
  18043. // Simon Tatham's linked list merge sort algorithm
  18044. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  18045. function sortLinked( list ) {
  18046. var i, p, q, e, tail, numMerges, pSize, qSize,
  18047. inSize = 1;
  18048. do {
  18049. p = list;
  18050. list = null;
  18051. tail = null;
  18052. numMerges = 0;
  18053. while ( p ) {
  18054. numMerges ++;
  18055. q = p;
  18056. pSize = 0;
  18057. for ( i = 0; i < inSize; i ++ ) {
  18058. pSize ++;
  18059. q = q.nextZ;
  18060. if ( ! q ) { break; }
  18061. }
  18062. qSize = inSize;
  18063. while ( pSize > 0 || ( qSize > 0 && q ) ) {
  18064. if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
  18065. e = p;
  18066. p = p.nextZ;
  18067. pSize --;
  18068. } else {
  18069. e = q;
  18070. q = q.nextZ;
  18071. qSize --;
  18072. }
  18073. if ( tail ) { tail.nextZ = e; }
  18074. else { list = e; }
  18075. e.prevZ = tail;
  18076. tail = e;
  18077. }
  18078. p = q;
  18079. }
  18080. tail.nextZ = null;
  18081. inSize *= 2;
  18082. } while ( numMerges > 1 );
  18083. return list;
  18084. }
  18085. // z-order of a point given coords and inverse of the longer side of data bbox
  18086. function zOrder( x, y, minX, minY, invSize ) {
  18087. // coords are transformed into non-negative 15-bit integer range
  18088. x = 32767 * ( x - minX ) * invSize;
  18089. y = 32767 * ( y - minY ) * invSize;
  18090. x = ( x | ( x << 8 ) ) & 0x00FF00FF;
  18091. x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
  18092. x = ( x | ( x << 2 ) ) & 0x33333333;
  18093. x = ( x | ( x << 1 ) ) & 0x55555555;
  18094. y = ( y | ( y << 8 ) ) & 0x00FF00FF;
  18095. y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
  18096. y = ( y | ( y << 2 ) ) & 0x33333333;
  18097. y = ( y | ( y << 1 ) ) & 0x55555555;
  18098. return x | ( y << 1 );
  18099. }
  18100. // find the leftmost node of a polygon ring
  18101. function getLeftmost( start ) {
  18102. var p = start,
  18103. leftmost = start;
  18104. do {
  18105. if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) { leftmost = p; }
  18106. p = p.next;
  18107. } while ( p !== start );
  18108. return leftmost;
  18109. }
  18110. // check if a point lies within a convex triangle
  18111. function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
  18112. return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
  18113. ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
  18114. ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
  18115. }
  18116. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  18117. function isValidDiagonal( a, b ) {
  18118. return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges
  18119. ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
  18120. ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
  18121. equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
  18122. }
  18123. // signed area of a triangle
  18124. function area( p, q, r ) {
  18125. return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
  18126. }
  18127. // check if two points are equal
  18128. function equals( p1, p2 ) {
  18129. return p1.x === p2.x && p1.y === p2.y;
  18130. }
  18131. // check if two segments intersect
  18132. function intersects( p1, q1, p2, q2 ) {
  18133. var o1 = sign( area( p1, q1, p2 ) );
  18134. var o2 = sign( area( p1, q1, q2 ) );
  18135. var o3 = sign( area( p2, q2, p1 ) );
  18136. var o4 = sign( area( p2, q2, q1 ) );
  18137. if ( o1 !== o2 && o3 !== o4 ) { return true; } // general case
  18138. if ( o1 === 0 && onSegment( p1, p2, q1 ) ) { return true; } // p1, q1 and p2 are collinear and p2 lies on p1q1
  18139. if ( o2 === 0 && onSegment( p1, q2, q1 ) ) { return true; } // p1, q1 and q2 are collinear and q2 lies on p1q1
  18140. if ( o3 === 0 && onSegment( p2, p1, q2 ) ) { return true; } // p2, q2 and p1 are collinear and p1 lies on p2q2
  18141. if ( o4 === 0 && onSegment( p2, q1, q2 ) ) { return true; } // p2, q2 and q1 are collinear and q1 lies on p2q2
  18142. return false;
  18143. }
  18144. // for collinear points p, q, r, check if point q lies on segment pr
  18145. function onSegment( p, q, r ) {
  18146. return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
  18147. }
  18148. function sign( num ) {
  18149. return num > 0 ? 1 : num < 0 ? - 1 : 0;
  18150. }
  18151. // check if a polygon diagonal intersects any polygon segments
  18152. function intersectsPolygon( a, b ) {
  18153. var p = a;
  18154. do {
  18155. if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  18156. intersects( p, p.next, a, b ) ) { return true; }
  18157. p = p.next;
  18158. } while ( p !== a );
  18159. return false;
  18160. }
  18161. // check if a polygon diagonal is locally inside the polygon
  18162. function locallyInside( a, b ) {
  18163. return area( a.prev, a, a.next ) < 0 ?
  18164. area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
  18165. area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
  18166. }
  18167. // check if the middle point of a polygon diagonal is inside the polygon
  18168. function middleInside( a, b ) {
  18169. var p = a,
  18170. inside = false,
  18171. px = ( a.x + b.x ) / 2,
  18172. py = ( a.y + b.y ) / 2;
  18173. do {
  18174. if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
  18175. ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
  18176. { inside = ! inside; }
  18177. p = p.next;
  18178. } while ( p !== a );
  18179. return inside;
  18180. }
  18181. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  18182. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  18183. function splitPolygon( a, b ) {
  18184. var a2 = new Node( a.i, a.x, a.y ),
  18185. b2 = new Node( b.i, b.x, b.y ),
  18186. an = a.next,
  18187. bp = b.prev;
  18188. a.next = b;
  18189. b.prev = a;
  18190. a2.next = an;
  18191. an.prev = a2;
  18192. b2.next = a2;
  18193. a2.prev = b2;
  18194. bp.next = b2;
  18195. b2.prev = bp;
  18196. return b2;
  18197. }
  18198. // create a node and optionally link it with previous one (in a circular doubly linked list)
  18199. function insertNode( i, x, y, last ) {
  18200. var p = new Node( i, x, y );
  18201. if ( ! last ) {
  18202. p.prev = p;
  18203. p.next = p;
  18204. } else {
  18205. p.next = last.next;
  18206. p.prev = last;
  18207. last.next.prev = p;
  18208. last.next = p;
  18209. }
  18210. return p;
  18211. }
  18212. function removeNode( p ) {
  18213. p.next.prev = p.prev;
  18214. p.prev.next = p.next;
  18215. if ( p.prevZ ) { p.prevZ.nextZ = p.nextZ; }
  18216. if ( p.nextZ ) { p.nextZ.prevZ = p.prevZ; }
  18217. }
  18218. function Node( i, x, y ) {
  18219. // vertex index in coordinates array
  18220. this.i = i;
  18221. // vertex coordinates
  18222. this.x = x;
  18223. this.y = y;
  18224. // previous and next vertex nodes in a polygon ring
  18225. this.prev = null;
  18226. this.next = null;
  18227. // z-order curve value
  18228. this.z = null;
  18229. // previous and next nodes in z-order
  18230. this.prevZ = null;
  18231. this.nextZ = null;
  18232. // indicates whether this is a steiner point
  18233. this.steiner = false;
  18234. }
  18235. function signedArea( data, start, end, dim ) {
  18236. var sum = 0;
  18237. for ( var i = start, j = end - dim; i < end; i += dim ) {
  18238. sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
  18239. j = i;
  18240. }
  18241. return sum;
  18242. }
  18243. var ShapeUtils = {
  18244. // calculate area of the contour polygon
  18245. area: function ( contour ) {
  18246. var n = contour.length;
  18247. var a = 0.0;
  18248. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  18249. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  18250. }
  18251. return a * 0.5;
  18252. },
  18253. isClockWise: function ( pts ) {
  18254. return ShapeUtils.area( pts ) < 0;
  18255. },
  18256. triangulateShape: function ( contour, holes ) {
  18257. var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  18258. var holeIndices = []; // array of hole indices
  18259. var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  18260. removeDupEndPts( contour );
  18261. addContour( vertices, contour );
  18262. //
  18263. var holeIndex = contour.length;
  18264. holes.forEach( removeDupEndPts );
  18265. for ( var i = 0; i < holes.length; i ++ ) {
  18266. holeIndices.push( holeIndex );
  18267. holeIndex += holes[ i ].length;
  18268. addContour( vertices, holes[ i ] );
  18269. }
  18270. //
  18271. var triangles = Earcut.triangulate( vertices, holeIndices );
  18272. //
  18273. for ( var i$1 = 0; i$1 < triangles.length; i$1 += 3 ) {
  18274. faces.push( triangles.slice( i$1, i$1 + 3 ) );
  18275. }
  18276. return faces;
  18277. }
  18278. };
  18279. function removeDupEndPts( points ) {
  18280. var l = points.length;
  18281. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  18282. points.pop();
  18283. }
  18284. }
  18285. function addContour( vertices, contour ) {
  18286. for ( var i = 0; i < contour.length; i ++ ) {
  18287. vertices.push( contour[ i ].x );
  18288. vertices.push( contour[ i ].y );
  18289. }
  18290. }
  18291. /**
  18292. * Creates extruded geometry from a path shape.
  18293. *
  18294. * parameters = {
  18295. *
  18296. * curveSegments: <int>, // number of points on the curves
  18297. * steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
  18298. * depth: <float>, // Depth to extrude the shape
  18299. *
  18300. * bevelEnabled: <bool>, // turn on bevel
  18301. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18302. * bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
  18303. * bevelOffset: <float>, // how far from shape outline does bevel start
  18304. * bevelSegments: <int>, // number of bevel layers
  18305. *
  18306. * extrudePath: <THREE.Curve> // curve to extrude shape along
  18307. *
  18308. * UVGenerator: <Object> // object that provides UV generator functions
  18309. *
  18310. * }
  18311. */
  18312. // ExtrudeGeometry
  18313. function ExtrudeGeometry( shapes, options ) {
  18314. Geometry.call( this );
  18315. this.type = 'ExtrudeGeometry';
  18316. this.parameters = {
  18317. shapes: shapes,
  18318. options: options
  18319. };
  18320. this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
  18321. this.mergeVertices();
  18322. }
  18323. ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
  18324. ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
  18325. ExtrudeGeometry.prototype.toJSON = function () {
  18326. var data = Geometry.prototype.toJSON.call( this );
  18327. var shapes = this.parameters.shapes;
  18328. var options = this.parameters.options;
  18329. return toJSON( shapes, options, data );
  18330. };
  18331. // ExtrudeBufferGeometry
  18332. function ExtrudeBufferGeometry( shapes, options ) {
  18333. BufferGeometry.call( this );
  18334. this.type = 'ExtrudeBufferGeometry';
  18335. this.parameters = {
  18336. shapes: shapes,
  18337. options: options
  18338. };
  18339. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  18340. var scope = this;
  18341. var verticesArray = [];
  18342. var uvArray = [];
  18343. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18344. var shape = shapes[ i ];
  18345. addShape( shape );
  18346. }
  18347. // build geometry
  18348. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  18349. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  18350. this.computeVertexNormals();
  18351. // functions
  18352. function addShape( shape ) {
  18353. var placeholder = [];
  18354. // options
  18355. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18356. var steps = options.steps !== undefined ? options.steps : 1;
  18357. var depth = options.depth !== undefined ? options.depth : 100;
  18358. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  18359. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
  18360. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
  18361. var bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  18362. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18363. var extrudePath = options.extrudePath;
  18364. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  18365. // deprecated options
  18366. if ( options.amount !== undefined ) {
  18367. console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
  18368. depth = options.amount;
  18369. }
  18370. //
  18371. var extrudePts, extrudeByPath = false;
  18372. var splineTube, binormal, normal, position2;
  18373. if ( extrudePath ) {
  18374. extrudePts = extrudePath.getSpacedPoints( steps );
  18375. extrudeByPath = true;
  18376. bevelEnabled = false; // bevels not supported for path extrusion
  18377. // SETUP TNB variables
  18378. // TODO1 - have a .isClosed in spline?
  18379. splineTube = extrudePath.computeFrenetFrames( steps, false );
  18380. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18381. binormal = new Vector3();
  18382. normal = new Vector3();
  18383. position2 = new Vector3();
  18384. }
  18385. // Safeguards if bevels are not enabled
  18386. if ( ! bevelEnabled ) {
  18387. bevelSegments = 0;
  18388. bevelThickness = 0;
  18389. bevelSize = 0;
  18390. bevelOffset = 0;
  18391. }
  18392. // Variables initialization
  18393. var shapePoints = shape.extractPoints( curveSegments );
  18394. var vertices = shapePoints.shape;
  18395. var holes = shapePoints.holes;
  18396. var reverse = ! ShapeUtils.isClockWise( vertices );
  18397. if ( reverse ) {
  18398. vertices = vertices.reverse();
  18399. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18400. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18401. var ahole = holes[ h ];
  18402. if ( ShapeUtils.isClockWise( ahole ) ) {
  18403. holes[ h ] = ahole.reverse();
  18404. }
  18405. }
  18406. }
  18407. var faces = ShapeUtils.triangulateShape( vertices, holes );
  18408. /* Vertices */
  18409. var contour = vertices; // vertices has all points but contour has only points of circumference
  18410. for ( var h$1 = 0, hl$1 = holes.length; h$1 < hl$1; h$1 ++ ) {
  18411. var ahole$1 = holes[ h$1 ];
  18412. vertices = vertices.concat( ahole$1 );
  18413. }
  18414. function scalePt2( pt, vec, size ) {
  18415. if ( ! vec ) { console.error( "THREE.ExtrudeGeometry: vec does not exist" ); }
  18416. return vec.clone().multiplyScalar( size ).add( pt );
  18417. }
  18418. var vlen = vertices.length, flen = faces.length;
  18419. // Find directions for point movement
  18420. function getBevelVec( inPt, inPrev, inNext ) {
  18421. // computes for inPt the corresponding point inPt' on a new contour
  18422. // shifted by 1 unit (length of normalized vector) to the left
  18423. // if we walk along contour clockwise, this new contour is outside the old one
  18424. //
  18425. // inPt' is the intersection of the two lines parallel to the two
  18426. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18427. var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  18428. // good reading for geometry algorithms (here: line-line intersection)
  18429. // http://geomalgorithms.com/a05-_intersect-1.html
  18430. var v_prev_x = inPt.x - inPrev.x,
  18431. v_prev_y = inPt.y - inPrev.y;
  18432. var v_next_x = inNext.x - inPt.x,
  18433. v_next_y = inNext.y - inPt.y;
  18434. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18435. // check for collinear edges
  18436. var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18437. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  18438. // not collinear
  18439. // length of vectors for normalizing
  18440. var v_prev_len = Math.sqrt( v_prev_lensq );
  18441. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18442. // shift adjacent points by unit vectors to the left
  18443. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18444. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18445. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18446. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18447. // scaling factor for v_prev to intersection point
  18448. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18449. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18450. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18451. // vector from inPt to intersection point
  18452. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18453. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18454. // Don't normalize!, otherwise sharp corners become ugly
  18455. // but prevent crazy spikes
  18456. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  18457. if ( v_trans_lensq <= 2 ) {
  18458. return new Vector2( v_trans_x, v_trans_y );
  18459. } else {
  18460. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18461. }
  18462. } else {
  18463. // handle special case of collinear edges
  18464. var direction_eq = false; // assumes: opposite
  18465. if ( v_prev_x > Number.EPSILON ) {
  18466. if ( v_next_x > Number.EPSILON ) {
  18467. direction_eq = true;
  18468. }
  18469. } else {
  18470. if ( v_prev_x < - Number.EPSILON ) {
  18471. if ( v_next_x < - Number.EPSILON ) {
  18472. direction_eq = true;
  18473. }
  18474. } else {
  18475. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  18476. direction_eq = true;
  18477. }
  18478. }
  18479. }
  18480. if ( direction_eq ) {
  18481. // console.log("Warning: lines are a straight sequence");
  18482. v_trans_x = - v_prev_y;
  18483. v_trans_y = v_prev_x;
  18484. shrink_by = Math.sqrt( v_prev_lensq );
  18485. } else {
  18486. // console.log("Warning: lines are a straight spike");
  18487. v_trans_x = v_prev_x;
  18488. v_trans_y = v_prev_y;
  18489. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18490. }
  18491. }
  18492. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18493. }
  18494. var contourMovements = [];
  18495. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18496. if ( j === il ) { j = 0; }
  18497. if ( k === il ) { k = 0; }
  18498. // (j)---(i)---(k)
  18499. // console.log('i,j,k', i, j , k)
  18500. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18501. }
  18502. var holesMovements = [];
  18503. var oneHoleMovements, verticesMovements = contourMovements.concat();
  18504. for ( var h$2 = 0, hl$2 = holes.length; h$2 < hl$2; h$2 ++ ) {
  18505. var ahole$2 = holes[ h$2 ];
  18506. oneHoleMovements = [];
  18507. for ( var i$1 = 0, il$1 = ahole$2.length, j$1 = il$1 - 1, k$1 = i$1 + 1; i$1 < il$1; i$1 ++, j$1 ++, k$1 ++ ) {
  18508. if ( j$1 === il$1 ) { j$1 = 0; }
  18509. if ( k$1 === il$1 ) { k$1 = 0; }
  18510. // (j)---(i)---(k)
  18511. oneHoleMovements[ i$1 ] = getBevelVec( ahole$2[ i$1 ], ahole$2[ j$1 ], ahole$2[ k$1 ] );
  18512. }
  18513. holesMovements.push( oneHoleMovements );
  18514. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18515. }
  18516. // Loop bevelSegments, 1 for the front, 1 for the back
  18517. for ( var b = 0; b < bevelSegments; b ++ ) {
  18518. //for ( b = bevelSegments; b > 0; b -- ) {
  18519. var t = b / bevelSegments;
  18520. var z = bevelThickness * Math.cos( t * Math.PI / 2 );
  18521. var bs$1 = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  18522. // contract shape
  18523. for ( var i$2 = 0, il$2 = contour.length; i$2 < il$2; i$2 ++ ) {
  18524. var vert = scalePt2( contour[ i$2 ], contourMovements[ i$2 ], bs$1 );
  18525. v( vert.x, vert.y, - z );
  18526. }
  18527. // expand holes
  18528. for ( var h$3 = 0, hl$3 = holes.length; h$3 < hl$3; h$3 ++ ) {
  18529. var ahole$3 = holes[ h$3 ];
  18530. oneHoleMovements = holesMovements[ h$3 ];
  18531. for ( var i$3 = 0, il$3 = ahole$3.length; i$3 < il$3; i$3 ++ ) {
  18532. var vert$1 = scalePt2( ahole$3[ i$3 ], oneHoleMovements[ i$3 ], bs$1 );
  18533. v( vert$1.x, vert$1.y, - z );
  18534. }
  18535. }
  18536. }
  18537. var bs = bevelSize + bevelOffset;
  18538. // Back facing vertices
  18539. for ( var i$4 = 0; i$4 < vlen; i$4 ++ ) {
  18540. var vert$2 = bevelEnabled ? scalePt2( vertices[ i$4 ], verticesMovements[ i$4 ], bs ) : vertices[ i$4 ];
  18541. if ( ! extrudeByPath ) {
  18542. v( vert$2.x, vert$2.y, 0 );
  18543. } else {
  18544. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18545. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert$2.x );
  18546. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert$2.y );
  18547. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  18548. v( position2.x, position2.y, position2.z );
  18549. }
  18550. }
  18551. // Add stepped vertices...
  18552. // Including front facing vertices
  18553. for ( var s = 1; s <= steps; s ++ ) {
  18554. for ( var i$5 = 0; i$5 < vlen; i$5 ++ ) {
  18555. var vert$3 = bevelEnabled ? scalePt2( vertices[ i$5 ], verticesMovements[ i$5 ], bs ) : vertices[ i$5 ];
  18556. if ( ! extrudeByPath ) {
  18557. v( vert$3.x, vert$3.y, depth / steps * s );
  18558. } else {
  18559. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18560. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert$3.x );
  18561. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert$3.y );
  18562. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  18563. v( position2.x, position2.y, position2.z );
  18564. }
  18565. }
  18566. }
  18567. // Add bevel segments planes
  18568. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18569. for ( var b$1 = bevelSegments - 1; b$1 >= 0; b$1 -- ) {
  18570. var t$1 = b$1 / bevelSegments;
  18571. var z$1 = bevelThickness * Math.cos( t$1 * Math.PI / 2 );
  18572. var bs$2 = bevelSize * Math.sin( t$1 * Math.PI / 2 ) + bevelOffset;
  18573. // contract shape
  18574. for ( var i$6 = 0, il$4 = contour.length; i$6 < il$4; i$6 ++ ) {
  18575. var vert$4 = scalePt2( contour[ i$6 ], contourMovements[ i$6 ], bs$2 );
  18576. v( vert$4.x, vert$4.y, depth + z$1 );
  18577. }
  18578. // expand holes
  18579. for ( var h$4 = 0, hl$4 = holes.length; h$4 < hl$4; h$4 ++ ) {
  18580. var ahole$4 = holes[ h$4 ];
  18581. oneHoleMovements = holesMovements[ h$4 ];
  18582. for ( var i$7 = 0, il$5 = ahole$4.length; i$7 < il$5; i$7 ++ ) {
  18583. var vert$5 = scalePt2( ahole$4[ i$7 ], oneHoleMovements[ i$7 ], bs$2 );
  18584. if ( ! extrudeByPath ) {
  18585. v( vert$5.x, vert$5.y, depth + z$1 );
  18586. } else {
  18587. v( vert$5.x, vert$5.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z$1 );
  18588. }
  18589. }
  18590. }
  18591. }
  18592. /* Faces */
  18593. // Top and bottom faces
  18594. buildLidFaces();
  18595. // Sides faces
  18596. buildSideFaces();
  18597. ///// Internal functions
  18598. function buildLidFaces() {
  18599. var start = verticesArray.length / 3;
  18600. if ( bevelEnabled ) {
  18601. var layer = 0; // steps + 1
  18602. var offset = vlen * layer;
  18603. // Bottom faces
  18604. for ( var i = 0; i < flen; i ++ ) {
  18605. var face = faces[ i ];
  18606. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  18607. }
  18608. layer = steps + bevelSegments * 2;
  18609. offset = vlen * layer;
  18610. // Top faces
  18611. for ( var i$1 = 0; i$1 < flen; i$1 ++ ) {
  18612. var face$1 = faces[ i$1 ];
  18613. f3( face$1[ 0 ] + offset, face$1[ 1 ] + offset, face$1[ 2 ] + offset );
  18614. }
  18615. } else {
  18616. // Bottom faces
  18617. for ( var i$2 = 0; i$2 < flen; i$2 ++ ) {
  18618. var face$2 = faces[ i$2 ];
  18619. f3( face$2[ 2 ], face$2[ 1 ], face$2[ 0 ] );
  18620. }
  18621. // Top faces
  18622. for ( var i$3 = 0; i$3 < flen; i$3 ++ ) {
  18623. var face$3 = faces[ i$3 ];
  18624. f3( face$3[ 0 ] + vlen * steps, face$3[ 1 ] + vlen * steps, face$3[ 2 ] + vlen * steps );
  18625. }
  18626. }
  18627. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  18628. }
  18629. // Create faces for the z-sides of the shape
  18630. function buildSideFaces() {
  18631. var start = verticesArray.length / 3;
  18632. var layeroffset = 0;
  18633. sidewalls( contour, layeroffset );
  18634. layeroffset += contour.length;
  18635. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  18636. var ahole = holes[ h ];
  18637. sidewalls( ahole, layeroffset );
  18638. //, true
  18639. layeroffset += ahole.length;
  18640. }
  18641. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  18642. }
  18643. function sidewalls( contour, layeroffset ) {
  18644. var i = contour.length;
  18645. while ( -- i >= 0 ) {
  18646. var j = i;
  18647. var k = i - 1;
  18648. if ( k < 0 ) { k = contour.length - 1; }
  18649. //console.log('b', i,j, i-1, k,vertices.length);
  18650. for ( var s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  18651. var slen1 = vlen * s;
  18652. var slen2 = vlen * ( s + 1 );
  18653. var a = layeroffset + j + slen1,
  18654. b = layeroffset + k + slen1,
  18655. c = layeroffset + k + slen2,
  18656. d = layeroffset + j + slen2;
  18657. f4( a, b, c, d );
  18658. }
  18659. }
  18660. }
  18661. function v( x, y, z ) {
  18662. placeholder.push( x );
  18663. placeholder.push( y );
  18664. placeholder.push( z );
  18665. }
  18666. function f3( a, b, c ) {
  18667. addVertex( a );
  18668. addVertex( b );
  18669. addVertex( c );
  18670. var nextIndex = verticesArray.length / 3;
  18671. var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18672. addUV( uvs[ 0 ] );
  18673. addUV( uvs[ 1 ] );
  18674. addUV( uvs[ 2 ] );
  18675. }
  18676. function f4( a, b, c, d ) {
  18677. addVertex( a );
  18678. addVertex( b );
  18679. addVertex( d );
  18680. addVertex( b );
  18681. addVertex( c );
  18682. addVertex( d );
  18683. var nextIndex = verticesArray.length / 3;
  18684. var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  18685. addUV( uvs[ 0 ] );
  18686. addUV( uvs[ 1 ] );
  18687. addUV( uvs[ 3 ] );
  18688. addUV( uvs[ 1 ] );
  18689. addUV( uvs[ 2 ] );
  18690. addUV( uvs[ 3 ] );
  18691. }
  18692. function addVertex( index ) {
  18693. verticesArray.push( placeholder[ index * 3 + 0 ] );
  18694. verticesArray.push( placeholder[ index * 3 + 1 ] );
  18695. verticesArray.push( placeholder[ index * 3 + 2 ] );
  18696. }
  18697. function addUV( vector2 ) {
  18698. uvArray.push( vector2.x );
  18699. uvArray.push( vector2.y );
  18700. }
  18701. }
  18702. }
  18703. ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18704. ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
  18705. ExtrudeBufferGeometry.prototype.toJSON = function () {
  18706. var data = BufferGeometry.prototype.toJSON.call( this );
  18707. var shapes = this.parameters.shapes;
  18708. var options = this.parameters.options;
  18709. return toJSON( shapes, options, data );
  18710. };
  18711. //
  18712. var WorldUVGenerator = {
  18713. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  18714. var a_x = vertices[ indexA * 3 ];
  18715. var a_y = vertices[ indexA * 3 + 1 ];
  18716. var b_x = vertices[ indexB * 3 ];
  18717. var b_y = vertices[ indexB * 3 + 1 ];
  18718. var c_x = vertices[ indexC * 3 ];
  18719. var c_y = vertices[ indexC * 3 + 1 ];
  18720. return [
  18721. new Vector2( a_x, a_y ),
  18722. new Vector2( b_x, b_y ),
  18723. new Vector2( c_x, c_y )
  18724. ];
  18725. },
  18726. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  18727. var a_x = vertices[ indexA * 3 ];
  18728. var a_y = vertices[ indexA * 3 + 1 ];
  18729. var a_z = vertices[ indexA * 3 + 2 ];
  18730. var b_x = vertices[ indexB * 3 ];
  18731. var b_y = vertices[ indexB * 3 + 1 ];
  18732. var b_z = vertices[ indexB * 3 + 2 ];
  18733. var c_x = vertices[ indexC * 3 ];
  18734. var c_y = vertices[ indexC * 3 + 1 ];
  18735. var c_z = vertices[ indexC * 3 + 2 ];
  18736. var d_x = vertices[ indexD * 3 ];
  18737. var d_y = vertices[ indexD * 3 + 1 ];
  18738. var d_z = vertices[ indexD * 3 + 2 ];
  18739. if ( Math.abs( a_y - b_y ) < 0.01 ) {
  18740. return [
  18741. new Vector2( a_x, 1 - a_z ),
  18742. new Vector2( b_x, 1 - b_z ),
  18743. new Vector2( c_x, 1 - c_z ),
  18744. new Vector2( d_x, 1 - d_z )
  18745. ];
  18746. } else {
  18747. return [
  18748. new Vector2( a_y, 1 - a_z ),
  18749. new Vector2( b_y, 1 - b_z ),
  18750. new Vector2( c_y, 1 - c_z ),
  18751. new Vector2( d_y, 1 - d_z )
  18752. ];
  18753. }
  18754. }
  18755. };
  18756. function toJSON( shapes, options, data ) {
  18757. //
  18758. data.shapes = [];
  18759. if ( Array.isArray( shapes ) ) {
  18760. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18761. var shape = shapes[ i ];
  18762. data.shapes.push( shape.uuid );
  18763. }
  18764. } else {
  18765. data.shapes.push( shapes.uuid );
  18766. }
  18767. //
  18768. if ( options.extrudePath !== undefined ) { data.options.extrudePath = options.extrudePath.toJSON(); }
  18769. return data;
  18770. }
  18771. /**
  18772. * Text = 3D Text
  18773. *
  18774. * parameters = {
  18775. * font: <THREE.Font>, // font
  18776. *
  18777. * size: <float>, // size of the text
  18778. * height: <float>, // thickness to extrude text
  18779. * curveSegments: <int>, // number of points on the curves
  18780. *
  18781. * bevelEnabled: <bool>, // turn on bevel
  18782. * bevelThickness: <float>, // how deep into text bevel goes
  18783. * bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
  18784. * bevelOffset: <float> // how far from text outline does bevel start
  18785. * }
  18786. */
  18787. // TextGeometry
  18788. function TextGeometry( text, parameters ) {
  18789. Geometry.call( this );
  18790. this.type = 'TextGeometry';
  18791. this.parameters = {
  18792. text: text,
  18793. parameters: parameters
  18794. };
  18795. this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
  18796. this.mergeVertices();
  18797. }
  18798. TextGeometry.prototype = Object.create( Geometry.prototype );
  18799. TextGeometry.prototype.constructor = TextGeometry;
  18800. // TextBufferGeometry
  18801. function TextBufferGeometry( text, parameters ) {
  18802. parameters = parameters || {};
  18803. var font = parameters.font;
  18804. if ( ! ( font && font.isFont ) ) {
  18805. console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
  18806. return new Geometry();
  18807. }
  18808. var shapes = font.generateShapes( text, parameters.size );
  18809. // translate parameters to ExtrudeGeometry API
  18810. parameters.depth = parameters.height !== undefined ? parameters.height : 50;
  18811. // defaults
  18812. if ( parameters.bevelThickness === undefined ) { parameters.bevelThickness = 10; }
  18813. if ( parameters.bevelSize === undefined ) { parameters.bevelSize = 8; }
  18814. if ( parameters.bevelEnabled === undefined ) { parameters.bevelEnabled = false; }
  18815. ExtrudeBufferGeometry.call( this, shapes, parameters );
  18816. this.type = 'TextBufferGeometry';
  18817. }
  18818. TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
  18819. TextBufferGeometry.prototype.constructor = TextBufferGeometry;
  18820. // SphereGeometry
  18821. function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18822. Geometry.call( this );
  18823. this.type = 'SphereGeometry';
  18824. this.parameters = {
  18825. radius: radius,
  18826. widthSegments: widthSegments,
  18827. heightSegments: heightSegments,
  18828. phiStart: phiStart,
  18829. phiLength: phiLength,
  18830. thetaStart: thetaStart,
  18831. thetaLength: thetaLength
  18832. };
  18833. this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
  18834. this.mergeVertices();
  18835. }
  18836. SphereGeometry.prototype = Object.create( Geometry.prototype );
  18837. SphereGeometry.prototype.constructor = SphereGeometry;
  18838. // SphereBufferGeometry
  18839. function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18840. BufferGeometry.call( this );
  18841. this.type = 'SphereBufferGeometry';
  18842. this.parameters = {
  18843. radius: radius,
  18844. widthSegments: widthSegments,
  18845. heightSegments: heightSegments,
  18846. phiStart: phiStart,
  18847. phiLength: phiLength,
  18848. thetaStart: thetaStart,
  18849. thetaLength: thetaLength
  18850. };
  18851. radius = radius || 1;
  18852. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18853. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18854. phiStart = phiStart !== undefined ? phiStart : 0;
  18855. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18856. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18857. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18858. var thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  18859. var index = 0;
  18860. var grid = [];
  18861. var vertex = new Vector3();
  18862. var normal = new Vector3();
  18863. // buffers
  18864. var indices = [];
  18865. var vertices = [];
  18866. var normals = [];
  18867. var uvs = [];
  18868. // generate vertices, normals and uvs
  18869. for ( var iy = 0; iy <= heightSegments; iy ++ ) {
  18870. var verticesRow = [];
  18871. var v = iy / heightSegments;
  18872. // special case for the poles
  18873. var uOffset = 0;
  18874. if ( iy == 0 && thetaStart == 0 ) {
  18875. uOffset = 0.5 / widthSegments;
  18876. } else if ( iy == heightSegments && thetaEnd == Math.PI ) {
  18877. uOffset = - 0.5 / widthSegments;
  18878. }
  18879. for ( var ix = 0; ix <= widthSegments; ix ++ ) {
  18880. var u = ix / widthSegments;
  18881. // vertex
  18882. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18883. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18884. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18885. vertices.push( vertex.x, vertex.y, vertex.z );
  18886. // normal
  18887. normal.copy( vertex ).normalize();
  18888. normals.push( normal.x, normal.y, normal.z );
  18889. // uv
  18890. uvs.push( u + uOffset, 1 - v );
  18891. verticesRow.push( index ++ );
  18892. }
  18893. grid.push( verticesRow );
  18894. }
  18895. // indices
  18896. for ( var iy$1 = 0; iy$1 < heightSegments; iy$1 ++ ) {
  18897. for ( var ix$1 = 0; ix$1 < widthSegments; ix$1 ++ ) {
  18898. var a = grid[ iy$1 ][ ix$1 + 1 ];
  18899. var b = grid[ iy$1 ][ ix$1 ];
  18900. var c = grid[ iy$1 + 1 ][ ix$1 ];
  18901. var d = grid[ iy$1 + 1 ][ ix$1 + 1 ];
  18902. if ( iy$1 !== 0 || thetaStart > 0 ) { indices.push( a, b, d ); }
  18903. if ( iy$1 !== heightSegments - 1 || thetaEnd < Math.PI ) { indices.push( b, c, d ); }
  18904. }
  18905. }
  18906. // build geometry
  18907. this.setIndex( indices );
  18908. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18909. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18910. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18911. }
  18912. SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18913. SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
  18914. // RingGeometry
  18915. function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18916. Geometry.call( this );
  18917. this.type = 'RingGeometry';
  18918. this.parameters = {
  18919. innerRadius: innerRadius,
  18920. outerRadius: outerRadius,
  18921. thetaSegments: thetaSegments,
  18922. phiSegments: phiSegments,
  18923. thetaStart: thetaStart,
  18924. thetaLength: thetaLength
  18925. };
  18926. this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
  18927. this.mergeVertices();
  18928. }
  18929. RingGeometry.prototype = Object.create( Geometry.prototype );
  18930. RingGeometry.prototype.constructor = RingGeometry;
  18931. // RingBufferGeometry
  18932. function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18933. BufferGeometry.call( this );
  18934. this.type = 'RingBufferGeometry';
  18935. this.parameters = {
  18936. innerRadius: innerRadius,
  18937. outerRadius: outerRadius,
  18938. thetaSegments: thetaSegments,
  18939. phiSegments: phiSegments,
  18940. thetaStart: thetaStart,
  18941. thetaLength: thetaLength
  18942. };
  18943. innerRadius = innerRadius || 0.5;
  18944. outerRadius = outerRadius || 1;
  18945. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18946. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18947. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18948. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
  18949. // buffers
  18950. var indices = [];
  18951. var vertices = [];
  18952. var normals = [];
  18953. var uvs = [];
  18954. // some helper variables
  18955. var radius = innerRadius;
  18956. var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18957. var vertex = new Vector3();
  18958. var uv = new Vector2();
  18959. // generate vertices, normals and uvs
  18960. for ( var j = 0; j <= phiSegments; j ++ ) {
  18961. for ( var i = 0; i <= thetaSegments; i ++ ) {
  18962. // values are generate from the inside of the ring to the outside
  18963. var segment = thetaStart + i / thetaSegments * thetaLength;
  18964. // vertex
  18965. vertex.x = radius * Math.cos( segment );
  18966. vertex.y = radius * Math.sin( segment );
  18967. vertices.push( vertex.x, vertex.y, vertex.z );
  18968. // normal
  18969. normals.push( 0, 0, 1 );
  18970. // uv
  18971. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  18972. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  18973. uvs.push( uv.x, uv.y );
  18974. }
  18975. // increase the radius for next row of vertices
  18976. radius += radiusStep;
  18977. }
  18978. // indices
  18979. for ( var j$1 = 0; j$1 < phiSegments; j$1 ++ ) {
  18980. var thetaSegmentLevel = j$1 * ( thetaSegments + 1 );
  18981. for ( var i$1 = 0; i$1 < thetaSegments; i$1 ++ ) {
  18982. var segment$1 = i$1 + thetaSegmentLevel;
  18983. var a = segment$1;
  18984. var b = segment$1 + thetaSegments + 1;
  18985. var c = segment$1 + thetaSegments + 2;
  18986. var d = segment$1 + 1;
  18987. // faces
  18988. indices.push( a, b, d );
  18989. indices.push( b, c, d );
  18990. }
  18991. }
  18992. // build geometry
  18993. this.setIndex( indices );
  18994. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  18995. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  18996. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  18997. }
  18998. RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  18999. RingBufferGeometry.prototype.constructor = RingBufferGeometry;
  19000. // LatheGeometry
  19001. function LatheGeometry( points, segments, phiStart, phiLength ) {
  19002. Geometry.call( this );
  19003. this.type = 'LatheGeometry';
  19004. this.parameters = {
  19005. points: points,
  19006. segments: segments,
  19007. phiStart: phiStart,
  19008. phiLength: phiLength
  19009. };
  19010. this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
  19011. this.mergeVertices();
  19012. }
  19013. LatheGeometry.prototype = Object.create( Geometry.prototype );
  19014. LatheGeometry.prototype.constructor = LatheGeometry;
  19015. // LatheBufferGeometry
  19016. function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
  19017. BufferGeometry.call( this );
  19018. this.type = 'LatheBufferGeometry';
  19019. this.parameters = {
  19020. points: points,
  19021. segments: segments,
  19022. phiStart: phiStart,
  19023. phiLength: phiLength
  19024. };
  19025. segments = Math.floor( segments ) || 12;
  19026. phiStart = phiStart || 0;
  19027. phiLength = phiLength || Math.PI * 2;
  19028. // clamp phiLength so it's in range of [ 0, 2PI ]
  19029. phiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );
  19030. // buffers
  19031. var indices = [];
  19032. var vertices = [];
  19033. var uvs = [];
  19034. // helper variables
  19035. var inverseSegments = 1.0 / segments;
  19036. var vertex = new Vector3();
  19037. var uv = new Vector2();
  19038. // generate vertices and uvs
  19039. for ( var i = 0; i <= segments; i ++ ) {
  19040. var phi = phiStart + i * inverseSegments * phiLength;
  19041. var sin = Math.sin( phi );
  19042. var cos = Math.cos( phi );
  19043. for ( var j = 0; j <= ( points.length - 1 ); j ++ ) {
  19044. // vertex
  19045. vertex.x = points[ j ].x * sin;
  19046. vertex.y = points[ j ].y;
  19047. vertex.z = points[ j ].x * cos;
  19048. vertices.push( vertex.x, vertex.y, vertex.z );
  19049. // uv
  19050. uv.x = i / segments;
  19051. uv.y = j / ( points.length - 1 );
  19052. uvs.push( uv.x, uv.y );
  19053. }
  19054. }
  19055. // indices
  19056. for ( var i$1 = 0; i$1 < segments; i$1 ++ ) {
  19057. for ( var j$1 = 0; j$1 < ( points.length - 1 ); j$1 ++ ) {
  19058. var base = j$1 + i$1 * points.length;
  19059. var a = base;
  19060. var b = base + points.length;
  19061. var c = base + points.length + 1;
  19062. var d = base + 1;
  19063. // faces
  19064. indices.push( a, b, d );
  19065. indices.push( b, c, d );
  19066. }
  19067. }
  19068. // build geometry
  19069. this.setIndex( indices );
  19070. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19071. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19072. // generate normals
  19073. this.computeVertexNormals();
  19074. // if the geometry is closed, we need to average the normals along the seam.
  19075. // because the corresponding vertices are identical (but still have different UVs).
  19076. if ( phiLength === Math.PI * 2 ) {
  19077. var normals = this.attributes.normal.array;
  19078. var n1 = new Vector3();
  19079. var n2 = new Vector3();
  19080. var n = new Vector3();
  19081. // this is the buffer offset for the last line of vertices
  19082. var base$1 = segments * points.length * 3;
  19083. for ( var i$2 = 0, j$2 = 0; i$2 < points.length; i$2 ++, j$2 += 3 ) {
  19084. // select the normal of the vertex in the first line
  19085. n1.x = normals[ j$2 + 0 ];
  19086. n1.y = normals[ j$2 + 1 ];
  19087. n1.z = normals[ j$2 + 2 ];
  19088. // select the normal of the vertex in the last line
  19089. n2.x = normals[ base$1 + j$2 + 0 ];
  19090. n2.y = normals[ base$1 + j$2 + 1 ];
  19091. n2.z = normals[ base$1 + j$2 + 2 ];
  19092. // average normals
  19093. n.addVectors( n1, n2 ).normalize();
  19094. // assign the new values to both normals
  19095. normals[ j$2 + 0 ] = normals[ base$1 + j$2 + 0 ] = n.x;
  19096. normals[ j$2 + 1 ] = normals[ base$1 + j$2 + 1 ] = n.y;
  19097. normals[ j$2 + 2 ] = normals[ base$1 + j$2 + 2 ] = n.z;
  19098. }
  19099. }
  19100. }
  19101. LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19102. LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
  19103. // ShapeGeometry
  19104. function ShapeGeometry( shapes, curveSegments ) {
  19105. Geometry.call( this );
  19106. this.type = 'ShapeGeometry';
  19107. if ( typeof curveSegments === 'object' ) {
  19108. console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
  19109. curveSegments = curveSegments.curveSegments;
  19110. }
  19111. this.parameters = {
  19112. shapes: shapes,
  19113. curveSegments: curveSegments
  19114. };
  19115. this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
  19116. this.mergeVertices();
  19117. }
  19118. ShapeGeometry.prototype = Object.create( Geometry.prototype );
  19119. ShapeGeometry.prototype.constructor = ShapeGeometry;
  19120. ShapeGeometry.prototype.toJSON = function () {
  19121. var data = Geometry.prototype.toJSON.call( this );
  19122. var shapes = this.parameters.shapes;
  19123. return toJSON$1( shapes, data );
  19124. };
  19125. // ShapeBufferGeometry
  19126. function ShapeBufferGeometry( shapes, curveSegments ) {
  19127. BufferGeometry.call( this );
  19128. this.type = 'ShapeBufferGeometry';
  19129. this.parameters = {
  19130. shapes: shapes,
  19131. curveSegments: curveSegments
  19132. };
  19133. curveSegments = curveSegments || 12;
  19134. // buffers
  19135. var indices = [];
  19136. var vertices = [];
  19137. var normals = [];
  19138. var uvs = [];
  19139. // helper variables
  19140. var groupStart = 0;
  19141. var groupCount = 0;
  19142. // allow single and array values for "shapes" parameter
  19143. if ( Array.isArray( shapes ) === false ) {
  19144. addShape( shapes );
  19145. } else {
  19146. for ( var i = 0; i < shapes.length; i ++ ) {
  19147. addShape( shapes[ i ] );
  19148. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  19149. groupStart += groupCount;
  19150. groupCount = 0;
  19151. }
  19152. }
  19153. // build geometry
  19154. this.setIndex( indices );
  19155. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19156. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19157. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19158. // helper functions
  19159. function addShape( shape ) {
  19160. var indexOffset = vertices.length / 3;
  19161. var points = shape.extractPoints( curveSegments );
  19162. var shapeVertices = points.shape;
  19163. var shapeHoles = points.holes;
  19164. // check direction of vertices
  19165. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  19166. shapeVertices = shapeVertices.reverse();
  19167. }
  19168. for ( var i = 0, l = shapeHoles.length; i < l; i ++ ) {
  19169. var shapeHole = shapeHoles[ i ];
  19170. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  19171. shapeHoles[ i ] = shapeHole.reverse();
  19172. }
  19173. }
  19174. var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  19175. // join vertices of inner and outer paths to a single array
  19176. for ( var i$1 = 0, l$1 = shapeHoles.length; i$1 < l$1; i$1 ++ ) {
  19177. var shapeHole$1 = shapeHoles[ i$1 ];
  19178. shapeVertices = shapeVertices.concat( shapeHole$1 );
  19179. }
  19180. // vertices, normals, uvs
  19181. for ( var i$2 = 0, l$2 = shapeVertices.length; i$2 < l$2; i$2 ++ ) {
  19182. var vertex = shapeVertices[ i$2 ];
  19183. vertices.push( vertex.x, vertex.y, 0 );
  19184. normals.push( 0, 0, 1 );
  19185. uvs.push( vertex.x, vertex.y ); // world uvs
  19186. }
  19187. // incides
  19188. for ( var i$3 = 0, l$3 = faces.length; i$3 < l$3; i$3 ++ ) {
  19189. var face = faces[ i$3 ];
  19190. var a = face[ 0 ] + indexOffset;
  19191. var b = face[ 1 ] + indexOffset;
  19192. var c = face[ 2 ] + indexOffset;
  19193. indices.push( a, b, c );
  19194. groupCount += 3;
  19195. }
  19196. }
  19197. }
  19198. ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19199. ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
  19200. ShapeBufferGeometry.prototype.toJSON = function () {
  19201. var data = BufferGeometry.prototype.toJSON.call( this );
  19202. var shapes = this.parameters.shapes;
  19203. return toJSON$1( shapes, data );
  19204. };
  19205. //
  19206. function toJSON$1( shapes, data ) {
  19207. data.shapes = [];
  19208. if ( Array.isArray( shapes ) ) {
  19209. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19210. var shape = shapes[ i ];
  19211. data.shapes.push( shape.uuid );
  19212. }
  19213. } else {
  19214. data.shapes.push( shapes.uuid );
  19215. }
  19216. return data;
  19217. }
  19218. function EdgesGeometry( geometry, thresholdAngle ) {
  19219. BufferGeometry.call( this );
  19220. this.type = 'EdgesGeometry';
  19221. this.parameters = {
  19222. thresholdAngle: thresholdAngle
  19223. };
  19224. thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
  19225. // buffer
  19226. var vertices = [];
  19227. // helper variables
  19228. var thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
  19229. var edge = [ 0, 0 ], edges = {};
  19230. var edge1, edge2, key;
  19231. var keys = [ 'a', 'b', 'c' ];
  19232. // prepare source geometry
  19233. var geometry2;
  19234. if ( geometry.isBufferGeometry ) {
  19235. geometry2 = new Geometry();
  19236. geometry2.fromBufferGeometry( geometry );
  19237. } else {
  19238. geometry2 = geometry.clone();
  19239. }
  19240. geometry2.mergeVertices();
  19241. geometry2.computeFaceNormals();
  19242. var sourceVertices = geometry2.vertices;
  19243. var faces = geometry2.faces;
  19244. // now create a data structure where each entry represents an edge with its adjoining faces
  19245. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19246. var face = faces[ i ];
  19247. for ( var j = 0; j < 3; j ++ ) {
  19248. edge1 = face[ keys[ j ] ];
  19249. edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
  19250. edge[ 0 ] = Math.min( edge1, edge2 );
  19251. edge[ 1 ] = Math.max( edge1, edge2 );
  19252. key = edge[ 0 ] + ',' + edge[ 1 ];
  19253. if ( edges[ key ] === undefined ) {
  19254. edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
  19255. } else {
  19256. edges[ key ].face2 = i;
  19257. }
  19258. }
  19259. }
  19260. // generate vertices
  19261. for ( key in edges ) {
  19262. var e = edges[ key ];
  19263. // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
  19264. if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
  19265. var vertex = sourceVertices[ e.index1 ];
  19266. vertices.push( vertex.x, vertex.y, vertex.z );
  19267. vertex = sourceVertices[ e.index2 ];
  19268. vertices.push( vertex.x, vertex.y, vertex.z );
  19269. }
  19270. }
  19271. // build geometry
  19272. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19273. }
  19274. EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
  19275. EdgesGeometry.prototype.constructor = EdgesGeometry;
  19276. // CylinderGeometry
  19277. function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19278. Geometry.call( this );
  19279. this.type = 'CylinderGeometry';
  19280. this.parameters = {
  19281. radiusTop: radiusTop,
  19282. radiusBottom: radiusBottom,
  19283. height: height,
  19284. radialSegments: radialSegments,
  19285. heightSegments: heightSegments,
  19286. openEnded: openEnded,
  19287. thetaStart: thetaStart,
  19288. thetaLength: thetaLength
  19289. };
  19290. this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
  19291. this.mergeVertices();
  19292. }
  19293. CylinderGeometry.prototype = Object.create( Geometry.prototype );
  19294. CylinderGeometry.prototype.constructor = CylinderGeometry;
  19295. // CylinderBufferGeometry
  19296. function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19297. BufferGeometry.call( this );
  19298. this.type = 'CylinderBufferGeometry';
  19299. this.parameters = {
  19300. radiusTop: radiusTop,
  19301. radiusBottom: radiusBottom,
  19302. height: height,
  19303. radialSegments: radialSegments,
  19304. heightSegments: heightSegments,
  19305. openEnded: openEnded,
  19306. thetaStart: thetaStart,
  19307. thetaLength: thetaLength
  19308. };
  19309. var scope = this;
  19310. radiusTop = radiusTop !== undefined ? radiusTop : 1;
  19311. radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
  19312. height = height || 1;
  19313. radialSegments = Math.floor( radialSegments ) || 8;
  19314. heightSegments = Math.floor( heightSegments ) || 1;
  19315. openEnded = openEnded !== undefined ? openEnded : false;
  19316. thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
  19317. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19318. // buffers
  19319. var indices = [];
  19320. var vertices = [];
  19321. var normals = [];
  19322. var uvs = [];
  19323. // helper variables
  19324. var index = 0;
  19325. var indexArray = [];
  19326. var halfHeight = height / 2;
  19327. var groupStart = 0;
  19328. // generate geometry
  19329. generateTorso();
  19330. if ( openEnded === false ) {
  19331. if ( radiusTop > 0 ) { generateCap( true ); }
  19332. if ( radiusBottom > 0 ) { generateCap( false ); }
  19333. }
  19334. // build geometry
  19335. this.setIndex( indices );
  19336. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19337. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19338. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19339. function generateTorso() {
  19340. var normal = new Vector3();
  19341. var vertex = new Vector3();
  19342. var groupCount = 0;
  19343. // this will be used to calculate the normal
  19344. var slope = ( radiusBottom - radiusTop ) / height;
  19345. // generate vertices, normals and uvs
  19346. for ( var y = 0; y <= heightSegments; y ++ ) {
  19347. var indexRow = [];
  19348. var v = y / heightSegments;
  19349. // calculate the radius of the current row
  19350. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  19351. for ( var x = 0; x <= radialSegments; x ++ ) {
  19352. var u = x / radialSegments;
  19353. var theta = u * thetaLength + thetaStart;
  19354. var sinTheta = Math.sin( theta );
  19355. var cosTheta = Math.cos( theta );
  19356. // vertex
  19357. vertex.x = radius * sinTheta;
  19358. vertex.y = - v * height + halfHeight;
  19359. vertex.z = radius * cosTheta;
  19360. vertices.push( vertex.x, vertex.y, vertex.z );
  19361. // normal
  19362. normal.set( sinTheta, slope, cosTheta ).normalize();
  19363. normals.push( normal.x, normal.y, normal.z );
  19364. // uv
  19365. uvs.push( u, 1 - v );
  19366. // save index of vertex in respective row
  19367. indexRow.push( index ++ );
  19368. }
  19369. // now save vertices of the row in our index array
  19370. indexArray.push( indexRow );
  19371. }
  19372. // generate indices
  19373. for ( var x$1 = 0; x$1 < radialSegments; x$1 ++ ) {
  19374. for ( var y$1 = 0; y$1 < heightSegments; y$1 ++ ) {
  19375. // we use the index array to access the correct indices
  19376. var a = indexArray[ y$1 ][ x$1 ];
  19377. var b = indexArray[ y$1 + 1 ][ x$1 ];
  19378. var c = indexArray[ y$1 + 1 ][ x$1 + 1 ];
  19379. var d = indexArray[ y$1 ][ x$1 + 1 ];
  19380. // faces
  19381. indices.push( a, b, d );
  19382. indices.push( b, c, d );
  19383. // update group counter
  19384. groupCount += 6;
  19385. }
  19386. }
  19387. // add a group to the geometry. this will ensure multi material support
  19388. scope.addGroup( groupStart, groupCount, 0 );
  19389. // calculate new start value for groups
  19390. groupStart += groupCount;
  19391. }
  19392. function generateCap( top ) {
  19393. var centerIndexStart, centerIndexEnd;
  19394. var uv = new Vector2();
  19395. var vertex = new Vector3();
  19396. var groupCount = 0;
  19397. var radius = ( top === true ) ? radiusTop : radiusBottom;
  19398. var sign = ( top === true ) ? 1 : - 1;
  19399. // save the index of the first center vertex
  19400. centerIndexStart = index;
  19401. // first we generate the center vertex data of the cap.
  19402. // because the geometry needs one set of uvs per face,
  19403. // we must generate a center vertex per face/segment
  19404. for ( var x = 1; x <= radialSegments; x ++ ) {
  19405. // vertex
  19406. vertices.push( 0, halfHeight * sign, 0 );
  19407. // normal
  19408. normals.push( 0, sign, 0 );
  19409. // uv
  19410. uvs.push( 0.5, 0.5 );
  19411. // increase index
  19412. index ++;
  19413. }
  19414. // save the index of the last center vertex
  19415. centerIndexEnd = index;
  19416. // now we generate the surrounding vertices, normals and uvs
  19417. for ( var x$1 = 0; x$1 <= radialSegments; x$1 ++ ) {
  19418. var u = x$1 / radialSegments;
  19419. var theta = u * thetaLength + thetaStart;
  19420. var cosTheta = Math.cos( theta );
  19421. var sinTheta = Math.sin( theta );
  19422. // vertex
  19423. vertex.x = radius * sinTheta;
  19424. vertex.y = halfHeight * sign;
  19425. vertex.z = radius * cosTheta;
  19426. vertices.push( vertex.x, vertex.y, vertex.z );
  19427. // normal
  19428. normals.push( 0, sign, 0 );
  19429. // uv
  19430. uv.x = ( cosTheta * 0.5 ) + 0.5;
  19431. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  19432. uvs.push( uv.x, uv.y );
  19433. // increase index
  19434. index ++;
  19435. }
  19436. // generate indices
  19437. for ( var x$2 = 0; x$2 < radialSegments; x$2 ++ ) {
  19438. var c = centerIndexStart + x$2;
  19439. var i = centerIndexEnd + x$2;
  19440. if ( top === true ) {
  19441. // face top
  19442. indices.push( i, i + 1, c );
  19443. } else {
  19444. // face bottom
  19445. indices.push( i + 1, i, c );
  19446. }
  19447. groupCount += 3;
  19448. }
  19449. // add a group to the geometry. this will ensure multi material support
  19450. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  19451. // calculate new start value for groups
  19452. groupStart += groupCount;
  19453. }
  19454. }
  19455. CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19456. CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;
  19457. // ConeGeometry
  19458. function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19459. CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19460. this.type = 'ConeGeometry';
  19461. this.parameters = {
  19462. radius: radius,
  19463. height: height,
  19464. radialSegments: radialSegments,
  19465. heightSegments: heightSegments,
  19466. openEnded: openEnded,
  19467. thetaStart: thetaStart,
  19468. thetaLength: thetaLength
  19469. };
  19470. }
  19471. ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
  19472. ConeGeometry.prototype.constructor = ConeGeometry;
  19473. // ConeBufferGeometry
  19474. function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
  19475. CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  19476. this.type = 'ConeBufferGeometry';
  19477. this.parameters = {
  19478. radius: radius,
  19479. height: height,
  19480. radialSegments: radialSegments,
  19481. heightSegments: heightSegments,
  19482. openEnded: openEnded,
  19483. thetaStart: thetaStart,
  19484. thetaLength: thetaLength
  19485. };
  19486. }
  19487. ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
  19488. ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
  19489. // CircleGeometry
  19490. function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
  19491. Geometry.call( this );
  19492. this.type = 'CircleGeometry';
  19493. this.parameters = {
  19494. radius: radius,
  19495. segments: segments,
  19496. thetaStart: thetaStart,
  19497. thetaLength: thetaLength
  19498. };
  19499. this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
  19500. this.mergeVertices();
  19501. }
  19502. CircleGeometry.prototype = Object.create( Geometry.prototype );
  19503. CircleGeometry.prototype.constructor = CircleGeometry;
  19504. // CircleBufferGeometry
  19505. function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
  19506. BufferGeometry.call( this );
  19507. this.type = 'CircleBufferGeometry';
  19508. this.parameters = {
  19509. radius: radius,
  19510. segments: segments,
  19511. thetaStart: thetaStart,
  19512. thetaLength: thetaLength
  19513. };
  19514. radius = radius || 1;
  19515. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  19516. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19517. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19518. // buffers
  19519. var indices = [];
  19520. var vertices = [];
  19521. var normals = [];
  19522. var uvs = [];
  19523. // helper variables
  19524. var vertex = new Vector3();
  19525. var uv = new Vector2();
  19526. // center point
  19527. vertices.push( 0, 0, 0 );
  19528. normals.push( 0, 0, 1 );
  19529. uvs.push( 0.5, 0.5 );
  19530. for ( var s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  19531. var segment = thetaStart + s / segments * thetaLength;
  19532. // vertex
  19533. vertex.x = radius * Math.cos( segment );
  19534. vertex.y = radius * Math.sin( segment );
  19535. vertices.push( vertex.x, vertex.y, vertex.z );
  19536. // normal
  19537. normals.push( 0, 0, 1 );
  19538. // uvs
  19539. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  19540. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  19541. uvs.push( uv.x, uv.y );
  19542. }
  19543. // indices
  19544. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  19545. indices.push( i$1, i$1 + 1, 0 );
  19546. }
  19547. // build geometry
  19548. this.setIndex( indices );
  19549. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  19550. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  19551. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  19552. }
  19553. CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
  19554. CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
  19555. var Geometries = /*#__PURE__*/Object.freeze({
  19556. __proto__: null,
  19557. WireframeGeometry: WireframeGeometry,
  19558. ParametricGeometry: ParametricGeometry,
  19559. ParametricBufferGeometry: ParametricBufferGeometry,
  19560. TetrahedronGeometry: TetrahedronGeometry,
  19561. TetrahedronBufferGeometry: TetrahedronBufferGeometry,
  19562. OctahedronGeometry: OctahedronGeometry,
  19563. OctahedronBufferGeometry: OctahedronBufferGeometry,
  19564. IcosahedronGeometry: IcosahedronGeometry,
  19565. IcosahedronBufferGeometry: IcosahedronBufferGeometry,
  19566. DodecahedronGeometry: DodecahedronGeometry,
  19567. DodecahedronBufferGeometry: DodecahedronBufferGeometry,
  19568. PolyhedronGeometry: PolyhedronGeometry,
  19569. PolyhedronBufferGeometry: PolyhedronBufferGeometry,
  19570. TubeGeometry: TubeGeometry,
  19571. TubeBufferGeometry: TubeBufferGeometry,
  19572. TorusKnotGeometry: TorusKnotGeometry,
  19573. TorusKnotBufferGeometry: TorusKnotBufferGeometry,
  19574. TorusGeometry: TorusGeometry,
  19575. TorusBufferGeometry: TorusBufferGeometry,
  19576. TextGeometry: TextGeometry,
  19577. TextBufferGeometry: TextBufferGeometry,
  19578. SphereGeometry: SphereGeometry,
  19579. SphereBufferGeometry: SphereBufferGeometry,
  19580. RingGeometry: RingGeometry,
  19581. RingBufferGeometry: RingBufferGeometry,
  19582. PlaneGeometry: PlaneGeometry,
  19583. PlaneBufferGeometry: PlaneBufferGeometry,
  19584. LatheGeometry: LatheGeometry,
  19585. LatheBufferGeometry: LatheBufferGeometry,
  19586. ShapeGeometry: ShapeGeometry,
  19587. ShapeBufferGeometry: ShapeBufferGeometry,
  19588. ExtrudeGeometry: ExtrudeGeometry,
  19589. ExtrudeBufferGeometry: ExtrudeBufferGeometry,
  19590. EdgesGeometry: EdgesGeometry,
  19591. ConeGeometry: ConeGeometry,
  19592. ConeBufferGeometry: ConeBufferGeometry,
  19593. CylinderGeometry: CylinderGeometry,
  19594. CylinderBufferGeometry: CylinderBufferGeometry,
  19595. CircleGeometry: CircleGeometry,
  19596. CircleBufferGeometry: CircleBufferGeometry,
  19597. BoxGeometry: BoxGeometry,
  19598. BoxBufferGeometry: BoxBufferGeometry
  19599. });
  19600. /**
  19601. * parameters = {
  19602. * color: <THREE.Color>
  19603. * }
  19604. */
  19605. function ShadowMaterial( parameters ) {
  19606. Material.call( this );
  19607. this.type = 'ShadowMaterial';
  19608. this.color = new Color( 0x000000 );
  19609. this.transparent = true;
  19610. this.setValues( parameters );
  19611. }
  19612. ShadowMaterial.prototype = Object.create( Material.prototype );
  19613. ShadowMaterial.prototype.constructor = ShadowMaterial;
  19614. ShadowMaterial.prototype.isShadowMaterial = true;
  19615. ShadowMaterial.prototype.copy = function ( source ) {
  19616. Material.prototype.copy.call( this, source );
  19617. this.color.copy( source.color );
  19618. return this;
  19619. };
  19620. function RawShaderMaterial( parameters ) {
  19621. ShaderMaterial.call( this, parameters );
  19622. this.type = 'RawShaderMaterial';
  19623. }
  19624. RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
  19625. RawShaderMaterial.prototype.constructor = RawShaderMaterial;
  19626. RawShaderMaterial.prototype.isRawShaderMaterial = true;
  19627. /**
  19628. * parameters = {
  19629. * color: <hex>,
  19630. * roughness: <float>,
  19631. * metalness: <float>,
  19632. * opacity: <float>,
  19633. *
  19634. * map: new THREE.Texture( <Image> ),
  19635. *
  19636. * lightMap: new THREE.Texture( <Image> ),
  19637. * lightMapIntensity: <float>
  19638. *
  19639. * aoMap: new THREE.Texture( <Image> ),
  19640. * aoMapIntensity: <float>
  19641. *
  19642. * emissive: <hex>,
  19643. * emissiveIntensity: <float>
  19644. * emissiveMap: new THREE.Texture( <Image> ),
  19645. *
  19646. * bumpMap: new THREE.Texture( <Image> ),
  19647. * bumpScale: <float>,
  19648. *
  19649. * normalMap: new THREE.Texture( <Image> ),
  19650. * normalMapType: THREE.TangentSpaceNormalMap,
  19651. * normalScale: <Vector2>,
  19652. *
  19653. * displacementMap: new THREE.Texture( <Image> ),
  19654. * displacementScale: <float>,
  19655. * displacementBias: <float>,
  19656. *
  19657. * roughnessMap: new THREE.Texture( <Image> ),
  19658. *
  19659. * metalnessMap: new THREE.Texture( <Image> ),
  19660. *
  19661. * alphaMap: new THREE.Texture( <Image> ),
  19662. *
  19663. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19664. * envMapIntensity: <float>
  19665. *
  19666. * refractionRatio: <float>,
  19667. *
  19668. * wireframe: <boolean>,
  19669. * wireframeLinewidth: <float>,
  19670. *
  19671. * skinning: <bool>,
  19672. * morphTargets: <bool>,
  19673. * morphNormals: <bool>
  19674. * }
  19675. */
  19676. function MeshStandardMaterial( parameters ) {
  19677. Material.call( this );
  19678. this.defines = { 'STANDARD': '' };
  19679. this.type = 'MeshStandardMaterial';
  19680. this.color = new Color( 0xffffff ); // diffuse
  19681. this.roughness = 1.0;
  19682. this.metalness = 0.0;
  19683. this.map = null;
  19684. this.lightMap = null;
  19685. this.lightMapIntensity = 1.0;
  19686. this.aoMap = null;
  19687. this.aoMapIntensity = 1.0;
  19688. this.emissive = new Color( 0x000000 );
  19689. this.emissiveIntensity = 1.0;
  19690. this.emissiveMap = null;
  19691. this.bumpMap = null;
  19692. this.bumpScale = 1;
  19693. this.normalMap = null;
  19694. this.normalMapType = TangentSpaceNormalMap;
  19695. this.normalScale = new Vector2( 1, 1 );
  19696. this.displacementMap = null;
  19697. this.displacementScale = 1;
  19698. this.displacementBias = 0;
  19699. this.roughnessMap = null;
  19700. this.metalnessMap = null;
  19701. this.alphaMap = null;
  19702. this.envMap = null;
  19703. this.envMapIntensity = 1.0;
  19704. this.refractionRatio = 0.98;
  19705. this.wireframe = false;
  19706. this.wireframeLinewidth = 1;
  19707. this.wireframeLinecap = 'round';
  19708. this.wireframeLinejoin = 'round';
  19709. this.skinning = false;
  19710. this.morphTargets = false;
  19711. this.morphNormals = false;
  19712. this.vertexTangents = false;
  19713. this.setValues( parameters );
  19714. }
  19715. MeshStandardMaterial.prototype = Object.create( Material.prototype );
  19716. MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
  19717. MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
  19718. MeshStandardMaterial.prototype.copy = function ( source ) {
  19719. Material.prototype.copy.call( this, source );
  19720. this.defines = { 'STANDARD': '' };
  19721. this.color.copy( source.color );
  19722. this.roughness = source.roughness;
  19723. this.metalness = source.metalness;
  19724. this.map = source.map;
  19725. this.lightMap = source.lightMap;
  19726. this.lightMapIntensity = source.lightMapIntensity;
  19727. this.aoMap = source.aoMap;
  19728. this.aoMapIntensity = source.aoMapIntensity;
  19729. this.emissive.copy( source.emissive );
  19730. this.emissiveMap = source.emissiveMap;
  19731. this.emissiveIntensity = source.emissiveIntensity;
  19732. this.bumpMap = source.bumpMap;
  19733. this.bumpScale = source.bumpScale;
  19734. this.normalMap = source.normalMap;
  19735. this.normalMapType = source.normalMapType;
  19736. this.normalScale.copy( source.normalScale );
  19737. this.displacementMap = source.displacementMap;
  19738. this.displacementScale = source.displacementScale;
  19739. this.displacementBias = source.displacementBias;
  19740. this.roughnessMap = source.roughnessMap;
  19741. this.metalnessMap = source.metalnessMap;
  19742. this.alphaMap = source.alphaMap;
  19743. this.envMap = source.envMap;
  19744. this.envMapIntensity = source.envMapIntensity;
  19745. this.refractionRatio = source.refractionRatio;
  19746. this.wireframe = source.wireframe;
  19747. this.wireframeLinewidth = source.wireframeLinewidth;
  19748. this.wireframeLinecap = source.wireframeLinecap;
  19749. this.wireframeLinejoin = source.wireframeLinejoin;
  19750. this.skinning = source.skinning;
  19751. this.morphTargets = source.morphTargets;
  19752. this.morphNormals = source.morphNormals;
  19753. this.vertexTangents = source.vertexTangents;
  19754. return this;
  19755. };
  19756. /**
  19757. * parameters = {
  19758. * clearcoat: <float>,
  19759. * clearcoatMap: new THREE.Texture( <Image> ),
  19760. * clearcoatRoughness: <float>,
  19761. * clearcoatRoughnessMap: new THREE.Texture( <Image> ),
  19762. * clearcoatNormalScale: <Vector2>,
  19763. * clearcoatNormalMap: new THREE.Texture( <Image> ),
  19764. *
  19765. * reflectivity: <float>,
  19766. *
  19767. * sheen: <Color>,
  19768. *
  19769. * transmission: <float>,
  19770. * transmissionMap: new THREE.Texture( <Image> )
  19771. * }
  19772. */
  19773. function MeshPhysicalMaterial( parameters ) {
  19774. MeshStandardMaterial.call( this );
  19775. this.defines = {
  19776. 'STANDARD': '',
  19777. 'PHYSICAL': ''
  19778. };
  19779. this.type = 'MeshPhysicalMaterial';
  19780. this.clearcoat = 0.0;
  19781. this.clearcoatMap = null;
  19782. this.clearcoatRoughness = 0.0;
  19783. this.clearcoatRoughnessMap = null;
  19784. this.clearcoatNormalScale = new Vector2( 1, 1 );
  19785. this.clearcoatNormalMap = null;
  19786. this.reflectivity = 0.5; // maps to F0 = 0.04
  19787. this.sheen = null; // null will disable sheen bsdf
  19788. this.transmission = 0.0;
  19789. this.transmissionMap = null;
  19790. this.setValues( parameters );
  19791. }
  19792. MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  19793. MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;
  19794. MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;
  19795. MeshPhysicalMaterial.prototype.copy = function ( source ) {
  19796. MeshStandardMaterial.prototype.copy.call( this, source );
  19797. this.defines = {
  19798. 'STANDARD': '',
  19799. 'PHYSICAL': ''
  19800. };
  19801. this.clearcoat = source.clearcoat;
  19802. this.clearcoatMap = source.clearcoatMap;
  19803. this.clearcoatRoughness = source.clearcoatRoughness;
  19804. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  19805. this.clearcoatNormalMap = source.clearcoatNormalMap;
  19806. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  19807. this.reflectivity = source.reflectivity;
  19808. if ( source.sheen ) {
  19809. this.sheen = ( this.sheen || new Color() ).copy( source.sheen );
  19810. } else {
  19811. this.sheen = null;
  19812. }
  19813. this.transmission = source.transmission;
  19814. this.transmissionMap = source.transmissionMap;
  19815. return this;
  19816. };
  19817. /**
  19818. * parameters = {
  19819. * color: <hex>,
  19820. * specular: <hex>,
  19821. * shininess: <float>,
  19822. * opacity: <float>,
  19823. *
  19824. * map: new THREE.Texture( <Image> ),
  19825. *
  19826. * lightMap: new THREE.Texture( <Image> ),
  19827. * lightMapIntensity: <float>
  19828. *
  19829. * aoMap: new THREE.Texture( <Image> ),
  19830. * aoMapIntensity: <float>
  19831. *
  19832. * emissive: <hex>,
  19833. * emissiveIntensity: <float>
  19834. * emissiveMap: new THREE.Texture( <Image> ),
  19835. *
  19836. * bumpMap: new THREE.Texture( <Image> ),
  19837. * bumpScale: <float>,
  19838. *
  19839. * normalMap: new THREE.Texture( <Image> ),
  19840. * normalMapType: THREE.TangentSpaceNormalMap,
  19841. * normalScale: <Vector2>,
  19842. *
  19843. * displacementMap: new THREE.Texture( <Image> ),
  19844. * displacementScale: <float>,
  19845. * displacementBias: <float>,
  19846. *
  19847. * specularMap: new THREE.Texture( <Image> ),
  19848. *
  19849. * alphaMap: new THREE.Texture( <Image> ),
  19850. *
  19851. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  19852. * combine: THREE.MultiplyOperation,
  19853. * reflectivity: <float>,
  19854. * refractionRatio: <float>,
  19855. *
  19856. * wireframe: <boolean>,
  19857. * wireframeLinewidth: <float>,
  19858. *
  19859. * skinning: <bool>,
  19860. * morphTargets: <bool>,
  19861. * morphNormals: <bool>
  19862. * }
  19863. */
  19864. function MeshPhongMaterial( parameters ) {
  19865. Material.call( this );
  19866. this.type = 'MeshPhongMaterial';
  19867. this.color = new Color( 0xffffff ); // diffuse
  19868. this.specular = new Color( 0x111111 );
  19869. this.shininess = 30;
  19870. this.map = null;
  19871. this.lightMap = null;
  19872. this.lightMapIntensity = 1.0;
  19873. this.aoMap = null;
  19874. this.aoMapIntensity = 1.0;
  19875. this.emissive = new Color( 0x000000 );
  19876. this.emissiveIntensity = 1.0;
  19877. this.emissiveMap = null;
  19878. this.bumpMap = null;
  19879. this.bumpScale = 1;
  19880. this.normalMap = null;
  19881. this.normalMapType = TangentSpaceNormalMap;
  19882. this.normalScale = new Vector2( 1, 1 );
  19883. this.displacementMap = null;
  19884. this.displacementScale = 1;
  19885. this.displacementBias = 0;
  19886. this.specularMap = null;
  19887. this.alphaMap = null;
  19888. this.envMap = null;
  19889. this.combine = MultiplyOperation;
  19890. this.reflectivity = 1;
  19891. this.refractionRatio = 0.98;
  19892. this.wireframe = false;
  19893. this.wireframeLinewidth = 1;
  19894. this.wireframeLinecap = 'round';
  19895. this.wireframeLinejoin = 'round';
  19896. this.skinning = false;
  19897. this.morphTargets = false;
  19898. this.morphNormals = false;
  19899. this.setValues( parameters );
  19900. }
  19901. MeshPhongMaterial.prototype = Object.create( Material.prototype );
  19902. MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
  19903. MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
  19904. MeshPhongMaterial.prototype.copy = function ( source ) {
  19905. Material.prototype.copy.call( this, source );
  19906. this.color.copy( source.color );
  19907. this.specular.copy( source.specular );
  19908. this.shininess = source.shininess;
  19909. this.map = source.map;
  19910. this.lightMap = source.lightMap;
  19911. this.lightMapIntensity = source.lightMapIntensity;
  19912. this.aoMap = source.aoMap;
  19913. this.aoMapIntensity = source.aoMapIntensity;
  19914. this.emissive.copy( source.emissive );
  19915. this.emissiveMap = source.emissiveMap;
  19916. this.emissiveIntensity = source.emissiveIntensity;
  19917. this.bumpMap = source.bumpMap;
  19918. this.bumpScale = source.bumpScale;
  19919. this.normalMap = source.normalMap;
  19920. this.normalMapType = source.normalMapType;
  19921. this.normalScale.copy( source.normalScale );
  19922. this.displacementMap = source.displacementMap;
  19923. this.displacementScale = source.displacementScale;
  19924. this.displacementBias = source.displacementBias;
  19925. this.specularMap = source.specularMap;
  19926. this.alphaMap = source.alphaMap;
  19927. this.envMap = source.envMap;
  19928. this.combine = source.combine;
  19929. this.reflectivity = source.reflectivity;
  19930. this.refractionRatio = source.refractionRatio;
  19931. this.wireframe = source.wireframe;
  19932. this.wireframeLinewidth = source.wireframeLinewidth;
  19933. this.wireframeLinecap = source.wireframeLinecap;
  19934. this.wireframeLinejoin = source.wireframeLinejoin;
  19935. this.skinning = source.skinning;
  19936. this.morphTargets = source.morphTargets;
  19937. this.morphNormals = source.morphNormals;
  19938. return this;
  19939. };
  19940. /**
  19941. * parameters = {
  19942. * color: <hex>,
  19943. *
  19944. * map: new THREE.Texture( <Image> ),
  19945. * gradientMap: new THREE.Texture( <Image> ),
  19946. *
  19947. * lightMap: new THREE.Texture( <Image> ),
  19948. * lightMapIntensity: <float>
  19949. *
  19950. * aoMap: new THREE.Texture( <Image> ),
  19951. * aoMapIntensity: <float>
  19952. *
  19953. * emissive: <hex>,
  19954. * emissiveIntensity: <float>
  19955. * emissiveMap: new THREE.Texture( <Image> ),
  19956. *
  19957. * bumpMap: new THREE.Texture( <Image> ),
  19958. * bumpScale: <float>,
  19959. *
  19960. * normalMap: new THREE.Texture( <Image> ),
  19961. * normalMapType: THREE.TangentSpaceNormalMap,
  19962. * normalScale: <Vector2>,
  19963. *
  19964. * displacementMap: new THREE.Texture( <Image> ),
  19965. * displacementScale: <float>,
  19966. * displacementBias: <float>,
  19967. *
  19968. * alphaMap: new THREE.Texture( <Image> ),
  19969. *
  19970. * wireframe: <boolean>,
  19971. * wireframeLinewidth: <float>,
  19972. *
  19973. * skinning: <bool>,
  19974. * morphTargets: <bool>,
  19975. * morphNormals: <bool>
  19976. * }
  19977. */
  19978. function MeshToonMaterial( parameters ) {
  19979. Material.call( this );
  19980. this.defines = { 'TOON': '' };
  19981. this.type = 'MeshToonMaterial';
  19982. this.color = new Color( 0xffffff );
  19983. this.map = null;
  19984. this.gradientMap = null;
  19985. this.lightMap = null;
  19986. this.lightMapIntensity = 1.0;
  19987. this.aoMap = null;
  19988. this.aoMapIntensity = 1.0;
  19989. this.emissive = new Color( 0x000000 );
  19990. this.emissiveIntensity = 1.0;
  19991. this.emissiveMap = null;
  19992. this.bumpMap = null;
  19993. this.bumpScale = 1;
  19994. this.normalMap = null;
  19995. this.normalMapType = TangentSpaceNormalMap;
  19996. this.normalScale = new Vector2( 1, 1 );
  19997. this.displacementMap = null;
  19998. this.displacementScale = 1;
  19999. this.displacementBias = 0;
  20000. this.alphaMap = null;
  20001. this.wireframe = false;
  20002. this.wireframeLinewidth = 1;
  20003. this.wireframeLinecap = 'round';
  20004. this.wireframeLinejoin = 'round';
  20005. this.skinning = false;
  20006. this.morphTargets = false;
  20007. this.morphNormals = false;
  20008. this.setValues( parameters );
  20009. }
  20010. MeshToonMaterial.prototype = Object.create( Material.prototype );
  20011. MeshToonMaterial.prototype.constructor = MeshToonMaterial;
  20012. MeshToonMaterial.prototype.isMeshToonMaterial = true;
  20013. MeshToonMaterial.prototype.copy = function ( source ) {
  20014. Material.prototype.copy.call( this, source );
  20015. this.color.copy( source.color );
  20016. this.map = source.map;
  20017. this.gradientMap = source.gradientMap;
  20018. this.lightMap = source.lightMap;
  20019. this.lightMapIntensity = source.lightMapIntensity;
  20020. this.aoMap = source.aoMap;
  20021. this.aoMapIntensity = source.aoMapIntensity;
  20022. this.emissive.copy( source.emissive );
  20023. this.emissiveMap = source.emissiveMap;
  20024. this.emissiveIntensity = source.emissiveIntensity;
  20025. this.bumpMap = source.bumpMap;
  20026. this.bumpScale = source.bumpScale;
  20027. this.normalMap = source.normalMap;
  20028. this.normalMapType = source.normalMapType;
  20029. this.normalScale.copy( source.normalScale );
  20030. this.displacementMap = source.displacementMap;
  20031. this.displacementScale = source.displacementScale;
  20032. this.displacementBias = source.displacementBias;
  20033. this.alphaMap = source.alphaMap;
  20034. this.wireframe = source.wireframe;
  20035. this.wireframeLinewidth = source.wireframeLinewidth;
  20036. this.wireframeLinecap = source.wireframeLinecap;
  20037. this.wireframeLinejoin = source.wireframeLinejoin;
  20038. this.skinning = source.skinning;
  20039. this.morphTargets = source.morphTargets;
  20040. this.morphNormals = source.morphNormals;
  20041. return this;
  20042. };
  20043. /**
  20044. * parameters = {
  20045. * opacity: <float>,
  20046. *
  20047. * bumpMap: new THREE.Texture( <Image> ),
  20048. * bumpScale: <float>,
  20049. *
  20050. * normalMap: new THREE.Texture( <Image> ),
  20051. * normalMapType: THREE.TangentSpaceNormalMap,
  20052. * normalScale: <Vector2>,
  20053. *
  20054. * displacementMap: new THREE.Texture( <Image> ),
  20055. * displacementScale: <float>,
  20056. * displacementBias: <float>,
  20057. *
  20058. * wireframe: <boolean>,
  20059. * wireframeLinewidth: <float>
  20060. *
  20061. * skinning: <bool>,
  20062. * morphTargets: <bool>,
  20063. * morphNormals: <bool>
  20064. * }
  20065. */
  20066. function MeshNormalMaterial( parameters ) {
  20067. Material.call( this );
  20068. this.type = 'MeshNormalMaterial';
  20069. this.bumpMap = null;
  20070. this.bumpScale = 1;
  20071. this.normalMap = null;
  20072. this.normalMapType = TangentSpaceNormalMap;
  20073. this.normalScale = new Vector2( 1, 1 );
  20074. this.displacementMap = null;
  20075. this.displacementScale = 1;
  20076. this.displacementBias = 0;
  20077. this.wireframe = false;
  20078. this.wireframeLinewidth = 1;
  20079. this.fog = false;
  20080. this.skinning = false;
  20081. this.morphTargets = false;
  20082. this.morphNormals = false;
  20083. this.setValues( parameters );
  20084. }
  20085. MeshNormalMaterial.prototype = Object.create( Material.prototype );
  20086. MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;
  20087. MeshNormalMaterial.prototype.isMeshNormalMaterial = true;
  20088. MeshNormalMaterial.prototype.copy = function ( source ) {
  20089. Material.prototype.copy.call( this, source );
  20090. this.bumpMap = source.bumpMap;
  20091. this.bumpScale = source.bumpScale;
  20092. this.normalMap = source.normalMap;
  20093. this.normalMapType = source.normalMapType;
  20094. this.normalScale.copy( source.normalScale );
  20095. this.displacementMap = source.displacementMap;
  20096. this.displacementScale = source.displacementScale;
  20097. this.displacementBias = source.displacementBias;
  20098. this.wireframe = source.wireframe;
  20099. this.wireframeLinewidth = source.wireframeLinewidth;
  20100. this.skinning = source.skinning;
  20101. this.morphTargets = source.morphTargets;
  20102. this.morphNormals = source.morphNormals;
  20103. return this;
  20104. };
  20105. /**
  20106. * parameters = {
  20107. * color: <hex>,
  20108. * opacity: <float>,
  20109. *
  20110. * map: new THREE.Texture( <Image> ),
  20111. *
  20112. * lightMap: new THREE.Texture( <Image> ),
  20113. * lightMapIntensity: <float>
  20114. *
  20115. * aoMap: new THREE.Texture( <Image> ),
  20116. * aoMapIntensity: <float>
  20117. *
  20118. * emissive: <hex>,
  20119. * emissiveIntensity: <float>
  20120. * emissiveMap: new THREE.Texture( <Image> ),
  20121. *
  20122. * specularMap: new THREE.Texture( <Image> ),
  20123. *
  20124. * alphaMap: new THREE.Texture( <Image> ),
  20125. *
  20126. * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
  20127. * combine: THREE.Multiply,
  20128. * reflectivity: <float>,
  20129. * refractionRatio: <float>,
  20130. *
  20131. * wireframe: <boolean>,
  20132. * wireframeLinewidth: <float>,
  20133. *
  20134. * skinning: <bool>,
  20135. * morphTargets: <bool>,
  20136. * morphNormals: <bool>
  20137. * }
  20138. */
  20139. function MeshLambertMaterial( parameters ) {
  20140. Material.call( this );
  20141. this.type = 'MeshLambertMaterial';
  20142. this.color = new Color( 0xffffff ); // diffuse
  20143. this.map = null;
  20144. this.lightMap = null;
  20145. this.lightMapIntensity = 1.0;
  20146. this.aoMap = null;
  20147. this.aoMapIntensity = 1.0;
  20148. this.emissive = new Color( 0x000000 );
  20149. this.emissiveIntensity = 1.0;
  20150. this.emissiveMap = null;
  20151. this.specularMap = null;
  20152. this.alphaMap = null;
  20153. this.envMap = null;
  20154. this.combine = MultiplyOperation;
  20155. this.reflectivity = 1;
  20156. this.refractionRatio = 0.98;
  20157. this.wireframe = false;
  20158. this.wireframeLinewidth = 1;
  20159. this.wireframeLinecap = 'round';
  20160. this.wireframeLinejoin = 'round';
  20161. this.skinning = false;
  20162. this.morphTargets = false;
  20163. this.morphNormals = false;
  20164. this.setValues( parameters );
  20165. }
  20166. MeshLambertMaterial.prototype = Object.create( Material.prototype );
  20167. MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
  20168. MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
  20169. MeshLambertMaterial.prototype.copy = function ( source ) {
  20170. Material.prototype.copy.call( this, source );
  20171. this.color.copy( source.color );
  20172. this.map = source.map;
  20173. this.lightMap = source.lightMap;
  20174. this.lightMapIntensity = source.lightMapIntensity;
  20175. this.aoMap = source.aoMap;
  20176. this.aoMapIntensity = source.aoMapIntensity;
  20177. this.emissive.copy( source.emissive );
  20178. this.emissiveMap = source.emissiveMap;
  20179. this.emissiveIntensity = source.emissiveIntensity;
  20180. this.specularMap = source.specularMap;
  20181. this.alphaMap = source.alphaMap;
  20182. this.envMap = source.envMap;
  20183. this.combine = source.combine;
  20184. this.reflectivity = source.reflectivity;
  20185. this.refractionRatio = source.refractionRatio;
  20186. this.wireframe = source.wireframe;
  20187. this.wireframeLinewidth = source.wireframeLinewidth;
  20188. this.wireframeLinecap = source.wireframeLinecap;
  20189. this.wireframeLinejoin = source.wireframeLinejoin;
  20190. this.skinning = source.skinning;
  20191. this.morphTargets = source.morphTargets;
  20192. this.morphNormals = source.morphNormals;
  20193. return this;
  20194. };
  20195. /**
  20196. * parameters = {
  20197. * color: <hex>,
  20198. * opacity: <float>,
  20199. *
  20200. * matcap: new THREE.Texture( <Image> ),
  20201. *
  20202. * map: new THREE.Texture( <Image> ),
  20203. *
  20204. * bumpMap: new THREE.Texture( <Image> ),
  20205. * bumpScale: <float>,
  20206. *
  20207. * normalMap: new THREE.Texture( <Image> ),
  20208. * normalMapType: THREE.TangentSpaceNormalMap,
  20209. * normalScale: <Vector2>,
  20210. *
  20211. * displacementMap: new THREE.Texture( <Image> ),
  20212. * displacementScale: <float>,
  20213. * displacementBias: <float>,
  20214. *
  20215. * alphaMap: new THREE.Texture( <Image> ),
  20216. *
  20217. * skinning: <bool>,
  20218. * morphTargets: <bool>,
  20219. * morphNormals: <bool>
  20220. * }
  20221. */
  20222. function MeshMatcapMaterial( parameters ) {
  20223. Material.call( this );
  20224. this.defines = { 'MATCAP': '' };
  20225. this.type = 'MeshMatcapMaterial';
  20226. this.color = new Color( 0xffffff ); // diffuse
  20227. this.matcap = null;
  20228. this.map = null;
  20229. this.bumpMap = null;
  20230. this.bumpScale = 1;
  20231. this.normalMap = null;
  20232. this.normalMapType = TangentSpaceNormalMap;
  20233. this.normalScale = new Vector2( 1, 1 );
  20234. this.displacementMap = null;
  20235. this.displacementScale = 1;
  20236. this.displacementBias = 0;
  20237. this.alphaMap = null;
  20238. this.skinning = false;
  20239. this.morphTargets = false;
  20240. this.morphNormals = false;
  20241. this.setValues( parameters );
  20242. }
  20243. MeshMatcapMaterial.prototype = Object.create( Material.prototype );
  20244. MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
  20245. MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
  20246. MeshMatcapMaterial.prototype.copy = function ( source ) {
  20247. Material.prototype.copy.call( this, source );
  20248. this.defines = { 'MATCAP': '' };
  20249. this.color.copy( source.color );
  20250. this.matcap = source.matcap;
  20251. this.map = source.map;
  20252. this.bumpMap = source.bumpMap;
  20253. this.bumpScale = source.bumpScale;
  20254. this.normalMap = source.normalMap;
  20255. this.normalMapType = source.normalMapType;
  20256. this.normalScale.copy( source.normalScale );
  20257. this.displacementMap = source.displacementMap;
  20258. this.displacementScale = source.displacementScale;
  20259. this.displacementBias = source.displacementBias;
  20260. this.alphaMap = source.alphaMap;
  20261. this.skinning = source.skinning;
  20262. this.morphTargets = source.morphTargets;
  20263. this.morphNormals = source.morphNormals;
  20264. return this;
  20265. };
  20266. /**
  20267. * parameters = {
  20268. * color: <hex>,
  20269. * opacity: <float>,
  20270. *
  20271. * linewidth: <float>,
  20272. *
  20273. * scale: <float>,
  20274. * dashSize: <float>,
  20275. * gapSize: <float>
  20276. * }
  20277. */
  20278. function LineDashedMaterial( parameters ) {
  20279. LineBasicMaterial.call( this );
  20280. this.type = 'LineDashedMaterial';
  20281. this.scale = 1;
  20282. this.dashSize = 3;
  20283. this.gapSize = 1;
  20284. this.setValues( parameters );
  20285. }
  20286. LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
  20287. LineDashedMaterial.prototype.constructor = LineDashedMaterial;
  20288. LineDashedMaterial.prototype.isLineDashedMaterial = true;
  20289. LineDashedMaterial.prototype.copy = function ( source ) {
  20290. LineBasicMaterial.prototype.copy.call( this, source );
  20291. this.scale = source.scale;
  20292. this.dashSize = source.dashSize;
  20293. this.gapSize = source.gapSize;
  20294. return this;
  20295. };
  20296. var Materials = /*#__PURE__*/Object.freeze({
  20297. __proto__: null,
  20298. ShadowMaterial: ShadowMaterial,
  20299. SpriteMaterial: SpriteMaterial,
  20300. RawShaderMaterial: RawShaderMaterial,
  20301. ShaderMaterial: ShaderMaterial,
  20302. PointsMaterial: PointsMaterial,
  20303. MeshPhysicalMaterial: MeshPhysicalMaterial,
  20304. MeshStandardMaterial: MeshStandardMaterial,
  20305. MeshPhongMaterial: MeshPhongMaterial,
  20306. MeshToonMaterial: MeshToonMaterial,
  20307. MeshNormalMaterial: MeshNormalMaterial,
  20308. MeshLambertMaterial: MeshLambertMaterial,
  20309. MeshDepthMaterial: MeshDepthMaterial,
  20310. MeshDistanceMaterial: MeshDistanceMaterial,
  20311. MeshBasicMaterial: MeshBasicMaterial,
  20312. MeshMatcapMaterial: MeshMatcapMaterial,
  20313. LineDashedMaterial: LineDashedMaterial,
  20314. LineBasicMaterial: LineBasicMaterial,
  20315. Material: Material
  20316. });
  20317. var AnimationUtils = {
  20318. // same as Array.prototype.slice, but also works on typed arrays
  20319. arraySlice: function ( array, from, to ) {
  20320. if ( AnimationUtils.isTypedArray( array ) ) {
  20321. // in ios9 array.subarray(from, undefined) will return empty array
  20322. // but array.subarray(from) or array.subarray(from, len) is correct
  20323. return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
  20324. }
  20325. return array.slice( from, to );
  20326. },
  20327. // converts an array to a specific type
  20328. convertArray: function ( array, type, forceClone ) {
  20329. if ( ! array || // let 'undefined' and 'null' pass
  20330. ! forceClone && array.constructor === type ) { return array; }
  20331. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  20332. return new type( array ); // create typed array
  20333. }
  20334. return Array.prototype.slice.call( array ); // create Array
  20335. },
  20336. isTypedArray: function ( object ) {
  20337. return ArrayBuffer.isView( object ) &&
  20338. ! ( object instanceof DataView );
  20339. },
  20340. // returns an array by which times and values can be sorted
  20341. getKeyframeOrder: function ( times ) {
  20342. function compareTime( i, j ) {
  20343. return times[ i ] - times[ j ];
  20344. }
  20345. var n = times.length;
  20346. var result = new Array( n );
  20347. for ( var i = 0; i !== n; ++ i ) { result[ i ] = i; }
  20348. result.sort( compareTime );
  20349. return result;
  20350. },
  20351. // uses the array previously returned by 'getKeyframeOrder' to sort data
  20352. sortedArray: function ( values, stride, order ) {
  20353. var nValues = values.length;
  20354. var result = new values.constructor( nValues );
  20355. for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  20356. var srcOffset = order[ i ] * stride;
  20357. for ( var j = 0; j !== stride; ++ j ) {
  20358. result[ dstOffset ++ ] = values[ srcOffset + j ];
  20359. }
  20360. }
  20361. return result;
  20362. },
  20363. // function for parsing AOS keyframe formats
  20364. flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
  20365. var i = 1, key = jsonKeys[ 0 ];
  20366. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  20367. key = jsonKeys[ i ++ ];
  20368. }
  20369. if ( key === undefined ) { return; } // no data
  20370. var value = key[ valuePropertyName ];
  20371. if ( value === undefined ) { return; } // no data
  20372. if ( Array.isArray( value ) ) {
  20373. do {
  20374. value = key[ valuePropertyName ];
  20375. if ( value !== undefined ) {
  20376. times.push( key.time );
  20377. values.push.apply( values, value ); // push all elements
  20378. }
  20379. key = jsonKeys[ i ++ ];
  20380. } while ( key !== undefined );
  20381. } else if ( value.toArray !== undefined ) {
  20382. // ...assume THREE.Math-ish
  20383. do {
  20384. value = key[ valuePropertyName ];
  20385. if ( value !== undefined ) {
  20386. times.push( key.time );
  20387. value.toArray( values, values.length );
  20388. }
  20389. key = jsonKeys[ i ++ ];
  20390. } while ( key !== undefined );
  20391. } else {
  20392. // otherwise push as-is
  20393. do {
  20394. value = key[ valuePropertyName ];
  20395. if ( value !== undefined ) {
  20396. times.push( key.time );
  20397. values.push( value );
  20398. }
  20399. key = jsonKeys[ i ++ ];
  20400. } while ( key !== undefined );
  20401. }
  20402. },
  20403. subclip: function ( sourceClip, name, startFrame, endFrame, fps ) {
  20404. fps = fps || 30;
  20405. var clip = sourceClip.clone();
  20406. clip.name = name;
  20407. var tracks = [];
  20408. for ( var i = 0; i < clip.tracks.length; ++ i ) {
  20409. var track = clip.tracks[ i ];
  20410. var valueSize = track.getValueSize();
  20411. var times = [];
  20412. var values = [];
  20413. for ( var j = 0; j < track.times.length; ++ j ) {
  20414. var frame = track.times[ j ] * fps;
  20415. if ( frame < startFrame || frame >= endFrame ) { continue; }
  20416. times.push( track.times[ j ] );
  20417. for ( var k = 0; k < valueSize; ++ k ) {
  20418. values.push( track.values[ j * valueSize + k ] );
  20419. }
  20420. }
  20421. if ( times.length === 0 ) { continue; }
  20422. track.times = AnimationUtils.convertArray( times, track.times.constructor );
  20423. track.values = AnimationUtils.convertArray( values, track.values.constructor );
  20424. tracks.push( track );
  20425. }
  20426. clip.tracks = tracks;
  20427. // find minimum .times value across all tracks in the trimmed clip
  20428. var minStartTime = Infinity;
  20429. for ( var i$1 = 0; i$1 < clip.tracks.length; ++ i$1 ) {
  20430. if ( minStartTime > clip.tracks[ i$1 ].times[ 0 ] ) {
  20431. minStartTime = clip.tracks[ i$1 ].times[ 0 ];
  20432. }
  20433. }
  20434. // shift all tracks such that clip begins at t=0
  20435. for ( var i$2 = 0; i$2 < clip.tracks.length; ++ i$2 ) {
  20436. clip.tracks[ i$2 ].shift( - 1 * minStartTime );
  20437. }
  20438. clip.resetDuration();
  20439. return clip;
  20440. },
  20441. makeClipAdditive: function ( targetClip, referenceFrame, referenceClip, fps ) {
  20442. if ( referenceFrame === undefined ) { referenceFrame = 0; }
  20443. if ( referenceClip === undefined ) { referenceClip = targetClip; }
  20444. if ( fps === undefined || fps <= 0 ) { fps = 30; }
  20445. var numTracks = targetClip.tracks.length;
  20446. var referenceTime = referenceFrame / fps;
  20447. // Make each track's values relative to the values at the reference frame
  20448. var loop = function ( i ) {
  20449. var referenceTrack = referenceClip.tracks[ i ];
  20450. var referenceTrackType = referenceTrack.ValueTypeName;
  20451. // Skip this track if it's non-numeric
  20452. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) { return; }
  20453. // Find the track in the target clip whose name and type matches the reference track
  20454. var targetTrack = targetClip.tracks.find( function ( track ) {
  20455. return track.name === referenceTrack.name
  20456. && track.ValueTypeName === referenceTrackType;
  20457. } );
  20458. if ( targetTrack === undefined ) { return; }
  20459. var valueSize = referenceTrack.getValueSize();
  20460. var lastIndex = referenceTrack.times.length - 1;
  20461. var referenceValue = (void 0);
  20462. // Find the value to subtract out of the track
  20463. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  20464. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  20465. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, 0, referenceTrack.valueSize );
  20466. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  20467. // Reference frame is after the last keyframe, so just use the last keyframe
  20468. var startIndex = lastIndex * valueSize;
  20469. referenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex );
  20470. } else {
  20471. // Interpolate to the reference value
  20472. var interpolant = referenceTrack.createInterpolant();
  20473. interpolant.evaluate( referenceTime );
  20474. referenceValue = interpolant.resultBuffer;
  20475. }
  20476. // Conjugate the quaternion
  20477. if ( referenceTrackType === 'quaternion' ) {
  20478. var referenceQuat = new Quaternion(
  20479. referenceValue[ 0 ],
  20480. referenceValue[ 1 ],
  20481. referenceValue[ 2 ],
  20482. referenceValue[ 3 ]
  20483. ).normalize().conjugate();
  20484. referenceQuat.toArray( referenceValue );
  20485. }
  20486. // Subtract the reference value from all of the track values
  20487. var numTimes = targetTrack.times.length;
  20488. for ( var j = 0; j < numTimes; ++ j ) {
  20489. var valueStart = j * valueSize;
  20490. if ( referenceTrackType === 'quaternion' ) {
  20491. // Multiply the conjugate for quaternion track types
  20492. Quaternion.multiplyQuaternionsFlat(
  20493. targetTrack.values,
  20494. valueStart,
  20495. referenceValue,
  20496. 0,
  20497. targetTrack.values,
  20498. valueStart
  20499. );
  20500. } else {
  20501. // Subtract each value for all other numeric track types
  20502. for ( var k = 0; k < valueSize; ++ k ) {
  20503. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  20504. }
  20505. }
  20506. }
  20507. };
  20508. for ( var i = 0; i < numTracks; ++ i ) loop( i );
  20509. targetClip.blendMode = AdditiveAnimationBlendMode;
  20510. return targetClip;
  20511. }
  20512. };
  20513. /**
  20514. * Abstract base class of interpolants over parametric samples.
  20515. *
  20516. * The parameter domain is one dimensional, typically the time or a path
  20517. * along a curve defined by the data.
  20518. *
  20519. * The sample values can have any dimensionality and derived classes may
  20520. * apply special interpretations to the data.
  20521. *
  20522. * This class provides the interval seek in a Template Method, deferring
  20523. * the actual interpolation to derived classes.
  20524. *
  20525. * Time complexity is O(1) for linear access crossing at most two points
  20526. * and O(log N) for random access, where N is the number of positions.
  20527. *
  20528. * References:
  20529. *
  20530. * http://www.oodesign.com/template-method-pattern.html
  20531. *
  20532. */
  20533. function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20534. this.parameterPositions = parameterPositions;
  20535. this._cachedIndex = 0;
  20536. this.resultBuffer = resultBuffer !== undefined ?
  20537. resultBuffer : new sampleValues.constructor( sampleSize );
  20538. this.sampleValues = sampleValues;
  20539. this.valueSize = sampleSize;
  20540. }
  20541. Object.assign( Interpolant.prototype, {
  20542. evaluate: function ( t ) {
  20543. var pp = this.parameterPositions,
  20544. i1 = this._cachedIndex,
  20545. t1 = pp[ i1 ],
  20546. t0 = pp[ i1 - 1 ];
  20547. validate_interval: {
  20548. seek: {
  20549. var right;
  20550. linear_scan: {
  20551. //- See http://jsperf.com/comparison-to-undefined/3
  20552. //- slower code:
  20553. //-
  20554. //- if ( t >= t1 || t1 === undefined ) {
  20555. forward_scan: if ( ! ( t < t1 ) ) {
  20556. for ( var giveUpAt = i1 + 2; ; ) {
  20557. if ( t1 === undefined ) {
  20558. if ( t < t0 ) { break forward_scan; }
  20559. // after end
  20560. i1 = pp.length;
  20561. this._cachedIndex = i1;
  20562. return this.afterEnd_( i1 - 1, t, t0 );
  20563. }
  20564. if ( i1 === giveUpAt ) { break; } // this loop
  20565. t0 = t1;
  20566. t1 = pp[ ++ i1 ];
  20567. if ( t < t1 ) {
  20568. // we have arrived at the sought interval
  20569. break seek;
  20570. }
  20571. }
  20572. // prepare binary search on the right side of the index
  20573. right = pp.length;
  20574. break linear_scan;
  20575. }
  20576. //- slower code:
  20577. //- if ( t < t0 || t0 === undefined ) {
  20578. if ( ! ( t >= t0 ) ) {
  20579. // looping?
  20580. var t1global = pp[ 1 ];
  20581. if ( t < t1global ) {
  20582. i1 = 2; // + 1, using the scan for the details
  20583. t0 = t1global;
  20584. }
  20585. // linear reverse scan
  20586. for ( var giveUpAt$1 = i1 - 2; ; ) {
  20587. if ( t0 === undefined ) {
  20588. // before start
  20589. this._cachedIndex = 0;
  20590. return this.beforeStart_( 0, t, t1 );
  20591. }
  20592. if ( i1 === giveUpAt$1 ) { break; } // this loop
  20593. t1 = t0;
  20594. t0 = pp[ -- i1 - 1 ];
  20595. if ( t >= t0 ) {
  20596. // we have arrived at the sought interval
  20597. break seek;
  20598. }
  20599. }
  20600. // prepare binary search on the left side of the index
  20601. right = i1;
  20602. i1 = 0;
  20603. break linear_scan;
  20604. }
  20605. // the interval is valid
  20606. break validate_interval;
  20607. } // linear scan
  20608. // binary search
  20609. while ( i1 < right ) {
  20610. var mid = ( i1 + right ) >>> 1;
  20611. if ( t < pp[ mid ] ) {
  20612. right = mid;
  20613. } else {
  20614. i1 = mid + 1;
  20615. }
  20616. }
  20617. t1 = pp[ i1 ];
  20618. t0 = pp[ i1 - 1 ];
  20619. // check boundary cases, again
  20620. if ( t0 === undefined ) {
  20621. this._cachedIndex = 0;
  20622. return this.beforeStart_( 0, t, t1 );
  20623. }
  20624. if ( t1 === undefined ) {
  20625. i1 = pp.length;
  20626. this._cachedIndex = i1;
  20627. return this.afterEnd_( i1 - 1, t0, t );
  20628. }
  20629. } // seek
  20630. this._cachedIndex = i1;
  20631. this.intervalChanged_( i1, t0, t1 );
  20632. } // validate_interval
  20633. return this.interpolate_( i1, t0, t, t1 );
  20634. },
  20635. settings: null, // optional, subclass-specific settings structure
  20636. // Note: The indirection allows central control of many interpolants.
  20637. // --- Protected interface
  20638. DefaultSettings_: {},
  20639. getSettings_: function () {
  20640. return this.settings || this.DefaultSettings_;
  20641. },
  20642. copySampleValue_: function ( index ) {
  20643. // copies a sample value to the result buffer
  20644. var result = this.resultBuffer,
  20645. values = this.sampleValues,
  20646. stride = this.valueSize,
  20647. offset = index * stride;
  20648. for ( var i = 0; i !== stride; ++ i ) {
  20649. result[ i ] = values[ offset + i ];
  20650. }
  20651. return result;
  20652. },
  20653. // Template methods for derived classes:
  20654. interpolate_: function ( /* i1, t0, t, t1 */ ) {
  20655. throw new Error( 'call to abstract method' );
  20656. // implementations shall return this.resultBuffer
  20657. },
  20658. intervalChanged_: function ( /* i1, t0, t1 */ ) {
  20659. // empty
  20660. }
  20661. } );
  20662. // DECLARE ALIAS AFTER assign prototype
  20663. Object.assign( Interpolant.prototype, {
  20664. //( 0, t, t0 ), returns this.resultBuffer
  20665. beforeStart_: Interpolant.prototype.copySampleValue_,
  20666. //( N-1, tN-1, t ), returns this.resultBuffer
  20667. afterEnd_: Interpolant.prototype.copySampleValue_,
  20668. } );
  20669. /**
  20670. * Fast and simple cubic spline interpolant.
  20671. *
  20672. * It was derived from a Hermitian construction setting the first derivative
  20673. * at each sample position to the linear slope between neighboring positions
  20674. * over their parameter interval.
  20675. */
  20676. function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20677. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20678. this._weightPrev = - 0;
  20679. this._offsetPrev = - 0;
  20680. this._weightNext = - 0;
  20681. this._offsetNext = - 0;
  20682. }
  20683. CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20684. constructor: CubicInterpolant,
  20685. DefaultSettings_: {
  20686. endingStart: ZeroCurvatureEnding,
  20687. endingEnd: ZeroCurvatureEnding
  20688. },
  20689. intervalChanged_: function ( i1, t0, t1 ) {
  20690. var pp = this.parameterPositions,
  20691. iPrev = i1 - 2,
  20692. iNext = i1 + 1,
  20693. tPrev = pp[ iPrev ],
  20694. tNext = pp[ iNext ];
  20695. if ( tPrev === undefined ) {
  20696. switch ( this.getSettings_().endingStart ) {
  20697. case ZeroSlopeEnding:
  20698. // f'(t0) = 0
  20699. iPrev = i1;
  20700. tPrev = 2 * t0 - t1;
  20701. break;
  20702. case WrapAroundEnding:
  20703. // use the other end of the curve
  20704. iPrev = pp.length - 2;
  20705. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  20706. break;
  20707. default: // ZeroCurvatureEnding
  20708. // f''(t0) = 0 a.k.a. Natural Spline
  20709. iPrev = i1;
  20710. tPrev = t1;
  20711. }
  20712. }
  20713. if ( tNext === undefined ) {
  20714. switch ( this.getSettings_().endingEnd ) {
  20715. case ZeroSlopeEnding:
  20716. // f'(tN) = 0
  20717. iNext = i1;
  20718. tNext = 2 * t1 - t0;
  20719. break;
  20720. case WrapAroundEnding:
  20721. // use the other end of the curve
  20722. iNext = 1;
  20723. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  20724. break;
  20725. default: // ZeroCurvatureEnding
  20726. // f''(tN) = 0, a.k.a. Natural Spline
  20727. iNext = i1 - 1;
  20728. tNext = t0;
  20729. }
  20730. }
  20731. var halfDt = ( t1 - t0 ) * 0.5,
  20732. stride = this.valueSize;
  20733. this._weightPrev = halfDt / ( t0 - tPrev );
  20734. this._weightNext = halfDt / ( tNext - t1 );
  20735. this._offsetPrev = iPrev * stride;
  20736. this._offsetNext = iNext * stride;
  20737. },
  20738. interpolate_: function ( i1, t0, t, t1 ) {
  20739. var result = this.resultBuffer,
  20740. values = this.sampleValues,
  20741. stride = this.valueSize,
  20742. o1 = i1 * stride, o0 = o1 - stride,
  20743. oP = this._offsetPrev, oN = this._offsetNext,
  20744. wP = this._weightPrev, wN = this._weightNext,
  20745. p = ( t - t0 ) / ( t1 - t0 ),
  20746. pp = p * p,
  20747. ppp = pp * p;
  20748. // evaluate polynomials
  20749. var sP = - wP * ppp + 2 * wP * pp - wP * p;
  20750. var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
  20751. var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  20752. var sN = wN * ppp - wN * pp;
  20753. // combine data linearly
  20754. for ( var i = 0; i !== stride; ++ i ) {
  20755. result[ i ] =
  20756. sP * values[ oP + i ] +
  20757. s0 * values[ o0 + i ] +
  20758. s1 * values[ o1 + i ] +
  20759. sN * values[ oN + i ];
  20760. }
  20761. return result;
  20762. }
  20763. } );
  20764. function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20765. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20766. }
  20767. LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20768. constructor: LinearInterpolant,
  20769. interpolate_: function ( i1, t0, t, t1 ) {
  20770. var result = this.resultBuffer,
  20771. values = this.sampleValues,
  20772. stride = this.valueSize,
  20773. offset1 = i1 * stride,
  20774. offset0 = offset1 - stride,
  20775. weight1 = ( t - t0 ) / ( t1 - t0 ),
  20776. weight0 = 1 - weight1;
  20777. for ( var i = 0; i !== stride; ++ i ) {
  20778. result[ i ] =
  20779. values[ offset0 + i ] * weight0 +
  20780. values[ offset1 + i ] * weight1;
  20781. }
  20782. return result;
  20783. }
  20784. } );
  20785. /**
  20786. *
  20787. * Interpolant that evaluates to the sample value at the position preceeding
  20788. * the parameter.
  20789. */
  20790. function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  20791. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  20792. }
  20793. DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  20794. constructor: DiscreteInterpolant,
  20795. interpolate_: function ( i1 /*, t0, t, t1 */ ) {
  20796. return this.copySampleValue_( i1 - 1 );
  20797. }
  20798. } );
  20799. function KeyframeTrack( name, times, values, interpolation ) {
  20800. if ( name === undefined ) { throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); }
  20801. if ( times === undefined || times.length === 0 ) { throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); }
  20802. this.name = name;
  20803. this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
  20804. this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
  20805. this.setInterpolation( interpolation || this.DefaultInterpolation );
  20806. }
  20807. // Static methods
  20808. Object.assign( KeyframeTrack, {
  20809. // Serialization (in static context, because of constructor invocation
  20810. // and automatic invocation of .toJSON):
  20811. toJSON: function ( track ) {
  20812. var trackType = track.constructor;
  20813. var json;
  20814. // derived classes can define a static toJSON method
  20815. if ( trackType.toJSON !== undefined ) {
  20816. json = trackType.toJSON( track );
  20817. } else {
  20818. // by default, we assume the data can be serialized as-is
  20819. json = {
  20820. 'name': track.name,
  20821. 'times': AnimationUtils.convertArray( track.times, Array ),
  20822. 'values': AnimationUtils.convertArray( track.values, Array )
  20823. };
  20824. var interpolation = track.getInterpolation();
  20825. if ( interpolation !== track.DefaultInterpolation ) {
  20826. json.interpolation = interpolation;
  20827. }
  20828. }
  20829. json.type = track.ValueTypeName; // mandatory
  20830. return json;
  20831. }
  20832. } );
  20833. Object.assign( KeyframeTrack.prototype, {
  20834. constructor: KeyframeTrack,
  20835. TimeBufferType: Float32Array,
  20836. ValueBufferType: Float32Array,
  20837. DefaultInterpolation: InterpolateLinear,
  20838. InterpolantFactoryMethodDiscrete: function ( result ) {
  20839. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  20840. },
  20841. InterpolantFactoryMethodLinear: function ( result ) {
  20842. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  20843. },
  20844. InterpolantFactoryMethodSmooth: function ( result ) {
  20845. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  20846. },
  20847. setInterpolation: function ( interpolation ) {
  20848. var factoryMethod;
  20849. switch ( interpolation ) {
  20850. case InterpolateDiscrete:
  20851. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  20852. break;
  20853. case InterpolateLinear:
  20854. factoryMethod = this.InterpolantFactoryMethodLinear;
  20855. break;
  20856. case InterpolateSmooth:
  20857. factoryMethod = this.InterpolantFactoryMethodSmooth;
  20858. break;
  20859. }
  20860. if ( factoryMethod === undefined ) {
  20861. var message = "unsupported interpolation for " +
  20862. this.ValueTypeName + " keyframe track named " + this.name;
  20863. if ( this.createInterpolant === undefined ) {
  20864. // fall back to default, unless the default itself is messed up
  20865. if ( interpolation !== this.DefaultInterpolation ) {
  20866. this.setInterpolation( this.DefaultInterpolation );
  20867. } else {
  20868. throw new Error( message ); // fatal, in this case
  20869. }
  20870. }
  20871. console.warn( 'THREE.KeyframeTrack:', message );
  20872. return this;
  20873. }
  20874. this.createInterpolant = factoryMethod;
  20875. return this;
  20876. },
  20877. getInterpolation: function () {
  20878. switch ( this.createInterpolant ) {
  20879. case this.InterpolantFactoryMethodDiscrete:
  20880. return InterpolateDiscrete;
  20881. case this.InterpolantFactoryMethodLinear:
  20882. return InterpolateLinear;
  20883. case this.InterpolantFactoryMethodSmooth:
  20884. return InterpolateSmooth;
  20885. }
  20886. },
  20887. getValueSize: function () {
  20888. return this.values.length / this.times.length;
  20889. },
  20890. // move all keyframes either forwards or backwards in time
  20891. shift: function ( timeOffset ) {
  20892. if ( timeOffset !== 0.0 ) {
  20893. var times = this.times;
  20894. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20895. times[ i ] += timeOffset;
  20896. }
  20897. }
  20898. return this;
  20899. },
  20900. // scale all keyframe times by a factor (useful for frame <-> seconds conversions)
  20901. scale: function ( timeScale ) {
  20902. if ( timeScale !== 1.0 ) {
  20903. var times = this.times;
  20904. for ( var i = 0, n = times.length; i !== n; ++ i ) {
  20905. times[ i ] *= timeScale;
  20906. }
  20907. }
  20908. return this;
  20909. },
  20910. // removes keyframes before and after animation without changing any values within the range [startTime, endTime].
  20911. // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
  20912. trim: function ( startTime, endTime ) {
  20913. var times = this.times,
  20914. nKeys = times.length;
  20915. var from = 0,
  20916. to = nKeys - 1;
  20917. while ( from !== nKeys && times[ from ] < startTime ) {
  20918. ++ from;
  20919. }
  20920. while ( to !== - 1 && times[ to ] > endTime ) {
  20921. -- to;
  20922. }
  20923. ++ to; // inclusive -> exclusive bound
  20924. if ( from !== 0 || to !== nKeys ) {
  20925. // empty tracks are forbidden, so keep at least one keyframe
  20926. if ( from >= to ) {
  20927. to = Math.max( to, 1 );
  20928. from = to - 1;
  20929. }
  20930. var stride = this.getValueSize();
  20931. this.times = AnimationUtils.arraySlice( times, from, to );
  20932. this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
  20933. }
  20934. return this;
  20935. },
  20936. // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
  20937. validate: function () {
  20938. var valid = true;
  20939. var valueSize = this.getValueSize();
  20940. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  20941. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  20942. valid = false;
  20943. }
  20944. var times = this.times,
  20945. values = this.values,
  20946. nKeys = times.length;
  20947. if ( nKeys === 0 ) {
  20948. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  20949. valid = false;
  20950. }
  20951. var prevTime = null;
  20952. for ( var i = 0; i !== nKeys; i ++ ) {
  20953. var currTime = times[ i ];
  20954. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  20955. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  20956. valid = false;
  20957. break;
  20958. }
  20959. if ( prevTime !== null && prevTime > currTime ) {
  20960. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  20961. valid = false;
  20962. break;
  20963. }
  20964. prevTime = currTime;
  20965. }
  20966. if ( values !== undefined ) {
  20967. if ( AnimationUtils.isTypedArray( values ) ) {
  20968. for ( var i$1 = 0, n = values.length; i$1 !== n; ++ i$1 ) {
  20969. var value = values[ i$1 ];
  20970. if ( isNaN( value ) ) {
  20971. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i$1, value );
  20972. valid = false;
  20973. break;
  20974. }
  20975. }
  20976. }
  20977. }
  20978. return valid;
  20979. },
  20980. // removes equivalent sequential keys as common in morph target sequences
  20981. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  20982. optimize: function () {
  20983. // times or values may be shared with other tracks, so overwriting is unsafe
  20984. var times = AnimationUtils.arraySlice( this.times ),
  20985. values = AnimationUtils.arraySlice( this.values ),
  20986. stride = this.getValueSize(),
  20987. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  20988. lastIndex = times.length - 1;
  20989. var writeIndex = 1;
  20990. for ( var i = 1; i < lastIndex; ++ i ) {
  20991. var keep = false;
  20992. var time = times[ i ];
  20993. var timeNext = times[ i + 1 ];
  20994. // remove adjacent keyframes scheduled at the same time
  20995. if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
  20996. if ( ! smoothInterpolation ) {
  20997. // remove unnecessary keyframes same as their neighbors
  20998. var offset = i * stride,
  20999. offsetP = offset - stride,
  21000. offsetN = offset + stride;
  21001. for ( var j = 0; j !== stride; ++ j ) {
  21002. var value = values[ offset + j ];
  21003. if ( value !== values[ offsetP + j ] ||
  21004. value !== values[ offsetN + j ] ) {
  21005. keep = true;
  21006. break;
  21007. }
  21008. }
  21009. } else {
  21010. keep = true;
  21011. }
  21012. }
  21013. // in-place compaction
  21014. if ( keep ) {
  21015. if ( i !== writeIndex ) {
  21016. times[ writeIndex ] = times[ i ];
  21017. var readOffset = i * stride,
  21018. writeOffset = writeIndex * stride;
  21019. for ( var j$1 = 0; j$1 !== stride; ++ j$1 ) {
  21020. values[ writeOffset + j$1 ] = values[ readOffset + j$1 ];
  21021. }
  21022. }
  21023. ++ writeIndex;
  21024. }
  21025. }
  21026. // flush last keyframe (compaction looks ahead)
  21027. if ( lastIndex > 0 ) {
  21028. times[ writeIndex ] = times[ lastIndex ];
  21029. for ( var readOffset$1 = lastIndex * stride, writeOffset$1 = writeIndex * stride, j$2 = 0; j$2 !== stride; ++ j$2 ) {
  21030. values[ writeOffset$1 + j$2 ] = values[ readOffset$1 + j$2 ];
  21031. }
  21032. ++ writeIndex;
  21033. }
  21034. if ( writeIndex !== times.length ) {
  21035. this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
  21036. this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
  21037. } else {
  21038. this.times = times;
  21039. this.values = values;
  21040. }
  21041. return this;
  21042. },
  21043. clone: function () {
  21044. var times = AnimationUtils.arraySlice( this.times, 0 );
  21045. var values = AnimationUtils.arraySlice( this.values, 0 );
  21046. var TypedKeyframeTrack = this.constructor;
  21047. var track = new TypedKeyframeTrack( this.name, times, values );
  21048. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  21049. track.createInterpolant = this.createInterpolant;
  21050. return track;
  21051. }
  21052. } );
  21053. /**
  21054. * A Track of Boolean keyframe values.
  21055. */
  21056. function BooleanKeyframeTrack( name, times, values ) {
  21057. KeyframeTrack.call( this, name, times, values );
  21058. }
  21059. BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21060. constructor: BooleanKeyframeTrack,
  21061. ValueTypeName: 'bool',
  21062. ValueBufferType: Array,
  21063. DefaultInterpolation: InterpolateDiscrete,
  21064. InterpolantFactoryMethodLinear: undefined,
  21065. InterpolantFactoryMethodSmooth: undefined
  21066. // Note: Actually this track could have a optimized / compressed
  21067. // representation of a single value and a custom interpolant that
  21068. // computes "firstValue ^ isOdd( index )".
  21069. } );
  21070. /**
  21071. * A Track of keyframe values that represent color.
  21072. */
  21073. function ColorKeyframeTrack( name, times, values, interpolation ) {
  21074. KeyframeTrack.call( this, name, times, values, interpolation );
  21075. }
  21076. ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21077. constructor: ColorKeyframeTrack,
  21078. ValueTypeName: 'color'
  21079. // ValueBufferType is inherited
  21080. // DefaultInterpolation is inherited
  21081. // Note: Very basic implementation and nothing special yet.
  21082. // However, this is the place for color space parameterization.
  21083. } );
  21084. /**
  21085. * A Track of numeric keyframe values.
  21086. */
  21087. function NumberKeyframeTrack( name, times, values, interpolation ) {
  21088. KeyframeTrack.call( this, name, times, values, interpolation );
  21089. }
  21090. NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21091. constructor: NumberKeyframeTrack,
  21092. ValueTypeName: 'number'
  21093. // ValueBufferType is inherited
  21094. // DefaultInterpolation is inherited
  21095. } );
  21096. /**
  21097. * Spherical linear unit quaternion interpolant.
  21098. */
  21099. function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  21100. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  21101. }
  21102. QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
  21103. constructor: QuaternionLinearInterpolant,
  21104. interpolate_: function ( i1, t0, t, t1 ) {
  21105. var result = this.resultBuffer,
  21106. values = this.sampleValues,
  21107. stride = this.valueSize,
  21108. alpha = ( t - t0 ) / ( t1 - t0 );
  21109. var offset = i1 * stride;
  21110. for ( var end = offset + stride; offset !== end; offset += 4 ) {
  21111. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  21112. }
  21113. return result;
  21114. }
  21115. } );
  21116. /**
  21117. * A Track of quaternion keyframe values.
  21118. */
  21119. function QuaternionKeyframeTrack( name, times, values, interpolation ) {
  21120. KeyframeTrack.call( this, name, times, values, interpolation );
  21121. }
  21122. QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21123. constructor: QuaternionKeyframeTrack,
  21124. ValueTypeName: 'quaternion',
  21125. // ValueBufferType is inherited
  21126. DefaultInterpolation: InterpolateLinear,
  21127. InterpolantFactoryMethodLinear: function ( result ) {
  21128. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  21129. },
  21130. InterpolantFactoryMethodSmooth: undefined // not yet implemented
  21131. } );
  21132. /**
  21133. * A Track that interpolates Strings
  21134. */
  21135. function StringKeyframeTrack( name, times, values, interpolation ) {
  21136. KeyframeTrack.call( this, name, times, values, interpolation );
  21137. }
  21138. StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21139. constructor: StringKeyframeTrack,
  21140. ValueTypeName: 'string',
  21141. ValueBufferType: Array,
  21142. DefaultInterpolation: InterpolateDiscrete,
  21143. InterpolantFactoryMethodLinear: undefined,
  21144. InterpolantFactoryMethodSmooth: undefined
  21145. } );
  21146. /**
  21147. * A Track of vectored keyframe values.
  21148. */
  21149. function VectorKeyframeTrack( name, times, values, interpolation ) {
  21150. KeyframeTrack.call( this, name, times, values, interpolation );
  21151. }
  21152. VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
  21153. constructor: VectorKeyframeTrack,
  21154. ValueTypeName: 'vector'
  21155. // ValueBufferType is inherited
  21156. // DefaultInterpolation is inherited
  21157. } );
  21158. function AnimationClip( name, duration, tracks, blendMode ) {
  21159. this.name = name;
  21160. this.tracks = tracks;
  21161. this.duration = ( duration !== undefined ) ? duration : - 1;
  21162. this.blendMode = ( blendMode !== undefined ) ? blendMode : NormalAnimationBlendMode;
  21163. this.uuid = MathUtils.generateUUID();
  21164. // this means it should figure out its duration by scanning the tracks
  21165. if ( this.duration < 0 ) {
  21166. this.resetDuration();
  21167. }
  21168. }
  21169. function getTrackTypeForValueTypeName( typeName ) {
  21170. switch ( typeName.toLowerCase() ) {
  21171. case 'scalar':
  21172. case 'double':
  21173. case 'float':
  21174. case 'number':
  21175. case 'integer':
  21176. return NumberKeyframeTrack;
  21177. case 'vector':
  21178. case 'vector2':
  21179. case 'vector3':
  21180. case 'vector4':
  21181. return VectorKeyframeTrack;
  21182. case 'color':
  21183. return ColorKeyframeTrack;
  21184. case 'quaternion':
  21185. return QuaternionKeyframeTrack;
  21186. case 'bool':
  21187. case 'boolean':
  21188. return BooleanKeyframeTrack;
  21189. case 'string':
  21190. return StringKeyframeTrack;
  21191. }
  21192. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  21193. }
  21194. function parseKeyframeTrack( json ) {
  21195. if ( json.type === undefined ) {
  21196. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  21197. }
  21198. var trackType = getTrackTypeForValueTypeName( json.type );
  21199. if ( json.times === undefined ) {
  21200. var times = [], values = [];
  21201. AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
  21202. json.times = times;
  21203. json.values = values;
  21204. }
  21205. // derived classes can define a static parse method
  21206. if ( trackType.parse !== undefined ) {
  21207. return trackType.parse( json );
  21208. } else {
  21209. // by default, we assume a constructor compatible with the base
  21210. return new trackType( json.name, json.times, json.values, json.interpolation );
  21211. }
  21212. }
  21213. Object.assign( AnimationClip, {
  21214. parse: function ( json ) {
  21215. var tracks = [],
  21216. jsonTracks = json.tracks,
  21217. frameTime = 1.0 / ( json.fps || 1.0 );
  21218. for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  21219. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  21220. }
  21221. return new AnimationClip( json.name, json.duration, tracks, json.blendMode );
  21222. },
  21223. toJSON: function ( clip ) {
  21224. var tracks = [],
  21225. clipTracks = clip.tracks;
  21226. var json = {
  21227. 'name': clip.name,
  21228. 'duration': clip.duration,
  21229. 'tracks': tracks,
  21230. 'uuid': clip.uuid,
  21231. 'blendMode': clip.blendMode
  21232. };
  21233. for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
  21234. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  21235. }
  21236. return json;
  21237. },
  21238. CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
  21239. var numMorphTargets = morphTargetSequence.length;
  21240. var tracks = [];
  21241. for ( var i = 0; i < numMorphTargets; i ++ ) {
  21242. var times = [];
  21243. var values = [];
  21244. times.push(
  21245. ( i + numMorphTargets - 1 ) % numMorphTargets,
  21246. i,
  21247. ( i + 1 ) % numMorphTargets );
  21248. values.push( 0, 1, 0 );
  21249. var order = AnimationUtils.getKeyframeOrder( times );
  21250. times = AnimationUtils.sortedArray( times, 1, order );
  21251. values = AnimationUtils.sortedArray( values, 1, order );
  21252. // if there is a key at the first frame, duplicate it as the
  21253. // last frame as well for perfect loop.
  21254. if ( ! noLoop && times[ 0 ] === 0 ) {
  21255. times.push( numMorphTargets );
  21256. values.push( values[ 0 ] );
  21257. }
  21258. tracks.push(
  21259. new NumberKeyframeTrack(
  21260. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  21261. times, values
  21262. ).scale( 1.0 / fps ) );
  21263. }
  21264. return new AnimationClip( name, - 1, tracks );
  21265. },
  21266. findByName: function ( objectOrClipArray, name ) {
  21267. var clipArray = objectOrClipArray;
  21268. if ( ! Array.isArray( objectOrClipArray ) ) {
  21269. var o = objectOrClipArray;
  21270. clipArray = o.geometry && o.geometry.animations || o.animations;
  21271. }
  21272. for ( var i = 0; i < clipArray.length; i ++ ) {
  21273. if ( clipArray[ i ].name === name ) {
  21274. return clipArray[ i ];
  21275. }
  21276. }
  21277. return null;
  21278. },
  21279. CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
  21280. var animationToMorphTargets = {};
  21281. // tested with https://regex101.com/ on trick sequences
  21282. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  21283. var pattern = /^([\w-]*?)([\d]+)$/;
  21284. // sort morph target names into animation groups based
  21285. // patterns like Walk_001, Walk_002, Run_001, Run_002
  21286. for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
  21287. var morphTarget = morphTargets[ i ];
  21288. var parts = morphTarget.name.match( pattern );
  21289. if ( parts && parts.length > 1 ) {
  21290. var name = parts[ 1 ];
  21291. var animationMorphTargets = animationToMorphTargets[ name ];
  21292. if ( ! animationMorphTargets ) {
  21293. animationToMorphTargets[ name ] = animationMorphTargets = [];
  21294. }
  21295. animationMorphTargets.push( morphTarget );
  21296. }
  21297. }
  21298. var clips = [];
  21299. for ( var name$1 in animationToMorphTargets ) {
  21300. clips.push( AnimationClip.CreateFromMorphTargetSequence( name$1, animationToMorphTargets[ name$1 ], fps, noLoop ) );
  21301. }
  21302. return clips;
  21303. },
  21304. // parse the animation.hierarchy format
  21305. parseAnimation: function ( animation, bones ) {
  21306. if ( ! animation ) {
  21307. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  21308. return null;
  21309. }
  21310. var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  21311. // only return track if there are actually keys.
  21312. if ( animationKeys.length !== 0 ) {
  21313. var times = [];
  21314. var values = [];
  21315. AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
  21316. // empty keys are filtered out, so check again
  21317. if ( times.length !== 0 ) {
  21318. destTracks.push( new trackType( trackName, times, values ) );
  21319. }
  21320. }
  21321. };
  21322. var tracks = [];
  21323. var clipName = animation.name || 'default';
  21324. var fps = animation.fps || 30;
  21325. var blendMode = animation.blendMode;
  21326. // automatic length determination in AnimationClip.
  21327. var duration = animation.length || - 1;
  21328. var hierarchyTracks = animation.hierarchy || [];
  21329. for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
  21330. var animationKeys = hierarchyTracks[ h ].keys;
  21331. // skip empty tracks
  21332. if ( ! animationKeys || animationKeys.length === 0 ) { continue; }
  21333. // process morph targets
  21334. if ( animationKeys[ 0 ].morphTargets ) {
  21335. // figure out all morph targets used in this track
  21336. var morphTargetNames = {};
  21337. var k = (void 0);
  21338. for ( k = 0; k < animationKeys.length; k ++ ) {
  21339. if ( animationKeys[ k ].morphTargets ) {
  21340. for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  21341. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
  21342. }
  21343. }
  21344. }
  21345. // create a track for each morph target with all zero
  21346. // morphTargetInfluences except for the keys in which
  21347. // the morphTarget is named.
  21348. for ( var morphTargetName in morphTargetNames ) {
  21349. var times = [];
  21350. var values = [];
  21351. for ( var m$1 = 0; m$1 !== animationKeys[ k ].morphTargets.length; ++ m$1 ) {
  21352. var animationKey = animationKeys[ k ];
  21353. times.push( animationKey.time );
  21354. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  21355. }
  21356. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  21357. }
  21358. duration = morphTargetNames.length * ( fps || 1.0 );
  21359. } else {
  21360. // ...assume skeletal animation
  21361. var boneName = '.bones[' + bones[ h ].name + ']';
  21362. addNonemptyTrack(
  21363. VectorKeyframeTrack, boneName + '.position',
  21364. animationKeys, 'pos', tracks );
  21365. addNonemptyTrack(
  21366. QuaternionKeyframeTrack, boneName + '.quaternion',
  21367. animationKeys, 'rot', tracks );
  21368. addNonemptyTrack(
  21369. VectorKeyframeTrack, boneName + '.scale',
  21370. animationKeys, 'scl', tracks );
  21371. }
  21372. }
  21373. if ( tracks.length === 0 ) {
  21374. return null;
  21375. }
  21376. var clip = new AnimationClip( clipName, duration, tracks, blendMode );
  21377. return clip;
  21378. }
  21379. } );
  21380. Object.assign( AnimationClip.prototype, {
  21381. resetDuration: function () {
  21382. var tracks = this.tracks;
  21383. var duration = 0;
  21384. for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
  21385. var track = this.tracks[ i ];
  21386. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  21387. }
  21388. this.duration = duration;
  21389. return this;
  21390. },
  21391. trim: function () {
  21392. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21393. this.tracks[ i ].trim( 0, this.duration );
  21394. }
  21395. return this;
  21396. },
  21397. validate: function () {
  21398. var valid = true;
  21399. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21400. valid = valid && this.tracks[ i ].validate();
  21401. }
  21402. return valid;
  21403. },
  21404. optimize: function () {
  21405. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21406. this.tracks[ i ].optimize();
  21407. }
  21408. return this;
  21409. },
  21410. clone: function () {
  21411. var tracks = [];
  21412. for ( var i = 0; i < this.tracks.length; i ++ ) {
  21413. tracks.push( this.tracks[ i ].clone() );
  21414. }
  21415. return new AnimationClip( this.name, this.duration, tracks, this.blendMode );
  21416. }
  21417. } );
  21418. var Cache = {
  21419. enabled: false,
  21420. files: {},
  21421. add: function ( key, file ) {
  21422. if ( this.enabled === false ) { return; }
  21423. // console.log( 'THREE.Cache', 'Adding key:', key );
  21424. this.files[ key ] = file;
  21425. },
  21426. get: function ( key ) {
  21427. if ( this.enabled === false ) { return; }
  21428. // console.log( 'THREE.Cache', 'Checking key:', key );
  21429. return this.files[ key ];
  21430. },
  21431. remove: function ( key ) {
  21432. delete this.files[ key ];
  21433. },
  21434. clear: function () {
  21435. this.files = {};
  21436. }
  21437. };
  21438. function LoadingManager( onLoad, onProgress, onError ) {
  21439. var scope = this;
  21440. var isLoading = false;
  21441. var itemsLoaded = 0;
  21442. var itemsTotal = 0;
  21443. var urlModifier = undefined;
  21444. var handlers = [];
  21445. // Refer to #5689 for the reason why we don't set .onStart
  21446. // in the constructor
  21447. this.onStart = undefined;
  21448. this.onLoad = onLoad;
  21449. this.onProgress = onProgress;
  21450. this.onError = onError;
  21451. this.itemStart = function ( url ) {
  21452. itemsTotal ++;
  21453. if ( isLoading === false ) {
  21454. if ( scope.onStart !== undefined ) {
  21455. scope.onStart( url, itemsLoaded, itemsTotal );
  21456. }
  21457. }
  21458. isLoading = true;
  21459. };
  21460. this.itemEnd = function ( url ) {
  21461. itemsLoaded ++;
  21462. if ( scope.onProgress !== undefined ) {
  21463. scope.onProgress( url, itemsLoaded, itemsTotal );
  21464. }
  21465. if ( itemsLoaded === itemsTotal ) {
  21466. isLoading = false;
  21467. if ( scope.onLoad !== undefined ) {
  21468. scope.onLoad();
  21469. }
  21470. }
  21471. };
  21472. this.itemError = function ( url ) {
  21473. if ( scope.onError !== undefined ) {
  21474. scope.onError( url );
  21475. }
  21476. };
  21477. this.resolveURL = function ( url ) {
  21478. if ( urlModifier ) {
  21479. return urlModifier( url );
  21480. }
  21481. return url;
  21482. };
  21483. this.setURLModifier = function ( transform ) {
  21484. urlModifier = transform;
  21485. return this;
  21486. };
  21487. this.addHandler = function ( regex, loader ) {
  21488. handlers.push( regex, loader );
  21489. return this;
  21490. };
  21491. this.removeHandler = function ( regex ) {
  21492. var index = handlers.indexOf( regex );
  21493. if ( index !== - 1 ) {
  21494. handlers.splice( index, 2 );
  21495. }
  21496. return this;
  21497. };
  21498. this.getHandler = function ( file ) {
  21499. for ( var i = 0, l = handlers.length; i < l; i += 2 ) {
  21500. var regex = handlers[ i ];
  21501. var loader = handlers[ i + 1 ];
  21502. if ( regex.global ) { regex.lastIndex = 0; } // see #17920
  21503. if ( regex.test( file ) ) {
  21504. return loader;
  21505. }
  21506. }
  21507. return null;
  21508. };
  21509. }
  21510. var DefaultLoadingManager = new LoadingManager();
  21511. function Loader( manager ) {
  21512. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  21513. this.crossOrigin = 'anonymous';
  21514. this.path = '';
  21515. this.resourcePath = '';
  21516. this.requestHeader = {};
  21517. }
  21518. Object.assign( Loader.prototype, {
  21519. load: function ( /* url, onLoad, onProgress, onError */ ) {},
  21520. loadAsync: function ( url, onProgress ) {
  21521. var scope = this;
  21522. return new Promise( function ( resolve, reject ) {
  21523. scope.load( url, resolve, onProgress, reject );
  21524. } );
  21525. },
  21526. parse: function ( /* data */ ) {},
  21527. setCrossOrigin: function ( crossOrigin ) {
  21528. this.crossOrigin = crossOrigin;
  21529. return this;
  21530. },
  21531. setPath: function ( path ) {
  21532. this.path = path;
  21533. return this;
  21534. },
  21535. setResourcePath: function ( resourcePath ) {
  21536. this.resourcePath = resourcePath;
  21537. return this;
  21538. },
  21539. setRequestHeader: function ( requestHeader ) {
  21540. this.requestHeader = requestHeader;
  21541. return this;
  21542. }
  21543. } );
  21544. var loading = {};
  21545. function FileLoader( manager ) {
  21546. Loader.call( this, manager );
  21547. }
  21548. FileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21549. constructor: FileLoader,
  21550. load: function ( url, onLoad, onProgress, onError ) {
  21551. if ( url === undefined ) { url = ''; }
  21552. if ( this.path !== undefined ) { url = this.path + url; }
  21553. url = this.manager.resolveURL( url );
  21554. var scope = this;
  21555. var cached = Cache.get( url );
  21556. if ( cached !== undefined ) {
  21557. scope.manager.itemStart( url );
  21558. setTimeout( function () {
  21559. if ( onLoad ) { onLoad( cached ); }
  21560. scope.manager.itemEnd( url );
  21561. }, 0 );
  21562. return cached;
  21563. }
  21564. // Check if request is duplicate
  21565. if ( loading[ url ] !== undefined ) {
  21566. loading[ url ].push( {
  21567. onLoad: onLoad,
  21568. onProgress: onProgress,
  21569. onError: onError
  21570. } );
  21571. return;
  21572. }
  21573. // Check for data: URI
  21574. var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
  21575. var dataUriRegexResult = url.match( dataUriRegex );
  21576. var request;
  21577. // Safari can not handle Data URIs through XMLHttpRequest so process manually
  21578. if ( dataUriRegexResult ) {
  21579. var mimeType = dataUriRegexResult[ 1 ];
  21580. var isBase64 = !! dataUriRegexResult[ 2 ];
  21581. var data = dataUriRegexResult[ 3 ];
  21582. data = decodeURIComponent( data );
  21583. if ( isBase64 ) { data = atob( data ); }
  21584. try {
  21585. var response;
  21586. var responseType = ( this.responseType || '' ).toLowerCase();
  21587. switch ( responseType ) {
  21588. case 'arraybuffer':
  21589. case 'blob':
  21590. var view = new Uint8Array( data.length );
  21591. for ( var i = 0; i < data.length; i ++ ) {
  21592. view[ i ] = data.charCodeAt( i );
  21593. }
  21594. if ( responseType === 'blob' ) {
  21595. response = new Blob( [ view.buffer ], { type: mimeType } );
  21596. } else {
  21597. response = view.buffer;
  21598. }
  21599. break;
  21600. case 'document':
  21601. var parser = new DOMParser();
  21602. response = parser.parseFromString( data, mimeType );
  21603. break;
  21604. case 'json':
  21605. response = JSON.parse( data );
  21606. break;
  21607. default: // 'text' or other
  21608. response = data;
  21609. break;
  21610. }
  21611. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21612. setTimeout( function () {
  21613. if ( onLoad ) { onLoad( response ); }
  21614. scope.manager.itemEnd( url );
  21615. }, 0 );
  21616. } catch ( error ) {
  21617. // Wait for next browser tick like standard XMLHttpRequest event dispatching does
  21618. setTimeout( function () {
  21619. if ( onError ) { onError( error ); }
  21620. scope.manager.itemError( url );
  21621. scope.manager.itemEnd( url );
  21622. }, 0 );
  21623. }
  21624. } else {
  21625. // Initialise array for duplicate requests
  21626. loading[ url ] = [];
  21627. loading[ url ].push( {
  21628. onLoad: onLoad,
  21629. onProgress: onProgress,
  21630. onError: onError
  21631. } );
  21632. request = new XMLHttpRequest();
  21633. request.open( 'GET', url, true );
  21634. request.addEventListener( 'load', function ( event ) {
  21635. var response = this.response;
  21636. var callbacks = loading[ url ];
  21637. delete loading[ url ];
  21638. if ( this.status === 200 || this.status === 0 ) {
  21639. // Some browsers return HTTP Status 0 when using non-http protocol
  21640. // e.g. 'file://' or 'data://'. Handle as success.
  21641. if ( this.status === 0 ) { console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); }
  21642. // Add to cache only on HTTP success, so that we do not cache
  21643. // error response bodies as proper responses to requests.
  21644. Cache.add( url, response );
  21645. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21646. var callback = callbacks[ i ];
  21647. if ( callback.onLoad ) { callback.onLoad( response ); }
  21648. }
  21649. scope.manager.itemEnd( url );
  21650. } else {
  21651. for ( var i$1 = 0, il$1 = callbacks.length; i$1 < il$1; i$1 ++ ) {
  21652. var callback$1 = callbacks[ i$1 ];
  21653. if ( callback$1.onError ) { callback$1.onError( event ); }
  21654. }
  21655. scope.manager.itemError( url );
  21656. scope.manager.itemEnd( url );
  21657. }
  21658. }, false );
  21659. request.addEventListener( 'progress', function ( event ) {
  21660. var callbacks = loading[ url ];
  21661. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21662. var callback = callbacks[ i ];
  21663. if ( callback.onProgress ) { callback.onProgress( event ); }
  21664. }
  21665. }, false );
  21666. request.addEventListener( 'error', function ( event ) {
  21667. var callbacks = loading[ url ];
  21668. delete loading[ url ];
  21669. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21670. var callback = callbacks[ i ];
  21671. if ( callback.onError ) { callback.onError( event ); }
  21672. }
  21673. scope.manager.itemError( url );
  21674. scope.manager.itemEnd( url );
  21675. }, false );
  21676. request.addEventListener( 'abort', function ( event ) {
  21677. var callbacks = loading[ url ];
  21678. delete loading[ url ];
  21679. for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
  21680. var callback = callbacks[ i ];
  21681. if ( callback.onError ) { callback.onError( event ); }
  21682. }
  21683. scope.manager.itemError( url );
  21684. scope.manager.itemEnd( url );
  21685. }, false );
  21686. if ( this.responseType !== undefined ) { request.responseType = this.responseType; }
  21687. if ( this.withCredentials !== undefined ) { request.withCredentials = this.withCredentials; }
  21688. if ( request.overrideMimeType ) { request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' ); }
  21689. for ( var header in this.requestHeader ) {
  21690. request.setRequestHeader( header, this.requestHeader[ header ] );
  21691. }
  21692. request.send( null );
  21693. }
  21694. scope.manager.itemStart( url );
  21695. return request;
  21696. },
  21697. setResponseType: function ( value ) {
  21698. this.responseType = value;
  21699. return this;
  21700. },
  21701. setWithCredentials: function ( value ) {
  21702. this.withCredentials = value;
  21703. return this;
  21704. },
  21705. setMimeType: function ( value ) {
  21706. this.mimeType = value;
  21707. return this;
  21708. }
  21709. } );
  21710. function AnimationLoader( manager ) {
  21711. Loader.call( this, manager );
  21712. }
  21713. AnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21714. constructor: AnimationLoader,
  21715. load: function ( url, onLoad, onProgress, onError ) {
  21716. var scope = this;
  21717. var loader = new FileLoader( scope.manager );
  21718. loader.setPath( scope.path );
  21719. loader.setRequestHeader( scope.requestHeader );
  21720. loader.load( url, function ( text ) {
  21721. try {
  21722. onLoad( scope.parse( JSON.parse( text ) ) );
  21723. } catch ( e ) {
  21724. if ( onError ) {
  21725. onError( e );
  21726. } else {
  21727. console.error( e );
  21728. }
  21729. scope.manager.itemError( url );
  21730. }
  21731. }, onProgress, onError );
  21732. },
  21733. parse: function ( json ) {
  21734. var animations = [];
  21735. for ( var i = 0; i < json.length; i ++ ) {
  21736. var clip = AnimationClip.parse( json[ i ] );
  21737. animations.push( clip );
  21738. }
  21739. return animations;
  21740. }
  21741. } );
  21742. /**
  21743. * Abstract Base class to block based textures loader (dds, pvr, ...)
  21744. *
  21745. * Sub classes have to implement the parse() method which will be used in load().
  21746. */
  21747. function CompressedTextureLoader( manager ) {
  21748. Loader.call( this, manager );
  21749. }
  21750. CompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21751. constructor: CompressedTextureLoader,
  21752. load: function ( url, onLoad, onProgress, onError ) {
  21753. var scope = this;
  21754. var images = [];
  21755. var texture = new CompressedTexture();
  21756. texture.image = images;
  21757. var loader = new FileLoader( this.manager );
  21758. loader.setPath( this.path );
  21759. loader.setResponseType( 'arraybuffer' );
  21760. loader.setRequestHeader( this.requestHeader );
  21761. var loaded = 0;
  21762. function loadTexture( i ) {
  21763. loader.load( url[ i ], function ( buffer ) {
  21764. var texDatas = scope.parse( buffer, true );
  21765. images[ i ] = {
  21766. width: texDatas.width,
  21767. height: texDatas.height,
  21768. format: texDatas.format,
  21769. mipmaps: texDatas.mipmaps
  21770. };
  21771. loaded += 1;
  21772. if ( loaded === 6 ) {
  21773. if ( texDatas.mipmapCount === 1 )
  21774. { texture.minFilter = LinearFilter; }
  21775. texture.format = texDatas.format;
  21776. texture.needsUpdate = true;
  21777. if ( onLoad ) { onLoad( texture ); }
  21778. }
  21779. }, onProgress, onError );
  21780. }
  21781. if ( Array.isArray( url ) ) {
  21782. for ( var i = 0, il = url.length; i < il; ++ i ) {
  21783. loadTexture( i );
  21784. }
  21785. } else {
  21786. // compressed cubemap texture stored in a single DDS file
  21787. loader.load( url, function ( buffer ) {
  21788. var texDatas = scope.parse( buffer, true );
  21789. if ( texDatas.isCubemap ) {
  21790. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  21791. for ( var f = 0; f < faces; f ++ ) {
  21792. images[ f ] = { mipmaps: [] };
  21793. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  21794. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  21795. images[ f ].format = texDatas.format;
  21796. images[ f ].width = texDatas.width;
  21797. images[ f ].height = texDatas.height;
  21798. }
  21799. }
  21800. } else {
  21801. texture.image.width = texDatas.width;
  21802. texture.image.height = texDatas.height;
  21803. texture.mipmaps = texDatas.mipmaps;
  21804. }
  21805. if ( texDatas.mipmapCount === 1 ) {
  21806. texture.minFilter = LinearFilter;
  21807. }
  21808. texture.format = texDatas.format;
  21809. texture.needsUpdate = true;
  21810. if ( onLoad ) { onLoad( texture ); }
  21811. }, onProgress, onError );
  21812. }
  21813. return texture;
  21814. }
  21815. } );
  21816. /**
  21817. * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
  21818. *
  21819. * Sub classes have to implement the parse() method which will be used in load().
  21820. */
  21821. function DataTextureLoader( manager ) {
  21822. Loader.call( this, manager );
  21823. }
  21824. DataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21825. constructor: DataTextureLoader,
  21826. load: function ( url, onLoad, onProgress, onError ) {
  21827. var scope = this;
  21828. var texture = new DataTexture();
  21829. var loader = new FileLoader( this.manager );
  21830. loader.setResponseType( 'arraybuffer' );
  21831. loader.setRequestHeader( this.requestHeader );
  21832. loader.setPath( this.path );
  21833. loader.load( url, function ( buffer ) {
  21834. var texData = scope.parse( buffer );
  21835. if ( ! texData ) { return; }
  21836. if ( texData.image !== undefined ) {
  21837. texture.image = texData.image;
  21838. } else if ( texData.data !== undefined ) {
  21839. texture.image.width = texData.width;
  21840. texture.image.height = texData.height;
  21841. texture.image.data = texData.data;
  21842. }
  21843. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  21844. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  21845. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  21846. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  21847. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  21848. if ( texData.format !== undefined ) {
  21849. texture.format = texData.format;
  21850. }
  21851. if ( texData.type !== undefined ) {
  21852. texture.type = texData.type;
  21853. }
  21854. if ( texData.mipmaps !== undefined ) {
  21855. texture.mipmaps = texData.mipmaps;
  21856. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  21857. }
  21858. if ( texData.mipmapCount === 1 ) {
  21859. texture.minFilter = LinearFilter;
  21860. }
  21861. texture.needsUpdate = true;
  21862. if ( onLoad ) { onLoad( texture, texData ); }
  21863. }, onProgress, onError );
  21864. return texture;
  21865. }
  21866. } );
  21867. function ImageLoader( manager ) {
  21868. Loader.call( this, manager );
  21869. }
  21870. ImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21871. constructor: ImageLoader,
  21872. load: function ( url, onLoad, onProgress, onError ) {
  21873. if ( this.path !== undefined ) { url = this.path + url; }
  21874. url = this.manager.resolveURL( url );
  21875. var scope = this;
  21876. var cached = Cache.get( url );
  21877. if ( cached !== undefined ) {
  21878. scope.manager.itemStart( url );
  21879. setTimeout( function () {
  21880. if ( onLoad ) { onLoad( cached ); }
  21881. scope.manager.itemEnd( url );
  21882. }, 0 );
  21883. return cached;
  21884. }
  21885. var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
  21886. function onImageLoad() {
  21887. image.removeEventListener( 'load', onImageLoad, false );
  21888. image.removeEventListener( 'error', onImageError, false );
  21889. Cache.add( url, this );
  21890. if ( onLoad ) { onLoad( this ); }
  21891. scope.manager.itemEnd( url );
  21892. }
  21893. function onImageError( event ) {
  21894. image.removeEventListener( 'load', onImageLoad, false );
  21895. image.removeEventListener( 'error', onImageError, false );
  21896. if ( onError ) { onError( event ); }
  21897. scope.manager.itemError( url );
  21898. scope.manager.itemEnd( url );
  21899. }
  21900. image.addEventListener( 'load', onImageLoad, false );
  21901. image.addEventListener( 'error', onImageError, false );
  21902. if ( url.substr( 0, 5 ) !== 'data:' ) {
  21903. if ( this.crossOrigin !== undefined ) { image.crossOrigin = this.crossOrigin; }
  21904. }
  21905. scope.manager.itemStart( url );
  21906. image.src = url;
  21907. return image;
  21908. }
  21909. } );
  21910. function CubeTextureLoader( manager ) {
  21911. Loader.call( this, manager );
  21912. }
  21913. CubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21914. constructor: CubeTextureLoader,
  21915. load: function ( urls, onLoad, onProgress, onError ) {
  21916. var texture = new CubeTexture();
  21917. var loader = new ImageLoader( this.manager );
  21918. loader.setCrossOrigin( this.crossOrigin );
  21919. loader.setPath( this.path );
  21920. var loaded = 0;
  21921. function loadTexture( i ) {
  21922. loader.load( urls[ i ], function ( image ) {
  21923. texture.images[ i ] = image;
  21924. loaded ++;
  21925. if ( loaded === 6 ) {
  21926. texture.needsUpdate = true;
  21927. if ( onLoad ) { onLoad( texture ); }
  21928. }
  21929. }, undefined, onError );
  21930. }
  21931. for ( var i = 0; i < urls.length; ++ i ) {
  21932. loadTexture( i );
  21933. }
  21934. return texture;
  21935. }
  21936. } );
  21937. function TextureLoader( manager ) {
  21938. Loader.call( this, manager );
  21939. }
  21940. TextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  21941. constructor: TextureLoader,
  21942. load: function ( url, onLoad, onProgress, onError ) {
  21943. var texture = new Texture();
  21944. var loader = new ImageLoader( this.manager );
  21945. loader.setCrossOrigin( this.crossOrigin );
  21946. loader.setPath( this.path );
  21947. loader.load( url, function ( image ) {
  21948. texture.image = image;
  21949. // JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
  21950. var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
  21951. texture.format = isJPEG ? RGBFormat : RGBAFormat;
  21952. texture.needsUpdate = true;
  21953. if ( onLoad !== undefined ) {
  21954. onLoad( texture );
  21955. }
  21956. }, onProgress, onError );
  21957. return texture;
  21958. }
  21959. } );
  21960. /**
  21961. * Extensible curve object.
  21962. *
  21963. * Some common of curve methods:
  21964. * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
  21965. * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
  21966. * .getPoints(), .getSpacedPoints()
  21967. * .getLength()
  21968. * .updateArcLengths()
  21969. *
  21970. * This following curves inherit from THREE.Curve:
  21971. *
  21972. * -- 2D curves --
  21973. * THREE.ArcCurve
  21974. * THREE.CubicBezierCurve
  21975. * THREE.EllipseCurve
  21976. * THREE.LineCurve
  21977. * THREE.QuadraticBezierCurve
  21978. * THREE.SplineCurve
  21979. *
  21980. * -- 3D curves --
  21981. * THREE.CatmullRomCurve3
  21982. * THREE.CubicBezierCurve3
  21983. * THREE.LineCurve3
  21984. * THREE.QuadraticBezierCurve3
  21985. *
  21986. * A series of curves can be represented as a THREE.CurvePath.
  21987. *
  21988. **/
  21989. function Curve() {
  21990. this.type = 'Curve';
  21991. this.arcLengthDivisions = 200;
  21992. }
  21993. Object.assign( Curve.prototype, {
  21994. // Virtual base class method to overwrite and implement in subclasses
  21995. // - t [0 .. 1]
  21996. getPoint: function ( /* t, optionalTarget */ ) {
  21997. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  21998. return null;
  21999. },
  22000. // Get point at relative position in curve according to arc length
  22001. // - u [0 .. 1]
  22002. getPointAt: function ( u, optionalTarget ) {
  22003. var t = this.getUtoTmapping( u );
  22004. return this.getPoint( t, optionalTarget );
  22005. },
  22006. // Get sequence of points using getPoint( t )
  22007. getPoints: function ( divisions ) {
  22008. if ( divisions === undefined ) { divisions = 5; }
  22009. var points = [];
  22010. for ( var d = 0; d <= divisions; d ++ ) {
  22011. points.push( this.getPoint( d / divisions ) );
  22012. }
  22013. return points;
  22014. },
  22015. // Get sequence of points using getPointAt( u )
  22016. getSpacedPoints: function ( divisions ) {
  22017. if ( divisions === undefined ) { divisions = 5; }
  22018. var points = [];
  22019. for ( var d = 0; d <= divisions; d ++ ) {
  22020. points.push( this.getPointAt( d / divisions ) );
  22021. }
  22022. return points;
  22023. },
  22024. // Get total curve arc length
  22025. getLength: function () {
  22026. var lengths = this.getLengths();
  22027. return lengths[ lengths.length - 1 ];
  22028. },
  22029. // Get list of cumulative segment lengths
  22030. getLengths: function ( divisions ) {
  22031. if ( divisions === undefined ) { divisions = this.arcLengthDivisions; }
  22032. if ( this.cacheArcLengths &&
  22033. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22034. ! this.needsUpdate ) {
  22035. return this.cacheArcLengths;
  22036. }
  22037. this.needsUpdate = false;
  22038. var cache = [];
  22039. var current, last = this.getPoint( 0 );
  22040. var sum = 0;
  22041. cache.push( 0 );
  22042. for ( var p = 1; p <= divisions; p ++ ) {
  22043. current = this.getPoint( p / divisions );
  22044. sum += current.distanceTo( last );
  22045. cache.push( sum );
  22046. last = current;
  22047. }
  22048. this.cacheArcLengths = cache;
  22049. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22050. },
  22051. updateArcLengths: function () {
  22052. this.needsUpdate = true;
  22053. this.getLengths();
  22054. },
  22055. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
  22056. getUtoTmapping: function ( u, distance ) {
  22057. var arcLengths = this.getLengths();
  22058. var i = 0, il = arcLengths.length;
  22059. var targetArcLength; // The targeted u distance value to get
  22060. if ( distance ) {
  22061. targetArcLength = distance;
  22062. } else {
  22063. targetArcLength = u * arcLengths[ il - 1 ];
  22064. }
  22065. // binary search for the index with largest value smaller than target u distance
  22066. var low = 0, high = il - 1, comparison;
  22067. while ( low <= high ) {
  22068. 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
  22069. comparison = arcLengths[ i ] - targetArcLength;
  22070. if ( comparison < 0 ) {
  22071. low = i + 1;
  22072. } else if ( comparison > 0 ) {
  22073. high = i - 1;
  22074. } else {
  22075. high = i;
  22076. break;
  22077. // DONE
  22078. }
  22079. }
  22080. i = high;
  22081. if ( arcLengths[ i ] === targetArcLength ) {
  22082. return i / ( il - 1 );
  22083. }
  22084. // we could get finer grain at lengths, or use simple interpolation between two points
  22085. var lengthBefore = arcLengths[ i ];
  22086. var lengthAfter = arcLengths[ i + 1 ];
  22087. var segmentLength = lengthAfter - lengthBefore;
  22088. // determine where we are between the 'before' and 'after' points
  22089. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22090. // add that fractional amount to t
  22091. var t = ( i + segmentFraction ) / ( il - 1 );
  22092. return t;
  22093. },
  22094. // Returns a unit vector tangent at t
  22095. // In case any sub curve does not implement its tangent derivation,
  22096. // 2 points a small delta apart will be used to find its gradient
  22097. // which seems to give a reasonable approximation
  22098. getTangent: function ( t, optionalTarget ) {
  22099. var delta = 0.0001;
  22100. var t1 = t - delta;
  22101. var t2 = t + delta;
  22102. // Capping in case of danger
  22103. if ( t1 < 0 ) { t1 = 0; }
  22104. if ( t2 > 1 ) { t2 = 1; }
  22105. var pt1 = this.getPoint( t1 );
  22106. var pt2 = this.getPoint( t2 );
  22107. var tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22108. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22109. return tangent;
  22110. },
  22111. getTangentAt: function ( u, optionalTarget ) {
  22112. var t = this.getUtoTmapping( u );
  22113. return this.getTangent( t, optionalTarget );
  22114. },
  22115. computeFrenetFrames: function ( segments, closed ) {
  22116. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22117. var normal = new Vector3();
  22118. var tangents = [];
  22119. var normals = [];
  22120. var binormals = [];
  22121. var vec = new Vector3();
  22122. var mat = new Matrix4();
  22123. // compute the tangent vectors for each segment on the curve
  22124. for ( var i = 0; i <= segments; i ++ ) {
  22125. var u = i / segments;
  22126. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22127. tangents[ i ].normalize();
  22128. }
  22129. // select an initial normal vector perpendicular to the first tangent vector,
  22130. // and in the direction of the minimum tangent xyz component
  22131. normals[ 0 ] = new Vector3();
  22132. binormals[ 0 ] = new Vector3();
  22133. var min = Number.MAX_VALUE;
  22134. var tx = Math.abs( tangents[ 0 ].x );
  22135. var ty = Math.abs( tangents[ 0 ].y );
  22136. var tz = Math.abs( tangents[ 0 ].z );
  22137. if ( tx <= min ) {
  22138. min = tx;
  22139. normal.set( 1, 0, 0 );
  22140. }
  22141. if ( ty <= min ) {
  22142. min = ty;
  22143. normal.set( 0, 1, 0 );
  22144. }
  22145. if ( tz <= min ) {
  22146. normal.set( 0, 0, 1 );
  22147. }
  22148. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22149. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22150. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22151. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22152. for ( var i$1 = 1; i$1 <= segments; i$1 ++ ) {
  22153. normals[ i$1 ] = normals[ i$1 - 1 ].clone();
  22154. binormals[ i$1 ] = binormals[ i$1 - 1 ].clone();
  22155. vec.crossVectors( tangents[ i$1 - 1 ], tangents[ i$1 ] );
  22156. if ( vec.length() > Number.EPSILON ) {
  22157. vec.normalize();
  22158. var theta = Math.acos( MathUtils.clamp( tangents[ i$1 - 1 ].dot( tangents[ i$1 ] ), - 1, 1 ) ); // clamp for floating pt errors
  22159. normals[ i$1 ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22160. }
  22161. binormals[ i$1 ].crossVectors( tangents[ i$1 ], normals[ i$1 ] );
  22162. }
  22163. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22164. if ( closed === true ) {
  22165. var theta$1 = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  22166. theta$1 /= segments;
  22167. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22168. theta$1 = - theta$1;
  22169. }
  22170. for ( var i$2 = 1; i$2 <= segments; i$2 ++ ) {
  22171. // twist a little...
  22172. normals[ i$2 ].applyMatrix4( mat.makeRotationAxis( tangents[ i$2 ], theta$1 * i$2 ) );
  22173. binormals[ i$2 ].crossVectors( tangents[ i$2 ], normals[ i$2 ] );
  22174. }
  22175. }
  22176. return {
  22177. tangents: tangents,
  22178. normals: normals,
  22179. binormals: binormals
  22180. };
  22181. },
  22182. clone: function () {
  22183. return new this.constructor().copy( this );
  22184. },
  22185. copy: function ( source ) {
  22186. this.arcLengthDivisions = source.arcLengthDivisions;
  22187. return this;
  22188. },
  22189. toJSON: function () {
  22190. var data = {
  22191. metadata: {
  22192. version: 4.5,
  22193. type: 'Curve',
  22194. generator: 'Curve.toJSON'
  22195. }
  22196. };
  22197. data.arcLengthDivisions = this.arcLengthDivisions;
  22198. data.type = this.type;
  22199. return data;
  22200. },
  22201. fromJSON: function ( json ) {
  22202. this.arcLengthDivisions = json.arcLengthDivisions;
  22203. return this;
  22204. }
  22205. } );
  22206. function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  22207. Curve.call( this );
  22208. this.type = 'EllipseCurve';
  22209. this.aX = aX || 0;
  22210. this.aY = aY || 0;
  22211. this.xRadius = xRadius || 1;
  22212. this.yRadius = yRadius || 1;
  22213. this.aStartAngle = aStartAngle || 0;
  22214. this.aEndAngle = aEndAngle || 2 * Math.PI;
  22215. this.aClockwise = aClockwise || false;
  22216. this.aRotation = aRotation || 0;
  22217. }
  22218. EllipseCurve.prototype = Object.create( Curve.prototype );
  22219. EllipseCurve.prototype.constructor = EllipseCurve;
  22220. EllipseCurve.prototype.isEllipseCurve = true;
  22221. EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22222. var point = optionalTarget || new Vector2();
  22223. var twoPi = Math.PI * 2;
  22224. var deltaAngle = this.aEndAngle - this.aStartAngle;
  22225. var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  22226. // ensures that deltaAngle is 0 .. 2 PI
  22227. while ( deltaAngle < 0 ) { deltaAngle += twoPi; }
  22228. while ( deltaAngle > twoPi ) { deltaAngle -= twoPi; }
  22229. if ( deltaAngle < Number.EPSILON ) {
  22230. if ( samePoints ) {
  22231. deltaAngle = 0;
  22232. } else {
  22233. deltaAngle = twoPi;
  22234. }
  22235. }
  22236. if ( this.aClockwise === true && ! samePoints ) {
  22237. if ( deltaAngle === twoPi ) {
  22238. deltaAngle = - twoPi;
  22239. } else {
  22240. deltaAngle = deltaAngle - twoPi;
  22241. }
  22242. }
  22243. var angle = this.aStartAngle + t * deltaAngle;
  22244. var x = this.aX + this.xRadius * Math.cos( angle );
  22245. var y = this.aY + this.yRadius * Math.sin( angle );
  22246. if ( this.aRotation !== 0 ) {
  22247. var cos = Math.cos( this.aRotation );
  22248. var sin = Math.sin( this.aRotation );
  22249. var tx = x - this.aX;
  22250. var ty = y - this.aY;
  22251. // Rotate the point about the center of the ellipse.
  22252. x = tx * cos - ty * sin + this.aX;
  22253. y = tx * sin + ty * cos + this.aY;
  22254. }
  22255. return point.set( x, y );
  22256. };
  22257. EllipseCurve.prototype.copy = function ( source ) {
  22258. Curve.prototype.copy.call( this, source );
  22259. this.aX = source.aX;
  22260. this.aY = source.aY;
  22261. this.xRadius = source.xRadius;
  22262. this.yRadius = source.yRadius;
  22263. this.aStartAngle = source.aStartAngle;
  22264. this.aEndAngle = source.aEndAngle;
  22265. this.aClockwise = source.aClockwise;
  22266. this.aRotation = source.aRotation;
  22267. return this;
  22268. };
  22269. EllipseCurve.prototype.toJSON = function () {
  22270. var data = Curve.prototype.toJSON.call( this );
  22271. data.aX = this.aX;
  22272. data.aY = this.aY;
  22273. data.xRadius = this.xRadius;
  22274. data.yRadius = this.yRadius;
  22275. data.aStartAngle = this.aStartAngle;
  22276. data.aEndAngle = this.aEndAngle;
  22277. data.aClockwise = this.aClockwise;
  22278. data.aRotation = this.aRotation;
  22279. return data;
  22280. };
  22281. EllipseCurve.prototype.fromJSON = function ( json ) {
  22282. Curve.prototype.fromJSON.call( this, json );
  22283. this.aX = json.aX;
  22284. this.aY = json.aY;
  22285. this.xRadius = json.xRadius;
  22286. this.yRadius = json.yRadius;
  22287. this.aStartAngle = json.aStartAngle;
  22288. this.aEndAngle = json.aEndAngle;
  22289. this.aClockwise = json.aClockwise;
  22290. this.aRotation = json.aRotation;
  22291. return this;
  22292. };
  22293. function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  22294. EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  22295. this.type = 'ArcCurve';
  22296. }
  22297. ArcCurve.prototype = Object.create( EllipseCurve.prototype );
  22298. ArcCurve.prototype.constructor = ArcCurve;
  22299. ArcCurve.prototype.isArcCurve = true;
  22300. /**
  22301. * Centripetal CatmullRom Curve - which is useful for avoiding
  22302. * cusps and self-intersections in non-uniform catmull rom curves.
  22303. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  22304. *
  22305. * curve.type accepts centripetal(default), chordal and catmullrom
  22306. * curve.tension is used for catmullrom which defaults to 0.5
  22307. */
  22308. /*
  22309. Based on an optimized c++ solution in
  22310. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  22311. - http://ideone.com/NoEbVM
  22312. This CubicPoly class could be used for reusing some variables and calculations,
  22313. but for three.js curve use, it could be possible inlined and flatten into a single function call
  22314. which can be placed in CurveUtils.
  22315. */
  22316. function CubicPoly() {
  22317. var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  22318. /*
  22319. * Compute coefficients for a cubic polynomial
  22320. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  22321. * such that
  22322. * p(0) = x0, p(1) = x1
  22323. * and
  22324. * p'(0) = t0, p'(1) = t1.
  22325. */
  22326. function init( x0, x1, t0, t1 ) {
  22327. c0 = x0;
  22328. c1 = t0;
  22329. c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  22330. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  22331. }
  22332. return {
  22333. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  22334. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  22335. },
  22336. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  22337. // compute tangents when parameterized in [t1,t2]
  22338. var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  22339. var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  22340. // rescale tangents for parametrization in [0,1]
  22341. t1 *= dt1;
  22342. t2 *= dt1;
  22343. init( x1, x2, t1, t2 );
  22344. },
  22345. calc: function ( t ) {
  22346. var t2 = t * t;
  22347. var t3 = t2 * t;
  22348. return c0 + c1 * t + c2 * t2 + c3 * t3;
  22349. }
  22350. };
  22351. }
  22352. //
  22353. var tmp = new Vector3();
  22354. var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
  22355. function CatmullRomCurve3( points, closed, curveType, tension ) {
  22356. Curve.call( this );
  22357. this.type = 'CatmullRomCurve3';
  22358. this.points = points || [];
  22359. this.closed = closed || false;
  22360. this.curveType = curveType || 'centripetal';
  22361. this.tension = ( tension !== undefined ) ? tension : 0.5;
  22362. }
  22363. CatmullRomCurve3.prototype = Object.create( Curve.prototype );
  22364. CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
  22365. CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
  22366. CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22367. var point = optionalTarget || new Vector3();
  22368. var points = this.points;
  22369. var l = points.length;
  22370. var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  22371. var intPoint = Math.floor( p );
  22372. var weight = p - intPoint;
  22373. if ( this.closed ) {
  22374. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  22375. } else if ( weight === 0 && intPoint === l - 1 ) {
  22376. intPoint = l - 2;
  22377. weight = 1;
  22378. }
  22379. var p0, p1, p2, p3; // 4 points
  22380. if ( this.closed || intPoint > 0 ) {
  22381. p0 = points[ ( intPoint - 1 ) % l ];
  22382. } else {
  22383. // extrapolate first point
  22384. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  22385. p0 = tmp;
  22386. }
  22387. p1 = points[ intPoint % l ];
  22388. p2 = points[ ( intPoint + 1 ) % l ];
  22389. if ( this.closed || intPoint + 2 < l ) {
  22390. p3 = points[ ( intPoint + 2 ) % l ];
  22391. } else {
  22392. // extrapolate last point
  22393. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  22394. p3 = tmp;
  22395. }
  22396. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  22397. // init Centripetal / Chordal Catmull-Rom
  22398. var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  22399. var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  22400. var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  22401. var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  22402. // safety check for repeated points
  22403. if ( dt1 < 1e-4 ) { dt1 = 1.0; }
  22404. if ( dt0 < 1e-4 ) { dt0 = dt1; }
  22405. if ( dt2 < 1e-4 ) { dt2 = dt1; }
  22406. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  22407. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  22408. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  22409. } else if ( this.curveType === 'catmullrom' ) {
  22410. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  22411. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  22412. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  22413. }
  22414. point.set(
  22415. px.calc( weight ),
  22416. py.calc( weight ),
  22417. pz.calc( weight )
  22418. );
  22419. return point;
  22420. };
  22421. CatmullRomCurve3.prototype.copy = function ( source ) {
  22422. Curve.prototype.copy.call( this, source );
  22423. this.points = [];
  22424. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22425. var point = source.points[ i ];
  22426. this.points.push( point.clone() );
  22427. }
  22428. this.closed = source.closed;
  22429. this.curveType = source.curveType;
  22430. this.tension = source.tension;
  22431. return this;
  22432. };
  22433. CatmullRomCurve3.prototype.toJSON = function () {
  22434. var data = Curve.prototype.toJSON.call( this );
  22435. data.points = [];
  22436. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22437. var point = this.points[ i ];
  22438. data.points.push( point.toArray() );
  22439. }
  22440. data.closed = this.closed;
  22441. data.curveType = this.curveType;
  22442. data.tension = this.tension;
  22443. return data;
  22444. };
  22445. CatmullRomCurve3.prototype.fromJSON = function ( json ) {
  22446. Curve.prototype.fromJSON.call( this, json );
  22447. this.points = [];
  22448. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22449. var point = json.points[ i ];
  22450. this.points.push( new Vector3().fromArray( point ) );
  22451. }
  22452. this.closed = json.closed;
  22453. this.curveType = json.curveType;
  22454. this.tension = json.tension;
  22455. return this;
  22456. };
  22457. /**
  22458. * Bezier Curves formulas obtained from
  22459. * http://en.wikipedia.org/wiki/Bézier_curve
  22460. */
  22461. function CatmullRom( t, p0, p1, p2, p3 ) {
  22462. var v0 = ( p2 - p0 ) * 0.5;
  22463. var v1 = ( p3 - p1 ) * 0.5;
  22464. var t2 = t * t;
  22465. var t3 = t * t2;
  22466. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  22467. }
  22468. //
  22469. function QuadraticBezierP0( t, p ) {
  22470. var k = 1 - t;
  22471. return k * k * p;
  22472. }
  22473. function QuadraticBezierP1( t, p ) {
  22474. return 2 * ( 1 - t ) * t * p;
  22475. }
  22476. function QuadraticBezierP2( t, p ) {
  22477. return t * t * p;
  22478. }
  22479. function QuadraticBezier( t, p0, p1, p2 ) {
  22480. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  22481. QuadraticBezierP2( t, p2 );
  22482. }
  22483. //
  22484. function CubicBezierP0( t, p ) {
  22485. var k = 1 - t;
  22486. return k * k * k * p;
  22487. }
  22488. function CubicBezierP1( t, p ) {
  22489. var k = 1 - t;
  22490. return 3 * k * k * t * p;
  22491. }
  22492. function CubicBezierP2( t, p ) {
  22493. return 3 * ( 1 - t ) * t * t * p;
  22494. }
  22495. function CubicBezierP3( t, p ) {
  22496. return t * t * t * p;
  22497. }
  22498. function CubicBezier( t, p0, p1, p2, p3 ) {
  22499. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  22500. CubicBezierP3( t, p3 );
  22501. }
  22502. function CubicBezierCurve( v0, v1, v2, v3 ) {
  22503. Curve.call( this );
  22504. this.type = 'CubicBezierCurve';
  22505. this.v0 = v0 || new Vector2();
  22506. this.v1 = v1 || new Vector2();
  22507. this.v2 = v2 || new Vector2();
  22508. this.v3 = v3 || new Vector2();
  22509. }
  22510. CubicBezierCurve.prototype = Object.create( Curve.prototype );
  22511. CubicBezierCurve.prototype.constructor = CubicBezierCurve;
  22512. CubicBezierCurve.prototype.isCubicBezierCurve = true;
  22513. CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22514. var point = optionalTarget || new Vector2();
  22515. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22516. point.set(
  22517. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22518. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  22519. );
  22520. return point;
  22521. };
  22522. CubicBezierCurve.prototype.copy = function ( source ) {
  22523. Curve.prototype.copy.call( this, source );
  22524. this.v0.copy( source.v0 );
  22525. this.v1.copy( source.v1 );
  22526. this.v2.copy( source.v2 );
  22527. this.v3.copy( source.v3 );
  22528. return this;
  22529. };
  22530. CubicBezierCurve.prototype.toJSON = function () {
  22531. var data = Curve.prototype.toJSON.call( this );
  22532. data.v0 = this.v0.toArray();
  22533. data.v1 = this.v1.toArray();
  22534. data.v2 = this.v2.toArray();
  22535. data.v3 = this.v3.toArray();
  22536. return data;
  22537. };
  22538. CubicBezierCurve.prototype.fromJSON = function ( json ) {
  22539. Curve.prototype.fromJSON.call( this, json );
  22540. this.v0.fromArray( json.v0 );
  22541. this.v1.fromArray( json.v1 );
  22542. this.v2.fromArray( json.v2 );
  22543. this.v3.fromArray( json.v3 );
  22544. return this;
  22545. };
  22546. function CubicBezierCurve3( v0, v1, v2, v3 ) {
  22547. Curve.call( this );
  22548. this.type = 'CubicBezierCurve3';
  22549. this.v0 = v0 || new Vector3();
  22550. this.v1 = v1 || new Vector3();
  22551. this.v2 = v2 || new Vector3();
  22552. this.v3 = v3 || new Vector3();
  22553. }
  22554. CubicBezierCurve3.prototype = Object.create( Curve.prototype );
  22555. CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
  22556. CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
  22557. CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22558. var point = optionalTarget || new Vector3();
  22559. var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  22560. point.set(
  22561. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  22562. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  22563. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  22564. );
  22565. return point;
  22566. };
  22567. CubicBezierCurve3.prototype.copy = function ( source ) {
  22568. Curve.prototype.copy.call( this, source );
  22569. this.v0.copy( source.v0 );
  22570. this.v1.copy( source.v1 );
  22571. this.v2.copy( source.v2 );
  22572. this.v3.copy( source.v3 );
  22573. return this;
  22574. };
  22575. CubicBezierCurve3.prototype.toJSON = function () {
  22576. var data = Curve.prototype.toJSON.call( this );
  22577. data.v0 = this.v0.toArray();
  22578. data.v1 = this.v1.toArray();
  22579. data.v2 = this.v2.toArray();
  22580. data.v3 = this.v3.toArray();
  22581. return data;
  22582. };
  22583. CubicBezierCurve3.prototype.fromJSON = function ( json ) {
  22584. Curve.prototype.fromJSON.call( this, json );
  22585. this.v0.fromArray( json.v0 );
  22586. this.v1.fromArray( json.v1 );
  22587. this.v2.fromArray( json.v2 );
  22588. this.v3.fromArray( json.v3 );
  22589. return this;
  22590. };
  22591. function LineCurve( v1, v2 ) {
  22592. Curve.call( this );
  22593. this.type = 'LineCurve';
  22594. this.v1 = v1 || new Vector2();
  22595. this.v2 = v2 || new Vector2();
  22596. }
  22597. LineCurve.prototype = Object.create( Curve.prototype );
  22598. LineCurve.prototype.constructor = LineCurve;
  22599. LineCurve.prototype.isLineCurve = true;
  22600. LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22601. var point = optionalTarget || new Vector2();
  22602. if ( t === 1 ) {
  22603. point.copy( this.v2 );
  22604. } else {
  22605. point.copy( this.v2 ).sub( this.v1 );
  22606. point.multiplyScalar( t ).add( this.v1 );
  22607. }
  22608. return point;
  22609. };
  22610. // Line curve is linear, so we can overwrite default getPointAt
  22611. LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
  22612. return this.getPoint( u, optionalTarget );
  22613. };
  22614. LineCurve.prototype.getTangent = function ( t, optionalTarget ) {
  22615. var tangent = optionalTarget || new Vector2();
  22616. tangent.copy( this.v2 ).sub( this.v1 ).normalize();
  22617. return tangent;
  22618. };
  22619. LineCurve.prototype.copy = function ( source ) {
  22620. Curve.prototype.copy.call( this, source );
  22621. this.v1.copy( source.v1 );
  22622. this.v2.copy( source.v2 );
  22623. return this;
  22624. };
  22625. LineCurve.prototype.toJSON = function () {
  22626. var data = Curve.prototype.toJSON.call( this );
  22627. data.v1 = this.v1.toArray();
  22628. data.v2 = this.v2.toArray();
  22629. return data;
  22630. };
  22631. LineCurve.prototype.fromJSON = function ( json ) {
  22632. Curve.prototype.fromJSON.call( this, json );
  22633. this.v1.fromArray( json.v1 );
  22634. this.v2.fromArray( json.v2 );
  22635. return this;
  22636. };
  22637. function LineCurve3( v1, v2 ) {
  22638. Curve.call( this );
  22639. this.type = 'LineCurve3';
  22640. this.v1 = v1 || new Vector3();
  22641. this.v2 = v2 || new Vector3();
  22642. }
  22643. LineCurve3.prototype = Object.create( Curve.prototype );
  22644. LineCurve3.prototype.constructor = LineCurve3;
  22645. LineCurve3.prototype.isLineCurve3 = true;
  22646. LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22647. var point = optionalTarget || new Vector3();
  22648. if ( t === 1 ) {
  22649. point.copy( this.v2 );
  22650. } else {
  22651. point.copy( this.v2 ).sub( this.v1 );
  22652. point.multiplyScalar( t ).add( this.v1 );
  22653. }
  22654. return point;
  22655. };
  22656. // Line curve is linear, so we can overwrite default getPointAt
  22657. LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
  22658. return this.getPoint( u, optionalTarget );
  22659. };
  22660. LineCurve3.prototype.copy = function ( source ) {
  22661. Curve.prototype.copy.call( this, source );
  22662. this.v1.copy( source.v1 );
  22663. this.v2.copy( source.v2 );
  22664. return this;
  22665. };
  22666. LineCurve3.prototype.toJSON = function () {
  22667. var data = Curve.prototype.toJSON.call( this );
  22668. data.v1 = this.v1.toArray();
  22669. data.v2 = this.v2.toArray();
  22670. return data;
  22671. };
  22672. LineCurve3.prototype.fromJSON = function ( json ) {
  22673. Curve.prototype.fromJSON.call( this, json );
  22674. this.v1.fromArray( json.v1 );
  22675. this.v2.fromArray( json.v2 );
  22676. return this;
  22677. };
  22678. function QuadraticBezierCurve( v0, v1, v2 ) {
  22679. Curve.call( this );
  22680. this.type = 'QuadraticBezierCurve';
  22681. this.v0 = v0 || new Vector2();
  22682. this.v1 = v1 || new Vector2();
  22683. this.v2 = v2 || new Vector2();
  22684. }
  22685. QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
  22686. QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
  22687. QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
  22688. QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22689. var point = optionalTarget || new Vector2();
  22690. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22691. point.set(
  22692. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22693. QuadraticBezier( t, v0.y, v1.y, v2.y )
  22694. );
  22695. return point;
  22696. };
  22697. QuadraticBezierCurve.prototype.copy = function ( source ) {
  22698. Curve.prototype.copy.call( this, source );
  22699. this.v0.copy( source.v0 );
  22700. this.v1.copy( source.v1 );
  22701. this.v2.copy( source.v2 );
  22702. return this;
  22703. };
  22704. QuadraticBezierCurve.prototype.toJSON = function () {
  22705. var data = Curve.prototype.toJSON.call( this );
  22706. data.v0 = this.v0.toArray();
  22707. data.v1 = this.v1.toArray();
  22708. data.v2 = this.v2.toArray();
  22709. return data;
  22710. };
  22711. QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
  22712. Curve.prototype.fromJSON.call( this, json );
  22713. this.v0.fromArray( json.v0 );
  22714. this.v1.fromArray( json.v1 );
  22715. this.v2.fromArray( json.v2 );
  22716. return this;
  22717. };
  22718. function QuadraticBezierCurve3( v0, v1, v2 ) {
  22719. Curve.call( this );
  22720. this.type = 'QuadraticBezierCurve3';
  22721. this.v0 = v0 || new Vector3();
  22722. this.v1 = v1 || new Vector3();
  22723. this.v2 = v2 || new Vector3();
  22724. }
  22725. QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
  22726. QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
  22727. QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
  22728. QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
  22729. var point = optionalTarget || new Vector3();
  22730. var v0 = this.v0, v1 = this.v1, v2 = this.v2;
  22731. point.set(
  22732. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  22733. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  22734. QuadraticBezier( t, v0.z, v1.z, v2.z )
  22735. );
  22736. return point;
  22737. };
  22738. QuadraticBezierCurve3.prototype.copy = function ( source ) {
  22739. Curve.prototype.copy.call( this, source );
  22740. this.v0.copy( source.v0 );
  22741. this.v1.copy( source.v1 );
  22742. this.v2.copy( source.v2 );
  22743. return this;
  22744. };
  22745. QuadraticBezierCurve3.prototype.toJSON = function () {
  22746. var data = Curve.prototype.toJSON.call( this );
  22747. data.v0 = this.v0.toArray();
  22748. data.v1 = this.v1.toArray();
  22749. data.v2 = this.v2.toArray();
  22750. return data;
  22751. };
  22752. QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
  22753. Curve.prototype.fromJSON.call( this, json );
  22754. this.v0.fromArray( json.v0 );
  22755. this.v1.fromArray( json.v1 );
  22756. this.v2.fromArray( json.v2 );
  22757. return this;
  22758. };
  22759. function SplineCurve( points ) {
  22760. Curve.call( this );
  22761. this.type = 'SplineCurve';
  22762. this.points = points || [];
  22763. }
  22764. SplineCurve.prototype = Object.create( Curve.prototype );
  22765. SplineCurve.prototype.constructor = SplineCurve;
  22766. SplineCurve.prototype.isSplineCurve = true;
  22767. SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
  22768. var point = optionalTarget || new Vector2();
  22769. var points = this.points;
  22770. var p = ( points.length - 1 ) * t;
  22771. var intPoint = Math.floor( p );
  22772. var weight = p - intPoint;
  22773. var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  22774. var p1 = points[ intPoint ];
  22775. var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  22776. var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  22777. point.set(
  22778. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  22779. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  22780. );
  22781. return point;
  22782. };
  22783. SplineCurve.prototype.copy = function ( source ) {
  22784. Curve.prototype.copy.call( this, source );
  22785. this.points = [];
  22786. for ( var i = 0, l = source.points.length; i < l; i ++ ) {
  22787. var point = source.points[ i ];
  22788. this.points.push( point.clone() );
  22789. }
  22790. return this;
  22791. };
  22792. SplineCurve.prototype.toJSON = function () {
  22793. var data = Curve.prototype.toJSON.call( this );
  22794. data.points = [];
  22795. for ( var i = 0, l = this.points.length; i < l; i ++ ) {
  22796. var point = this.points[ i ];
  22797. data.points.push( point.toArray() );
  22798. }
  22799. return data;
  22800. };
  22801. SplineCurve.prototype.fromJSON = function ( json ) {
  22802. Curve.prototype.fromJSON.call( this, json );
  22803. this.points = [];
  22804. for ( var i = 0, l = json.points.length; i < l; i ++ ) {
  22805. var point = json.points[ i ];
  22806. this.points.push( new Vector2().fromArray( point ) );
  22807. }
  22808. return this;
  22809. };
  22810. var Curves = /*#__PURE__*/Object.freeze({
  22811. __proto__: null,
  22812. ArcCurve: ArcCurve,
  22813. CatmullRomCurve3: CatmullRomCurve3,
  22814. CubicBezierCurve: CubicBezierCurve,
  22815. CubicBezierCurve3: CubicBezierCurve3,
  22816. EllipseCurve: EllipseCurve,
  22817. LineCurve: LineCurve,
  22818. LineCurve3: LineCurve3,
  22819. QuadraticBezierCurve: QuadraticBezierCurve,
  22820. QuadraticBezierCurve3: QuadraticBezierCurve3,
  22821. SplineCurve: SplineCurve
  22822. });
  22823. /**************************************************************
  22824. * Curved Path - a curve path is simply a array of connected
  22825. * curves, but retains the api of a curve
  22826. **************************************************************/
  22827. function CurvePath() {
  22828. Curve.call( this );
  22829. this.type = 'CurvePath';
  22830. this.curves = [];
  22831. this.autoClose = false; // Automatically closes the path
  22832. }
  22833. CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
  22834. constructor: CurvePath,
  22835. add: function ( curve ) {
  22836. this.curves.push( curve );
  22837. },
  22838. closePath: function () {
  22839. // Add a line curve if start and end of lines are not connected
  22840. var startPoint = this.curves[ 0 ].getPoint( 0 );
  22841. var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  22842. if ( ! startPoint.equals( endPoint ) ) {
  22843. this.curves.push( new LineCurve( endPoint, startPoint ) );
  22844. }
  22845. },
  22846. // To get accurate point with reference to
  22847. // entire path distance at time t,
  22848. // following has to be done:
  22849. // 1. Length of each sub path have to be known
  22850. // 2. Locate and identify type of curve
  22851. // 3. Get t for the curve
  22852. // 4. Return curve.getPointAt(t')
  22853. getPoint: function ( t ) {
  22854. var d = t * this.getLength();
  22855. var curveLengths = this.getCurveLengths();
  22856. var i = 0;
  22857. // To think about boundaries points.
  22858. while ( i < curveLengths.length ) {
  22859. if ( curveLengths[ i ] >= d ) {
  22860. var diff = curveLengths[ i ] - d;
  22861. var curve = this.curves[ i ];
  22862. var segmentLength = curve.getLength();
  22863. var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  22864. return curve.getPointAt( u );
  22865. }
  22866. i ++;
  22867. }
  22868. return null;
  22869. // loop where sum != 0, sum > d , sum+1 <d
  22870. },
  22871. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  22872. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  22873. // getPoint() depends on getLength
  22874. getLength: function () {
  22875. var lens = this.getCurveLengths();
  22876. return lens[ lens.length - 1 ];
  22877. },
  22878. // cacheLengths must be recalculated.
  22879. updateArcLengths: function () {
  22880. this.needsUpdate = true;
  22881. this.cacheLengths = null;
  22882. this.getCurveLengths();
  22883. },
  22884. // Compute lengths and cache them
  22885. // We cannot overwrite getLengths() because UtoT mapping uses it.
  22886. getCurveLengths: function () {
  22887. // We use cache values if curves and cache array are same length
  22888. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  22889. return this.cacheLengths;
  22890. }
  22891. // Get length of sub-curve
  22892. // Push sums into cached array
  22893. var lengths = [];
  22894. var sums = 0;
  22895. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22896. sums += this.curves[ i ].getLength();
  22897. lengths.push( sums );
  22898. }
  22899. this.cacheLengths = lengths;
  22900. return lengths;
  22901. },
  22902. getSpacedPoints: function ( divisions ) {
  22903. if ( divisions === undefined ) { divisions = 40; }
  22904. var points = [];
  22905. for ( var i = 0; i <= divisions; i ++ ) {
  22906. points.push( this.getPoint( i / divisions ) );
  22907. }
  22908. if ( this.autoClose ) {
  22909. points.push( points[ 0 ] );
  22910. }
  22911. return points;
  22912. },
  22913. getPoints: function ( divisions ) {
  22914. divisions = divisions || 12;
  22915. var points = [];
  22916. var last;
  22917. for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
  22918. var curve = curves[ i ];
  22919. var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
  22920. : ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
  22921. : ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
  22922. : divisions;
  22923. var pts = curve.getPoints( resolution );
  22924. for ( var j = 0; j < pts.length; j ++ ) {
  22925. var point = pts[ j ];
  22926. if ( last && last.equals( point ) ) { continue; } // ensures no consecutive points are duplicates
  22927. points.push( point );
  22928. last = point;
  22929. }
  22930. }
  22931. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  22932. points.push( points[ 0 ] );
  22933. }
  22934. return points;
  22935. },
  22936. copy: function ( source ) {
  22937. Curve.prototype.copy.call( this, source );
  22938. this.curves = [];
  22939. for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
  22940. var curve = source.curves[ i ];
  22941. this.curves.push( curve.clone() );
  22942. }
  22943. this.autoClose = source.autoClose;
  22944. return this;
  22945. },
  22946. toJSON: function () {
  22947. var data = Curve.prototype.toJSON.call( this );
  22948. data.autoClose = this.autoClose;
  22949. data.curves = [];
  22950. for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
  22951. var curve = this.curves[ i ];
  22952. data.curves.push( curve.toJSON() );
  22953. }
  22954. return data;
  22955. },
  22956. fromJSON: function ( json ) {
  22957. Curve.prototype.fromJSON.call( this, json );
  22958. this.autoClose = json.autoClose;
  22959. this.curves = [];
  22960. for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
  22961. var curve = json.curves[ i ];
  22962. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  22963. }
  22964. return this;
  22965. }
  22966. } );
  22967. function Path( points ) {
  22968. CurvePath.call( this );
  22969. this.type = 'Path';
  22970. this.currentPoint = new Vector2();
  22971. if ( points ) {
  22972. this.setFromPoints( points );
  22973. }
  22974. }
  22975. Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
  22976. constructor: Path,
  22977. setFromPoints: function ( points ) {
  22978. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  22979. for ( var i = 1, l = points.length; i < l; i ++ ) {
  22980. this.lineTo( points[ i ].x, points[ i ].y );
  22981. }
  22982. return this;
  22983. },
  22984. moveTo: function ( x, y ) {
  22985. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  22986. return this;
  22987. },
  22988. lineTo: function ( x, y ) {
  22989. var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  22990. this.curves.push( curve );
  22991. this.currentPoint.set( x, y );
  22992. return this;
  22993. },
  22994. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  22995. var curve = new QuadraticBezierCurve(
  22996. this.currentPoint.clone(),
  22997. new Vector2( aCPx, aCPy ),
  22998. new Vector2( aX, aY )
  22999. );
  23000. this.curves.push( curve );
  23001. this.currentPoint.set( aX, aY );
  23002. return this;
  23003. },
  23004. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  23005. var curve = new CubicBezierCurve(
  23006. this.currentPoint.clone(),
  23007. new Vector2( aCP1x, aCP1y ),
  23008. new Vector2( aCP2x, aCP2y ),
  23009. new Vector2( aX, aY )
  23010. );
  23011. this.curves.push( curve );
  23012. this.currentPoint.set( aX, aY );
  23013. return this;
  23014. },
  23015. splineThru: function ( pts /*Array of Vector*/ ) {
  23016. var npts = [ this.currentPoint.clone() ].concat( pts );
  23017. var curve = new SplineCurve( npts );
  23018. this.curves.push( curve );
  23019. this.currentPoint.copy( pts[ pts.length - 1 ] );
  23020. return this;
  23021. },
  23022. arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23023. var x0 = this.currentPoint.x;
  23024. var y0 = this.currentPoint.y;
  23025. this.absarc( aX + x0, aY + y0, aRadius,
  23026. aStartAngle, aEndAngle, aClockwise );
  23027. return this;
  23028. },
  23029. absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23030. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23031. return this;
  23032. },
  23033. ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23034. var x0 = this.currentPoint.x;
  23035. var y0 = this.currentPoint.y;
  23036. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23037. return this;
  23038. },
  23039. absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  23040. var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  23041. if ( this.curves.length > 0 ) {
  23042. // if a previous curve is present, attempt to join
  23043. var firstPoint = curve.getPoint( 0 );
  23044. if ( ! firstPoint.equals( this.currentPoint ) ) {
  23045. this.lineTo( firstPoint.x, firstPoint.y );
  23046. }
  23047. }
  23048. this.curves.push( curve );
  23049. var lastPoint = curve.getPoint( 1 );
  23050. this.currentPoint.copy( lastPoint );
  23051. return this;
  23052. },
  23053. copy: function ( source ) {
  23054. CurvePath.prototype.copy.call( this, source );
  23055. this.currentPoint.copy( source.currentPoint );
  23056. return this;
  23057. },
  23058. toJSON: function () {
  23059. var data = CurvePath.prototype.toJSON.call( this );
  23060. data.currentPoint = this.currentPoint.toArray();
  23061. return data;
  23062. },
  23063. fromJSON: function ( json ) {
  23064. CurvePath.prototype.fromJSON.call( this, json );
  23065. this.currentPoint.fromArray( json.currentPoint );
  23066. return this;
  23067. }
  23068. } );
  23069. function Shape( points ) {
  23070. Path.call( this, points );
  23071. this.uuid = MathUtils.generateUUID();
  23072. this.type = 'Shape';
  23073. this.holes = [];
  23074. }
  23075. Shape.prototype = Object.assign( Object.create( Path.prototype ), {
  23076. constructor: Shape,
  23077. getPointsHoles: function ( divisions ) {
  23078. var holesPts = [];
  23079. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23080. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  23081. }
  23082. return holesPts;
  23083. },
  23084. // get points of shape and holes (keypoints based on segments parameter)
  23085. extractPoints: function ( divisions ) {
  23086. return {
  23087. shape: this.getPoints( divisions ),
  23088. holes: this.getPointsHoles( divisions )
  23089. };
  23090. },
  23091. copy: function ( source ) {
  23092. Path.prototype.copy.call( this, source );
  23093. this.holes = [];
  23094. for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
  23095. var hole = source.holes[ i ];
  23096. this.holes.push( hole.clone() );
  23097. }
  23098. return this;
  23099. },
  23100. toJSON: function () {
  23101. var data = Path.prototype.toJSON.call( this );
  23102. data.uuid = this.uuid;
  23103. data.holes = [];
  23104. for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
  23105. var hole = this.holes[ i ];
  23106. data.holes.push( hole.toJSON() );
  23107. }
  23108. return data;
  23109. },
  23110. fromJSON: function ( json ) {
  23111. Path.prototype.fromJSON.call( this, json );
  23112. this.uuid = json.uuid;
  23113. this.holes = [];
  23114. for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
  23115. var hole = json.holes[ i ];
  23116. this.holes.push( new Path().fromJSON( hole ) );
  23117. }
  23118. return this;
  23119. }
  23120. } );
  23121. function Light( color, intensity ) {
  23122. Object3D.call( this );
  23123. this.type = 'Light';
  23124. this.color = new Color( color );
  23125. this.intensity = intensity !== undefined ? intensity : 1;
  23126. this.receiveShadow = undefined;
  23127. }
  23128. Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
  23129. constructor: Light,
  23130. isLight: true,
  23131. copy: function ( source ) {
  23132. Object3D.prototype.copy.call( this, source );
  23133. this.color.copy( source.color );
  23134. this.intensity = source.intensity;
  23135. return this;
  23136. },
  23137. toJSON: function ( meta ) {
  23138. var data = Object3D.prototype.toJSON.call( this, meta );
  23139. data.object.color = this.color.getHex();
  23140. data.object.intensity = this.intensity;
  23141. if ( this.groundColor !== undefined ) { data.object.groundColor = this.groundColor.getHex(); }
  23142. if ( this.distance !== undefined ) { data.object.distance = this.distance; }
  23143. if ( this.angle !== undefined ) { data.object.angle = this.angle; }
  23144. if ( this.decay !== undefined ) { data.object.decay = this.decay; }
  23145. if ( this.penumbra !== undefined ) { data.object.penumbra = this.penumbra; }
  23146. if ( this.shadow !== undefined ) { data.object.shadow = this.shadow.toJSON(); }
  23147. return data;
  23148. }
  23149. } );
  23150. function HemisphereLight( skyColor, groundColor, intensity ) {
  23151. Light.call( this, skyColor, intensity );
  23152. this.type = 'HemisphereLight';
  23153. this.castShadow = undefined;
  23154. this.position.copy( Object3D.DefaultUp );
  23155. this.updateMatrix();
  23156. this.groundColor = new Color( groundColor );
  23157. }
  23158. HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23159. constructor: HemisphereLight,
  23160. isHemisphereLight: true,
  23161. copy: function ( source ) {
  23162. Light.prototype.copy.call( this, source );
  23163. this.groundColor.copy( source.groundColor );
  23164. return this;
  23165. }
  23166. } );
  23167. function LightShadow( camera ) {
  23168. this.camera = camera;
  23169. this.bias = 0;
  23170. this.normalBias = 0;
  23171. this.radius = 1;
  23172. this.mapSize = new Vector2( 512, 512 );
  23173. this.map = null;
  23174. this.mapPass = null;
  23175. this.matrix = new Matrix4();
  23176. this.autoUpdate = true;
  23177. this.needsUpdate = false;
  23178. this._frustum = new Frustum();
  23179. this._frameExtents = new Vector2( 1, 1 );
  23180. this._viewportCount = 1;
  23181. this._viewports = [
  23182. new Vector4( 0, 0, 1, 1 )
  23183. ];
  23184. }
  23185. Object.assign( LightShadow.prototype, {
  23186. _projScreenMatrix: new Matrix4(),
  23187. _lightPositionWorld: new Vector3(),
  23188. _lookTarget: new Vector3(),
  23189. getViewportCount: function () {
  23190. return this._viewportCount;
  23191. },
  23192. getFrustum: function () {
  23193. return this._frustum;
  23194. },
  23195. updateMatrices: function ( light ) {
  23196. var shadowCamera = this.camera,
  23197. shadowMatrix = this.matrix,
  23198. projScreenMatrix = this._projScreenMatrix,
  23199. lookTarget = this._lookTarget,
  23200. lightPositionWorld = this._lightPositionWorld;
  23201. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23202. shadowCamera.position.copy( lightPositionWorld );
  23203. lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  23204. shadowCamera.lookAt( lookTarget );
  23205. shadowCamera.updateMatrixWorld();
  23206. projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  23207. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23208. shadowMatrix.set(
  23209. 0.5, 0.0, 0.0, 0.5,
  23210. 0.0, 0.5, 0.0, 0.5,
  23211. 0.0, 0.0, 0.5, 0.5,
  23212. 0.0, 0.0, 0.0, 1.0
  23213. );
  23214. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  23215. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  23216. },
  23217. getViewport: function ( viewportIndex ) {
  23218. return this._viewports[ viewportIndex ];
  23219. },
  23220. getFrameExtents: function () {
  23221. return this._frameExtents;
  23222. },
  23223. copy: function ( source ) {
  23224. this.camera = source.camera.clone();
  23225. this.bias = source.bias;
  23226. this.radius = source.radius;
  23227. this.mapSize.copy( source.mapSize );
  23228. return this;
  23229. },
  23230. clone: function () {
  23231. return new this.constructor().copy( this );
  23232. },
  23233. toJSON: function () {
  23234. var object = {};
  23235. if ( this.bias !== 0 ) { object.bias = this.bias; }
  23236. if ( this.normalBias !== 0 ) { object.normalBias = this.normalBias; }
  23237. if ( this.radius !== 1 ) { object.radius = this.radius; }
  23238. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) { object.mapSize = this.mapSize.toArray(); }
  23239. object.camera = this.camera.toJSON( false ).object;
  23240. delete object.camera.matrix;
  23241. return object;
  23242. }
  23243. } );
  23244. function SpotLightShadow() {
  23245. LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  23246. }
  23247. SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23248. constructor: SpotLightShadow,
  23249. isSpotLightShadow: true,
  23250. updateMatrices: function ( light ) {
  23251. var camera = this.camera;
  23252. var fov = MathUtils.RAD2DEG * 2 * light.angle;
  23253. var aspect = this.mapSize.width / this.mapSize.height;
  23254. var far = light.distance || camera.far;
  23255. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  23256. camera.fov = fov;
  23257. camera.aspect = aspect;
  23258. camera.far = far;
  23259. camera.updateProjectionMatrix();
  23260. }
  23261. LightShadow.prototype.updateMatrices.call( this, light );
  23262. }
  23263. } );
  23264. function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
  23265. Light.call( this, color, intensity );
  23266. this.type = 'SpotLight';
  23267. this.position.copy( Object3D.DefaultUp );
  23268. this.updateMatrix();
  23269. this.target = new Object3D();
  23270. Object.defineProperty( this, 'power', {
  23271. get: function () {
  23272. // intensity = power per solid angle.
  23273. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23274. return this.intensity * Math.PI;
  23275. },
  23276. set: function ( power ) {
  23277. // intensity = power per solid angle.
  23278. // ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23279. this.intensity = power / Math.PI;
  23280. }
  23281. } );
  23282. this.distance = ( distance !== undefined ) ? distance : 0;
  23283. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  23284. this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
  23285. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23286. this.shadow = new SpotLightShadow();
  23287. }
  23288. SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23289. constructor: SpotLight,
  23290. isSpotLight: true,
  23291. copy: function ( source ) {
  23292. Light.prototype.copy.call( this, source );
  23293. this.distance = source.distance;
  23294. this.angle = source.angle;
  23295. this.penumbra = source.penumbra;
  23296. this.decay = source.decay;
  23297. this.target = source.target.clone();
  23298. this.shadow = source.shadow.clone();
  23299. return this;
  23300. }
  23301. } );
  23302. function PointLightShadow() {
  23303. LightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  23304. this._frameExtents = new Vector2( 4, 2 );
  23305. this._viewportCount = 6;
  23306. this._viewports = [
  23307. // These viewports map a cube-map onto a 2D texture with the
  23308. // following orientation:
  23309. //
  23310. // xzXZ
  23311. // y Y
  23312. //
  23313. // X - Positive x direction
  23314. // x - Negative x direction
  23315. // Y - Positive y direction
  23316. // y - Negative y direction
  23317. // Z - Positive z direction
  23318. // z - Negative z direction
  23319. // positive X
  23320. new Vector4( 2, 1, 1, 1 ),
  23321. // negative X
  23322. new Vector4( 0, 1, 1, 1 ),
  23323. // positive Z
  23324. new Vector4( 3, 1, 1, 1 ),
  23325. // negative Z
  23326. new Vector4( 1, 1, 1, 1 ),
  23327. // positive Y
  23328. new Vector4( 3, 0, 1, 1 ),
  23329. // negative Y
  23330. new Vector4( 1, 0, 1, 1 )
  23331. ];
  23332. this._cubeDirections = [
  23333. new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
  23334. new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
  23335. ];
  23336. this._cubeUps = [
  23337. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  23338. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 )
  23339. ];
  23340. }
  23341. PointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23342. constructor: PointLightShadow,
  23343. isPointLightShadow: true,
  23344. updateMatrices: function ( light, viewportIndex ) {
  23345. if ( viewportIndex === undefined ) { viewportIndex = 0; }
  23346. var camera = this.camera,
  23347. shadowMatrix = this.matrix,
  23348. lightPositionWorld = this._lightPositionWorld,
  23349. lookTarget = this._lookTarget,
  23350. projScreenMatrix = this._projScreenMatrix;
  23351. lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  23352. camera.position.copy( lightPositionWorld );
  23353. lookTarget.copy( camera.position );
  23354. lookTarget.add( this._cubeDirections[ viewportIndex ] );
  23355. camera.up.copy( this._cubeUps[ viewportIndex ] );
  23356. camera.lookAt( lookTarget );
  23357. camera.updateMatrixWorld();
  23358. shadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );
  23359. projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  23360. this._frustum.setFromProjectionMatrix( projScreenMatrix );
  23361. }
  23362. } );
  23363. function PointLight( color, intensity, distance, decay ) {
  23364. Light.call( this, color, intensity );
  23365. this.type = 'PointLight';
  23366. Object.defineProperty( this, 'power', {
  23367. get: function () {
  23368. // intensity = power per solid angle.
  23369. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23370. return this.intensity * 4 * Math.PI;
  23371. },
  23372. set: function ( power ) {
  23373. // intensity = power per solid angle.
  23374. // ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
  23375. this.intensity = power / ( 4 * Math.PI );
  23376. }
  23377. } );
  23378. this.distance = ( distance !== undefined ) ? distance : 0;
  23379. this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
  23380. this.shadow = new PointLightShadow();
  23381. }
  23382. PointLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23383. constructor: PointLight,
  23384. isPointLight: true,
  23385. copy: function ( source ) {
  23386. Light.prototype.copy.call( this, source );
  23387. this.distance = source.distance;
  23388. this.decay = source.decay;
  23389. this.shadow = source.shadow.clone();
  23390. return this;
  23391. }
  23392. } );
  23393. function OrthographicCamera( left, right, top, bottom, near, far ) {
  23394. Camera.call( this );
  23395. this.type = 'OrthographicCamera';
  23396. this.zoom = 1;
  23397. this.view = null;
  23398. this.left = ( left !== undefined ) ? left : - 1;
  23399. this.right = ( right !== undefined ) ? right : 1;
  23400. this.top = ( top !== undefined ) ? top : 1;
  23401. this.bottom = ( bottom !== undefined ) ? bottom : - 1;
  23402. this.near = ( near !== undefined ) ? near : 0.1;
  23403. this.far = ( far !== undefined ) ? far : 2000;
  23404. this.updateProjectionMatrix();
  23405. }
  23406. OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
  23407. constructor: OrthographicCamera,
  23408. isOrthographicCamera: true,
  23409. copy: function ( source, recursive ) {
  23410. Camera.prototype.copy.call( this, source, recursive );
  23411. this.left = source.left;
  23412. this.right = source.right;
  23413. this.top = source.top;
  23414. this.bottom = source.bottom;
  23415. this.near = source.near;
  23416. this.far = source.far;
  23417. this.zoom = source.zoom;
  23418. this.view = source.view === null ? null : Object.assign( {}, source.view );
  23419. return this;
  23420. },
  23421. setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
  23422. if ( this.view === null ) {
  23423. this.view = {
  23424. enabled: true,
  23425. fullWidth: 1,
  23426. fullHeight: 1,
  23427. offsetX: 0,
  23428. offsetY: 0,
  23429. width: 1,
  23430. height: 1
  23431. };
  23432. }
  23433. this.view.enabled = true;
  23434. this.view.fullWidth = fullWidth;
  23435. this.view.fullHeight = fullHeight;
  23436. this.view.offsetX = x;
  23437. this.view.offsetY = y;
  23438. this.view.width = width;
  23439. this.view.height = height;
  23440. this.updateProjectionMatrix();
  23441. },
  23442. clearViewOffset: function () {
  23443. if ( this.view !== null ) {
  23444. this.view.enabled = false;
  23445. }
  23446. this.updateProjectionMatrix();
  23447. },
  23448. updateProjectionMatrix: function () {
  23449. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  23450. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  23451. var cx = ( this.right + this.left ) / 2;
  23452. var cy = ( this.top + this.bottom ) / 2;
  23453. var left = cx - dx;
  23454. var right = cx + dx;
  23455. var top = cy + dy;
  23456. var bottom = cy - dy;
  23457. if ( this.view !== null && this.view.enabled ) {
  23458. var scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  23459. var scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  23460. left += scaleW * this.view.offsetX;
  23461. right = left + scaleW * this.view.width;
  23462. top -= scaleH * this.view.offsetY;
  23463. bottom = top - scaleH * this.view.height;
  23464. }
  23465. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
  23466. this.projectionMatrixInverse.getInverse( this.projectionMatrix );
  23467. },
  23468. toJSON: function ( meta ) {
  23469. var data = Object3D.prototype.toJSON.call( this, meta );
  23470. data.object.zoom = this.zoom;
  23471. data.object.left = this.left;
  23472. data.object.right = this.right;
  23473. data.object.top = this.top;
  23474. data.object.bottom = this.bottom;
  23475. data.object.near = this.near;
  23476. data.object.far = this.far;
  23477. if ( this.view !== null ) { data.object.view = Object.assign( {}, this.view ); }
  23478. return data;
  23479. }
  23480. } );
  23481. function DirectionalLightShadow() {
  23482. LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
  23483. }
  23484. DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
  23485. constructor: DirectionalLightShadow,
  23486. isDirectionalLightShadow: true,
  23487. updateMatrices: function ( light ) {
  23488. LightShadow.prototype.updateMatrices.call( this, light );
  23489. }
  23490. } );
  23491. function DirectionalLight( color, intensity ) {
  23492. Light.call( this, color, intensity );
  23493. this.type = 'DirectionalLight';
  23494. this.position.copy( Object3D.DefaultUp );
  23495. this.updateMatrix();
  23496. this.target = new Object3D();
  23497. this.shadow = new DirectionalLightShadow();
  23498. }
  23499. DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23500. constructor: DirectionalLight,
  23501. isDirectionalLight: true,
  23502. copy: function ( source ) {
  23503. Light.prototype.copy.call( this, source );
  23504. this.target = source.target.clone();
  23505. this.shadow = source.shadow.clone();
  23506. return this;
  23507. }
  23508. } );
  23509. function AmbientLight( color, intensity ) {
  23510. Light.call( this, color, intensity );
  23511. this.type = 'AmbientLight';
  23512. this.castShadow = undefined;
  23513. }
  23514. AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23515. constructor: AmbientLight,
  23516. isAmbientLight: true
  23517. } );
  23518. function RectAreaLight( color, intensity, width, height ) {
  23519. Light.call( this, color, intensity );
  23520. this.type = 'RectAreaLight';
  23521. this.width = ( width !== undefined ) ? width : 10;
  23522. this.height = ( height !== undefined ) ? height : 10;
  23523. }
  23524. RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
  23525. constructor: RectAreaLight,
  23526. isRectAreaLight: true,
  23527. copy: function ( source ) {
  23528. Light.prototype.copy.call( this, source );
  23529. this.width = source.width;
  23530. this.height = source.height;
  23531. return this;
  23532. },
  23533. toJSON: function ( meta ) {
  23534. var data = Light.prototype.toJSON.call( this, meta );
  23535. data.object.width = this.width;
  23536. data.object.height = this.height;
  23537. return data;
  23538. }
  23539. } );
  23540. /**
  23541. * Primary reference:
  23542. * https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23543. *
  23544. * Secondary reference:
  23545. * https://www.ppsloan.org/publications/StupidSH36.pdf
  23546. */
  23547. // 3-band SH defined by 9 coefficients
  23548. function SphericalHarmonics3() {
  23549. this.coefficients = [];
  23550. for ( var i = 0; i < 9; i ++ ) {
  23551. this.coefficients.push( new Vector3() );
  23552. }
  23553. }
  23554. Object.assign( SphericalHarmonics3.prototype, {
  23555. isSphericalHarmonics3: true,
  23556. set: function ( coefficients ) {
  23557. for ( var i = 0; i < 9; i ++ ) {
  23558. this.coefficients[ i ].copy( coefficients[ i ] );
  23559. }
  23560. return this;
  23561. },
  23562. zero: function () {
  23563. for ( var i = 0; i < 9; i ++ ) {
  23564. this.coefficients[ i ].set( 0, 0, 0 );
  23565. }
  23566. return this;
  23567. },
  23568. // get the radiance in the direction of the normal
  23569. // target is a Vector3
  23570. getAt: function ( normal, target ) {
  23571. // normal is assumed to be unit length
  23572. var x = normal.x, y = normal.y, z = normal.z;
  23573. var coeff = this.coefficients;
  23574. // band 0
  23575. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  23576. // band 1
  23577. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  23578. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  23579. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  23580. // band 2
  23581. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  23582. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  23583. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  23584. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  23585. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  23586. return target;
  23587. },
  23588. // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal
  23589. // target is a Vector3
  23590. // https://graphics.stanford.edu/papers/envmap/envmap.pdf
  23591. getIrradianceAt: function ( normal, target ) {
  23592. // normal is assumed to be unit length
  23593. var x = normal.x, y = normal.y, z = normal.z;
  23594. var coeff = this.coefficients;
  23595. // band 0
  23596. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  23597. // band 1
  23598. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  23599. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  23600. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  23601. // band 2
  23602. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  23603. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  23604. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  23605. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  23606. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  23607. return target;
  23608. },
  23609. add: function ( sh ) {
  23610. for ( var i = 0; i < 9; i ++ ) {
  23611. this.coefficients[ i ].add( sh.coefficients[ i ] );
  23612. }
  23613. return this;
  23614. },
  23615. addScaledSH: function ( sh, s ) {
  23616. for ( var i = 0; i < 9; i ++ ) {
  23617. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  23618. }
  23619. return this;
  23620. },
  23621. scale: function ( s ) {
  23622. for ( var i = 0; i < 9; i ++ ) {
  23623. this.coefficients[ i ].multiplyScalar( s );
  23624. }
  23625. return this;
  23626. },
  23627. lerp: function ( sh, alpha ) {
  23628. for ( var i = 0; i < 9; i ++ ) {
  23629. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  23630. }
  23631. return this;
  23632. },
  23633. equals: function ( sh ) {
  23634. for ( var i = 0; i < 9; i ++ ) {
  23635. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  23636. return false;
  23637. }
  23638. }
  23639. return true;
  23640. },
  23641. copy: function ( sh ) {
  23642. return this.set( sh.coefficients );
  23643. },
  23644. clone: function () {
  23645. return new this.constructor().copy( this );
  23646. },
  23647. fromArray: function ( array, offset ) {
  23648. if ( offset === undefined ) { offset = 0; }
  23649. var coefficients = this.coefficients;
  23650. for ( var i = 0; i < 9; i ++ ) {
  23651. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  23652. }
  23653. return this;
  23654. },
  23655. toArray: function ( array, offset ) {
  23656. if ( array === undefined ) { array = []; }
  23657. if ( offset === undefined ) { offset = 0; }
  23658. var coefficients = this.coefficients;
  23659. for ( var i = 0; i < 9; i ++ ) {
  23660. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  23661. }
  23662. return array;
  23663. }
  23664. } );
  23665. Object.assign( SphericalHarmonics3, {
  23666. // evaluate the basis functions
  23667. // shBasis is an Array[ 9 ]
  23668. getBasisAt: function ( normal, shBasis ) {
  23669. // normal is assumed to be unit length
  23670. var x = normal.x, y = normal.y, z = normal.z;
  23671. // band 0
  23672. shBasis[ 0 ] = 0.282095;
  23673. // band 1
  23674. shBasis[ 1 ] = 0.488603 * y;
  23675. shBasis[ 2 ] = 0.488603 * z;
  23676. shBasis[ 3 ] = 0.488603 * x;
  23677. // band 2
  23678. shBasis[ 4 ] = 1.092548 * x * y;
  23679. shBasis[ 5 ] = 1.092548 * y * z;
  23680. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  23681. shBasis[ 7 ] = 1.092548 * x * z;
  23682. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  23683. }
  23684. } );
  23685. function LightProbe( sh, intensity ) {
  23686. Light.call( this, undefined, intensity );
  23687. this.type = 'LightProbe';
  23688. this.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();
  23689. }
  23690. LightProbe.prototype = Object.assign( Object.create( Light.prototype ), {
  23691. constructor: LightProbe,
  23692. isLightProbe: true,
  23693. copy: function ( source ) {
  23694. Light.prototype.copy.call( this, source );
  23695. this.sh.copy( source.sh );
  23696. return this;
  23697. },
  23698. fromJSON: function ( json ) {
  23699. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  23700. this.sh.fromArray( json.sh );
  23701. return this;
  23702. },
  23703. toJSON: function ( meta ) {
  23704. var data = Light.prototype.toJSON.call( this, meta );
  23705. data.object.sh = this.sh.toArray();
  23706. return data;
  23707. }
  23708. } );
  23709. function MaterialLoader( manager ) {
  23710. Loader.call( this, manager );
  23711. this.textures = {};
  23712. }
  23713. MaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23714. constructor: MaterialLoader,
  23715. load: function ( url, onLoad, onProgress, onError ) {
  23716. var scope = this;
  23717. var loader = new FileLoader( scope.manager );
  23718. loader.setPath( scope.path );
  23719. loader.setRequestHeader( scope.requestHeader );
  23720. loader.load( url, function ( text ) {
  23721. try {
  23722. onLoad( scope.parse( JSON.parse( text ) ) );
  23723. } catch ( e ) {
  23724. if ( onError ) {
  23725. onError( e );
  23726. } else {
  23727. console.error( e );
  23728. }
  23729. scope.manager.itemError( url );
  23730. }
  23731. }, onProgress, onError );
  23732. },
  23733. parse: function ( json ) {
  23734. var textures = this.textures;
  23735. function getTexture( name ) {
  23736. if ( textures[ name ] === undefined ) {
  23737. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  23738. }
  23739. return textures[ name ];
  23740. }
  23741. var material = new Materials[ json.type ]();
  23742. if ( json.uuid !== undefined ) { material.uuid = json.uuid; }
  23743. if ( json.name !== undefined ) { material.name = json.name; }
  23744. if ( json.color !== undefined ) { material.color.setHex( json.color ); }
  23745. if ( json.roughness !== undefined ) { material.roughness = json.roughness; }
  23746. if ( json.metalness !== undefined ) { material.metalness = json.metalness; }
  23747. if ( json.sheen !== undefined ) { material.sheen = new Color().setHex( json.sheen ); }
  23748. if ( json.emissive !== undefined ) { material.emissive.setHex( json.emissive ); }
  23749. if ( json.specular !== undefined ) { material.specular.setHex( json.specular ); }
  23750. if ( json.shininess !== undefined ) { material.shininess = json.shininess; }
  23751. if ( json.clearcoat !== undefined ) { material.clearcoat = json.clearcoat; }
  23752. if ( json.clearcoatRoughness !== undefined ) { material.clearcoatRoughness = json.clearcoatRoughness; }
  23753. if ( json.fog !== undefined ) { material.fog = json.fog; }
  23754. if ( json.flatShading !== undefined ) { material.flatShading = json.flatShading; }
  23755. if ( json.blending !== undefined ) { material.blending = json.blending; }
  23756. if ( json.combine !== undefined ) { material.combine = json.combine; }
  23757. if ( json.side !== undefined ) { material.side = json.side; }
  23758. if ( json.opacity !== undefined ) { material.opacity = json.opacity; }
  23759. if ( json.transparent !== undefined ) { material.transparent = json.transparent; }
  23760. if ( json.alphaTest !== undefined ) { material.alphaTest = json.alphaTest; }
  23761. if ( json.depthTest !== undefined ) { material.depthTest = json.depthTest; }
  23762. if ( json.depthWrite !== undefined ) { material.depthWrite = json.depthWrite; }
  23763. if ( json.colorWrite !== undefined ) { material.colorWrite = json.colorWrite; }
  23764. if ( json.stencilWrite !== undefined ) { material.stencilWrite = json.stencilWrite; }
  23765. if ( json.stencilWriteMask !== undefined ) { material.stencilWriteMask = json.stencilWriteMask; }
  23766. if ( json.stencilFunc !== undefined ) { material.stencilFunc = json.stencilFunc; }
  23767. if ( json.stencilRef !== undefined ) { material.stencilRef = json.stencilRef; }
  23768. if ( json.stencilFuncMask !== undefined ) { material.stencilFuncMask = json.stencilFuncMask; }
  23769. if ( json.stencilFail !== undefined ) { material.stencilFail = json.stencilFail; }
  23770. if ( json.stencilZFail !== undefined ) { material.stencilZFail = json.stencilZFail; }
  23771. if ( json.stencilZPass !== undefined ) { material.stencilZPass = json.stencilZPass; }
  23772. if ( json.wireframe !== undefined ) { material.wireframe = json.wireframe; }
  23773. if ( json.wireframeLinewidth !== undefined ) { material.wireframeLinewidth = json.wireframeLinewidth; }
  23774. if ( json.wireframeLinecap !== undefined ) { material.wireframeLinecap = json.wireframeLinecap; }
  23775. if ( json.wireframeLinejoin !== undefined ) { material.wireframeLinejoin = json.wireframeLinejoin; }
  23776. if ( json.rotation !== undefined ) { material.rotation = json.rotation; }
  23777. if ( json.linewidth !== 1 ) { material.linewidth = json.linewidth; }
  23778. if ( json.dashSize !== undefined ) { material.dashSize = json.dashSize; }
  23779. if ( json.gapSize !== undefined ) { material.gapSize = json.gapSize; }
  23780. if ( json.scale !== undefined ) { material.scale = json.scale; }
  23781. if ( json.polygonOffset !== undefined ) { material.polygonOffset = json.polygonOffset; }
  23782. if ( json.polygonOffsetFactor !== undefined ) { material.polygonOffsetFactor = json.polygonOffsetFactor; }
  23783. if ( json.polygonOffsetUnits !== undefined ) { material.polygonOffsetUnits = json.polygonOffsetUnits; }
  23784. if ( json.skinning !== undefined ) { material.skinning = json.skinning; }
  23785. if ( json.morphTargets !== undefined ) { material.morphTargets = json.morphTargets; }
  23786. if ( json.morphNormals !== undefined ) { material.morphNormals = json.morphNormals; }
  23787. if ( json.dithering !== undefined ) { material.dithering = json.dithering; }
  23788. if ( json.vertexTangents !== undefined ) { material.vertexTangents = json.vertexTangents; }
  23789. if ( json.visible !== undefined ) { material.visible = json.visible; }
  23790. if ( json.toneMapped !== undefined ) { material.toneMapped = json.toneMapped; }
  23791. if ( json.userData !== undefined ) { material.userData = json.userData; }
  23792. if ( json.vertexColors !== undefined ) {
  23793. if ( typeof json.vertexColors === 'number' ) {
  23794. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  23795. } else {
  23796. material.vertexColors = json.vertexColors;
  23797. }
  23798. }
  23799. // Shader Material
  23800. if ( json.uniforms !== undefined ) {
  23801. for ( var name in json.uniforms ) {
  23802. var uniform = json.uniforms[ name ];
  23803. material.uniforms[ name ] = {};
  23804. switch ( uniform.type ) {
  23805. case 't':
  23806. material.uniforms[ name ].value = getTexture( uniform.value );
  23807. break;
  23808. case 'c':
  23809. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  23810. break;
  23811. case 'v2':
  23812. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  23813. break;
  23814. case 'v3':
  23815. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  23816. break;
  23817. case 'v4':
  23818. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  23819. break;
  23820. case 'm3':
  23821. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  23822. case 'm4':
  23823. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  23824. break;
  23825. default:
  23826. material.uniforms[ name ].value = uniform.value;
  23827. }
  23828. }
  23829. }
  23830. if ( json.defines !== undefined ) { material.defines = json.defines; }
  23831. if ( json.vertexShader !== undefined ) { material.vertexShader = json.vertexShader; }
  23832. if ( json.fragmentShader !== undefined ) { material.fragmentShader = json.fragmentShader; }
  23833. if ( json.extensions !== undefined ) {
  23834. for ( var key in json.extensions ) {
  23835. material.extensions[ key ] = json.extensions[ key ];
  23836. }
  23837. }
  23838. // Deprecated
  23839. if ( json.shading !== undefined ) { material.flatShading = json.shading === 1; } // THREE.FlatShading
  23840. // for PointsMaterial
  23841. if ( json.size !== undefined ) { material.size = json.size; }
  23842. if ( json.sizeAttenuation !== undefined ) { material.sizeAttenuation = json.sizeAttenuation; }
  23843. // maps
  23844. if ( json.map !== undefined ) { material.map = getTexture( json.map ); }
  23845. if ( json.matcap !== undefined ) { material.matcap = getTexture( json.matcap ); }
  23846. if ( json.alphaMap !== undefined ) { material.alphaMap = getTexture( json.alphaMap ); }
  23847. if ( json.bumpMap !== undefined ) { material.bumpMap = getTexture( json.bumpMap ); }
  23848. if ( json.bumpScale !== undefined ) { material.bumpScale = json.bumpScale; }
  23849. if ( json.normalMap !== undefined ) { material.normalMap = getTexture( json.normalMap ); }
  23850. if ( json.normalMapType !== undefined ) { material.normalMapType = json.normalMapType; }
  23851. if ( json.normalScale !== undefined ) {
  23852. var normalScale = json.normalScale;
  23853. if ( Array.isArray( normalScale ) === false ) {
  23854. // Blender exporter used to export a scalar. See #7459
  23855. normalScale = [ normalScale, normalScale ];
  23856. }
  23857. material.normalScale = new Vector2().fromArray( normalScale );
  23858. }
  23859. if ( json.displacementMap !== undefined ) { material.displacementMap = getTexture( json.displacementMap ); }
  23860. if ( json.displacementScale !== undefined ) { material.displacementScale = json.displacementScale; }
  23861. if ( json.displacementBias !== undefined ) { material.displacementBias = json.displacementBias; }
  23862. if ( json.roughnessMap !== undefined ) { material.roughnessMap = getTexture( json.roughnessMap ); }
  23863. if ( json.metalnessMap !== undefined ) { material.metalnessMap = getTexture( json.metalnessMap ); }
  23864. if ( json.emissiveMap !== undefined ) { material.emissiveMap = getTexture( json.emissiveMap ); }
  23865. if ( json.emissiveIntensity !== undefined ) { material.emissiveIntensity = json.emissiveIntensity; }
  23866. if ( json.specularMap !== undefined ) { material.specularMap = getTexture( json.specularMap ); }
  23867. if ( json.envMap !== undefined ) { material.envMap = getTexture( json.envMap ); }
  23868. if ( json.envMapIntensity !== undefined ) { material.envMapIntensity = json.envMapIntensity; }
  23869. if ( json.reflectivity !== undefined ) { material.reflectivity = json.reflectivity; }
  23870. if ( json.refractionRatio !== undefined ) { material.refractionRatio = json.refractionRatio; }
  23871. if ( json.lightMap !== undefined ) { material.lightMap = getTexture( json.lightMap ); }
  23872. if ( json.lightMapIntensity !== undefined ) { material.lightMapIntensity = json.lightMapIntensity; }
  23873. if ( json.aoMap !== undefined ) { material.aoMap = getTexture( json.aoMap ); }
  23874. if ( json.aoMapIntensity !== undefined ) { material.aoMapIntensity = json.aoMapIntensity; }
  23875. if ( json.gradientMap !== undefined ) { material.gradientMap = getTexture( json.gradientMap ); }
  23876. if ( json.clearcoatMap !== undefined ) { material.clearcoatMap = getTexture( json.clearcoatMap ); }
  23877. if ( json.clearcoatRoughnessMap !== undefined ) { material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); }
  23878. if ( json.clearcoatNormalMap !== undefined ) { material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); }
  23879. if ( json.clearcoatNormalScale !== undefined ) { material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); }
  23880. if ( json.transmission !== undefined ) { material.transmission = json.transmission; }
  23881. if ( json.transmissionMap !== undefined ) { material.transmissionMap = getTexture( json.transmissionMap ); }
  23882. return material;
  23883. },
  23884. setTextures: function ( value ) {
  23885. this.textures = value;
  23886. return this;
  23887. }
  23888. } );
  23889. var LoaderUtils = {
  23890. decodeText: function ( array ) {
  23891. if ( typeof TextDecoder !== 'undefined' ) {
  23892. return new TextDecoder().decode( array );
  23893. }
  23894. // Avoid the String.fromCharCode.apply(null, array) shortcut, which
  23895. // throws a "maximum call stack size exceeded" error for large arrays.
  23896. var s = '';
  23897. for ( var i = 0, il = array.length; i < il; i ++ ) {
  23898. // Implicitly assumes little-endian.
  23899. s += String.fromCharCode( array[ i ] );
  23900. }
  23901. try {
  23902. // merges multi-byte utf-8 characters.
  23903. return decodeURIComponent( escape( s ) );
  23904. } catch ( e ) { // see #16358
  23905. return s;
  23906. }
  23907. },
  23908. extractUrlBase: function ( url ) {
  23909. var index = url.lastIndexOf( '/' );
  23910. if ( index === - 1 ) { return './'; }
  23911. return url.substr( 0, index + 1 );
  23912. }
  23913. };
  23914. function InstancedBufferGeometry() {
  23915. BufferGeometry.call( this );
  23916. this.type = 'InstancedBufferGeometry';
  23917. this.instanceCount = Infinity;
  23918. }
  23919. InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
  23920. constructor: InstancedBufferGeometry,
  23921. isInstancedBufferGeometry: true,
  23922. copy: function ( source ) {
  23923. BufferGeometry.prototype.copy.call( this, source );
  23924. this.instanceCount = source.instanceCount;
  23925. return this;
  23926. },
  23927. clone: function () {
  23928. return new this.constructor().copy( this );
  23929. },
  23930. toJSON: function () {
  23931. var data = BufferGeometry.prototype.toJSON.call( this );
  23932. data.instanceCount = this.instanceCount;
  23933. data.isInstancedBufferGeometry = true;
  23934. return data;
  23935. }
  23936. } );
  23937. function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
  23938. if ( typeof ( normalized ) === 'number' ) {
  23939. meshPerAttribute = normalized;
  23940. normalized = false;
  23941. console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
  23942. }
  23943. BufferAttribute.call( this, array, itemSize, normalized );
  23944. this.meshPerAttribute = meshPerAttribute || 1;
  23945. }
  23946. InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
  23947. constructor: InstancedBufferAttribute,
  23948. isInstancedBufferAttribute: true,
  23949. copy: function ( source ) {
  23950. BufferAttribute.prototype.copy.call( this, source );
  23951. this.meshPerAttribute = source.meshPerAttribute;
  23952. return this;
  23953. },
  23954. toJSON: function () {
  23955. var data = BufferAttribute.prototype.toJSON.call( this );
  23956. data.meshPerAttribute = this.meshPerAttribute;
  23957. data.isInstancedBufferAttribute = true;
  23958. return data;
  23959. }
  23960. } );
  23961. function BufferGeometryLoader( manager ) {
  23962. Loader.call( this, manager );
  23963. }
  23964. BufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  23965. constructor: BufferGeometryLoader,
  23966. load: function ( url, onLoad, onProgress, onError ) {
  23967. var scope = this;
  23968. var loader = new FileLoader( scope.manager );
  23969. loader.setPath( scope.path );
  23970. loader.setRequestHeader( scope.requestHeader );
  23971. loader.load( url, function ( text ) {
  23972. try {
  23973. onLoad( scope.parse( JSON.parse( text ) ) );
  23974. } catch ( e ) {
  23975. if ( onError ) {
  23976. onError( e );
  23977. } else {
  23978. console.error( e );
  23979. }
  23980. scope.manager.itemError( url );
  23981. }
  23982. }, onProgress, onError );
  23983. },
  23984. parse: function ( json ) {
  23985. var interleavedBufferMap = {};
  23986. var arrayBufferMap = {};
  23987. function getInterleavedBuffer( json, uuid ) {
  23988. if ( interleavedBufferMap[ uuid ] !== undefined ) { return interleavedBufferMap[ uuid ]; }
  23989. var interleavedBuffers = json.interleavedBuffers;
  23990. var interleavedBuffer = interleavedBuffers[ uuid ];
  23991. var buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  23992. var array = new TYPED_ARRAYS[ interleavedBuffer.type ]( buffer );
  23993. var ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  23994. ib.uuid = interleavedBuffer.uuid;
  23995. interleavedBufferMap[ uuid ] = ib;
  23996. return ib;
  23997. }
  23998. function getArrayBuffer( json, uuid ) {
  23999. if ( arrayBufferMap[ uuid ] !== undefined ) { return arrayBufferMap[ uuid ]; }
  24000. var arrayBuffers = json.arrayBuffers;
  24001. var arrayBuffer = arrayBuffers[ uuid ];
  24002. var ab = new Uint32Array( arrayBuffer ).buffer;
  24003. arrayBufferMap[ uuid ] = ab;
  24004. return ab;
  24005. }
  24006. var geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  24007. var index = json.data.index;
  24008. if ( index !== undefined ) {
  24009. var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
  24010. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  24011. }
  24012. var attributes = json.data.attributes;
  24013. for ( var key in attributes ) {
  24014. var attribute = attributes[ key ];
  24015. var bufferAttribute = (void 0);
  24016. if ( attribute.isInterleavedBufferAttribute ) {
  24017. var interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  24018. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  24019. } else {
  24020. var typedArray$1 = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
  24021. var bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  24022. bufferAttribute = new bufferAttributeConstr( typedArray$1, attribute.itemSize, attribute.normalized );
  24023. }
  24024. if ( attribute.name !== undefined ) { bufferAttribute.name = attribute.name; }
  24025. geometry.setAttribute( key, bufferAttribute );
  24026. }
  24027. var morphAttributes = json.data.morphAttributes;
  24028. if ( morphAttributes ) {
  24029. for ( var key$1 in morphAttributes ) {
  24030. var attributeArray = morphAttributes[ key$1 ];
  24031. var array = [];
  24032. for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
  24033. var attribute$1 = attributeArray[ i ];
  24034. var bufferAttribute$1 = (void 0);
  24035. if ( attribute$1.isInterleavedBufferAttribute ) {
  24036. var interleavedBuffer$1 = getInterleavedBuffer( json.data, attribute$1.data );
  24037. bufferAttribute$1 = new InterleavedBufferAttribute( interleavedBuffer$1, attribute$1.itemSize, attribute$1.offset, attribute$1.normalized );
  24038. } else {
  24039. var typedArray$2 = new TYPED_ARRAYS[ attribute$1.type ]( attribute$1.array );
  24040. bufferAttribute$1 = new BufferAttribute( typedArray$2, attribute$1.itemSize, attribute$1.normalized );
  24041. }
  24042. if ( attribute$1.name !== undefined ) { bufferAttribute$1.name = attribute$1.name; }
  24043. array.push( bufferAttribute$1 );
  24044. }
  24045. geometry.morphAttributes[ key$1 ] = array;
  24046. }
  24047. }
  24048. var morphTargetsRelative = json.data.morphTargetsRelative;
  24049. if ( morphTargetsRelative ) {
  24050. geometry.morphTargetsRelative = true;
  24051. }
  24052. var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  24053. if ( groups !== undefined ) {
  24054. for ( var i$1 = 0, n = groups.length; i$1 !== n; ++ i$1 ) {
  24055. var group = groups[ i$1 ];
  24056. geometry.addGroup( group.start, group.count, group.materialIndex );
  24057. }
  24058. }
  24059. var boundingSphere = json.data.boundingSphere;
  24060. if ( boundingSphere !== undefined ) {
  24061. var center = new Vector3();
  24062. if ( boundingSphere.center !== undefined ) {
  24063. center.fromArray( boundingSphere.center );
  24064. }
  24065. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  24066. }
  24067. if ( json.name ) { geometry.name = json.name; }
  24068. if ( json.userData ) { geometry.userData = json.userData; }
  24069. return geometry;
  24070. }
  24071. } );
  24072. var TYPED_ARRAYS = {
  24073. Int8Array: Int8Array,
  24074. Uint8Array: Uint8Array,
  24075. // Workaround for IE11 pre KB2929437. See #11440
  24076. Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
  24077. Int16Array: Int16Array,
  24078. Uint16Array: Uint16Array,
  24079. Int32Array: Int32Array,
  24080. Uint32Array: Uint32Array,
  24081. Float32Array: Float32Array,
  24082. Float64Array: Float64Array
  24083. };
  24084. function ObjectLoader( manager ) {
  24085. Loader.call( this, manager );
  24086. }
  24087. ObjectLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24088. constructor: ObjectLoader,
  24089. load: function ( url, onLoad, onProgress, onError ) {
  24090. var scope = this;
  24091. var path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  24092. this.resourcePath = this.resourcePath || path;
  24093. var loader = new FileLoader( scope.manager );
  24094. loader.setPath( this.path );
  24095. loader.setRequestHeader( this.requestHeader );
  24096. loader.load( url, function ( text ) {
  24097. var json = null;
  24098. try {
  24099. json = JSON.parse( text );
  24100. } catch ( error ) {
  24101. if ( onError !== undefined ) { onError( error ); }
  24102. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  24103. return;
  24104. }
  24105. var metadata = json.metadata;
  24106. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  24107. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  24108. return;
  24109. }
  24110. scope.parse( json, onLoad );
  24111. }, onProgress, onError );
  24112. },
  24113. parse: function ( json, onLoad ) {
  24114. var shapes = this.parseShape( json.shapes );
  24115. var geometries = this.parseGeometries( json.geometries, shapes );
  24116. var images = this.parseImages( json.images, function () {
  24117. if ( onLoad !== undefined ) { onLoad( object ); }
  24118. } );
  24119. var textures = this.parseTextures( json.textures, images );
  24120. var materials = this.parseMaterials( json.materials, textures );
  24121. var object = this.parseObject( json.object, geometries, materials );
  24122. if ( json.animations ) {
  24123. object.animations = this.parseAnimations( json.animations );
  24124. }
  24125. if ( json.images === undefined || json.images.length === 0 ) {
  24126. if ( onLoad !== undefined ) { onLoad( object ); }
  24127. }
  24128. return object;
  24129. },
  24130. parseShape: function ( json ) {
  24131. var shapes = {};
  24132. if ( json !== undefined ) {
  24133. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24134. var shape = new Shape().fromJSON( json[ i ] );
  24135. shapes[ shape.uuid ] = shape;
  24136. }
  24137. }
  24138. return shapes;
  24139. },
  24140. parseGeometries: function ( json, shapes ) {
  24141. var geometries = {};
  24142. var geometryShapes;
  24143. if ( json !== undefined ) {
  24144. var bufferGeometryLoader = new BufferGeometryLoader();
  24145. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24146. var geometry = (void 0);
  24147. var data = json[ i ];
  24148. switch ( data.type ) {
  24149. case 'PlaneGeometry':
  24150. case 'PlaneBufferGeometry':
  24151. geometry = new Geometries[ data.type ](
  24152. data.width,
  24153. data.height,
  24154. data.widthSegments,
  24155. data.heightSegments
  24156. );
  24157. break;
  24158. case 'BoxGeometry':
  24159. case 'BoxBufferGeometry':
  24160. case 'CubeGeometry': // backwards compatible
  24161. geometry = new Geometries[ data.type ](
  24162. data.width,
  24163. data.height,
  24164. data.depth,
  24165. data.widthSegments,
  24166. data.heightSegments,
  24167. data.depthSegments
  24168. );
  24169. break;
  24170. case 'CircleGeometry':
  24171. case 'CircleBufferGeometry':
  24172. geometry = new Geometries[ data.type ](
  24173. data.radius,
  24174. data.segments,
  24175. data.thetaStart,
  24176. data.thetaLength
  24177. );
  24178. break;
  24179. case 'CylinderGeometry':
  24180. case 'CylinderBufferGeometry':
  24181. geometry = new Geometries[ data.type ](
  24182. data.radiusTop,
  24183. data.radiusBottom,
  24184. data.height,
  24185. data.radialSegments,
  24186. data.heightSegments,
  24187. data.openEnded,
  24188. data.thetaStart,
  24189. data.thetaLength
  24190. );
  24191. break;
  24192. case 'ConeGeometry':
  24193. case 'ConeBufferGeometry':
  24194. geometry = new Geometries[ data.type ](
  24195. data.radius,
  24196. data.height,
  24197. data.radialSegments,
  24198. data.heightSegments,
  24199. data.openEnded,
  24200. data.thetaStart,
  24201. data.thetaLength
  24202. );
  24203. break;
  24204. case 'SphereGeometry':
  24205. case 'SphereBufferGeometry':
  24206. geometry = new Geometries[ data.type ](
  24207. data.radius,
  24208. data.widthSegments,
  24209. data.heightSegments,
  24210. data.phiStart,
  24211. data.phiLength,
  24212. data.thetaStart,
  24213. data.thetaLength
  24214. );
  24215. break;
  24216. case 'DodecahedronGeometry':
  24217. case 'DodecahedronBufferGeometry':
  24218. case 'IcosahedronGeometry':
  24219. case 'IcosahedronBufferGeometry':
  24220. case 'OctahedronGeometry':
  24221. case 'OctahedronBufferGeometry':
  24222. case 'TetrahedronGeometry':
  24223. case 'TetrahedronBufferGeometry':
  24224. geometry = new Geometries[ data.type ](
  24225. data.radius,
  24226. data.detail
  24227. );
  24228. break;
  24229. case 'RingGeometry':
  24230. case 'RingBufferGeometry':
  24231. geometry = new Geometries[ data.type ](
  24232. data.innerRadius,
  24233. data.outerRadius,
  24234. data.thetaSegments,
  24235. data.phiSegments,
  24236. data.thetaStart,
  24237. data.thetaLength
  24238. );
  24239. break;
  24240. case 'TorusGeometry':
  24241. case 'TorusBufferGeometry':
  24242. geometry = new Geometries[ data.type ](
  24243. data.radius,
  24244. data.tube,
  24245. data.radialSegments,
  24246. data.tubularSegments,
  24247. data.arc
  24248. );
  24249. break;
  24250. case 'TorusKnotGeometry':
  24251. case 'TorusKnotBufferGeometry':
  24252. geometry = new Geometries[ data.type ](
  24253. data.radius,
  24254. data.tube,
  24255. data.tubularSegments,
  24256. data.radialSegments,
  24257. data.p,
  24258. data.q
  24259. );
  24260. break;
  24261. case 'TubeGeometry':
  24262. case 'TubeBufferGeometry':
  24263. // This only works for built-in curves (e.g. CatmullRomCurve3).
  24264. // User defined curves or instances of CurvePath will not be deserialized.
  24265. geometry = new Geometries[ data.type ](
  24266. new Curves[ data.path.type ]().fromJSON( data.path ),
  24267. data.tubularSegments,
  24268. data.radius,
  24269. data.radialSegments,
  24270. data.closed
  24271. );
  24272. break;
  24273. case 'LatheGeometry':
  24274. case 'LatheBufferGeometry':
  24275. geometry = new Geometries[ data.type ](
  24276. data.points,
  24277. data.segments,
  24278. data.phiStart,
  24279. data.phiLength
  24280. );
  24281. break;
  24282. case 'PolyhedronGeometry':
  24283. case 'PolyhedronBufferGeometry':
  24284. geometry = new Geometries[ data.type ](
  24285. data.vertices,
  24286. data.indices,
  24287. data.radius,
  24288. data.details
  24289. );
  24290. break;
  24291. case 'ShapeGeometry':
  24292. case 'ShapeBufferGeometry':
  24293. geometryShapes = [];
  24294. for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  24295. var shape = shapes[ data.shapes[ j ] ];
  24296. geometryShapes.push( shape );
  24297. }
  24298. geometry = new Geometries[ data.type ](
  24299. geometryShapes,
  24300. data.curveSegments
  24301. );
  24302. break;
  24303. case 'ExtrudeGeometry':
  24304. case 'ExtrudeBufferGeometry':
  24305. geometryShapes = [];
  24306. for ( var j$1 = 0, jl$1 = data.shapes.length; j$1 < jl$1; j$1 ++ ) {
  24307. var shape$1 = shapes[ data.shapes[ j$1 ] ];
  24308. geometryShapes.push( shape$1 );
  24309. }
  24310. var extrudePath = data.options.extrudePath;
  24311. if ( extrudePath !== undefined ) {
  24312. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  24313. }
  24314. geometry = new Geometries[ data.type ](
  24315. geometryShapes,
  24316. data.options
  24317. );
  24318. break;
  24319. case 'BufferGeometry':
  24320. case 'InstancedBufferGeometry':
  24321. geometry = bufferGeometryLoader.parse( data );
  24322. break;
  24323. case 'Geometry':
  24324. console.error( 'THREE.ObjectLoader: Loading "Geometry" is not supported anymore.' );
  24325. break;
  24326. default:
  24327. console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
  24328. continue;
  24329. }
  24330. geometry.uuid = data.uuid;
  24331. if ( data.name !== undefined ) { geometry.name = data.name; }
  24332. if ( geometry.isBufferGeometry === true && data.userData !== undefined ) { geometry.userData = data.userData; }
  24333. geometries[ data.uuid ] = geometry;
  24334. }
  24335. }
  24336. return geometries;
  24337. },
  24338. parseMaterials: function ( json, textures ) {
  24339. var cache = {}; // MultiMaterial
  24340. var materials = {};
  24341. if ( json !== undefined ) {
  24342. var loader = new MaterialLoader();
  24343. loader.setTextures( textures );
  24344. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24345. var data = json[ i ];
  24346. if ( data.type === 'MultiMaterial' ) {
  24347. // Deprecated
  24348. var array = [];
  24349. for ( var j = 0; j < data.materials.length; j ++ ) {
  24350. var material = data.materials[ j ];
  24351. if ( cache[ material.uuid ] === undefined ) {
  24352. cache[ material.uuid ] = loader.parse( material );
  24353. }
  24354. array.push( cache[ material.uuid ] );
  24355. }
  24356. materials[ data.uuid ] = array;
  24357. } else {
  24358. if ( cache[ data.uuid ] === undefined ) {
  24359. cache[ data.uuid ] = loader.parse( data );
  24360. }
  24361. materials[ data.uuid ] = cache[ data.uuid ];
  24362. }
  24363. }
  24364. }
  24365. return materials;
  24366. },
  24367. parseAnimations: function ( json ) {
  24368. var animations = [];
  24369. for ( var i = 0; i < json.length; i ++ ) {
  24370. var data = json[ i ];
  24371. var clip = AnimationClip.parse( data );
  24372. if ( data.uuid !== undefined ) { clip.uuid = data.uuid; }
  24373. animations.push( clip );
  24374. }
  24375. return animations;
  24376. },
  24377. parseImages: function ( json, onLoad ) {
  24378. var scope = this;
  24379. var images = {};
  24380. var loader;
  24381. function loadImage( url ) {
  24382. scope.manager.itemStart( url );
  24383. return loader.load( url, function () {
  24384. scope.manager.itemEnd( url );
  24385. }, undefined, function () {
  24386. scope.manager.itemError( url );
  24387. scope.manager.itemEnd( url );
  24388. } );
  24389. }
  24390. if ( json !== undefined && json.length > 0 ) {
  24391. var manager = new LoadingManager( onLoad );
  24392. loader = new ImageLoader( manager );
  24393. loader.setCrossOrigin( this.crossOrigin );
  24394. for ( var i = 0, il = json.length; i < il; i ++ ) {
  24395. var image = json[ i ];
  24396. var url = image.url;
  24397. if ( Array.isArray( url ) ) {
  24398. // load array of images e.g CubeTexture
  24399. images[ image.uuid ] = [];
  24400. for ( var j = 0, jl = url.length; j < jl; j ++ ) {
  24401. var currentUrl = url[ j ];
  24402. var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
  24403. images[ image.uuid ].push( loadImage( path ) );
  24404. }
  24405. } else {
  24406. // load single image
  24407. var path$1 = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
  24408. images[ image.uuid ] = loadImage( path$1 );
  24409. }
  24410. }
  24411. }
  24412. return images;
  24413. },
  24414. parseTextures: function ( json, images ) {
  24415. function parseConstant( value, type ) {
  24416. if ( typeof value === 'number' ) { return value; }
  24417. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  24418. return type[ value ];
  24419. }
  24420. var textures = {};
  24421. if ( json !== undefined ) {
  24422. for ( var i = 0, l = json.length; i < l; i ++ ) {
  24423. var data = json[ i ];
  24424. if ( data.image === undefined ) {
  24425. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  24426. }
  24427. if ( images[ data.image ] === undefined ) {
  24428. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  24429. }
  24430. var texture = (void 0);
  24431. if ( Array.isArray( images[ data.image ] ) ) {
  24432. texture = new CubeTexture( images[ data.image ] );
  24433. } else {
  24434. texture = new Texture( images[ data.image ] );
  24435. }
  24436. texture.needsUpdate = true;
  24437. texture.uuid = data.uuid;
  24438. if ( data.name !== undefined ) { texture.name = data.name; }
  24439. if ( data.mapping !== undefined ) { texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); }
  24440. if ( data.offset !== undefined ) { texture.offset.fromArray( data.offset ); }
  24441. if ( data.repeat !== undefined ) { texture.repeat.fromArray( data.repeat ); }
  24442. if ( data.center !== undefined ) { texture.center.fromArray( data.center ); }
  24443. if ( data.rotation !== undefined ) { texture.rotation = data.rotation; }
  24444. if ( data.wrap !== undefined ) {
  24445. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  24446. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  24447. }
  24448. if ( data.format !== undefined ) { texture.format = data.format; }
  24449. if ( data.type !== undefined ) { texture.type = data.type; }
  24450. if ( data.encoding !== undefined ) { texture.encoding = data.encoding; }
  24451. if ( data.minFilter !== undefined ) { texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); }
  24452. if ( data.magFilter !== undefined ) { texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); }
  24453. if ( data.anisotropy !== undefined ) { texture.anisotropy = data.anisotropy; }
  24454. if ( data.flipY !== undefined ) { texture.flipY = data.flipY; }
  24455. if ( data.premultiplyAlpha !== undefined ) { texture.premultiplyAlpha = data.premultiplyAlpha; }
  24456. if ( data.unpackAlignment !== undefined ) { texture.unpackAlignment = data.unpackAlignment; }
  24457. textures[ data.uuid ] = texture;
  24458. }
  24459. }
  24460. return textures;
  24461. },
  24462. parseObject: function ( data, geometries, materials ) {
  24463. var object;
  24464. function getGeometry( name ) {
  24465. if ( geometries[ name ] === undefined ) {
  24466. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  24467. }
  24468. return geometries[ name ];
  24469. }
  24470. function getMaterial( name ) {
  24471. if ( name === undefined ) { return undefined; }
  24472. if ( Array.isArray( name ) ) {
  24473. var array = [];
  24474. for ( var i = 0, l = name.length; i < l; i ++ ) {
  24475. var uuid = name[ i ];
  24476. if ( materials[ uuid ] === undefined ) {
  24477. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  24478. }
  24479. array.push( materials[ uuid ] );
  24480. }
  24481. return array;
  24482. }
  24483. if ( materials[ name ] === undefined ) {
  24484. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  24485. }
  24486. return materials[ name ];
  24487. }
  24488. var geometry, material;
  24489. switch ( data.type ) {
  24490. case 'Scene':
  24491. object = new Scene();
  24492. if ( data.background !== undefined ) {
  24493. if ( Number.isInteger( data.background ) ) {
  24494. object.background = new Color( data.background );
  24495. }
  24496. }
  24497. if ( data.fog !== undefined ) {
  24498. if ( data.fog.type === 'Fog' ) {
  24499. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  24500. } else if ( data.fog.type === 'FogExp2' ) {
  24501. object.fog = new FogExp2( data.fog.color, data.fog.density );
  24502. }
  24503. }
  24504. break;
  24505. case 'PerspectiveCamera':
  24506. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  24507. if ( data.focus !== undefined ) { object.focus = data.focus; }
  24508. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24509. if ( data.filmGauge !== undefined ) { object.filmGauge = data.filmGauge; }
  24510. if ( data.filmOffset !== undefined ) { object.filmOffset = data.filmOffset; }
  24511. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24512. break;
  24513. case 'OrthographicCamera':
  24514. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  24515. if ( data.zoom !== undefined ) { object.zoom = data.zoom; }
  24516. if ( data.view !== undefined ) { object.view = Object.assign( {}, data.view ); }
  24517. break;
  24518. case 'AmbientLight':
  24519. object = new AmbientLight( data.color, data.intensity );
  24520. break;
  24521. case 'DirectionalLight':
  24522. object = new DirectionalLight( data.color, data.intensity );
  24523. break;
  24524. case 'PointLight':
  24525. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  24526. break;
  24527. case 'RectAreaLight':
  24528. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  24529. break;
  24530. case 'SpotLight':
  24531. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  24532. break;
  24533. case 'HemisphereLight':
  24534. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  24535. break;
  24536. case 'LightProbe':
  24537. object = new LightProbe().fromJSON( data );
  24538. break;
  24539. case 'SkinnedMesh':
  24540. console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
  24541. case 'Mesh':
  24542. geometry = getGeometry( data.geometry );
  24543. material = getMaterial( data.material );
  24544. object = new Mesh( geometry, material );
  24545. break;
  24546. case 'InstancedMesh':
  24547. geometry = getGeometry( data.geometry );
  24548. material = getMaterial( data.material );
  24549. var count = data.count;
  24550. var instanceMatrix = data.instanceMatrix;
  24551. object = new InstancedMesh( geometry, material, count );
  24552. object.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  24553. break;
  24554. case 'LOD':
  24555. object = new LOD();
  24556. break;
  24557. case 'Line':
  24558. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
  24559. break;
  24560. case 'LineLoop':
  24561. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  24562. break;
  24563. case 'LineSegments':
  24564. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  24565. break;
  24566. case 'PointCloud':
  24567. case 'Points':
  24568. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  24569. break;
  24570. case 'Sprite':
  24571. object = new Sprite( getMaterial( data.material ) );
  24572. break;
  24573. case 'Group':
  24574. object = new Group();
  24575. break;
  24576. default:
  24577. object = new Object3D();
  24578. }
  24579. object.uuid = data.uuid;
  24580. if ( data.name !== undefined ) { object.name = data.name; }
  24581. if ( data.matrix !== undefined ) {
  24582. object.matrix.fromArray( data.matrix );
  24583. if ( data.matrixAutoUpdate !== undefined ) { object.matrixAutoUpdate = data.matrixAutoUpdate; }
  24584. if ( object.matrixAutoUpdate ) { object.matrix.decompose( object.position, object.quaternion, object.scale ); }
  24585. } else {
  24586. if ( data.position !== undefined ) { object.position.fromArray( data.position ); }
  24587. if ( data.rotation !== undefined ) { object.rotation.fromArray( data.rotation ); }
  24588. if ( data.quaternion !== undefined ) { object.quaternion.fromArray( data.quaternion ); }
  24589. if ( data.scale !== undefined ) { object.scale.fromArray( data.scale ); }
  24590. }
  24591. if ( data.castShadow !== undefined ) { object.castShadow = data.castShadow; }
  24592. if ( data.receiveShadow !== undefined ) { object.receiveShadow = data.receiveShadow; }
  24593. if ( data.shadow ) {
  24594. if ( data.shadow.bias !== undefined ) { object.shadow.bias = data.shadow.bias; }
  24595. if ( data.shadow.normalBias !== undefined ) { object.shadow.normalBias = data.shadow.normalBias; }
  24596. if ( data.shadow.radius !== undefined ) { object.shadow.radius = data.shadow.radius; }
  24597. if ( data.shadow.mapSize !== undefined ) { object.shadow.mapSize.fromArray( data.shadow.mapSize ); }
  24598. if ( data.shadow.camera !== undefined ) { object.shadow.camera = this.parseObject( data.shadow.camera ); }
  24599. }
  24600. if ( data.visible !== undefined ) { object.visible = data.visible; }
  24601. if ( data.frustumCulled !== undefined ) { object.frustumCulled = data.frustumCulled; }
  24602. if ( data.renderOrder !== undefined ) { object.renderOrder = data.renderOrder; }
  24603. if ( data.userData !== undefined ) { object.userData = data.userData; }
  24604. if ( data.layers !== undefined ) { object.layers.mask = data.layers; }
  24605. if ( data.children !== undefined ) {
  24606. var children = data.children;
  24607. for ( var i = 0; i < children.length; i ++ ) {
  24608. object.add( this.parseObject( children[ i ], geometries, materials ) );
  24609. }
  24610. }
  24611. if ( data.type === 'LOD' ) {
  24612. if ( data.autoUpdate !== undefined ) { object.autoUpdate = data.autoUpdate; }
  24613. var levels = data.levels;
  24614. for ( var l = 0; l < levels.length; l ++ ) {
  24615. var level = levels[ l ];
  24616. var child = object.getObjectByProperty( 'uuid', level.object );
  24617. if ( child !== undefined ) {
  24618. object.addLevel( child, level.distance );
  24619. }
  24620. }
  24621. }
  24622. return object;
  24623. }
  24624. } );
  24625. var TEXTURE_MAPPING = {
  24626. UVMapping: UVMapping,
  24627. CubeReflectionMapping: CubeReflectionMapping,
  24628. CubeRefractionMapping: CubeRefractionMapping,
  24629. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  24630. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  24631. CubeUVReflectionMapping: CubeUVReflectionMapping,
  24632. CubeUVRefractionMapping: CubeUVRefractionMapping
  24633. };
  24634. var TEXTURE_WRAPPING = {
  24635. RepeatWrapping: RepeatWrapping,
  24636. ClampToEdgeWrapping: ClampToEdgeWrapping,
  24637. MirroredRepeatWrapping: MirroredRepeatWrapping
  24638. };
  24639. var TEXTURE_FILTER = {
  24640. NearestFilter: NearestFilter,
  24641. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  24642. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  24643. LinearFilter: LinearFilter,
  24644. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  24645. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  24646. };
  24647. function ImageBitmapLoader( manager ) {
  24648. if ( typeof createImageBitmap === 'undefined' ) {
  24649. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  24650. }
  24651. if ( typeof fetch === 'undefined' ) {
  24652. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  24653. }
  24654. Loader.call( this, manager );
  24655. this.options = { premultiplyAlpha: 'none' };
  24656. }
  24657. ImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24658. constructor: ImageBitmapLoader,
  24659. isImageBitmapLoader: true,
  24660. setOptions: function setOptions( options ) {
  24661. this.options = options;
  24662. return this;
  24663. },
  24664. load: function ( url, onLoad, onProgress, onError ) {
  24665. if ( url === undefined ) { url = ''; }
  24666. if ( this.path !== undefined ) { url = this.path + url; }
  24667. url = this.manager.resolveURL( url );
  24668. var scope = this;
  24669. var cached = Cache.get( url );
  24670. if ( cached !== undefined ) {
  24671. scope.manager.itemStart( url );
  24672. setTimeout( function () {
  24673. if ( onLoad ) { onLoad( cached ); }
  24674. scope.manager.itemEnd( url );
  24675. }, 0 );
  24676. return cached;
  24677. }
  24678. fetch( url ).then( function ( res ) {
  24679. return res.blob();
  24680. } ).then( function ( blob ) {
  24681. return createImageBitmap( blob, scope.options );
  24682. } ).then( function ( imageBitmap ) {
  24683. Cache.add( url, imageBitmap );
  24684. if ( onLoad ) { onLoad( imageBitmap ); }
  24685. scope.manager.itemEnd( url );
  24686. } ).catch( function ( e ) {
  24687. if ( onError ) { onError( e ); }
  24688. scope.manager.itemError( url );
  24689. scope.manager.itemEnd( url );
  24690. } );
  24691. scope.manager.itemStart( url );
  24692. }
  24693. } );
  24694. function ShapePath() {
  24695. this.type = 'ShapePath';
  24696. this.color = new Color();
  24697. this.subPaths = [];
  24698. this.currentPath = null;
  24699. }
  24700. Object.assign( ShapePath.prototype, {
  24701. moveTo: function ( x, y ) {
  24702. this.currentPath = new Path();
  24703. this.subPaths.push( this.currentPath );
  24704. this.currentPath.moveTo( x, y );
  24705. return this;
  24706. },
  24707. lineTo: function ( x, y ) {
  24708. this.currentPath.lineTo( x, y );
  24709. return this;
  24710. },
  24711. quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
  24712. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  24713. return this;
  24714. },
  24715. bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24716. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  24717. return this;
  24718. },
  24719. splineThru: function ( pts ) {
  24720. this.currentPath.splineThru( pts );
  24721. return this;
  24722. },
  24723. toShapes: function ( isCCW, noHoles ) {
  24724. function toShapesNoHoles( inSubpaths ) {
  24725. var shapes = [];
  24726. for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
  24727. var tmpPath = inSubpaths[ i ];
  24728. var tmpShape = new Shape();
  24729. tmpShape.curves = tmpPath.curves;
  24730. shapes.push( tmpShape );
  24731. }
  24732. return shapes;
  24733. }
  24734. function isPointInsidePolygon( inPt, inPolygon ) {
  24735. var polyLen = inPolygon.length;
  24736. // inPt on polygon contour => immediate success or
  24737. // toggling of inside/outside at every single! intersection point of an edge
  24738. // with the horizontal line through inPt, left of inPt
  24739. // not counting lowerY endpoints of edges and whole edges on that line
  24740. var inside = false;
  24741. for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  24742. var edgeLowPt = inPolygon[ p ];
  24743. var edgeHighPt = inPolygon[ q ];
  24744. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  24745. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  24746. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  24747. // not parallel
  24748. if ( edgeDy < 0 ) {
  24749. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  24750. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  24751. }
  24752. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) { continue; }
  24753. if ( inPt.y === edgeLowPt.y ) {
  24754. if ( inPt.x === edgeLowPt.x ) { return true; } // inPt is on contour ?
  24755. // continue; // no intersection or edgeLowPt => doesn't count !!!
  24756. } else {
  24757. var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  24758. if ( perpEdge === 0 ) { return true; } // inPt is on contour ?
  24759. if ( perpEdge < 0 ) { continue; }
  24760. inside = ! inside; // true intersection left of inPt
  24761. }
  24762. } else {
  24763. // parallel or collinear
  24764. if ( inPt.y !== edgeLowPt.y ) { continue; } // parallel
  24765. // edge lies on the same horizontal line as inPt
  24766. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  24767. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) { return true; } // inPt: Point on contour !
  24768. // continue;
  24769. }
  24770. }
  24771. return inside;
  24772. }
  24773. var isClockWise = ShapeUtils.isClockWise;
  24774. var subPaths = this.subPaths;
  24775. if ( subPaths.length === 0 ) { return []; }
  24776. if ( noHoles === true ) { return toShapesNoHoles( subPaths ); }
  24777. var solid, tmpPath, tmpShape, shapes = [];
  24778. if ( subPaths.length === 1 ) {
  24779. tmpPath = subPaths[ 0 ];
  24780. tmpShape = new Shape();
  24781. tmpShape.curves = tmpPath.curves;
  24782. shapes.push( tmpShape );
  24783. return shapes;
  24784. }
  24785. var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  24786. holesFirst = isCCW ? ! holesFirst : holesFirst;
  24787. // console.log("Holes first", holesFirst);
  24788. var betterShapeHoles = [];
  24789. var newShapes = [];
  24790. var newShapeHoles = [];
  24791. var mainIdx = 0;
  24792. var tmpPoints;
  24793. newShapes[ mainIdx ] = undefined;
  24794. newShapeHoles[ mainIdx ] = [];
  24795. for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
  24796. tmpPath = subPaths[ i ];
  24797. tmpPoints = tmpPath.getPoints();
  24798. solid = isClockWise( tmpPoints );
  24799. solid = isCCW ? ! solid : solid;
  24800. if ( solid ) {
  24801. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) { mainIdx ++; }
  24802. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  24803. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  24804. if ( holesFirst ) { mainIdx ++; }
  24805. newShapeHoles[ mainIdx ] = [];
  24806. //console.log('cw', i);
  24807. } else {
  24808. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  24809. //console.log('ccw', i);
  24810. }
  24811. }
  24812. // only Holes? -> probably all Shapes with wrong orientation
  24813. if ( ! newShapes[ 0 ] ) { return toShapesNoHoles( subPaths ); }
  24814. if ( newShapes.length > 1 ) {
  24815. var ambiguous = false;
  24816. var toChange = [];
  24817. for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  24818. betterShapeHoles[ sIdx ] = [];
  24819. }
  24820. for ( var sIdx$1 = 0, sLen$1 = newShapes.length; sIdx$1 < sLen$1; sIdx$1 ++ ) {
  24821. var sho = newShapeHoles[ sIdx$1 ];
  24822. for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  24823. var ho = sho[ hIdx ];
  24824. var hole_unassigned = true;
  24825. for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  24826. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  24827. if ( sIdx$1 !== s2Idx ) { toChange.push( { froms: sIdx$1, tos: s2Idx, hole: hIdx } ); }
  24828. if ( hole_unassigned ) {
  24829. hole_unassigned = false;
  24830. betterShapeHoles[ s2Idx ].push( ho );
  24831. } else {
  24832. ambiguous = true;
  24833. }
  24834. }
  24835. }
  24836. if ( hole_unassigned ) {
  24837. betterShapeHoles[ sIdx$1 ].push( ho );
  24838. }
  24839. }
  24840. }
  24841. // console.log("ambiguous: ", ambiguous);
  24842. if ( toChange.length > 0 ) {
  24843. // console.log("to change: ", toChange);
  24844. if ( ! ambiguous ) { newShapeHoles = betterShapeHoles; }
  24845. }
  24846. }
  24847. var tmpHoles;
  24848. for ( var i$1 = 0, il = newShapes.length; i$1 < il; i$1 ++ ) {
  24849. tmpShape = newShapes[ i$1 ].s;
  24850. shapes.push( tmpShape );
  24851. tmpHoles = newShapeHoles[ i$1 ];
  24852. for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  24853. tmpShape.holes.push( tmpHoles[ j ].h );
  24854. }
  24855. }
  24856. //console.log("shape", shapes);
  24857. return shapes;
  24858. }
  24859. } );
  24860. function Font( data ) {
  24861. this.type = 'Font';
  24862. this.data = data;
  24863. }
  24864. Object.assign( Font.prototype, {
  24865. isFont: true,
  24866. generateShapes: function ( text, size ) {
  24867. if ( size === undefined ) { size = 100; }
  24868. var shapes = [];
  24869. var paths = createPaths( text, size, this.data );
  24870. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  24871. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  24872. }
  24873. return shapes;
  24874. }
  24875. } );
  24876. function createPaths( text, size, data ) {
  24877. var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988
  24878. var scale = size / data.resolution;
  24879. var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
  24880. var paths = [];
  24881. var offsetX = 0, offsetY = 0;
  24882. for ( var i = 0; i < chars.length; i ++ ) {
  24883. var char = chars[ i ];
  24884. if ( char === '\n' ) {
  24885. offsetX = 0;
  24886. offsetY -= line_height;
  24887. } else {
  24888. var ret = createPath( char, scale, offsetX, offsetY, data );
  24889. offsetX += ret.offsetX;
  24890. paths.push( ret.path );
  24891. }
  24892. }
  24893. return paths;
  24894. }
  24895. function createPath( char, scale, offsetX, offsetY, data ) {
  24896. var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
  24897. if ( ! glyph ) {
  24898. console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );
  24899. return;
  24900. }
  24901. var path = new ShapePath();
  24902. var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
  24903. if ( glyph.o ) {
  24904. var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  24905. for ( var i = 0, l = outline.length; i < l; ) {
  24906. var action = outline[ i ++ ];
  24907. switch ( action ) {
  24908. case 'm': // moveTo
  24909. x = outline[ i ++ ] * scale + offsetX;
  24910. y = outline[ i ++ ] * scale + offsetY;
  24911. path.moveTo( x, y );
  24912. break;
  24913. case 'l': // lineTo
  24914. x = outline[ i ++ ] * scale + offsetX;
  24915. y = outline[ i ++ ] * scale + offsetY;
  24916. path.lineTo( x, y );
  24917. break;
  24918. case 'q': // quadraticCurveTo
  24919. cpx = outline[ i ++ ] * scale + offsetX;
  24920. cpy = outline[ i ++ ] * scale + offsetY;
  24921. cpx1 = outline[ i ++ ] * scale + offsetX;
  24922. cpy1 = outline[ i ++ ] * scale + offsetY;
  24923. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  24924. break;
  24925. case 'b': // bezierCurveTo
  24926. cpx = outline[ i ++ ] * scale + offsetX;
  24927. cpy = outline[ i ++ ] * scale + offsetY;
  24928. cpx1 = outline[ i ++ ] * scale + offsetX;
  24929. cpy1 = outline[ i ++ ] * scale + offsetY;
  24930. cpx2 = outline[ i ++ ] * scale + offsetX;
  24931. cpy2 = outline[ i ++ ] * scale + offsetY;
  24932. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  24933. break;
  24934. }
  24935. }
  24936. }
  24937. return { offsetX: glyph.ha * scale, path: path };
  24938. }
  24939. function FontLoader( manager ) {
  24940. Loader.call( this, manager );
  24941. }
  24942. FontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24943. constructor: FontLoader,
  24944. load: function ( url, onLoad, onProgress, onError ) {
  24945. var scope = this;
  24946. var loader = new FileLoader( this.manager );
  24947. loader.setPath( this.path );
  24948. loader.setRequestHeader( this.requestHeader );
  24949. loader.load( url, function ( text ) {
  24950. var json;
  24951. try {
  24952. json = JSON.parse( text );
  24953. } catch ( e ) {
  24954. console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
  24955. json = JSON.parse( text.substring( 65, text.length - 2 ) );
  24956. }
  24957. var font = scope.parse( json );
  24958. if ( onLoad ) { onLoad( font ); }
  24959. }, onProgress, onError );
  24960. },
  24961. parse: function ( json ) {
  24962. return new Font( json );
  24963. }
  24964. } );
  24965. var _context;
  24966. var AudioContext = {
  24967. getContext: function () {
  24968. if ( _context === undefined ) {
  24969. _context = new ( window.AudioContext || window.webkitAudioContext )();
  24970. }
  24971. return _context;
  24972. },
  24973. setContext: function ( value ) {
  24974. _context = value;
  24975. }
  24976. };
  24977. function AudioLoader( manager ) {
  24978. Loader.call( this, manager );
  24979. }
  24980. AudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  24981. constructor: AudioLoader,
  24982. load: function ( url, onLoad, onProgress, onError ) {
  24983. var scope = this;
  24984. var loader = new FileLoader( scope.manager );
  24985. loader.setResponseType( 'arraybuffer' );
  24986. loader.setPath( scope.path );
  24987. loader.setRequestHeader( scope.requestHeader );
  24988. loader.load( url, function ( buffer ) {
  24989. try {
  24990. // Create a copy of the buffer. The `decodeAudioData` method
  24991. // detaches the buffer when complete, preventing reuse.
  24992. var bufferCopy = buffer.slice( 0 );
  24993. var context = AudioContext.getContext();
  24994. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  24995. onLoad( audioBuffer );
  24996. } );
  24997. } catch ( e ) {
  24998. if ( onError ) {
  24999. onError( e );
  25000. } else {
  25001. console.error( e );
  25002. }
  25003. scope.manager.itemError( url );
  25004. }
  25005. }, onProgress, onError );
  25006. }
  25007. } );
  25008. function HemisphereLightProbe( skyColor, groundColor, intensity ) {
  25009. LightProbe.call( this, undefined, intensity );
  25010. var color1 = new Color().set( skyColor );
  25011. var color2 = new Color().set( groundColor );
  25012. var sky = new Vector3( color1.r, color1.g, color1.b );
  25013. var ground = new Vector3( color2.r, color2.g, color2.b );
  25014. // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );
  25015. var c0 = Math.sqrt( Math.PI );
  25016. var c1 = c0 * Math.sqrt( 0.75 );
  25017. this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );
  25018. this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );
  25019. }
  25020. HemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25021. constructor: HemisphereLightProbe,
  25022. isHemisphereLightProbe: true,
  25023. copy: function ( source ) { // modifying colors not currently supported
  25024. LightProbe.prototype.copy.call( this, source );
  25025. return this;
  25026. },
  25027. toJSON: function ( meta ) {
  25028. var data = LightProbe.prototype.toJSON.call( this, meta );
  25029. // data.sh = this.sh.toArray(); // todo
  25030. return data;
  25031. }
  25032. } );
  25033. function AmbientLightProbe( color, intensity ) {
  25034. LightProbe.call( this, undefined, intensity );
  25035. var color1 = new Color().set( color );
  25036. // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );
  25037. this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );
  25038. }
  25039. AmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {
  25040. constructor: AmbientLightProbe,
  25041. isAmbientLightProbe: true,
  25042. copy: function ( source ) { // modifying color not currently supported
  25043. LightProbe.prototype.copy.call( this, source );
  25044. return this;
  25045. },
  25046. toJSON: function ( meta ) {
  25047. var data = LightProbe.prototype.toJSON.call( this, meta );
  25048. // data.sh = this.sh.toArray(); // todo
  25049. return data;
  25050. }
  25051. } );
  25052. var _eyeRight = new Matrix4();
  25053. var _eyeLeft = new Matrix4();
  25054. function StereoCamera() {
  25055. this.type = 'StereoCamera';
  25056. this.aspect = 1;
  25057. this.eyeSep = 0.064;
  25058. this.cameraL = new PerspectiveCamera();
  25059. this.cameraL.layers.enable( 1 );
  25060. this.cameraL.matrixAutoUpdate = false;
  25061. this.cameraR = new PerspectiveCamera();
  25062. this.cameraR.layers.enable( 2 );
  25063. this.cameraR.matrixAutoUpdate = false;
  25064. this._cache = {
  25065. focus: null,
  25066. fov: null,
  25067. aspect: null,
  25068. near: null,
  25069. far: null,
  25070. zoom: null,
  25071. eyeSep: null
  25072. };
  25073. }
  25074. Object.assign( StereoCamera.prototype, {
  25075. update: function ( camera ) {
  25076. var cache = this._cache;
  25077. var needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  25078. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  25079. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  25080. if ( needsUpdate ) {
  25081. cache.focus = camera.focus;
  25082. cache.fov = camera.fov;
  25083. cache.aspect = camera.aspect * this.aspect;
  25084. cache.near = camera.near;
  25085. cache.far = camera.far;
  25086. cache.zoom = camera.zoom;
  25087. cache.eyeSep = this.eyeSep;
  25088. // Off-axis stereoscopic effect based on
  25089. // http://paulbourke.net/stereographics/stereorender/
  25090. var projectionMatrix = camera.projectionMatrix.clone();
  25091. var eyeSepHalf = cache.eyeSep / 2;
  25092. var eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  25093. var ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  25094. var xmin, xmax;
  25095. // translate xOffset
  25096. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  25097. _eyeRight.elements[ 12 ] = eyeSepHalf;
  25098. // for left eye
  25099. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  25100. xmax = ymax * cache.aspect + eyeSepOnProjection;
  25101. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25102. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25103. this.cameraL.projectionMatrix.copy( projectionMatrix );
  25104. // for right eye
  25105. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  25106. xmax = ymax * cache.aspect - eyeSepOnProjection;
  25107. projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  25108. projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  25109. this.cameraR.projectionMatrix.copy( projectionMatrix );
  25110. }
  25111. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  25112. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  25113. }
  25114. } );
  25115. function Clock( autoStart ) {
  25116. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  25117. this.startTime = 0;
  25118. this.oldTime = 0;
  25119. this.elapsedTime = 0;
  25120. this.running = false;
  25121. }
  25122. Object.assign( Clock.prototype, {
  25123. start: function () {
  25124. this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
  25125. this.oldTime = this.startTime;
  25126. this.elapsedTime = 0;
  25127. this.running = true;
  25128. },
  25129. stop: function () {
  25130. this.getElapsedTime();
  25131. this.running = false;
  25132. this.autoStart = false;
  25133. },
  25134. getElapsedTime: function () {
  25135. this.getDelta();
  25136. return this.elapsedTime;
  25137. },
  25138. getDelta: function () {
  25139. var diff = 0;
  25140. if ( this.autoStart && ! this.running ) {
  25141. this.start();
  25142. return 0;
  25143. }
  25144. if ( this.running ) {
  25145. var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
  25146. diff = ( newTime - this.oldTime ) / 1000;
  25147. this.oldTime = newTime;
  25148. this.elapsedTime += diff;
  25149. }
  25150. return diff;
  25151. }
  25152. } );
  25153. var _position$2 = new Vector3();
  25154. var _quaternion$3 = new Quaternion();
  25155. var _scale$1 = new Vector3();
  25156. var _orientation = new Vector3();
  25157. function AudioListener() {
  25158. Object3D.call( this );
  25159. this.type = 'AudioListener';
  25160. this.context = AudioContext.getContext();
  25161. this.gain = this.context.createGain();
  25162. this.gain.connect( this.context.destination );
  25163. this.filter = null;
  25164. this.timeDelta = 0;
  25165. // private
  25166. this._clock = new Clock();
  25167. }
  25168. AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25169. constructor: AudioListener,
  25170. getInput: function () {
  25171. return this.gain;
  25172. },
  25173. removeFilter: function ( ) {
  25174. if ( this.filter !== null ) {
  25175. this.gain.disconnect( this.filter );
  25176. this.filter.disconnect( this.context.destination );
  25177. this.gain.connect( this.context.destination );
  25178. this.filter = null;
  25179. }
  25180. return this;
  25181. },
  25182. getFilter: function () {
  25183. return this.filter;
  25184. },
  25185. setFilter: function ( value ) {
  25186. if ( this.filter !== null ) {
  25187. this.gain.disconnect( this.filter );
  25188. this.filter.disconnect( this.context.destination );
  25189. } else {
  25190. this.gain.disconnect( this.context.destination );
  25191. }
  25192. this.filter = value;
  25193. this.gain.connect( this.filter );
  25194. this.filter.connect( this.context.destination );
  25195. return this;
  25196. },
  25197. getMasterVolume: function () {
  25198. return this.gain.gain.value;
  25199. },
  25200. setMasterVolume: function ( value ) {
  25201. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25202. return this;
  25203. },
  25204. updateMatrixWorld: function ( force ) {
  25205. Object3D.prototype.updateMatrixWorld.call( this, force );
  25206. var listener = this.context.listener;
  25207. var up = this.up;
  25208. this.timeDelta = this._clock.getDelta();
  25209. this.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );
  25210. _orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );
  25211. if ( listener.positionX ) {
  25212. // code path for Chrome (see #14393)
  25213. var endTime = this.context.currentTime + this.timeDelta;
  25214. listener.positionX.linearRampToValueAtTime( _position$2.x, endTime );
  25215. listener.positionY.linearRampToValueAtTime( _position$2.y, endTime );
  25216. listener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );
  25217. listener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );
  25218. listener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );
  25219. listener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );
  25220. listener.upX.linearRampToValueAtTime( up.x, endTime );
  25221. listener.upY.linearRampToValueAtTime( up.y, endTime );
  25222. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  25223. } else {
  25224. listener.setPosition( _position$2.x, _position$2.y, _position$2.z );
  25225. listener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );
  25226. }
  25227. }
  25228. } );
  25229. function Audio( listener ) {
  25230. Object3D.call( this );
  25231. this.type = 'Audio';
  25232. this.listener = listener;
  25233. this.context = listener.context;
  25234. this.gain = this.context.createGain();
  25235. this.gain.connect( listener.getInput() );
  25236. this.autoplay = false;
  25237. this.buffer = null;
  25238. this.detune = 0;
  25239. this.loop = false;
  25240. this.loopStart = 0;
  25241. this.loopEnd = 0;
  25242. this.offset = 0;
  25243. this.duration = undefined;
  25244. this.playbackRate = 1;
  25245. this.isPlaying = false;
  25246. this.hasPlaybackControl = true;
  25247. this.sourceType = 'empty';
  25248. this._startedAt = 0;
  25249. this._progress = 0;
  25250. this.filters = [];
  25251. }
  25252. Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {
  25253. constructor: Audio,
  25254. getOutput: function () {
  25255. return this.gain;
  25256. },
  25257. setNodeSource: function ( audioNode ) {
  25258. this.hasPlaybackControl = false;
  25259. this.sourceType = 'audioNode';
  25260. this.source = audioNode;
  25261. this.connect();
  25262. return this;
  25263. },
  25264. setMediaElementSource: function ( mediaElement ) {
  25265. this.hasPlaybackControl = false;
  25266. this.sourceType = 'mediaNode';
  25267. this.source = this.context.createMediaElementSource( mediaElement );
  25268. this.connect();
  25269. return this;
  25270. },
  25271. setMediaStreamSource: function ( mediaStream ) {
  25272. this.hasPlaybackControl = false;
  25273. this.sourceType = 'mediaStreamNode';
  25274. this.source = this.context.createMediaStreamSource( mediaStream );
  25275. this.connect();
  25276. return this;
  25277. },
  25278. setBuffer: function ( audioBuffer ) {
  25279. this.buffer = audioBuffer;
  25280. this.sourceType = 'buffer';
  25281. if ( this.autoplay ) { this.play(); }
  25282. return this;
  25283. },
  25284. play: function ( delay ) {
  25285. if ( delay === undefined ) { delay = 0; }
  25286. if ( this.isPlaying === true ) {
  25287. console.warn( 'THREE.Audio: Audio is already playing.' );
  25288. return;
  25289. }
  25290. if ( this.hasPlaybackControl === false ) {
  25291. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25292. return;
  25293. }
  25294. this._startedAt = this.context.currentTime + delay;
  25295. var source = this.context.createBufferSource();
  25296. source.buffer = this.buffer;
  25297. source.loop = this.loop;
  25298. source.loopStart = this.loopStart;
  25299. source.loopEnd = this.loopEnd;
  25300. source.onended = this.onEnded.bind( this );
  25301. source.start( this._startedAt, this._progress + this.offset, this.duration );
  25302. this.isPlaying = true;
  25303. this.source = source;
  25304. this.setDetune( this.detune );
  25305. this.setPlaybackRate( this.playbackRate );
  25306. return this.connect();
  25307. },
  25308. pause: function () {
  25309. if ( this.hasPlaybackControl === false ) {
  25310. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25311. return;
  25312. }
  25313. if ( this.isPlaying === true ) {
  25314. // update current progress
  25315. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  25316. if ( this.loop === true ) {
  25317. // ensure _progress does not exceed duration with looped audios
  25318. this._progress = this._progress % ( this.duration || this.buffer.duration );
  25319. }
  25320. this.source.stop();
  25321. this.source.onended = null;
  25322. this.isPlaying = false;
  25323. }
  25324. return this;
  25325. },
  25326. stop: function () {
  25327. if ( this.hasPlaybackControl === false ) {
  25328. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25329. return;
  25330. }
  25331. this._progress = 0;
  25332. this.source.stop();
  25333. this.source.onended = null;
  25334. this.isPlaying = false;
  25335. return this;
  25336. },
  25337. connect: function () {
  25338. if ( this.filters.length > 0 ) {
  25339. this.source.connect( this.filters[ 0 ] );
  25340. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25341. this.filters[ i - 1 ].connect( this.filters[ i ] );
  25342. }
  25343. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  25344. } else {
  25345. this.source.connect( this.getOutput() );
  25346. }
  25347. return this;
  25348. },
  25349. disconnect: function () {
  25350. if ( this.filters.length > 0 ) {
  25351. this.source.disconnect( this.filters[ 0 ] );
  25352. for ( var i = 1, l = this.filters.length; i < l; i ++ ) {
  25353. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  25354. }
  25355. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  25356. } else {
  25357. this.source.disconnect( this.getOutput() );
  25358. }
  25359. return this;
  25360. },
  25361. getFilters: function () {
  25362. return this.filters;
  25363. },
  25364. setFilters: function ( value ) {
  25365. if ( ! value ) { value = []; }
  25366. if ( this.isPlaying === true ) {
  25367. this.disconnect();
  25368. this.filters = value;
  25369. this.connect();
  25370. } else {
  25371. this.filters = value;
  25372. }
  25373. return this;
  25374. },
  25375. setDetune: function ( value ) {
  25376. this.detune = value;
  25377. if ( this.source.detune === undefined ) { return; } // only set detune when available
  25378. if ( this.isPlaying === true ) {
  25379. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  25380. }
  25381. return this;
  25382. },
  25383. getDetune: function () {
  25384. return this.detune;
  25385. },
  25386. getFilter: function () {
  25387. return this.getFilters()[ 0 ];
  25388. },
  25389. setFilter: function ( filter ) {
  25390. return this.setFilters( filter ? [ filter ] : [] );
  25391. },
  25392. setPlaybackRate: function ( value ) {
  25393. if ( this.hasPlaybackControl === false ) {
  25394. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25395. return;
  25396. }
  25397. this.playbackRate = value;
  25398. if ( this.isPlaying === true ) {
  25399. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  25400. }
  25401. return this;
  25402. },
  25403. getPlaybackRate: function () {
  25404. return this.playbackRate;
  25405. },
  25406. onEnded: function () {
  25407. this.isPlaying = false;
  25408. },
  25409. getLoop: function () {
  25410. if ( this.hasPlaybackControl === false ) {
  25411. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25412. return false;
  25413. }
  25414. return this.loop;
  25415. },
  25416. setLoop: function ( value ) {
  25417. if ( this.hasPlaybackControl === false ) {
  25418. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  25419. return;
  25420. }
  25421. this.loop = value;
  25422. if ( this.isPlaying === true ) {
  25423. this.source.loop = this.loop;
  25424. }
  25425. return this;
  25426. },
  25427. setLoopStart: function ( value ) {
  25428. this.loopStart = value;
  25429. return this;
  25430. },
  25431. setLoopEnd: function ( value ) {
  25432. this.loopEnd = value;
  25433. return this;
  25434. },
  25435. getVolume: function () {
  25436. return this.gain.gain.value;
  25437. },
  25438. setVolume: function ( value ) {
  25439. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  25440. return this;
  25441. }
  25442. } );
  25443. var _position$3 = new Vector3();
  25444. var _quaternion$4 = new Quaternion();
  25445. var _scale$2 = new Vector3();
  25446. var _orientation$1 = new Vector3();
  25447. function PositionalAudio( listener ) {
  25448. Audio.call( this, listener );
  25449. this.panner = this.context.createPanner();
  25450. this.panner.panningModel = 'HRTF';
  25451. this.panner.connect( this.gain );
  25452. }
  25453. PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
  25454. constructor: PositionalAudio,
  25455. getOutput: function () {
  25456. return this.panner;
  25457. },
  25458. getRefDistance: function () {
  25459. return this.panner.refDistance;
  25460. },
  25461. setRefDistance: function ( value ) {
  25462. this.panner.refDistance = value;
  25463. return this;
  25464. },
  25465. getRolloffFactor: function () {
  25466. return this.panner.rolloffFactor;
  25467. },
  25468. setRolloffFactor: function ( value ) {
  25469. this.panner.rolloffFactor = value;
  25470. return this;
  25471. },
  25472. getDistanceModel: function () {
  25473. return this.panner.distanceModel;
  25474. },
  25475. setDistanceModel: function ( value ) {
  25476. this.panner.distanceModel = value;
  25477. return this;
  25478. },
  25479. getMaxDistance: function () {
  25480. return this.panner.maxDistance;
  25481. },
  25482. setMaxDistance: function ( value ) {
  25483. this.panner.maxDistance = value;
  25484. return this;
  25485. },
  25486. setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  25487. this.panner.coneInnerAngle = coneInnerAngle;
  25488. this.panner.coneOuterAngle = coneOuterAngle;
  25489. this.panner.coneOuterGain = coneOuterGain;
  25490. return this;
  25491. },
  25492. updateMatrixWorld: function ( force ) {
  25493. Object3D.prototype.updateMatrixWorld.call( this, force );
  25494. if ( this.hasPlaybackControl === true && this.isPlaying === false ) { return; }
  25495. this.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );
  25496. _orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );
  25497. var panner = this.panner;
  25498. if ( panner.positionX ) {
  25499. // code path for Chrome and Firefox (see #14393)
  25500. var endTime = this.context.currentTime + this.listener.timeDelta;
  25501. panner.positionX.linearRampToValueAtTime( _position$3.x, endTime );
  25502. panner.positionY.linearRampToValueAtTime( _position$3.y, endTime );
  25503. panner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );
  25504. panner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );
  25505. panner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );
  25506. panner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  25507. } else {
  25508. panner.setPosition( _position$3.x, _position$3.y, _position$3.z );
  25509. panner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );
  25510. }
  25511. }
  25512. } );
  25513. function AudioAnalyser( audio, fftSize ) {
  25514. this.analyser = audio.context.createAnalyser();
  25515. this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
  25516. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  25517. audio.getOutput().connect( this.analyser );
  25518. }
  25519. Object.assign( AudioAnalyser.prototype, {
  25520. getFrequencyData: function () {
  25521. this.analyser.getByteFrequencyData( this.data );
  25522. return this.data;
  25523. },
  25524. getAverageFrequency: function () {
  25525. var value = 0;
  25526. var data = this.getFrequencyData();
  25527. for ( var i = 0; i < data.length; i ++ ) {
  25528. value += data[ i ];
  25529. }
  25530. return value / data.length;
  25531. }
  25532. } );
  25533. function PropertyMixer( binding, typeName, valueSize ) {
  25534. this.binding = binding;
  25535. this.valueSize = valueSize;
  25536. var mixFunction,
  25537. mixFunctionAdditive,
  25538. setIdentity;
  25539. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  25540. //
  25541. // interpolators can use .buffer as their .result
  25542. // the data then goes to 'incoming'
  25543. //
  25544. // 'accu0' and 'accu1' are used frame-interleaved for
  25545. // the cumulative result and are compared to detect
  25546. // changes
  25547. //
  25548. // 'orig' stores the original state of the property
  25549. //
  25550. // 'add' is used for additive cumulative results
  25551. //
  25552. // 'work' is optional and is only present for quaternion types. It is used
  25553. // to store intermediate quaternion multiplication results
  25554. switch ( typeName ) {
  25555. case 'quaternion':
  25556. mixFunction = this._slerp;
  25557. mixFunctionAdditive = this._slerpAdditive;
  25558. setIdentity = this._setAdditiveIdentityQuaternion;
  25559. this.buffer = new Float64Array( valueSize * 6 );
  25560. this._workIndex = 5;
  25561. break;
  25562. case 'string':
  25563. case 'bool':
  25564. mixFunction = this._select;
  25565. // Use the regular mix function and for additive on these types,
  25566. // additive is not relevant for non-numeric types
  25567. mixFunctionAdditive = this._select;
  25568. setIdentity = this._setAdditiveIdentityOther;
  25569. this.buffer = new Array( valueSize * 5 );
  25570. break;
  25571. default:
  25572. mixFunction = this._lerp;
  25573. mixFunctionAdditive = this._lerpAdditive;
  25574. setIdentity = this._setAdditiveIdentityNumeric;
  25575. this.buffer = new Float64Array( valueSize * 5 );
  25576. }
  25577. this._mixBufferRegion = mixFunction;
  25578. this._mixBufferRegionAdditive = mixFunctionAdditive;
  25579. this._setIdentity = setIdentity;
  25580. this._origIndex = 3;
  25581. this._addIndex = 4;
  25582. this.cumulativeWeight = 0;
  25583. this.cumulativeWeightAdditive = 0;
  25584. this.useCount = 0;
  25585. this.referenceCount = 0;
  25586. }
  25587. Object.assign( PropertyMixer.prototype, {
  25588. // accumulate data in the 'incoming' region into 'accu<i>'
  25589. accumulate: function ( accuIndex, weight ) {
  25590. // note: happily accumulating nothing when weight = 0, the caller knows
  25591. // the weight and shouldn't have made the call in the first place
  25592. var buffer = this.buffer,
  25593. stride = this.valueSize,
  25594. offset = accuIndex * stride + stride;
  25595. var currentWeight = this.cumulativeWeight;
  25596. if ( currentWeight === 0 ) {
  25597. // accuN := incoming * weight
  25598. for ( var i = 0; i !== stride; ++ i ) {
  25599. buffer[ offset + i ] = buffer[ i ];
  25600. }
  25601. currentWeight = weight;
  25602. } else {
  25603. // accuN := accuN + incoming * weight
  25604. currentWeight += weight;
  25605. var mix = weight / currentWeight;
  25606. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  25607. }
  25608. this.cumulativeWeight = currentWeight;
  25609. },
  25610. // accumulate data in the 'incoming' region into 'add'
  25611. accumulateAdditive: function ( weight ) {
  25612. var buffer = this.buffer,
  25613. stride = this.valueSize,
  25614. offset = stride * this._addIndex;
  25615. if ( this.cumulativeWeightAdditive === 0 ) {
  25616. // add = identity
  25617. this._setIdentity();
  25618. }
  25619. // add := add + incoming * weight
  25620. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  25621. this.cumulativeWeightAdditive += weight;
  25622. },
  25623. // apply the state of 'accu<i>' to the binding when accus differ
  25624. apply: function ( accuIndex ) {
  25625. var stride = this.valueSize,
  25626. buffer = this.buffer,
  25627. offset = accuIndex * stride + stride,
  25628. weight = this.cumulativeWeight,
  25629. weightAdditive = this.cumulativeWeightAdditive,
  25630. binding = this.binding;
  25631. this.cumulativeWeight = 0;
  25632. this.cumulativeWeightAdditive = 0;
  25633. if ( weight < 1 ) {
  25634. // accuN := accuN + original * ( 1 - cumulativeWeight )
  25635. var originalValueOffset = stride * this._origIndex;
  25636. this._mixBufferRegion(
  25637. buffer, offset, originalValueOffset, 1 - weight, stride );
  25638. }
  25639. if ( weightAdditive > 0 ) {
  25640. // accuN := accuN + additive accuN
  25641. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  25642. }
  25643. for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
  25644. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  25645. // value has changed -> update scene graph
  25646. binding.setValue( buffer, offset );
  25647. break;
  25648. }
  25649. }
  25650. },
  25651. // remember the state of the bound property and copy it to both accus
  25652. saveOriginalState: function () {
  25653. var binding = this.binding;
  25654. var buffer = this.buffer,
  25655. stride = this.valueSize,
  25656. originalValueOffset = stride * this._origIndex;
  25657. binding.getValue( buffer, originalValueOffset );
  25658. // accu[0..1] := orig -- initially detect changes against the original
  25659. for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
  25660. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  25661. }
  25662. // Add to identity for additive
  25663. this._setIdentity();
  25664. this.cumulativeWeight = 0;
  25665. this.cumulativeWeightAdditive = 0;
  25666. },
  25667. // apply the state previously taken via 'saveOriginalState' to the binding
  25668. restoreOriginalState: function () {
  25669. var originalValueOffset = this.valueSize * 3;
  25670. this.binding.setValue( this.buffer, originalValueOffset );
  25671. },
  25672. _setAdditiveIdentityNumeric: function () {
  25673. var startIndex = this._addIndex * this.valueSize;
  25674. var endIndex = startIndex + this.valueSize;
  25675. for ( var i = startIndex; i < endIndex; i ++ ) {
  25676. this.buffer[ i ] = 0;
  25677. }
  25678. },
  25679. _setAdditiveIdentityQuaternion: function () {
  25680. this._setAdditiveIdentityNumeric();
  25681. this.buffer[ this._addIndex * 4 + 3 ] = 1;
  25682. },
  25683. _setAdditiveIdentityOther: function () {
  25684. var startIndex = this._origIndex * this.valueSize;
  25685. var targetIndex = this._addIndex * this.valueSize;
  25686. for ( var i = 0; i < this.valueSize; i ++ ) {
  25687. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  25688. }
  25689. },
  25690. // mix functions
  25691. _select: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25692. if ( t >= 0.5 ) {
  25693. for ( var i = 0; i !== stride; ++ i ) {
  25694. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  25695. }
  25696. }
  25697. },
  25698. _slerp: function ( buffer, dstOffset, srcOffset, t ) {
  25699. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  25700. },
  25701. _slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25702. var workOffset = this._workIndex * stride;
  25703. // Store result in intermediate buffer offset
  25704. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  25705. // Slerp to the intermediate result
  25706. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  25707. },
  25708. _lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25709. var s = 1 - t;
  25710. for ( var i = 0; i !== stride; ++ i ) {
  25711. var j = dstOffset + i;
  25712. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  25713. }
  25714. },
  25715. _lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {
  25716. for ( var i = 0; i !== stride; ++ i ) {
  25717. var j = dstOffset + i;
  25718. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  25719. }
  25720. }
  25721. } );
  25722. // Characters [].:/ are reserved for track binding syntax.
  25723. var _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  25724. var _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  25725. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  25726. // only latin characters, and the unicode \p{L} is not yet supported. So
  25727. // instead, we exclude reserved characters and match everything else.
  25728. var _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  25729. var _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  25730. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  25731. // be matched to parse the rest of the track name.
  25732. var _directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  25733. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  25734. var _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  25735. // Object on target node, and accessor. May not contain reserved
  25736. // characters. Accessor may contain any character except closing bracket.
  25737. var _objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  25738. // Property and accessor. May not contain reserved characters. Accessor may
  25739. // contain any non-bracket characters.
  25740. var _propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  25741. var _trackRe = new RegExp( ''
  25742. + '^'
  25743. + _directoryRe
  25744. + _nodeRe
  25745. + _objectRe
  25746. + _propertyRe
  25747. + '$'
  25748. );
  25749. var _supportedObjectNames = [ 'material', 'materials', 'bones' ];
  25750. function Composite( targetGroup, path, optionalParsedPath ) {
  25751. var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  25752. this._targetGroup = targetGroup;
  25753. this._bindings = targetGroup.subscribe_( path, parsedPath );
  25754. }
  25755. Object.assign( Composite.prototype, {
  25756. getValue: function ( array, offset ) {
  25757. this.bind(); // bind all binding
  25758. var firstValidIndex = this._targetGroup.nCachedObjects_,
  25759. binding = this._bindings[ firstValidIndex ];
  25760. // and only call .getValue on the first
  25761. if ( binding !== undefined ) { binding.getValue( array, offset ); }
  25762. },
  25763. setValue: function ( array, offset ) {
  25764. var bindings = this._bindings;
  25765. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25766. bindings[ i ].setValue( array, offset );
  25767. }
  25768. },
  25769. bind: function () {
  25770. var bindings = this._bindings;
  25771. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25772. bindings[ i ].bind();
  25773. }
  25774. },
  25775. unbind: function () {
  25776. var bindings = this._bindings;
  25777. for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  25778. bindings[ i ].unbind();
  25779. }
  25780. }
  25781. } );
  25782. function PropertyBinding( rootNode, path, parsedPath ) {
  25783. this.path = path;
  25784. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  25785. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
  25786. this.rootNode = rootNode;
  25787. }
  25788. Object.assign( PropertyBinding, {
  25789. Composite: Composite,
  25790. create: function ( root, path, parsedPath ) {
  25791. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  25792. return new PropertyBinding( root, path, parsedPath );
  25793. } else {
  25794. return new PropertyBinding.Composite( root, path, parsedPath );
  25795. }
  25796. },
  25797. /**
  25798. * Replaces spaces with underscores and removes unsupported characters from
  25799. * node names, to ensure compatibility with parseTrackName().
  25800. *
  25801. * @param {string} name Node name to be sanitized.
  25802. * @return {string}
  25803. */
  25804. sanitizeNodeName: function ( name ) {
  25805. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  25806. },
  25807. parseTrackName: function ( trackName ) {
  25808. var matches = _trackRe.exec( trackName );
  25809. if ( ! matches ) {
  25810. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  25811. }
  25812. var results = {
  25813. // directoryName: matches[ 1 ], // (tschw) currently unused
  25814. nodeName: matches[ 2 ],
  25815. objectName: matches[ 3 ],
  25816. objectIndex: matches[ 4 ],
  25817. propertyName: matches[ 5 ], // required
  25818. propertyIndex: matches[ 6 ]
  25819. };
  25820. var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  25821. if ( lastDot !== undefined && lastDot !== - 1 ) {
  25822. var objectName = results.nodeName.substring( lastDot + 1 );
  25823. // Object names must be checked against an allowlist. Otherwise, there
  25824. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  25825. // 'bar' could be the objectName, or part of a nodeName (which can
  25826. // include '.' characters).
  25827. if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {
  25828. results.nodeName = results.nodeName.substring( 0, lastDot );
  25829. results.objectName = objectName;
  25830. }
  25831. }
  25832. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  25833. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  25834. }
  25835. return results;
  25836. },
  25837. findNode: function ( root, nodeName ) {
  25838. if ( ! nodeName || nodeName === "" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
  25839. return root;
  25840. }
  25841. // search into skeleton bones.
  25842. if ( root.skeleton ) {
  25843. var bone = root.skeleton.getBoneByName( nodeName );
  25844. if ( bone !== undefined ) {
  25845. return bone;
  25846. }
  25847. }
  25848. // search into node subtree.
  25849. if ( root.children ) {
  25850. var searchNodeSubtree = function ( children ) {
  25851. for ( var i = 0; i < children.length; i ++ ) {
  25852. var childNode = children[ i ];
  25853. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  25854. return childNode;
  25855. }
  25856. var result = searchNodeSubtree( childNode.children );
  25857. if ( result ) { return result; }
  25858. }
  25859. return null;
  25860. };
  25861. var subTreeNode = searchNodeSubtree( root.children );
  25862. if ( subTreeNode ) {
  25863. return subTreeNode;
  25864. }
  25865. }
  25866. return null;
  25867. }
  25868. } );
  25869. Object.assign( PropertyBinding.prototype, { // prototype, continued
  25870. // these are used to "bind" a nonexistent property
  25871. _getValue_unavailable: function () {},
  25872. _setValue_unavailable: function () {},
  25873. BindingType: {
  25874. Direct: 0,
  25875. EntireArray: 1,
  25876. ArrayElement: 2,
  25877. HasFromToArray: 3
  25878. },
  25879. Versioning: {
  25880. None: 0,
  25881. NeedsUpdate: 1,
  25882. MatrixWorldNeedsUpdate: 2
  25883. },
  25884. GetterByBindingType: [
  25885. function getValue_direct( buffer, offset ) {
  25886. buffer[ offset ] = this.node[ this.propertyName ];
  25887. },
  25888. function getValue_array( buffer, offset ) {
  25889. var source = this.resolvedProperty;
  25890. for ( var i = 0, n = source.length; i !== n; ++ i ) {
  25891. buffer[ offset ++ ] = source[ i ];
  25892. }
  25893. },
  25894. function getValue_arrayElement( buffer, offset ) {
  25895. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  25896. },
  25897. function getValue_toArray( buffer, offset ) {
  25898. this.resolvedProperty.toArray( buffer, offset );
  25899. }
  25900. ],
  25901. SetterByBindingTypeAndVersioning: [
  25902. [
  25903. // Direct
  25904. function setValue_direct( buffer, offset ) {
  25905. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25906. },
  25907. function setValue_direct_setNeedsUpdate( buffer, offset ) {
  25908. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25909. this.targetObject.needsUpdate = true;
  25910. },
  25911. function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25912. this.targetObject[ this.propertyName ] = buffer[ offset ];
  25913. this.targetObject.matrixWorldNeedsUpdate = true;
  25914. }
  25915. ], [
  25916. // EntireArray
  25917. function setValue_array( buffer, offset ) {
  25918. var dest = this.resolvedProperty;
  25919. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25920. dest[ i ] = buffer[ offset ++ ];
  25921. }
  25922. },
  25923. function setValue_array_setNeedsUpdate( buffer, offset ) {
  25924. var dest = this.resolvedProperty;
  25925. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25926. dest[ i ] = buffer[ offset ++ ];
  25927. }
  25928. this.targetObject.needsUpdate = true;
  25929. },
  25930. function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25931. var dest = this.resolvedProperty;
  25932. for ( var i = 0, n = dest.length; i !== n; ++ i ) {
  25933. dest[ i ] = buffer[ offset ++ ];
  25934. }
  25935. this.targetObject.matrixWorldNeedsUpdate = true;
  25936. }
  25937. ], [
  25938. // ArrayElement
  25939. function setValue_arrayElement( buffer, offset ) {
  25940. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25941. },
  25942. function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  25943. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25944. this.targetObject.needsUpdate = true;
  25945. },
  25946. function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25947. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  25948. this.targetObject.matrixWorldNeedsUpdate = true;
  25949. }
  25950. ], [
  25951. // HasToFromArray
  25952. function setValue_fromArray( buffer, offset ) {
  25953. this.resolvedProperty.fromArray( buffer, offset );
  25954. },
  25955. function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  25956. this.resolvedProperty.fromArray( buffer, offset );
  25957. this.targetObject.needsUpdate = true;
  25958. },
  25959. function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  25960. this.resolvedProperty.fromArray( buffer, offset );
  25961. this.targetObject.matrixWorldNeedsUpdate = true;
  25962. }
  25963. ]
  25964. ],
  25965. getValue: function getValue_unbound( targetArray, offset ) {
  25966. this.bind();
  25967. this.getValue( targetArray, offset );
  25968. // Note: This class uses a State pattern on a per-method basis:
  25969. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  25970. // prototype version of these methods with one that represents
  25971. // the bound state. When the property is not found, the methods
  25972. // become no-ops.
  25973. },
  25974. setValue: function getValue_unbound( sourceArray, offset ) {
  25975. this.bind();
  25976. this.setValue( sourceArray, offset );
  25977. },
  25978. // create getter / setter pair for a property in the scene graph
  25979. bind: function () {
  25980. var targetObject = this.node,
  25981. parsedPath = this.parsedPath,
  25982. objectName = parsedPath.objectName,
  25983. propertyName = parsedPath.propertyName,
  25984. propertyIndex = parsedPath.propertyIndex;
  25985. if ( ! targetObject ) {
  25986. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
  25987. this.node = targetObject;
  25988. }
  25989. // set fail state so we can just 'return' on error
  25990. this.getValue = this._getValue_unavailable;
  25991. this.setValue = this._setValue_unavailable;
  25992. // ensure there is a value node
  25993. if ( ! targetObject ) {
  25994. console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
  25995. return;
  25996. }
  25997. if ( objectName ) {
  25998. var objectIndex = parsedPath.objectIndex;
  25999. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  26000. switch ( objectName ) {
  26001. case 'materials':
  26002. if ( ! targetObject.material ) {
  26003. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  26004. return;
  26005. }
  26006. if ( ! targetObject.material.materials ) {
  26007. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  26008. return;
  26009. }
  26010. targetObject = targetObject.material.materials;
  26011. break;
  26012. case 'bones':
  26013. if ( ! targetObject.skeleton ) {
  26014. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  26015. return;
  26016. }
  26017. // potential future optimization: skip this if propertyIndex is already an integer
  26018. // and convert the integer string to a true integer.
  26019. targetObject = targetObject.skeleton.bones;
  26020. // support resolving morphTarget names into indices.
  26021. for ( var i = 0; i < targetObject.length; i ++ ) {
  26022. if ( targetObject[ i ].name === objectIndex ) {
  26023. objectIndex = i;
  26024. break;
  26025. }
  26026. }
  26027. break;
  26028. default:
  26029. if ( targetObject[ objectName ] === undefined ) {
  26030. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  26031. return;
  26032. }
  26033. targetObject = targetObject[ objectName ];
  26034. }
  26035. if ( objectIndex !== undefined ) {
  26036. if ( targetObject[ objectIndex ] === undefined ) {
  26037. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  26038. return;
  26039. }
  26040. targetObject = targetObject[ objectIndex ];
  26041. }
  26042. }
  26043. // resolve property
  26044. var nodeProperty = targetObject[ propertyName ];
  26045. if ( nodeProperty === undefined ) {
  26046. var nodeName = parsedPath.nodeName;
  26047. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  26048. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  26049. return;
  26050. }
  26051. // determine versioning scheme
  26052. var versioning = this.Versioning.None;
  26053. this.targetObject = targetObject;
  26054. if ( targetObject.needsUpdate !== undefined ) { // material
  26055. versioning = this.Versioning.NeedsUpdate;
  26056. } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
  26057. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  26058. }
  26059. // determine how the property gets bound
  26060. var bindingType = this.BindingType.Direct;
  26061. if ( propertyIndex !== undefined ) {
  26062. // access a sub element of the property array (only primitives are supported right now)
  26063. if ( propertyName === "morphTargetInfluences" ) {
  26064. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  26065. // support resolving morphTarget names into indices.
  26066. if ( ! targetObject.geometry ) {
  26067. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  26068. return;
  26069. }
  26070. if ( targetObject.geometry.isBufferGeometry ) {
  26071. if ( ! targetObject.geometry.morphAttributes ) {
  26072. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  26073. return;
  26074. }
  26075. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  26076. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  26077. }
  26078. } else {
  26079. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );
  26080. return;
  26081. }
  26082. }
  26083. bindingType = this.BindingType.ArrayElement;
  26084. this.resolvedProperty = nodeProperty;
  26085. this.propertyIndex = propertyIndex;
  26086. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  26087. // must use copy for Object3D.Euler/Quaternion
  26088. bindingType = this.BindingType.HasFromToArray;
  26089. this.resolvedProperty = nodeProperty;
  26090. } else if ( Array.isArray( nodeProperty ) ) {
  26091. bindingType = this.BindingType.EntireArray;
  26092. this.resolvedProperty = nodeProperty;
  26093. } else {
  26094. this.propertyName = propertyName;
  26095. }
  26096. // select getter / setter
  26097. this.getValue = this.GetterByBindingType[ bindingType ];
  26098. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  26099. },
  26100. unbind: function () {
  26101. this.node = null;
  26102. // back to the prototype version of getValue / setValue
  26103. // note: avoiding to mutate the shape of 'this' via 'delete'
  26104. this.getValue = this._getValue_unbound;
  26105. this.setValue = this._setValue_unbound;
  26106. }
  26107. } );
  26108. // DECLARE ALIAS AFTER assign prototype
  26109. Object.assign( PropertyBinding.prototype, {
  26110. // initial state of these methods that calls 'bind'
  26111. _getValue_unbound: PropertyBinding.prototype.getValue,
  26112. _setValue_unbound: PropertyBinding.prototype.setValue,
  26113. } );
  26114. /**
  26115. *
  26116. * A group of objects that receives a shared animation state.
  26117. *
  26118. * Usage:
  26119. *
  26120. * - Add objects you would otherwise pass as 'root' to the
  26121. * constructor or the .clipAction method of AnimationMixer.
  26122. *
  26123. * - Instead pass this object as 'root'.
  26124. *
  26125. * - You can also add and remove objects later when the mixer
  26126. * is running.
  26127. *
  26128. * Note:
  26129. *
  26130. * Objects of this class appear as one object to the mixer,
  26131. * so cache control of the individual objects must be done
  26132. * on the group.
  26133. *
  26134. * Limitation:
  26135. *
  26136. * - The animated properties must be compatible among the
  26137. * all objects in the group.
  26138. *
  26139. * - A single property can either be controlled through a
  26140. * target group or directly, but not both.
  26141. */
  26142. function AnimationObjectGroup() {
  26143. this.uuid = MathUtils.generateUUID();
  26144. // cached objects followed by the active ones
  26145. this._objects = Array.prototype.slice.call( arguments );
  26146. this.nCachedObjects_ = 0; // threshold
  26147. // note: read by PropertyBinding.Composite
  26148. var indices = {};
  26149. this._indicesByUUID = indices; // for bookkeeping
  26150. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26151. indices[ arguments[ i ].uuid ] = i;
  26152. }
  26153. this._paths = []; // inside: string
  26154. this._parsedPaths = []; // inside: { we don't care, here }
  26155. this._bindings = []; // inside: Array< PropertyBinding >
  26156. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  26157. var scope = this;
  26158. this.stats = {
  26159. objects: {
  26160. get total() {
  26161. return scope._objects.length;
  26162. },
  26163. get inUse() {
  26164. return this.total - scope.nCachedObjects_;
  26165. }
  26166. },
  26167. get bindingsPerObject() {
  26168. return scope._bindings.length;
  26169. }
  26170. };
  26171. }
  26172. Object.assign( AnimationObjectGroup.prototype, {
  26173. isAnimationObjectGroup: true,
  26174. add: function () {
  26175. var objects = this._objects,
  26176. indicesByUUID = this._indicesByUUID,
  26177. paths = this._paths,
  26178. parsedPaths = this._parsedPaths,
  26179. bindings = this._bindings,
  26180. nBindings = bindings.length;
  26181. var knownObject = undefined,
  26182. nObjects = objects.length,
  26183. nCachedObjects = this.nCachedObjects_;
  26184. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26185. var object = arguments[ i ],
  26186. uuid = object.uuid;
  26187. var index = indicesByUUID[ uuid ];
  26188. if ( index === undefined ) {
  26189. // unknown object -> add it to the ACTIVE region
  26190. index = nObjects ++;
  26191. indicesByUUID[ uuid ] = index;
  26192. objects.push( object );
  26193. // accounting is done, now do the same for all bindings
  26194. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26195. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  26196. }
  26197. } else if ( index < nCachedObjects ) {
  26198. knownObject = objects[ index ];
  26199. // move existing object to the ACTIVE region
  26200. var firstActiveIndex = -- nCachedObjects,
  26201. lastCachedObject = objects[ firstActiveIndex ];
  26202. indicesByUUID[ lastCachedObject.uuid ] = index;
  26203. objects[ index ] = lastCachedObject;
  26204. indicesByUUID[ uuid ] = firstActiveIndex;
  26205. objects[ firstActiveIndex ] = object;
  26206. // accounting is done, now do the same for all bindings
  26207. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26208. var bindingsForPath = bindings[ j$1 ],
  26209. lastCached = bindingsForPath[ firstActiveIndex ];
  26210. var binding = bindingsForPath[ index ];
  26211. bindingsForPath[ index ] = lastCached;
  26212. if ( binding === undefined ) {
  26213. // since we do not bother to create new bindings
  26214. // for objects that are cached, the binding may
  26215. // or may not exist
  26216. binding = new PropertyBinding( object, paths[ j$1 ], parsedPaths[ j$1 ] );
  26217. }
  26218. bindingsForPath[ firstActiveIndex ] = binding;
  26219. }
  26220. } else if ( objects[ index ] !== knownObject ) {
  26221. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  26222. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  26223. } // else the object is already where we want it to be
  26224. } // for arguments
  26225. this.nCachedObjects_ = nCachedObjects;
  26226. },
  26227. remove: function () {
  26228. var objects = this._objects,
  26229. indicesByUUID = this._indicesByUUID,
  26230. bindings = this._bindings,
  26231. nBindings = bindings.length;
  26232. var nCachedObjects = this.nCachedObjects_;
  26233. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26234. var object = arguments[ i ],
  26235. uuid = object.uuid,
  26236. index = indicesByUUID[ uuid ];
  26237. if ( index !== undefined && index >= nCachedObjects ) {
  26238. // move existing object into the CACHED region
  26239. var lastCachedIndex = nCachedObjects ++,
  26240. firstActiveObject = objects[ lastCachedIndex ];
  26241. indicesByUUID[ firstActiveObject.uuid ] = index;
  26242. objects[ index ] = firstActiveObject;
  26243. indicesByUUID[ uuid ] = lastCachedIndex;
  26244. objects[ lastCachedIndex ] = object;
  26245. // accounting is done, now do the same for all bindings
  26246. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26247. var bindingsForPath = bindings[ j ],
  26248. firstActive = bindingsForPath[ lastCachedIndex ],
  26249. binding = bindingsForPath[ index ];
  26250. bindingsForPath[ index ] = firstActive;
  26251. bindingsForPath[ lastCachedIndex ] = binding;
  26252. }
  26253. }
  26254. } // for arguments
  26255. this.nCachedObjects_ = nCachedObjects;
  26256. },
  26257. // remove & forget
  26258. uncache: function () {
  26259. var objects = this._objects,
  26260. indicesByUUID = this._indicesByUUID,
  26261. bindings = this._bindings,
  26262. nBindings = bindings.length;
  26263. var nCachedObjects = this.nCachedObjects_,
  26264. nObjects = objects.length;
  26265. for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
  26266. var object = arguments[ i ],
  26267. uuid = object.uuid,
  26268. index = indicesByUUID[ uuid ];
  26269. if ( index !== undefined ) {
  26270. delete indicesByUUID[ uuid ];
  26271. if ( index < nCachedObjects ) {
  26272. // object is cached, shrink the CACHED region
  26273. var firstActiveIndex = -- nCachedObjects,
  26274. lastCachedObject = objects[ firstActiveIndex ],
  26275. lastIndex = -- nObjects,
  26276. lastObject = objects[ lastIndex ];
  26277. // last cached object takes this object's place
  26278. indicesByUUID[ lastCachedObject.uuid ] = index;
  26279. objects[ index ] = lastCachedObject;
  26280. // last object goes to the activated slot and pop
  26281. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  26282. objects[ firstActiveIndex ] = lastObject;
  26283. objects.pop();
  26284. // accounting is done, now do the same for all bindings
  26285. for ( var j = 0, m = nBindings; j !== m; ++ j ) {
  26286. var bindingsForPath = bindings[ j ],
  26287. lastCached = bindingsForPath[ firstActiveIndex ],
  26288. last = bindingsForPath[ lastIndex ];
  26289. bindingsForPath[ index ] = lastCached;
  26290. bindingsForPath[ firstActiveIndex ] = last;
  26291. bindingsForPath.pop();
  26292. }
  26293. } else {
  26294. // object is active, just swap with the last and pop
  26295. var lastIndex$1 = -- nObjects,
  26296. lastObject$1 = objects[ lastIndex$1 ];
  26297. indicesByUUID[ lastObject$1.uuid ] = index;
  26298. objects[ index ] = lastObject$1;
  26299. objects.pop();
  26300. // accounting is done, now do the same for all bindings
  26301. for ( var j$1 = 0, m$1 = nBindings; j$1 !== m$1; ++ j$1 ) {
  26302. var bindingsForPath$1 = bindings[ j$1 ];
  26303. bindingsForPath$1[ index ] = bindingsForPath$1[ lastIndex$1 ];
  26304. bindingsForPath$1.pop();
  26305. }
  26306. } // cached or active
  26307. } // if object is known
  26308. } // for arguments
  26309. this.nCachedObjects_ = nCachedObjects;
  26310. },
  26311. // Internal interface used by befriended PropertyBinding.Composite:
  26312. subscribe_: function ( path, parsedPath ) {
  26313. // returns an array of bindings for the given path that is changed
  26314. // according to the contained objects in the group
  26315. var indicesByPath = this._bindingsIndicesByPath,
  26316. index = indicesByPath[ path ],
  26317. bindings = this._bindings;
  26318. if ( index !== undefined ) { return bindings[ index ]; }
  26319. var paths = this._paths,
  26320. parsedPaths = this._parsedPaths,
  26321. objects = this._objects,
  26322. nObjects = objects.length,
  26323. nCachedObjects = this.nCachedObjects_,
  26324. bindingsForPath = new Array( nObjects );
  26325. index = bindings.length;
  26326. indicesByPath[ path ] = index;
  26327. paths.push( path );
  26328. parsedPaths.push( parsedPath );
  26329. bindings.push( bindingsForPath );
  26330. for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  26331. var object = objects[ i ];
  26332. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  26333. }
  26334. return bindingsForPath;
  26335. },
  26336. unsubscribe_: function ( path ) {
  26337. // tells the group to forget about a property path and no longer
  26338. // update the array previously obtained with 'subscribe_'
  26339. var indicesByPath = this._bindingsIndicesByPath,
  26340. index = indicesByPath[ path ];
  26341. if ( index !== undefined ) {
  26342. var paths = this._paths,
  26343. parsedPaths = this._parsedPaths,
  26344. bindings = this._bindings,
  26345. lastBindingsIndex = bindings.length - 1,
  26346. lastBindings = bindings[ lastBindingsIndex ],
  26347. lastBindingsPath = path[ lastBindingsIndex ];
  26348. indicesByPath[ lastBindingsPath ] = index;
  26349. bindings[ index ] = lastBindings;
  26350. bindings.pop();
  26351. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  26352. parsedPaths.pop();
  26353. paths[ index ] = paths[ lastBindingsIndex ];
  26354. paths.pop();
  26355. }
  26356. }
  26357. } );
  26358. function AnimationAction( mixer, clip, localRoot, blendMode ) {
  26359. this._mixer = mixer;
  26360. this._clip = clip;
  26361. this._localRoot = localRoot || null;
  26362. this.blendMode = blendMode || clip.blendMode;
  26363. var tracks = clip.tracks,
  26364. nTracks = tracks.length,
  26365. interpolants = new Array( nTracks );
  26366. var interpolantSettings = {
  26367. endingStart: ZeroCurvatureEnding,
  26368. endingEnd: ZeroCurvatureEnding
  26369. };
  26370. for ( var i = 0; i !== nTracks; ++ i ) {
  26371. var interpolant = tracks[ i ].createInterpolant( null );
  26372. interpolants[ i ] = interpolant;
  26373. interpolant.settings = interpolantSettings;
  26374. }
  26375. this._interpolantSettings = interpolantSettings;
  26376. this._interpolants = interpolants; // bound by the mixer
  26377. // inside: PropertyMixer (managed by the mixer)
  26378. this._propertyBindings = new Array( nTracks );
  26379. this._cacheIndex = null; // for the memory manager
  26380. this._byClipCacheIndex = null; // for the memory manager
  26381. this._timeScaleInterpolant = null;
  26382. this._weightInterpolant = null;
  26383. this.loop = LoopRepeat;
  26384. this._loopCount = - 1;
  26385. // global mixer time when the action is to be started
  26386. // it's set back to 'null' upon start of the action
  26387. this._startTime = null;
  26388. // scaled local time of the action
  26389. // gets clamped or wrapped to 0..clip.duration according to loop
  26390. this.time = 0;
  26391. this.timeScale = 1;
  26392. this._effectiveTimeScale = 1;
  26393. this.weight = 1;
  26394. this._effectiveWeight = 1;
  26395. this.repetitions = Infinity; // no. of repetitions when looping
  26396. this.paused = false; // true -> zero effective time scale
  26397. this.enabled = true; // false -> zero effective weight
  26398. this.clampWhenFinished = false;// keep feeding the last frame?
  26399. this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
  26400. this.zeroSlopeAtEnd = true;// clips for start, loop and end
  26401. }
  26402. Object.assign( AnimationAction.prototype, {
  26403. // State & Scheduling
  26404. play: function () {
  26405. this._mixer._activateAction( this );
  26406. return this;
  26407. },
  26408. stop: function () {
  26409. this._mixer._deactivateAction( this );
  26410. return this.reset();
  26411. },
  26412. reset: function () {
  26413. this.paused = false;
  26414. this.enabled = true;
  26415. this.time = 0; // restart clip
  26416. this._loopCount = - 1;// forget previous loops
  26417. this._startTime = null;// forget scheduling
  26418. return this.stopFading().stopWarping();
  26419. },
  26420. isRunning: function () {
  26421. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  26422. this._startTime === null && this._mixer._isActiveAction( this );
  26423. },
  26424. // return true when play has been called
  26425. isScheduled: function () {
  26426. return this._mixer._isActiveAction( this );
  26427. },
  26428. startAt: function ( time ) {
  26429. this._startTime = time;
  26430. return this;
  26431. },
  26432. setLoop: function ( mode, repetitions ) {
  26433. this.loop = mode;
  26434. this.repetitions = repetitions;
  26435. return this;
  26436. },
  26437. // Weight
  26438. // set the weight stopping any scheduled fading
  26439. // although .enabled = false yields an effective weight of zero, this
  26440. // method does *not* change .enabled, because it would be confusing
  26441. setEffectiveWeight: function ( weight ) {
  26442. this.weight = weight;
  26443. // note: same logic as when updated at runtime
  26444. this._effectiveWeight = this.enabled ? weight : 0;
  26445. return this.stopFading();
  26446. },
  26447. // return the weight considering fading and .enabled
  26448. getEffectiveWeight: function () {
  26449. return this._effectiveWeight;
  26450. },
  26451. fadeIn: function ( duration ) {
  26452. return this._scheduleFading( duration, 0, 1 );
  26453. },
  26454. fadeOut: function ( duration ) {
  26455. return this._scheduleFading( duration, 1, 0 );
  26456. },
  26457. crossFadeFrom: function ( fadeOutAction, duration, warp ) {
  26458. fadeOutAction.fadeOut( duration );
  26459. this.fadeIn( duration );
  26460. if ( warp ) {
  26461. var fadeInDuration = this._clip.duration,
  26462. fadeOutDuration = fadeOutAction._clip.duration,
  26463. startEndRatio = fadeOutDuration / fadeInDuration,
  26464. endStartRatio = fadeInDuration / fadeOutDuration;
  26465. fadeOutAction.warp( 1.0, startEndRatio, duration );
  26466. this.warp( endStartRatio, 1.0, duration );
  26467. }
  26468. return this;
  26469. },
  26470. crossFadeTo: function ( fadeInAction, duration, warp ) {
  26471. return fadeInAction.crossFadeFrom( this, duration, warp );
  26472. },
  26473. stopFading: function () {
  26474. var weightInterpolant = this._weightInterpolant;
  26475. if ( weightInterpolant !== null ) {
  26476. this._weightInterpolant = null;
  26477. this._mixer._takeBackControlInterpolant( weightInterpolant );
  26478. }
  26479. return this;
  26480. },
  26481. // Time Scale Control
  26482. // set the time scale stopping any scheduled warping
  26483. // although .paused = true yields an effective time scale of zero, this
  26484. // method does *not* change .paused, because it would be confusing
  26485. setEffectiveTimeScale: function ( timeScale ) {
  26486. this.timeScale = timeScale;
  26487. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  26488. return this.stopWarping();
  26489. },
  26490. // return the time scale considering warping and .paused
  26491. getEffectiveTimeScale: function () {
  26492. return this._effectiveTimeScale;
  26493. },
  26494. setDuration: function ( duration ) {
  26495. this.timeScale = this._clip.duration / duration;
  26496. return this.stopWarping();
  26497. },
  26498. syncWith: function ( action ) {
  26499. this.time = action.time;
  26500. this.timeScale = action.timeScale;
  26501. return this.stopWarping();
  26502. },
  26503. halt: function ( duration ) {
  26504. return this.warp( this._effectiveTimeScale, 0, duration );
  26505. },
  26506. warp: function ( startTimeScale, endTimeScale, duration ) {
  26507. var mixer = this._mixer,
  26508. now = mixer.time,
  26509. timeScale = this.timeScale;
  26510. var interpolant = this._timeScaleInterpolant;
  26511. if ( interpolant === null ) {
  26512. interpolant = mixer._lendControlInterpolant();
  26513. this._timeScaleInterpolant = interpolant;
  26514. }
  26515. var times = interpolant.parameterPositions,
  26516. values = interpolant.sampleValues;
  26517. times[ 0 ] = now;
  26518. times[ 1 ] = now + duration;
  26519. values[ 0 ] = startTimeScale / timeScale;
  26520. values[ 1 ] = endTimeScale / timeScale;
  26521. return this;
  26522. },
  26523. stopWarping: function () {
  26524. var timeScaleInterpolant = this._timeScaleInterpolant;
  26525. if ( timeScaleInterpolant !== null ) {
  26526. this._timeScaleInterpolant = null;
  26527. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  26528. }
  26529. return this;
  26530. },
  26531. // Object Accessors
  26532. getMixer: function () {
  26533. return this._mixer;
  26534. },
  26535. getClip: function () {
  26536. return this._clip;
  26537. },
  26538. getRoot: function () {
  26539. return this._localRoot || this._mixer._root;
  26540. },
  26541. // Interna
  26542. _update: function ( time, deltaTime, timeDirection, accuIndex ) {
  26543. // called by the mixer
  26544. if ( ! this.enabled ) {
  26545. // call ._updateWeight() to update ._effectiveWeight
  26546. this._updateWeight( time );
  26547. return;
  26548. }
  26549. var startTime = this._startTime;
  26550. if ( startTime !== null ) {
  26551. // check for scheduled start of action
  26552. var timeRunning = ( time - startTime ) * timeDirection;
  26553. if ( timeRunning < 0 || timeDirection === 0 ) {
  26554. return; // yet to come / don't decide when delta = 0
  26555. }
  26556. // start
  26557. this._startTime = null; // unschedule
  26558. deltaTime = timeDirection * timeRunning;
  26559. }
  26560. // apply time scale and advance time
  26561. deltaTime *= this._updateTimeScale( time );
  26562. var clipTime = this._updateTime( deltaTime );
  26563. // note: _updateTime may disable the action resulting in
  26564. // an effective weight of 0
  26565. var weight = this._updateWeight( time );
  26566. if ( weight > 0 ) {
  26567. var interpolants = this._interpolants;
  26568. var propertyMixers = this._propertyBindings;
  26569. switch ( this.blendMode ) {
  26570. case AdditiveAnimationBlendMode:
  26571. for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
  26572. interpolants[ j ].evaluate( clipTime );
  26573. propertyMixers[ j ].accumulateAdditive( weight );
  26574. }
  26575. break;
  26576. case NormalAnimationBlendMode:
  26577. default:
  26578. for ( var j$1 = 0, m$1 = interpolants.length; j$1 !== m$1; ++ j$1 ) {
  26579. interpolants[ j$1 ].evaluate( clipTime );
  26580. propertyMixers[ j$1 ].accumulate( accuIndex, weight );
  26581. }
  26582. }
  26583. }
  26584. },
  26585. _updateWeight: function ( time ) {
  26586. var weight = 0;
  26587. if ( this.enabled ) {
  26588. weight = this.weight;
  26589. var interpolant = this._weightInterpolant;
  26590. if ( interpolant !== null ) {
  26591. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26592. weight *= interpolantValue;
  26593. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26594. this.stopFading();
  26595. if ( interpolantValue === 0 ) {
  26596. // faded out, disable
  26597. this.enabled = false;
  26598. }
  26599. }
  26600. }
  26601. }
  26602. this._effectiveWeight = weight;
  26603. return weight;
  26604. },
  26605. _updateTimeScale: function ( time ) {
  26606. var timeScale = 0;
  26607. if ( ! this.paused ) {
  26608. timeScale = this.timeScale;
  26609. var interpolant = this._timeScaleInterpolant;
  26610. if ( interpolant !== null ) {
  26611. var interpolantValue = interpolant.evaluate( time )[ 0 ];
  26612. timeScale *= interpolantValue;
  26613. if ( time > interpolant.parameterPositions[ 1 ] ) {
  26614. this.stopWarping();
  26615. if ( timeScale === 0 ) {
  26616. // motion has halted, pause
  26617. this.paused = true;
  26618. } else {
  26619. // warp done - apply final time scale
  26620. this.timeScale = timeScale;
  26621. }
  26622. }
  26623. }
  26624. }
  26625. this._effectiveTimeScale = timeScale;
  26626. return timeScale;
  26627. },
  26628. _updateTime: function ( deltaTime ) {
  26629. var duration = this._clip.duration;
  26630. var loop = this.loop;
  26631. var time = this.time + deltaTime;
  26632. var loopCount = this._loopCount;
  26633. var pingPong = ( loop === LoopPingPong );
  26634. if ( deltaTime === 0 ) {
  26635. if ( loopCount === - 1 ) { return time; }
  26636. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  26637. }
  26638. if ( loop === LoopOnce ) {
  26639. if ( loopCount === - 1 ) {
  26640. // just started
  26641. this._loopCount = 0;
  26642. this._setEndings( true, true, false );
  26643. }
  26644. handle_stop: {
  26645. if ( time >= duration ) {
  26646. time = duration;
  26647. } else if ( time < 0 ) {
  26648. time = 0;
  26649. } else {
  26650. this.time = time;
  26651. break handle_stop;
  26652. }
  26653. if ( this.clampWhenFinished ) { this.paused = true; }
  26654. else { this.enabled = false; }
  26655. this.time = time;
  26656. this._mixer.dispatchEvent( {
  26657. type: 'finished', action: this,
  26658. direction: deltaTime < 0 ? - 1 : 1
  26659. } );
  26660. }
  26661. } else { // repetitive Repeat or PingPong
  26662. if ( loopCount === - 1 ) {
  26663. // just started
  26664. if ( deltaTime >= 0 ) {
  26665. loopCount = 0;
  26666. this._setEndings( true, this.repetitions === 0, pingPong );
  26667. } else {
  26668. // when looping in reverse direction, the initial
  26669. // transition through zero counts as a repetition,
  26670. // so leave loopCount at -1
  26671. this._setEndings( this.repetitions === 0, true, pingPong );
  26672. }
  26673. }
  26674. if ( time >= duration || time < 0 ) {
  26675. // wrap around
  26676. var loopDelta = Math.floor( time / duration ); // signed
  26677. time -= duration * loopDelta;
  26678. loopCount += Math.abs( loopDelta );
  26679. var pending = this.repetitions - loopCount;
  26680. if ( pending <= 0 ) {
  26681. // have to stop (switch state, clamp time, fire event)
  26682. if ( this.clampWhenFinished ) { this.paused = true; }
  26683. else { this.enabled = false; }
  26684. time = deltaTime > 0 ? duration : 0;
  26685. this.time = time;
  26686. this._mixer.dispatchEvent( {
  26687. type: 'finished', action: this,
  26688. direction: deltaTime > 0 ? 1 : - 1
  26689. } );
  26690. } else {
  26691. // keep running
  26692. if ( pending === 1 ) {
  26693. // entering the last round
  26694. var atStart = deltaTime < 0;
  26695. this._setEndings( atStart, ! atStart, pingPong );
  26696. } else {
  26697. this._setEndings( false, false, pingPong );
  26698. }
  26699. this._loopCount = loopCount;
  26700. this.time = time;
  26701. this._mixer.dispatchEvent( {
  26702. type: 'loop', action: this, loopDelta: loopDelta
  26703. } );
  26704. }
  26705. } else {
  26706. this.time = time;
  26707. }
  26708. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  26709. // invert time for the "pong round"
  26710. return duration - time;
  26711. }
  26712. }
  26713. return time;
  26714. },
  26715. _setEndings: function ( atStart, atEnd, pingPong ) {
  26716. var settings = this._interpolantSettings;
  26717. if ( pingPong ) {
  26718. settings.endingStart = ZeroSlopeEnding;
  26719. settings.endingEnd = ZeroSlopeEnding;
  26720. } else {
  26721. // assuming for LoopOnce atStart == atEnd == true
  26722. if ( atStart ) {
  26723. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26724. } else {
  26725. settings.endingStart = WrapAroundEnding;
  26726. }
  26727. if ( atEnd ) {
  26728. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  26729. } else {
  26730. settings.endingEnd = WrapAroundEnding;
  26731. }
  26732. }
  26733. },
  26734. _scheduleFading: function ( duration, weightNow, weightThen ) {
  26735. var mixer = this._mixer, now = mixer.time;
  26736. var interpolant = this._weightInterpolant;
  26737. if ( interpolant === null ) {
  26738. interpolant = mixer._lendControlInterpolant();
  26739. this._weightInterpolant = interpolant;
  26740. }
  26741. var times = interpolant.parameterPositions,
  26742. values = interpolant.sampleValues;
  26743. times[ 0 ] = now;
  26744. values[ 0 ] = weightNow;
  26745. times[ 1 ] = now + duration;
  26746. values[ 1 ] = weightThen;
  26747. return this;
  26748. }
  26749. } );
  26750. function AnimationMixer( root ) {
  26751. this._root = root;
  26752. this._initMemoryManager();
  26753. this._accuIndex = 0;
  26754. this.time = 0;
  26755. this.timeScale = 1.0;
  26756. }
  26757. AnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
  26758. constructor: AnimationMixer,
  26759. _bindAction: function ( action, prototypeAction ) {
  26760. var root = action._localRoot || this._root,
  26761. tracks = action._clip.tracks,
  26762. nTracks = tracks.length,
  26763. bindings = action._propertyBindings,
  26764. interpolants = action._interpolants,
  26765. rootUuid = root.uuid,
  26766. bindingsByRoot = this._bindingsByRootAndName;
  26767. var bindingsByName = bindingsByRoot[ rootUuid ];
  26768. if ( bindingsByName === undefined ) {
  26769. bindingsByName = {};
  26770. bindingsByRoot[ rootUuid ] = bindingsByName;
  26771. }
  26772. for ( var i = 0; i !== nTracks; ++ i ) {
  26773. var track = tracks[ i ],
  26774. trackName = track.name;
  26775. var binding = bindingsByName[ trackName ];
  26776. if ( binding !== undefined ) {
  26777. bindings[ i ] = binding;
  26778. } else {
  26779. binding = bindings[ i ];
  26780. if ( binding !== undefined ) {
  26781. // existing binding, make sure the cache knows
  26782. if ( binding._cacheIndex === null ) {
  26783. ++ binding.referenceCount;
  26784. this._addInactiveBinding( binding, rootUuid, trackName );
  26785. }
  26786. continue;
  26787. }
  26788. var path = prototypeAction && prototypeAction.
  26789. _propertyBindings[ i ].binding.parsedPath;
  26790. binding = new PropertyMixer(
  26791. PropertyBinding.create( root, trackName, path ),
  26792. track.ValueTypeName, track.getValueSize() );
  26793. ++ binding.referenceCount;
  26794. this._addInactiveBinding( binding, rootUuid, trackName );
  26795. bindings[ i ] = binding;
  26796. }
  26797. interpolants[ i ].resultBuffer = binding.buffer;
  26798. }
  26799. },
  26800. _activateAction: function ( action ) {
  26801. if ( ! this._isActiveAction( action ) ) {
  26802. if ( action._cacheIndex === null ) {
  26803. // this action has been forgotten by the cache, but the user
  26804. // appears to be still using it -> rebind
  26805. var rootUuid = ( action._localRoot || this._root ).uuid,
  26806. clipUuid = action._clip.uuid,
  26807. actionsForClip = this._actionsByClip[ clipUuid ];
  26808. this._bindAction( action,
  26809. actionsForClip && actionsForClip.knownActions[ 0 ] );
  26810. this._addInactiveAction( action, clipUuid, rootUuid );
  26811. }
  26812. var bindings = action._propertyBindings;
  26813. // increment reference counts / sort out state
  26814. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26815. var binding = bindings[ i ];
  26816. if ( binding.useCount ++ === 0 ) {
  26817. this._lendBinding( binding );
  26818. binding.saveOriginalState();
  26819. }
  26820. }
  26821. this._lendAction( action );
  26822. }
  26823. },
  26824. _deactivateAction: function ( action ) {
  26825. if ( this._isActiveAction( action ) ) {
  26826. var bindings = action._propertyBindings;
  26827. // decrement reference counts / sort out state
  26828. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26829. var binding = bindings[ i ];
  26830. if ( -- binding.useCount === 0 ) {
  26831. binding.restoreOriginalState();
  26832. this._takeBackBinding( binding );
  26833. }
  26834. }
  26835. this._takeBackAction( action );
  26836. }
  26837. },
  26838. // Memory manager
  26839. _initMemoryManager: function () {
  26840. this._actions = []; // 'nActiveActions' followed by inactive ones
  26841. this._nActiveActions = 0;
  26842. this._actionsByClip = {};
  26843. // inside:
  26844. // {
  26845. // knownActions: Array< AnimationAction > - used as prototypes
  26846. // actionByRoot: AnimationAction - lookup
  26847. // }
  26848. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  26849. this._nActiveBindings = 0;
  26850. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  26851. this._controlInterpolants = []; // same game as above
  26852. this._nActiveControlInterpolants = 0;
  26853. var scope = this;
  26854. this.stats = {
  26855. actions: {
  26856. get total() {
  26857. return scope._actions.length;
  26858. },
  26859. get inUse() {
  26860. return scope._nActiveActions;
  26861. }
  26862. },
  26863. bindings: {
  26864. get total() {
  26865. return scope._bindings.length;
  26866. },
  26867. get inUse() {
  26868. return scope._nActiveBindings;
  26869. }
  26870. },
  26871. controlInterpolants: {
  26872. get total() {
  26873. return scope._controlInterpolants.length;
  26874. },
  26875. get inUse() {
  26876. return scope._nActiveControlInterpolants;
  26877. }
  26878. }
  26879. };
  26880. },
  26881. // Memory management for AnimationAction objects
  26882. _isActiveAction: function ( action ) {
  26883. var index = action._cacheIndex;
  26884. return index !== null && index < this._nActiveActions;
  26885. },
  26886. _addInactiveAction: function ( action, clipUuid, rootUuid ) {
  26887. var actions = this._actions,
  26888. actionsByClip = this._actionsByClip;
  26889. var actionsForClip = actionsByClip[ clipUuid ];
  26890. if ( actionsForClip === undefined ) {
  26891. actionsForClip = {
  26892. knownActions: [ action ],
  26893. actionByRoot: {}
  26894. };
  26895. action._byClipCacheIndex = 0;
  26896. actionsByClip[ clipUuid ] = actionsForClip;
  26897. } else {
  26898. var knownActions = actionsForClip.knownActions;
  26899. action._byClipCacheIndex = knownActions.length;
  26900. knownActions.push( action );
  26901. }
  26902. action._cacheIndex = actions.length;
  26903. actions.push( action );
  26904. actionsForClip.actionByRoot[ rootUuid ] = action;
  26905. },
  26906. _removeInactiveAction: function ( action ) {
  26907. var actions = this._actions,
  26908. lastInactiveAction = actions[ actions.length - 1 ],
  26909. cacheIndex = action._cacheIndex;
  26910. lastInactiveAction._cacheIndex = cacheIndex;
  26911. actions[ cacheIndex ] = lastInactiveAction;
  26912. actions.pop();
  26913. action._cacheIndex = null;
  26914. var clipUuid = action._clip.uuid,
  26915. actionsByClip = this._actionsByClip,
  26916. actionsForClip = actionsByClip[ clipUuid ],
  26917. knownActionsForClip = actionsForClip.knownActions,
  26918. lastKnownAction =
  26919. knownActionsForClip[ knownActionsForClip.length - 1 ],
  26920. byClipCacheIndex = action._byClipCacheIndex;
  26921. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  26922. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  26923. knownActionsForClip.pop();
  26924. action._byClipCacheIndex = null;
  26925. var actionByRoot = actionsForClip.actionByRoot,
  26926. rootUuid = ( action._localRoot || this._root ).uuid;
  26927. delete actionByRoot[ rootUuid ];
  26928. if ( knownActionsForClip.length === 0 ) {
  26929. delete actionsByClip[ clipUuid ];
  26930. }
  26931. this._removeInactiveBindingsForAction( action );
  26932. },
  26933. _removeInactiveBindingsForAction: function ( action ) {
  26934. var bindings = action._propertyBindings;
  26935. for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
  26936. var binding = bindings[ i ];
  26937. if ( -- binding.referenceCount === 0 ) {
  26938. this._removeInactiveBinding( binding );
  26939. }
  26940. }
  26941. },
  26942. _lendAction: function ( action ) {
  26943. // [ active actions | inactive actions ]
  26944. // [ active actions >| inactive actions ]
  26945. // s a
  26946. // <-swap->
  26947. // a s
  26948. var actions = this._actions,
  26949. prevIndex = action._cacheIndex,
  26950. lastActiveIndex = this._nActiveActions ++,
  26951. firstInactiveAction = actions[ lastActiveIndex ];
  26952. action._cacheIndex = lastActiveIndex;
  26953. actions[ lastActiveIndex ] = action;
  26954. firstInactiveAction._cacheIndex = prevIndex;
  26955. actions[ prevIndex ] = firstInactiveAction;
  26956. },
  26957. _takeBackAction: function ( action ) {
  26958. // [ active actions | inactive actions ]
  26959. // [ active actions |< inactive actions ]
  26960. // a s
  26961. // <-swap->
  26962. // s a
  26963. var actions = this._actions,
  26964. prevIndex = action._cacheIndex,
  26965. firstInactiveIndex = -- this._nActiveActions,
  26966. lastActiveAction = actions[ firstInactiveIndex ];
  26967. action._cacheIndex = firstInactiveIndex;
  26968. actions[ firstInactiveIndex ] = action;
  26969. lastActiveAction._cacheIndex = prevIndex;
  26970. actions[ prevIndex ] = lastActiveAction;
  26971. },
  26972. // Memory management for PropertyMixer objects
  26973. _addInactiveBinding: function ( binding, rootUuid, trackName ) {
  26974. var bindingsByRoot = this._bindingsByRootAndName,
  26975. bindings = this._bindings;
  26976. var bindingByName = bindingsByRoot[ rootUuid ];
  26977. if ( bindingByName === undefined ) {
  26978. bindingByName = {};
  26979. bindingsByRoot[ rootUuid ] = bindingByName;
  26980. }
  26981. bindingByName[ trackName ] = binding;
  26982. binding._cacheIndex = bindings.length;
  26983. bindings.push( binding );
  26984. },
  26985. _removeInactiveBinding: function ( binding ) {
  26986. var bindings = this._bindings,
  26987. propBinding = binding.binding,
  26988. rootUuid = propBinding.rootNode.uuid,
  26989. trackName = propBinding.path,
  26990. bindingsByRoot = this._bindingsByRootAndName,
  26991. bindingByName = bindingsByRoot[ rootUuid ],
  26992. lastInactiveBinding = bindings[ bindings.length - 1 ],
  26993. cacheIndex = binding._cacheIndex;
  26994. lastInactiveBinding._cacheIndex = cacheIndex;
  26995. bindings[ cacheIndex ] = lastInactiveBinding;
  26996. bindings.pop();
  26997. delete bindingByName[ trackName ];
  26998. if ( Object.keys( bindingByName ).length === 0 ) {
  26999. delete bindingsByRoot[ rootUuid ];
  27000. }
  27001. },
  27002. _lendBinding: function ( binding ) {
  27003. var bindings = this._bindings,
  27004. prevIndex = binding._cacheIndex,
  27005. lastActiveIndex = this._nActiveBindings ++,
  27006. firstInactiveBinding = bindings[ lastActiveIndex ];
  27007. binding._cacheIndex = lastActiveIndex;
  27008. bindings[ lastActiveIndex ] = binding;
  27009. firstInactiveBinding._cacheIndex = prevIndex;
  27010. bindings[ prevIndex ] = firstInactiveBinding;
  27011. },
  27012. _takeBackBinding: function ( binding ) {
  27013. var bindings = this._bindings,
  27014. prevIndex = binding._cacheIndex,
  27015. firstInactiveIndex = -- this._nActiveBindings,
  27016. lastActiveBinding = bindings[ firstInactiveIndex ];
  27017. binding._cacheIndex = firstInactiveIndex;
  27018. bindings[ firstInactiveIndex ] = binding;
  27019. lastActiveBinding._cacheIndex = prevIndex;
  27020. bindings[ prevIndex ] = lastActiveBinding;
  27021. },
  27022. // Memory management of Interpolants for weight and time scale
  27023. _lendControlInterpolant: function () {
  27024. var interpolants = this._controlInterpolants,
  27025. lastActiveIndex = this._nActiveControlInterpolants ++;
  27026. var interpolant = interpolants[ lastActiveIndex ];
  27027. if ( interpolant === undefined ) {
  27028. interpolant = new LinearInterpolant(
  27029. new Float32Array( 2 ), new Float32Array( 2 ),
  27030. 1, this._controlInterpolantsResultBuffer );
  27031. interpolant.__cacheIndex = lastActiveIndex;
  27032. interpolants[ lastActiveIndex ] = interpolant;
  27033. }
  27034. return interpolant;
  27035. },
  27036. _takeBackControlInterpolant: function ( interpolant ) {
  27037. var interpolants = this._controlInterpolants,
  27038. prevIndex = interpolant.__cacheIndex,
  27039. firstInactiveIndex = -- this._nActiveControlInterpolants,
  27040. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  27041. interpolant.__cacheIndex = firstInactiveIndex;
  27042. interpolants[ firstInactiveIndex ] = interpolant;
  27043. lastActiveInterpolant.__cacheIndex = prevIndex;
  27044. interpolants[ prevIndex ] = lastActiveInterpolant;
  27045. },
  27046. _controlInterpolantsResultBuffer: new Float32Array( 1 ),
  27047. // return an action for a clip optionally using a custom root target
  27048. // object (this method allocates a lot of dynamic memory in case a
  27049. // previously unknown clip/root combination is specified)
  27050. clipAction: function ( clip, optionalRoot, blendMode ) {
  27051. var root = optionalRoot || this._root,
  27052. rootUuid = root.uuid;
  27053. var clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  27054. var clipUuid = clipObject !== null ? clipObject.uuid : clip;
  27055. var actionsForClip = this._actionsByClip[ clipUuid ],
  27056. prototypeAction = null;
  27057. if ( blendMode === undefined ) {
  27058. if ( clipObject !== null ) {
  27059. blendMode = clipObject.blendMode;
  27060. } else {
  27061. blendMode = NormalAnimationBlendMode;
  27062. }
  27063. }
  27064. if ( actionsForClip !== undefined ) {
  27065. var existingAction = actionsForClip.actionByRoot[ rootUuid ];
  27066. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  27067. return existingAction;
  27068. }
  27069. // we know the clip, so we don't have to parse all
  27070. // the bindings again but can just copy
  27071. prototypeAction = actionsForClip.knownActions[ 0 ];
  27072. // also, take the clip from the prototype action
  27073. if ( clipObject === null )
  27074. { clipObject = prototypeAction._clip; }
  27075. }
  27076. // clip must be known when specified via string
  27077. if ( clipObject === null ) { return null; }
  27078. // allocate all resources required to run it
  27079. var newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  27080. this._bindAction( newAction, prototypeAction );
  27081. // and make the action known to the memory manager
  27082. this._addInactiveAction( newAction, clipUuid, rootUuid );
  27083. return newAction;
  27084. },
  27085. // get an existing action
  27086. existingAction: function ( clip, optionalRoot ) {
  27087. var root = optionalRoot || this._root,
  27088. rootUuid = root.uuid,
  27089. clipObject = typeof clip === 'string' ?
  27090. AnimationClip.findByName( root, clip ) : clip,
  27091. clipUuid = clipObject ? clipObject.uuid : clip,
  27092. actionsForClip = this._actionsByClip[ clipUuid ];
  27093. if ( actionsForClip !== undefined ) {
  27094. return actionsForClip.actionByRoot[ rootUuid ] || null;
  27095. }
  27096. return null;
  27097. },
  27098. // deactivates all previously scheduled actions
  27099. stopAllAction: function () {
  27100. var actions = this._actions,
  27101. nActions = this._nActiveActions;
  27102. for ( var i = nActions - 1; i >= 0; -- i ) {
  27103. actions[ i ].stop();
  27104. }
  27105. return this;
  27106. },
  27107. // advance the time and update apply the animation
  27108. update: function ( deltaTime ) {
  27109. deltaTime *= this.timeScale;
  27110. var actions = this._actions,
  27111. nActions = this._nActiveActions,
  27112. time = this.time += deltaTime,
  27113. timeDirection = Math.sign( deltaTime ),
  27114. accuIndex = this._accuIndex ^= 1;
  27115. // run active actions
  27116. for ( var i = 0; i !== nActions; ++ i ) {
  27117. var action = actions[ i ];
  27118. action._update( time, deltaTime, timeDirection, accuIndex );
  27119. }
  27120. // update scene graph
  27121. var bindings = this._bindings,
  27122. nBindings = this._nActiveBindings;
  27123. for ( var i$1 = 0; i$1 !== nBindings; ++ i$1 ) {
  27124. bindings[ i$1 ].apply( accuIndex );
  27125. }
  27126. return this;
  27127. },
  27128. // Allows you to seek to a specific time in an animation.
  27129. setTime: function ( timeInSeconds ) {
  27130. this.time = 0; // Zero out time attribute for AnimationMixer object;
  27131. for ( var i = 0; i < this._actions.length; i ++ ) {
  27132. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  27133. }
  27134. return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object.
  27135. },
  27136. // return this mixer's root target object
  27137. getRoot: function () {
  27138. return this._root;
  27139. },
  27140. // free all resources specific to a particular clip
  27141. uncacheClip: function ( clip ) {
  27142. var actions = this._actions,
  27143. clipUuid = clip.uuid,
  27144. actionsByClip = this._actionsByClip,
  27145. actionsForClip = actionsByClip[ clipUuid ];
  27146. if ( actionsForClip !== undefined ) {
  27147. // note: just calling _removeInactiveAction would mess up the
  27148. // iteration state and also require updating the state we can
  27149. // just throw away
  27150. var actionsToRemove = actionsForClip.knownActions;
  27151. for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  27152. var action = actionsToRemove[ i ];
  27153. this._deactivateAction( action );
  27154. var cacheIndex = action._cacheIndex,
  27155. lastInactiveAction = actions[ actions.length - 1 ];
  27156. action._cacheIndex = null;
  27157. action._byClipCacheIndex = null;
  27158. lastInactiveAction._cacheIndex = cacheIndex;
  27159. actions[ cacheIndex ] = lastInactiveAction;
  27160. actions.pop();
  27161. this._removeInactiveBindingsForAction( action );
  27162. }
  27163. delete actionsByClip[ clipUuid ];
  27164. }
  27165. },
  27166. // free all resources specific to a particular root target object
  27167. uncacheRoot: function ( root ) {
  27168. var rootUuid = root.uuid,
  27169. actionsByClip = this._actionsByClip;
  27170. for ( var clipUuid in actionsByClip ) {
  27171. var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  27172. action = actionByRoot[ rootUuid ];
  27173. if ( action !== undefined ) {
  27174. this._deactivateAction( action );
  27175. this._removeInactiveAction( action );
  27176. }
  27177. }
  27178. var bindingsByRoot = this._bindingsByRootAndName,
  27179. bindingByName = bindingsByRoot[ rootUuid ];
  27180. if ( bindingByName !== undefined ) {
  27181. for ( var trackName in bindingByName ) {
  27182. var binding = bindingByName[ trackName ];
  27183. binding.restoreOriginalState();
  27184. this._removeInactiveBinding( binding );
  27185. }
  27186. }
  27187. },
  27188. // remove a targeted clip from the cache
  27189. uncacheAction: function ( clip, optionalRoot ) {
  27190. var action = this.existingAction( clip, optionalRoot );
  27191. if ( action !== null ) {
  27192. this._deactivateAction( action );
  27193. this._removeInactiveAction( action );
  27194. }
  27195. }
  27196. } );
  27197. function Uniform( value ) {
  27198. if ( typeof value === 'string' ) {
  27199. console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
  27200. value = arguments[ 1 ];
  27201. }
  27202. this.value = value;
  27203. }
  27204. Uniform.prototype.clone = function () {
  27205. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  27206. };
  27207. function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
  27208. InterleavedBuffer.call( this, array, stride );
  27209. this.meshPerAttribute = meshPerAttribute || 1;
  27210. }
  27211. InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
  27212. constructor: InstancedInterleavedBuffer,
  27213. isInstancedInterleavedBuffer: true,
  27214. copy: function ( source ) {
  27215. InterleavedBuffer.prototype.copy.call( this, source );
  27216. this.meshPerAttribute = source.meshPerAttribute;
  27217. return this;
  27218. },
  27219. clone: function ( data ) {
  27220. var ib = InterleavedBuffer.prototype.clone.call( this, data );
  27221. ib.meshPerAttribute = this.meshPerAttribute;
  27222. return ib;
  27223. },
  27224. toJSON: function ( data ) {
  27225. var json = InterleavedBuffer.prototype.toJSON.call( this, data );
  27226. json.isInstancedInterleavedBuffer = true;
  27227. json.meshPerAttribute = this.meshPerAttribute;
  27228. return json;
  27229. }
  27230. } );
  27231. function Raycaster( origin, direction, near, far ) {
  27232. this.ray = new Ray( origin, direction );
  27233. // direction is assumed to be normalized (for accurate distance calculations)
  27234. this.near = near || 0;
  27235. this.far = far || Infinity;
  27236. this.camera = null;
  27237. this.layers = new Layers();
  27238. this.params = {
  27239. Mesh: {},
  27240. Line: { threshold: 1 },
  27241. LOD: {},
  27242. Points: { threshold: 1 },
  27243. Sprite: {}
  27244. };
  27245. Object.defineProperties( this.params, {
  27246. PointCloud: {
  27247. get: function () {
  27248. console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
  27249. return this.Points;
  27250. }
  27251. }
  27252. } );
  27253. }
  27254. function ascSort( a, b ) {
  27255. return a.distance - b.distance;
  27256. }
  27257. function intersectObject( object, raycaster, intersects, recursive ) {
  27258. if ( object.layers.test( raycaster.layers ) ) {
  27259. object.raycast( raycaster, intersects );
  27260. }
  27261. if ( recursive === true ) {
  27262. var children = object.children;
  27263. for ( var i = 0, l = children.length; i < l; i ++ ) {
  27264. intersectObject( children[ i ], raycaster, intersects, true );
  27265. }
  27266. }
  27267. }
  27268. Object.assign( Raycaster.prototype, {
  27269. set: function ( origin, direction ) {
  27270. // direction is assumed to be normalized (for accurate distance calculations)
  27271. this.ray.set( origin, direction );
  27272. },
  27273. setFromCamera: function ( coords, camera ) {
  27274. if ( ( camera && camera.isPerspectiveCamera ) ) {
  27275. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  27276. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  27277. this.camera = camera;
  27278. } else if ( ( camera && camera.isOrthographicCamera ) ) {
  27279. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  27280. this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  27281. this.camera = camera;
  27282. } else {
  27283. console.error( 'THREE.Raycaster: Unsupported camera type.' );
  27284. }
  27285. },
  27286. intersectObject: function ( object, recursive, optionalTarget ) {
  27287. var intersects = optionalTarget || [];
  27288. intersectObject( object, this, intersects, recursive );
  27289. intersects.sort( ascSort );
  27290. return intersects;
  27291. },
  27292. intersectObjects: function ( objects, recursive, optionalTarget ) {
  27293. var intersects = optionalTarget || [];
  27294. if ( Array.isArray( objects ) === false ) {
  27295. console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  27296. return intersects;
  27297. }
  27298. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  27299. intersectObject( objects[ i ], this, intersects, recursive );
  27300. }
  27301. intersects.sort( ascSort );
  27302. return intersects;
  27303. }
  27304. } );
  27305. /**
  27306. * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
  27307. *
  27308. * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
  27309. * The azimuthal angle (theta) is measured from the positive z-axis.
  27310. */
  27311. var Spherical = function Spherical( radius, phi, theta ) {
  27312. if ( radius === void 0 ) radius = 1;
  27313. if ( phi === void 0 ) phi = 0;
  27314. if ( theta === void 0 ) theta = 0;
  27315. this.radius = radius;
  27316. this.phi = phi; // polar angle
  27317. this.theta = theta; // azimuthal angle
  27318. return this;
  27319. };
  27320. Spherical.prototype.set = function set ( radius, phi, theta ) {
  27321. this.radius = radius;
  27322. this.phi = phi;
  27323. this.theta = theta;
  27324. return this;
  27325. };
  27326. Spherical.prototype.clone = function clone () {
  27327. return new this.constructor().copy( this );
  27328. };
  27329. Spherical.prototype.copy = function copy ( other ) {
  27330. this.radius = other.radius;
  27331. this.phi = other.phi;
  27332. this.theta = other.theta;
  27333. return this;
  27334. };
  27335. // restrict phi to be betwee EPS and PI-EPS
  27336. Spherical.prototype.makeSafe = function makeSafe () {
  27337. var EPS = 0.000001;
  27338. this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
  27339. return this;
  27340. };
  27341. Spherical.prototype.setFromVector3 = function setFromVector3 ( v ) {
  27342. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27343. };
  27344. Spherical.prototype.setFromCartesianCoords = function setFromCartesianCoords ( x, y, z ) {
  27345. this.radius = Math.sqrt( x * x + y * y + z * z );
  27346. if ( this.radius === 0 ) {
  27347. this.theta = 0;
  27348. this.phi = 0;
  27349. } else {
  27350. this.theta = Math.atan2( x, z );
  27351. this.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );
  27352. }
  27353. return this;
  27354. };
  27355. /**
  27356. * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
  27357. */
  27358. function Cylindrical( radius, theta, y ) {
  27359. this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
  27360. this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
  27361. this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
  27362. return this;
  27363. }
  27364. Object.assign( Cylindrical.prototype, {
  27365. set: function ( radius, theta, y ) {
  27366. this.radius = radius;
  27367. this.theta = theta;
  27368. this.y = y;
  27369. return this;
  27370. },
  27371. clone: function () {
  27372. return new this.constructor().copy( this );
  27373. },
  27374. copy: function ( other ) {
  27375. this.radius = other.radius;
  27376. this.theta = other.theta;
  27377. this.y = other.y;
  27378. return this;
  27379. },
  27380. setFromVector3: function ( v ) {
  27381. return this.setFromCartesianCoords( v.x, v.y, v.z );
  27382. },
  27383. setFromCartesianCoords: function ( x, y, z ) {
  27384. this.radius = Math.sqrt( x * x + z * z );
  27385. this.theta = Math.atan2( x, z );
  27386. this.y = y;
  27387. return this;
  27388. }
  27389. } );
  27390. var _vector$7 = new Vector2();
  27391. function Box2( min, max ) {
  27392. this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
  27393. this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
  27394. }
  27395. Object.assign( Box2.prototype, {
  27396. set: function ( min, max ) {
  27397. this.min.copy( min );
  27398. this.max.copy( max );
  27399. return this;
  27400. },
  27401. setFromPoints: function ( points ) {
  27402. this.makeEmpty();
  27403. for ( var i = 0, il = points.length; i < il; i ++ ) {
  27404. this.expandByPoint( points[ i ] );
  27405. }
  27406. return this;
  27407. },
  27408. setFromCenterAndSize: function ( center, size ) {
  27409. var halfSize = _vector$7.copy( size ).multiplyScalar( 0.5 );
  27410. this.min.copy( center ).sub( halfSize );
  27411. this.max.copy( center ).add( halfSize );
  27412. return this;
  27413. },
  27414. clone: function () {
  27415. return new this.constructor().copy( this );
  27416. },
  27417. copy: function ( box ) {
  27418. this.min.copy( box.min );
  27419. this.max.copy( box.max );
  27420. return this;
  27421. },
  27422. makeEmpty: function () {
  27423. this.min.x = this.min.y = + Infinity;
  27424. this.max.x = this.max.y = - Infinity;
  27425. return this;
  27426. },
  27427. isEmpty: function () {
  27428. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  27429. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  27430. },
  27431. getCenter: function ( target ) {
  27432. if ( target === undefined ) {
  27433. console.warn( 'THREE.Box2: .getCenter() target is now required' );
  27434. target = new Vector2();
  27435. }
  27436. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  27437. },
  27438. getSize: function ( target ) {
  27439. if ( target === undefined ) {
  27440. console.warn( 'THREE.Box2: .getSize() target is now required' );
  27441. target = new Vector2();
  27442. }
  27443. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  27444. },
  27445. expandByPoint: function ( point ) {
  27446. this.min.min( point );
  27447. this.max.max( point );
  27448. return this;
  27449. },
  27450. expandByVector: function ( vector ) {
  27451. this.min.sub( vector );
  27452. this.max.add( vector );
  27453. return this;
  27454. },
  27455. expandByScalar: function ( scalar ) {
  27456. this.min.addScalar( - scalar );
  27457. this.max.addScalar( scalar );
  27458. return this;
  27459. },
  27460. containsPoint: function ( point ) {
  27461. return point.x < this.min.x || point.x > this.max.x ||
  27462. point.y < this.min.y || point.y > this.max.y ? false : true;
  27463. },
  27464. containsBox: function ( box ) {
  27465. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  27466. this.min.y <= box.min.y && box.max.y <= this.max.y;
  27467. },
  27468. getParameter: function ( point, target ) {
  27469. // This can potentially have a divide by zero if the box
  27470. // has a size dimension of 0.
  27471. if ( target === undefined ) {
  27472. console.warn( 'THREE.Box2: .getParameter() target is now required' );
  27473. target = new Vector2();
  27474. }
  27475. return target.set(
  27476. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  27477. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  27478. );
  27479. },
  27480. intersectsBox: function ( box ) {
  27481. // using 4 splitting planes to rule out intersections
  27482. return box.max.x < this.min.x || box.min.x > this.max.x ||
  27483. box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
  27484. },
  27485. clampPoint: function ( point, target ) {
  27486. if ( target === undefined ) {
  27487. console.warn( 'THREE.Box2: .clampPoint() target is now required' );
  27488. target = new Vector2();
  27489. }
  27490. return target.copy( point ).clamp( this.min, this.max );
  27491. },
  27492. distanceToPoint: function ( point ) {
  27493. var clampedPoint = _vector$7.copy( point ).clamp( this.min, this.max );
  27494. return clampedPoint.sub( point ).length();
  27495. },
  27496. intersect: function ( box ) {
  27497. this.min.max( box.min );
  27498. this.max.min( box.max );
  27499. return this;
  27500. },
  27501. union: function ( box ) {
  27502. this.min.min( box.min );
  27503. this.max.max( box.max );
  27504. return this;
  27505. },
  27506. translate: function ( offset ) {
  27507. this.min.add( offset );
  27508. this.max.add( offset );
  27509. return this;
  27510. },
  27511. equals: function ( box ) {
  27512. return box.min.equals( this.min ) && box.max.equals( this.max );
  27513. }
  27514. } );
  27515. var _startP = new Vector3();
  27516. var _startEnd = new Vector3();
  27517. function Line3( start, end ) {
  27518. this.start = ( start !== undefined ) ? start : new Vector3();
  27519. this.end = ( end !== undefined ) ? end : new Vector3();
  27520. }
  27521. Object.assign( Line3.prototype, {
  27522. set: function ( start, end ) {
  27523. this.start.copy( start );
  27524. this.end.copy( end );
  27525. return this;
  27526. },
  27527. clone: function () {
  27528. return new this.constructor().copy( this );
  27529. },
  27530. copy: function ( line ) {
  27531. this.start.copy( line.start );
  27532. this.end.copy( line.end );
  27533. return this;
  27534. },
  27535. getCenter: function ( target ) {
  27536. if ( target === undefined ) {
  27537. console.warn( 'THREE.Line3: .getCenter() target is now required' );
  27538. target = new Vector3();
  27539. }
  27540. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  27541. },
  27542. delta: function ( target ) {
  27543. if ( target === undefined ) {
  27544. console.warn( 'THREE.Line3: .delta() target is now required' );
  27545. target = new Vector3();
  27546. }
  27547. return target.subVectors( this.end, this.start );
  27548. },
  27549. distanceSq: function () {
  27550. return this.start.distanceToSquared( this.end );
  27551. },
  27552. distance: function () {
  27553. return this.start.distanceTo( this.end );
  27554. },
  27555. at: function ( t, target ) {
  27556. if ( target === undefined ) {
  27557. console.warn( 'THREE.Line3: .at() target is now required' );
  27558. target = new Vector3();
  27559. }
  27560. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27561. },
  27562. closestPointToPointParameter: function ( point, clampToLine ) {
  27563. _startP.subVectors( point, this.start );
  27564. _startEnd.subVectors( this.end, this.start );
  27565. var startEnd2 = _startEnd.dot( _startEnd );
  27566. var startEnd_startP = _startEnd.dot( _startP );
  27567. var t = startEnd_startP / startEnd2;
  27568. if ( clampToLine ) {
  27569. t = MathUtils.clamp( t, 0, 1 );
  27570. }
  27571. return t;
  27572. },
  27573. closestPointToPoint: function ( point, clampToLine, target ) {
  27574. var t = this.closestPointToPointParameter( point, clampToLine );
  27575. if ( target === undefined ) {
  27576. console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
  27577. target = new Vector3();
  27578. }
  27579. return this.delta( target ).multiplyScalar( t ).add( this.start );
  27580. },
  27581. applyMatrix4: function ( matrix ) {
  27582. this.start.applyMatrix4( matrix );
  27583. this.end.applyMatrix4( matrix );
  27584. return this;
  27585. },
  27586. equals: function ( line ) {
  27587. return line.start.equals( this.start ) && line.end.equals( this.end );
  27588. }
  27589. } );
  27590. function ImmediateRenderObject( material ) {
  27591. Object3D.call( this );
  27592. this.material = material;
  27593. this.render = function ( /* renderCallback */ ) {};
  27594. this.hasPositions = false;
  27595. this.hasNormals = false;
  27596. this.hasColors = false;
  27597. this.hasUvs = false;
  27598. this.positionArray = null;
  27599. this.normalArray = null;
  27600. this.colorArray = null;
  27601. this.uvArray = null;
  27602. this.count = 0;
  27603. }
  27604. ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
  27605. ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
  27606. ImmediateRenderObject.prototype.isImmediateRenderObject = true;
  27607. var _vector$8 = new Vector3();
  27608. function SpotLightHelper( light, color ) {
  27609. Object3D.call( this );
  27610. this.light = light;
  27611. this.light.updateMatrixWorld();
  27612. this.matrix = light.matrixWorld;
  27613. this.matrixAutoUpdate = false;
  27614. this.color = color;
  27615. var geometry = new BufferGeometry();
  27616. var positions = [
  27617. 0, 0, 0, 0, 0, 1,
  27618. 0, 0, 0, 1, 0, 1,
  27619. 0, 0, 0, - 1, 0, 1,
  27620. 0, 0, 0, 0, 1, 1,
  27621. 0, 0, 0, 0, - 1, 1
  27622. ];
  27623. for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  27624. var p1 = ( i / l ) * Math.PI * 2;
  27625. var p2 = ( j / l ) * Math.PI * 2;
  27626. positions.push(
  27627. Math.cos( p1 ), Math.sin( p1 ), 1,
  27628. Math.cos( p2 ), Math.sin( p2 ), 1
  27629. );
  27630. }
  27631. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  27632. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27633. this.cone = new LineSegments( geometry, material );
  27634. this.add( this.cone );
  27635. this.update();
  27636. }
  27637. SpotLightHelper.prototype = Object.create( Object3D.prototype );
  27638. SpotLightHelper.prototype.constructor = SpotLightHelper;
  27639. SpotLightHelper.prototype.dispose = function () {
  27640. this.cone.geometry.dispose();
  27641. this.cone.material.dispose();
  27642. };
  27643. SpotLightHelper.prototype.update = function () {
  27644. this.light.updateMatrixWorld();
  27645. var coneLength = this.light.distance ? this.light.distance : 1000;
  27646. var coneWidth = coneLength * Math.tan( this.light.angle );
  27647. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  27648. _vector$8.setFromMatrixPosition( this.light.target.matrixWorld );
  27649. this.cone.lookAt( _vector$8 );
  27650. if ( this.color !== undefined ) {
  27651. this.cone.material.color.set( this.color );
  27652. } else {
  27653. this.cone.material.color.copy( this.light.color );
  27654. }
  27655. };
  27656. var _vector$9 = new Vector3();
  27657. var _boneMatrix = new Matrix4();
  27658. var _matrixWorldInv = new Matrix4();
  27659. function getBoneList( object ) {
  27660. var boneList = [];
  27661. if ( object && object.isBone ) {
  27662. boneList.push( object );
  27663. }
  27664. for ( var i = 0; i < object.children.length; i ++ ) {
  27665. boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
  27666. }
  27667. return boneList;
  27668. }
  27669. function SkeletonHelper( object ) {
  27670. var bones = getBoneList( object );
  27671. var geometry = new BufferGeometry();
  27672. var vertices = [];
  27673. var colors = [];
  27674. var color1 = new Color( 0, 0, 1 );
  27675. var color2 = new Color( 0, 1, 0 );
  27676. for ( var i = 0; i < bones.length; i ++ ) {
  27677. var bone = bones[ i ];
  27678. if ( bone.parent && bone.parent.isBone ) {
  27679. vertices.push( 0, 0, 0 );
  27680. vertices.push( 0, 0, 0 );
  27681. colors.push( color1.r, color1.g, color1.b );
  27682. colors.push( color2.r, color2.g, color2.b );
  27683. }
  27684. }
  27685. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27686. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27687. var material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  27688. LineSegments.call( this, geometry, material );
  27689. this.type = 'SkeletonHelper';
  27690. this.root = object;
  27691. this.bones = bones;
  27692. this.matrix = object.matrixWorld;
  27693. this.matrixAutoUpdate = false;
  27694. }
  27695. SkeletonHelper.prototype = Object.create( LineSegments.prototype );
  27696. SkeletonHelper.prototype.constructor = SkeletonHelper;
  27697. SkeletonHelper.prototype.isSkeletonHelper = true;
  27698. SkeletonHelper.prototype.updateMatrixWorld = function ( force ) {
  27699. var bones = this.bones;
  27700. var geometry = this.geometry;
  27701. var position = geometry.getAttribute( 'position' );
  27702. _matrixWorldInv.getInverse( this.root.matrixWorld );
  27703. for ( var i = 0, j = 0; i < bones.length; i ++ ) {
  27704. var bone = bones[ i ];
  27705. if ( bone.parent && bone.parent.isBone ) {
  27706. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  27707. _vector$9.setFromMatrixPosition( _boneMatrix );
  27708. position.setXYZ( j, _vector$9.x, _vector$9.y, _vector$9.z );
  27709. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  27710. _vector$9.setFromMatrixPosition( _boneMatrix );
  27711. position.setXYZ( j + 1, _vector$9.x, _vector$9.y, _vector$9.z );
  27712. j += 2;
  27713. }
  27714. }
  27715. geometry.getAttribute( 'position' ).needsUpdate = true;
  27716. Object3D.prototype.updateMatrixWorld.call( this, force );
  27717. };
  27718. function PointLightHelper( light, sphereSize, color ) {
  27719. this.light = light;
  27720. this.light.updateMatrixWorld();
  27721. this.color = color;
  27722. var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
  27723. var material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27724. Mesh.call( this, geometry, material );
  27725. this.type = 'PointLightHelper';
  27726. this.matrix = this.light.matrixWorld;
  27727. this.matrixAutoUpdate = false;
  27728. this.update();
  27729. /*
  27730. const distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
  27731. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  27732. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  27733. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  27734. const d = light.distance;
  27735. if ( d === 0.0 ) {
  27736. this.lightDistance.visible = false;
  27737. } else {
  27738. this.lightDistance.scale.set( d, d, d );
  27739. }
  27740. this.add( this.lightDistance );
  27741. */
  27742. }
  27743. PointLightHelper.prototype = Object.create( Mesh.prototype );
  27744. PointLightHelper.prototype.constructor = PointLightHelper;
  27745. PointLightHelper.prototype.dispose = function () {
  27746. this.geometry.dispose();
  27747. this.material.dispose();
  27748. };
  27749. PointLightHelper.prototype.update = function () {
  27750. if ( this.color !== undefined ) {
  27751. this.material.color.set( this.color );
  27752. } else {
  27753. this.material.color.copy( this.light.color );
  27754. }
  27755. /*
  27756. const d = this.light.distance;
  27757. if ( d === 0.0 ) {
  27758. this.lightDistance.visible = false;
  27759. } else {
  27760. this.lightDistance.visible = true;
  27761. this.lightDistance.scale.set( d, d, d );
  27762. }
  27763. */
  27764. };
  27765. var _vector$a = new Vector3();
  27766. var _color1 = new Color();
  27767. var _color2 = new Color();
  27768. function HemisphereLightHelper( light, size, color ) {
  27769. Object3D.call( this );
  27770. this.light = light;
  27771. this.light.updateMatrixWorld();
  27772. this.matrix = light.matrixWorld;
  27773. this.matrixAutoUpdate = false;
  27774. this.color = color;
  27775. var geometry = new OctahedronBufferGeometry( size );
  27776. geometry.rotateY( Math.PI * 0.5 );
  27777. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  27778. if ( this.color === undefined ) { this.material.vertexColors = true; }
  27779. var position = geometry.getAttribute( 'position' );
  27780. var colors = new Float32Array( position.count * 3 );
  27781. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  27782. this.add( new Mesh( geometry, this.material ) );
  27783. this.update();
  27784. }
  27785. HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
  27786. HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
  27787. HemisphereLightHelper.prototype.dispose = function () {
  27788. this.children[ 0 ].geometry.dispose();
  27789. this.children[ 0 ].material.dispose();
  27790. };
  27791. HemisphereLightHelper.prototype.update = function () {
  27792. var mesh = this.children[ 0 ];
  27793. if ( this.color !== undefined ) {
  27794. this.material.color.set( this.color );
  27795. } else {
  27796. var colors = mesh.geometry.getAttribute( 'color' );
  27797. _color1.copy( this.light.color );
  27798. _color2.copy( this.light.groundColor );
  27799. for ( var i = 0, l = colors.count; i < l; i ++ ) {
  27800. var color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  27801. colors.setXYZ( i, color.r, color.g, color.b );
  27802. }
  27803. colors.needsUpdate = true;
  27804. }
  27805. mesh.lookAt( _vector$a.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  27806. };
  27807. function GridHelper( size, divisions, color1, color2 ) {
  27808. size = size || 10;
  27809. divisions = divisions || 10;
  27810. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27811. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27812. var center = divisions / 2;
  27813. var step = size / divisions;
  27814. var halfSize = size / 2;
  27815. var vertices = [], colors = [];
  27816. for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  27817. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  27818. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  27819. var color = i === center ? color1 : color2;
  27820. color.toArray( colors, j ); j += 3;
  27821. color.toArray( colors, j ); j += 3;
  27822. color.toArray( colors, j ); j += 3;
  27823. color.toArray( colors, j ); j += 3;
  27824. }
  27825. var geometry = new BufferGeometry();
  27826. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27827. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27828. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27829. LineSegments.call( this, geometry, material );
  27830. this.type = 'GridHelper';
  27831. }
  27832. GridHelper.prototype = Object.create( LineSegments.prototype );
  27833. GridHelper.prototype.constructor = GridHelper;
  27834. function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
  27835. radius = radius || 10;
  27836. radials = radials || 16;
  27837. circles = circles || 8;
  27838. divisions = divisions || 64;
  27839. color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
  27840. color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
  27841. var vertices = [];
  27842. var colors = [];
  27843. // create the radials
  27844. for ( var i = 0; i <= radials; i ++ ) {
  27845. var v = ( i / radials ) * ( Math.PI * 2 );
  27846. var x = Math.sin( v ) * radius;
  27847. var z = Math.cos( v ) * radius;
  27848. vertices.push( 0, 0, 0 );
  27849. vertices.push( x, 0, z );
  27850. var color = ( i & 1 ) ? color1 : color2;
  27851. colors.push( color.r, color.g, color.b );
  27852. colors.push( color.r, color.g, color.b );
  27853. }
  27854. // create the circles
  27855. for ( var i$1 = 0; i$1 <= circles; i$1 ++ ) {
  27856. var color$1 = ( i$1 & 1 ) ? color1 : color2;
  27857. var r = radius - ( radius / circles * i$1 );
  27858. for ( var j = 0; j < divisions; j ++ ) {
  27859. // first vertex
  27860. var v$1 = ( j / divisions ) * ( Math.PI * 2 );
  27861. var x$1 = Math.sin( v$1 ) * r;
  27862. var z$1 = Math.cos( v$1 ) * r;
  27863. vertices.push( x$1, 0, z$1 );
  27864. colors.push( color$1.r, color$1.g, color$1.b );
  27865. // second vertex
  27866. v$1 = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  27867. x$1 = Math.sin( v$1 ) * r;
  27868. z$1 = Math.cos( v$1 ) * r;
  27869. vertices.push( x$1, 0, z$1 );
  27870. colors.push( color$1.r, color$1.g, color$1.b );
  27871. }
  27872. }
  27873. var geometry = new BufferGeometry();
  27874. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27875. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27876. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  27877. LineSegments.call( this, geometry, material );
  27878. this.type = 'PolarGridHelper';
  27879. }
  27880. PolarGridHelper.prototype = Object.create( LineSegments.prototype );
  27881. PolarGridHelper.prototype.constructor = PolarGridHelper;
  27882. var _v1$5 = new Vector3();
  27883. var _v2$3 = new Vector3();
  27884. var _v3$1 = new Vector3();
  27885. function DirectionalLightHelper( light, size, color ) {
  27886. Object3D.call( this );
  27887. this.light = light;
  27888. this.light.updateMatrixWorld();
  27889. this.matrix = light.matrixWorld;
  27890. this.matrixAutoUpdate = false;
  27891. this.color = color;
  27892. if ( size === undefined ) { size = 1; }
  27893. var geometry = new BufferGeometry();
  27894. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  27895. - size, size, 0,
  27896. size, size, 0,
  27897. size, - size, 0,
  27898. - size, - size, 0,
  27899. - size, size, 0
  27900. ], 3 ) );
  27901. var material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  27902. this.lightPlane = new Line( geometry, material );
  27903. this.add( this.lightPlane );
  27904. geometry = new BufferGeometry();
  27905. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  27906. this.targetLine = new Line( geometry, material );
  27907. this.add( this.targetLine );
  27908. this.update();
  27909. }
  27910. DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
  27911. DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
  27912. DirectionalLightHelper.prototype.dispose = function () {
  27913. this.lightPlane.geometry.dispose();
  27914. this.lightPlane.material.dispose();
  27915. this.targetLine.geometry.dispose();
  27916. this.targetLine.material.dispose();
  27917. };
  27918. DirectionalLightHelper.prototype.update = function () {
  27919. _v1$5.setFromMatrixPosition( this.light.matrixWorld );
  27920. _v2$3.setFromMatrixPosition( this.light.target.matrixWorld );
  27921. _v3$1.subVectors( _v2$3, _v1$5 );
  27922. this.lightPlane.lookAt( _v2$3 );
  27923. if ( this.color !== undefined ) {
  27924. this.lightPlane.material.color.set( this.color );
  27925. this.targetLine.material.color.set( this.color );
  27926. } else {
  27927. this.lightPlane.material.color.copy( this.light.color );
  27928. this.targetLine.material.color.copy( this.light.color );
  27929. }
  27930. this.targetLine.lookAt( _v2$3 );
  27931. this.targetLine.scale.z = _v3$1.length();
  27932. };
  27933. var _vector$b = new Vector3();
  27934. var _camera = new Camera();
  27935. /**
  27936. * - shows frustum, line of sight and up of the camera
  27937. * - suitable for fast updates
  27938. * - based on frustum visualization in lightgl.js shadowmap example
  27939. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  27940. */
  27941. function CameraHelper( camera ) {
  27942. var geometry = new BufferGeometry();
  27943. var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  27944. var vertices = [];
  27945. var colors = [];
  27946. var pointMap = {};
  27947. // colors
  27948. var colorFrustum = new Color( 0xffaa00 );
  27949. var colorCone = new Color( 0xff0000 );
  27950. var colorUp = new Color( 0x00aaff );
  27951. var colorTarget = new Color( 0xffffff );
  27952. var colorCross = new Color( 0x333333 );
  27953. // near
  27954. addLine( 'n1', 'n2', colorFrustum );
  27955. addLine( 'n2', 'n4', colorFrustum );
  27956. addLine( 'n4', 'n3', colorFrustum );
  27957. addLine( 'n3', 'n1', colorFrustum );
  27958. // far
  27959. addLine( 'f1', 'f2', colorFrustum );
  27960. addLine( 'f2', 'f4', colorFrustum );
  27961. addLine( 'f4', 'f3', colorFrustum );
  27962. addLine( 'f3', 'f1', colorFrustum );
  27963. // sides
  27964. addLine( 'n1', 'f1', colorFrustum );
  27965. addLine( 'n2', 'f2', colorFrustum );
  27966. addLine( 'n3', 'f3', colorFrustum );
  27967. addLine( 'n4', 'f4', colorFrustum );
  27968. // cone
  27969. addLine( 'p', 'n1', colorCone );
  27970. addLine( 'p', 'n2', colorCone );
  27971. addLine( 'p', 'n3', colorCone );
  27972. addLine( 'p', 'n4', colorCone );
  27973. // up
  27974. addLine( 'u1', 'u2', colorUp );
  27975. addLine( 'u2', 'u3', colorUp );
  27976. addLine( 'u3', 'u1', colorUp );
  27977. // target
  27978. addLine( 'c', 't', colorTarget );
  27979. addLine( 'p', 'c', colorCross );
  27980. // cross
  27981. addLine( 'cn1', 'cn2', colorCross );
  27982. addLine( 'cn3', 'cn4', colorCross );
  27983. addLine( 'cf1', 'cf2', colorCross );
  27984. addLine( 'cf3', 'cf4', colorCross );
  27985. function addLine( a, b, color ) {
  27986. addPoint( a, color );
  27987. addPoint( b, color );
  27988. }
  27989. function addPoint( id, color ) {
  27990. vertices.push( 0, 0, 0 );
  27991. colors.push( color.r, color.g, color.b );
  27992. if ( pointMap[ id ] === undefined ) {
  27993. pointMap[ id ] = [];
  27994. }
  27995. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  27996. }
  27997. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27998. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  27999. LineSegments.call( this, geometry, material );
  28000. this.type = 'CameraHelper';
  28001. this.camera = camera;
  28002. if ( this.camera.updateProjectionMatrix ) { this.camera.updateProjectionMatrix(); }
  28003. this.matrix = camera.matrixWorld;
  28004. this.matrixAutoUpdate = false;
  28005. this.pointMap = pointMap;
  28006. this.update();
  28007. }
  28008. CameraHelper.prototype = Object.create( LineSegments.prototype );
  28009. CameraHelper.prototype.constructor = CameraHelper;
  28010. CameraHelper.prototype.update = function () {
  28011. var geometry = this.geometry;
  28012. var pointMap = this.pointMap;
  28013. var w = 1, h = 1;
  28014. // we need just camera projection matrix inverse
  28015. // world matrix must be identity
  28016. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  28017. // center / target
  28018. setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );
  28019. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  28020. // near
  28021. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );
  28022. setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );
  28023. setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );
  28024. setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );
  28025. // far
  28026. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );
  28027. setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );
  28028. setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );
  28029. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  28030. // up
  28031. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );
  28032. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );
  28033. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );
  28034. // cross
  28035. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );
  28036. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  28037. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );
  28038. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  28039. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );
  28040. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );
  28041. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );
  28042. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );
  28043. geometry.getAttribute( 'position' ).needsUpdate = true;
  28044. };
  28045. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  28046. _vector$b.set( x, y, z ).unproject( camera );
  28047. var points = pointMap[ point ];
  28048. if ( points !== undefined ) {
  28049. var position = geometry.getAttribute( 'position' );
  28050. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28051. position.setXYZ( points[ i ], _vector$b.x, _vector$b.y, _vector$b.z );
  28052. }
  28053. }
  28054. }
  28055. var _box$3 = new Box3();
  28056. function BoxHelper( object, color ) {
  28057. this.object = object;
  28058. if ( color === undefined ) { color = 0xffff00; }
  28059. 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 ] );
  28060. var positions = new Float32Array( 8 * 3 );
  28061. var geometry = new BufferGeometry();
  28062. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28063. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  28064. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28065. this.type = 'BoxHelper';
  28066. this.matrixAutoUpdate = false;
  28067. this.update();
  28068. }
  28069. BoxHelper.prototype = Object.create( LineSegments.prototype );
  28070. BoxHelper.prototype.constructor = BoxHelper;
  28071. BoxHelper.prototype.update = function ( object ) {
  28072. if ( object !== undefined ) {
  28073. console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
  28074. }
  28075. if ( this.object !== undefined ) {
  28076. _box$3.setFromObject( this.object );
  28077. }
  28078. if ( _box$3.isEmpty() ) { return; }
  28079. var min = _box$3.min;
  28080. var max = _box$3.max;
  28081. /*
  28082. 5____4
  28083. 1/___0/|
  28084. | 6__|_7
  28085. 2/___3/
  28086. 0: max.x, max.y, max.z
  28087. 1: min.x, max.y, max.z
  28088. 2: min.x, min.y, max.z
  28089. 3: max.x, min.y, max.z
  28090. 4: max.x, max.y, min.z
  28091. 5: min.x, max.y, min.z
  28092. 6: min.x, min.y, min.z
  28093. 7: max.x, min.y, min.z
  28094. */
  28095. var position = this.geometry.attributes.position;
  28096. var array = position.array;
  28097. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  28098. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  28099. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  28100. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  28101. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  28102. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  28103. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  28104. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  28105. position.needsUpdate = true;
  28106. this.geometry.computeBoundingSphere();
  28107. };
  28108. BoxHelper.prototype.setFromObject = function ( object ) {
  28109. this.object = object;
  28110. this.update();
  28111. return this;
  28112. };
  28113. BoxHelper.prototype.copy = function ( source ) {
  28114. LineSegments.prototype.copy.call( this, source );
  28115. this.object = source.object;
  28116. return this;
  28117. };
  28118. function Box3Helper( box, color ) {
  28119. this.type = 'Box3Helper';
  28120. this.box = box;
  28121. if ( color === undefined ) { color = 0xffff00; }
  28122. 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 ] );
  28123. 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 ];
  28124. var geometry = new BufferGeometry();
  28125. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  28126. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28127. LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28128. this.type = 'Box3Helper';
  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. function PlaneHelper( plane, size, hex ) {
  28142. this.plane = plane;
  28143. this.size = ( size === undefined ) ? 1 : size;
  28144. var color = ( hex !== undefined ) ? hex : 0xffff00;
  28145. 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 ];
  28146. var geometry = new BufferGeometry();
  28147. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  28148. geometry.computeBoundingSphere();
  28149. Line.call( this, geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28150. this.type = 'PlaneHelper';
  28151. //
  28152. var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
  28153. var geometry2 = new BufferGeometry();
  28154. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  28155. geometry2.computeBoundingSphere();
  28156. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  28157. }
  28158. PlaneHelper.prototype = Object.create( Line.prototype );
  28159. PlaneHelper.prototype.constructor = PlaneHelper;
  28160. PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
  28161. var scale = - this.plane.constant;
  28162. if ( Math.abs( scale ) < 1e-8 ) { scale = 1e-8; } // sign does not matter
  28163. this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
  28164. this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
  28165. this.lookAt( this.plane.normal );
  28166. Object3D.prototype.updateMatrixWorld.call( this, force );
  28167. };
  28168. var _axis = new Vector3();
  28169. var _lineGeometry, _coneGeometry;
  28170. function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
  28171. // dir is assumed to be normalized
  28172. Object3D.call( this );
  28173. this.type = 'ArrowHelper';
  28174. if ( dir === undefined ) { dir = new Vector3( 0, 0, 1 ); }
  28175. if ( origin === undefined ) { origin = new Vector3( 0, 0, 0 ); }
  28176. if ( length === undefined ) { length = 1; }
  28177. if ( color === undefined ) { color = 0xffff00; }
  28178. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28179. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28180. if ( _lineGeometry === undefined ) {
  28181. _lineGeometry = new BufferGeometry();
  28182. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  28183. _coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
  28184. _coneGeometry.translate( 0, - 0.5, 0 );
  28185. }
  28186. this.position.copy( origin );
  28187. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  28188. this.line.matrixAutoUpdate = false;
  28189. this.add( this.line );
  28190. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  28191. this.cone.matrixAutoUpdate = false;
  28192. this.add( this.cone );
  28193. this.setDirection( dir );
  28194. this.setLength( length, headLength, headWidth );
  28195. }
  28196. ArrowHelper.prototype = Object.create( Object3D.prototype );
  28197. ArrowHelper.prototype.constructor = ArrowHelper;
  28198. ArrowHelper.prototype.setDirection = function ( dir ) {
  28199. // dir is assumed to be normalized
  28200. if ( dir.y > 0.99999 ) {
  28201. this.quaternion.set( 0, 0, 0, 1 );
  28202. } else if ( dir.y < - 0.99999 ) {
  28203. this.quaternion.set( 1, 0, 0, 0 );
  28204. } else {
  28205. _axis.set( dir.z, 0, - dir.x ).normalize();
  28206. var radians = Math.acos( dir.y );
  28207. this.quaternion.setFromAxisAngle( _axis, radians );
  28208. }
  28209. };
  28210. ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  28211. if ( headLength === undefined ) { headLength = 0.2 * length; }
  28212. if ( headWidth === undefined ) { headWidth = 0.2 * headLength; }
  28213. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  28214. this.line.updateMatrix();
  28215. this.cone.scale.set( headWidth, headLength, headWidth );
  28216. this.cone.position.y = length;
  28217. this.cone.updateMatrix();
  28218. };
  28219. ArrowHelper.prototype.setColor = function ( color ) {
  28220. this.line.material.color.set( color );
  28221. this.cone.material.color.set( color );
  28222. };
  28223. ArrowHelper.prototype.copy = function ( source ) {
  28224. Object3D.prototype.copy.call( this, source, false );
  28225. this.line.copy( source.line );
  28226. this.cone.copy( source.cone );
  28227. return this;
  28228. };
  28229. function AxesHelper( size ) {
  28230. size = size || 1;
  28231. var vertices = [
  28232. 0, 0, 0, size, 0, 0,
  28233. 0, 0, 0, 0, size, 0,
  28234. 0, 0, 0, 0, 0, size
  28235. ];
  28236. var colors = [
  28237. 1, 0, 0, 1, 0.6, 0,
  28238. 0, 1, 0, 0.6, 1, 0,
  28239. 0, 0, 1, 0, 0.6, 1
  28240. ];
  28241. var geometry = new BufferGeometry();
  28242. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  28243. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  28244. var material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  28245. LineSegments.call( this, geometry, material );
  28246. this.type = 'AxesHelper';
  28247. }
  28248. AxesHelper.prototype = Object.create( LineSegments.prototype );
  28249. AxesHelper.prototype.constructor = AxesHelper;
  28250. var LOD_MIN = 4;
  28251. var LOD_MAX = 8;
  28252. var SIZE_MAX = Math.pow( 2, LOD_MAX );
  28253. // The standard deviations (radians) associated with the extra mips. These are
  28254. // chosen to approximate a Trowbridge-Reitz distribution function times the
  28255. // geometric shadowing function. These sigma values squared must match the
  28256. // variance #defines in cube_uv_reflection_fragment.glsl.js.
  28257. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
  28258. var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
  28259. // The maximum length of the blur for loop. Smaller sigmas will use fewer
  28260. // samples and exit early, but not recompile the shader.
  28261. var MAX_SAMPLES = 20;
  28262. var ENCODINGS = {};
  28263. ENCODINGS[ LinearEncoding ] = 0;
  28264. ENCODINGS[ sRGBEncoding ] = 1;
  28265. ENCODINGS[ RGBEEncoding ] = 2;
  28266. ENCODINGS[ RGBM7Encoding ] = 3;
  28267. ENCODINGS[ RGBM16Encoding ] = 4;
  28268. ENCODINGS[ RGBDEncoding ] = 5;
  28269. ENCODINGS[ GammaEncoding ] = 6;
  28270. var _flatCamera = new OrthographicCamera();
  28271. var ref = _createPlanes();
  28272. var _lodPlanes = ref._lodPlanes;
  28273. var _sizeLods = ref._sizeLods;
  28274. var _sigmas = ref._sigmas;
  28275. var _oldTarget = null;
  28276. // Golden Ratio
  28277. var PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  28278. var INV_PHI = 1 / PHI;
  28279. // Vertices of a dodecahedron (except the opposites, which represent the
  28280. // same axis), used as axis directions evenly spread on a sphere.
  28281. var _axisDirections = [
  28282. new Vector3( 1, 1, 1 ),
  28283. new Vector3( - 1, 1, 1 ),
  28284. new Vector3( 1, 1, - 1 ),
  28285. new Vector3( - 1, 1, - 1 ),
  28286. new Vector3( 0, PHI, INV_PHI ),
  28287. new Vector3( 0, PHI, - INV_PHI ),
  28288. new Vector3( INV_PHI, 0, PHI ),
  28289. new Vector3( - INV_PHI, 0, PHI ),
  28290. new Vector3( PHI, INV_PHI, 0 ),
  28291. new Vector3( - PHI, INV_PHI, 0 ) ];
  28292. /**
  28293. * This class generates a Prefiltered, Mipmapped Radiance Environment Map
  28294. * (PMREM) from a cubeMap environment texture. This allows different levels of
  28295. * blur to be quickly accessed based on material roughness. It is packed into a
  28296. * special CubeUV format that allows us to perform custom interpolation so that
  28297. * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
  28298. * chain, it only goes down to the LOD_MIN level (above), and then creates extra
  28299. * even more filtered 'mips' at the same LOD_MIN resolution, associated with
  28300. * higher roughness levels. In this way we maintain resolution to smoothly
  28301. * interpolate diffuse lighting while limiting sampling computation.
  28302. */
  28303. function PMREMGenerator( renderer ) {
  28304. this._renderer = renderer;
  28305. this._pingPongRenderTarget = null;
  28306. this._blurMaterial = _getBlurShader( MAX_SAMPLES );
  28307. this._equirectShader = null;
  28308. this._cubemapShader = null;
  28309. this._compileMaterial( this._blurMaterial );
  28310. }
  28311. PMREMGenerator.prototype = {
  28312. constructor: PMREMGenerator,
  28313. /**
  28314. * Generates a PMREM from a supplied Scene, which can be faster than using an
  28315. * image if networking bandwidth is low. Optional sigma specifies a blur radius
  28316. * in radians to be applied to the scene before PMREM generation. Optional near
  28317. * and far planes ensure the scene is rendered in its entirety (the cubeCamera
  28318. * is placed at the origin).
  28319. */
  28320. fromScene: function ( scene, sigma, near, far ) {
  28321. if ( sigma === void 0 ) sigma = 0;
  28322. if ( near === void 0 ) near = 0.1;
  28323. if ( far === void 0 ) far = 100;
  28324. _oldTarget = this._renderer.getRenderTarget();
  28325. var cubeUVRenderTarget = this._allocateTargets();
  28326. this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
  28327. if ( sigma > 0 ) {
  28328. this._blur( cubeUVRenderTarget, 0, 0, sigma );
  28329. }
  28330. this._applyPMREM( cubeUVRenderTarget );
  28331. this._cleanup( cubeUVRenderTarget );
  28332. return cubeUVRenderTarget;
  28333. },
  28334. /**
  28335. * Generates a PMREM from an equirectangular texture, which can be either LDR
  28336. * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),
  28337. * as this matches best with the 256 x 256 cubemap output.
  28338. */
  28339. fromEquirectangular: function ( equirectangular ) {
  28340. return this._fromTexture( equirectangular );
  28341. },
  28342. /**
  28343. * Generates a PMREM from an cubemap texture, which can be either LDR
  28344. * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,
  28345. * as this matches best with the 256 x 256 cubemap output.
  28346. */
  28347. fromCubemap: function ( cubemap ) {
  28348. return this._fromTexture( cubemap );
  28349. },
  28350. /**
  28351. * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
  28352. * your texture's network fetch for increased concurrency.
  28353. */
  28354. compileCubemapShader: function () {
  28355. if ( this._cubemapShader === null ) {
  28356. this._cubemapShader = _getCubemapShader();
  28357. this._compileMaterial( this._cubemapShader );
  28358. }
  28359. },
  28360. /**
  28361. * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
  28362. * your texture's network fetch for increased concurrency.
  28363. */
  28364. compileEquirectangularShader: function () {
  28365. if ( this._equirectShader === null ) {
  28366. this._equirectShader = _getEquirectShader();
  28367. this._compileMaterial( this._equirectShader );
  28368. }
  28369. },
  28370. /**
  28371. * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
  28372. * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
  28373. * one of them will cause any others to also become unusable.
  28374. */
  28375. dispose: function () {
  28376. this._blurMaterial.dispose();
  28377. if ( this._cubemapShader !== null ) { this._cubemapShader.dispose(); }
  28378. if ( this._equirectShader !== null ) { this._equirectShader.dispose(); }
  28379. for ( var i = 0; i < _lodPlanes.length; i ++ ) {
  28380. _lodPlanes[ i ].dispose();
  28381. }
  28382. },
  28383. // private interface
  28384. _cleanup: function ( outputTarget ) {
  28385. this._pingPongRenderTarget.dispose();
  28386. this._renderer.setRenderTarget( _oldTarget );
  28387. outputTarget.scissorTest = false;
  28388. _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
  28389. },
  28390. _fromTexture: function ( texture ) {
  28391. _oldTarget = this._renderer.getRenderTarget();
  28392. var cubeUVRenderTarget = this._allocateTargets( texture );
  28393. this._textureToCubeUV( texture, cubeUVRenderTarget );
  28394. this._applyPMREM( cubeUVRenderTarget );
  28395. this._cleanup( cubeUVRenderTarget );
  28396. return cubeUVRenderTarget;
  28397. },
  28398. _allocateTargets: function ( texture ) { // warning: null texture is valid
  28399. var params = {
  28400. magFilter: NearestFilter,
  28401. minFilter: NearestFilter,
  28402. generateMipmaps: false,
  28403. type: UnsignedByteType,
  28404. format: RGBEFormat,
  28405. encoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,
  28406. depthBuffer: false,
  28407. stencilBuffer: false
  28408. };
  28409. var cubeUVRenderTarget = _createRenderTarget( params );
  28410. cubeUVRenderTarget.depthBuffer = texture ? false : true;
  28411. this._pingPongRenderTarget = _createRenderTarget( params );
  28412. return cubeUVRenderTarget;
  28413. },
  28414. _compileMaterial: function ( material ) {
  28415. var tmpMesh = new Mesh( _lodPlanes[ 0 ], material );
  28416. this._renderer.compile( tmpMesh, _flatCamera );
  28417. },
  28418. _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) {
  28419. var fov = 90;
  28420. var aspect = 1;
  28421. var cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
  28422. var upSign = [ 1, - 1, 1, 1, 1, 1 ];
  28423. var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];
  28424. var renderer = this._renderer;
  28425. var outputEncoding = renderer.outputEncoding;
  28426. var toneMapping = renderer.toneMapping;
  28427. var clearColor = renderer.getClearColor();
  28428. var clearAlpha = renderer.getClearAlpha();
  28429. renderer.toneMapping = NoToneMapping;
  28430. renderer.outputEncoding = LinearEncoding;
  28431. var background = scene.background;
  28432. if ( background && background.isColor ) {
  28433. background.convertSRGBToLinear();
  28434. // Convert linear to RGBE
  28435. var maxComponent = Math.max( background.r, background.g, background.b );
  28436. var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );
  28437. background = background.multiplyScalar( Math.pow( 2.0, - fExp ) );
  28438. var alpha = ( fExp + 128.0 ) / 255.0;
  28439. renderer.setClearColor( background, alpha );
  28440. scene.background = null;
  28441. }
  28442. for ( var i = 0; i < 6; i ++ ) {
  28443. var col = i % 3;
  28444. if ( col == 0 ) {
  28445. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28446. cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
  28447. } else if ( col == 1 ) {
  28448. cubeCamera.up.set( 0, 0, upSign[ i ] );
  28449. cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
  28450. } else {
  28451. cubeCamera.up.set( 0, upSign[ i ], 0 );
  28452. cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
  28453. }
  28454. _setViewport( cubeUVRenderTarget,
  28455. col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );
  28456. renderer.setRenderTarget( cubeUVRenderTarget );
  28457. renderer.render( scene, cubeCamera );
  28458. }
  28459. renderer.toneMapping = toneMapping;
  28460. renderer.outputEncoding = outputEncoding;
  28461. renderer.setClearColor( clearColor, clearAlpha );
  28462. },
  28463. _textureToCubeUV: function ( texture, cubeUVRenderTarget ) {
  28464. var renderer = this._renderer;
  28465. if ( texture.isCubeTexture ) {
  28466. if ( this._cubemapShader == null ) {
  28467. this._cubemapShader = _getCubemapShader();
  28468. }
  28469. } else {
  28470. if ( this._equirectShader == null ) {
  28471. this._equirectShader = _getEquirectShader();
  28472. }
  28473. }
  28474. var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;
  28475. var mesh = new Mesh( _lodPlanes[ 0 ], material );
  28476. var uniforms = material.uniforms;
  28477. uniforms[ 'envMap' ].value = texture;
  28478. if ( ! texture.isCubeTexture ) {
  28479. uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );
  28480. }
  28481. uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];
  28482. uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];
  28483. _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );
  28484. renderer.setRenderTarget( cubeUVRenderTarget );
  28485. renderer.render( mesh, _flatCamera );
  28486. },
  28487. _applyPMREM: function ( cubeUVRenderTarget ) {
  28488. var renderer = this._renderer;
  28489. var autoClear = renderer.autoClear;
  28490. renderer.autoClear = false;
  28491. for ( var i = 1; i < TOTAL_LODS; i ++ ) {
  28492. var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );
  28493. var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];
  28494. this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
  28495. }
  28496. renderer.autoClear = autoClear;
  28497. },
  28498. /**
  28499. * This is a two-pass Gaussian blur for a cubemap. Normally this is done
  28500. * vertically and horizontally, but this breaks down on a cube. Here we apply
  28501. * the blur latitudinally (around the poles), and then longitudinally (towards
  28502. * the poles) to approximate the orthogonally-separable blur. It is least
  28503. * accurate at the poles, but still does a decent job.
  28504. */
  28505. _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
  28506. var pingPongRenderTarget = this._pingPongRenderTarget;
  28507. this._halfBlur(
  28508. cubeUVRenderTarget,
  28509. pingPongRenderTarget,
  28510. lodIn,
  28511. lodOut,
  28512. sigma,
  28513. 'latitudinal',
  28514. poleAxis );
  28515. this._halfBlur(
  28516. pingPongRenderTarget,
  28517. cubeUVRenderTarget,
  28518. lodOut,
  28519. lodOut,
  28520. sigma,
  28521. 'longitudinal',
  28522. poleAxis );
  28523. },
  28524. _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
  28525. var renderer = this._renderer;
  28526. var blurMaterial = this._blurMaterial;
  28527. if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
  28528. console.error(
  28529. 'blur direction must be either latitudinal or longitudinal!' );
  28530. }
  28531. // Number of standard deviations at which to cut off the discrete approximation.
  28532. var STANDARD_DEVIATIONS = 3;
  28533. var blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );
  28534. var blurUniforms = blurMaterial.uniforms;
  28535. var pixels = _sizeLods[ lodIn ] - 1;
  28536. var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  28537. var sigmaPixels = sigmaRadians / radiansPerPixel;
  28538. var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
  28539. if ( samples > MAX_SAMPLES ) {
  28540. console.warn( ("sigmaRadians, " + sigmaRadians + ", is too large and will clip, as it requested " + samples + " samples when the maximum is set to " + MAX_SAMPLES) );
  28541. }
  28542. var weights = [];
  28543. var sum = 0;
  28544. for ( var i = 0; i < MAX_SAMPLES; ++ i ) {
  28545. var x$1 = i / sigmaPixels;
  28546. var weight = Math.exp( - x$1 * x$1 / 2 );
  28547. weights.push( weight );
  28548. if ( i == 0 ) {
  28549. sum += weight;
  28550. } else if ( i < samples ) {
  28551. sum += 2 * weight;
  28552. }
  28553. }
  28554. for ( var i$1 = 0; i$1 < weights.length; i$1 ++ ) {
  28555. weights[ i$1 ] = weights[ i$1 ] / sum;
  28556. }
  28557. blurUniforms[ 'envMap' ].value = targetIn.texture;
  28558. blurUniforms[ 'samples' ].value = samples;
  28559. blurUniforms[ 'weights' ].value = weights;
  28560. blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
  28561. if ( poleAxis ) {
  28562. blurUniforms[ 'poleAxis' ].value = poleAxis;
  28563. }
  28564. blurUniforms[ 'dTheta' ].value = radiansPerPixel;
  28565. blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;
  28566. blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28567. blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];
  28568. var outputSize = _sizeLods[ lodOut ];
  28569. var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );
  28570. var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );
  28571. _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  28572. renderer.setRenderTarget( targetOut );
  28573. renderer.render( blurMesh, _flatCamera );
  28574. }
  28575. };
  28576. function _isLDR( texture ) {
  28577. if ( texture === undefined || texture.type !== UnsignedByteType ) { return false; }
  28578. return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;
  28579. }
  28580. function _createPlanes() {
  28581. var _lodPlanes = [];
  28582. var _sizeLods = [];
  28583. var _sigmas = [];
  28584. var lod = LOD_MAX;
  28585. for ( var i = 0; i < TOTAL_LODS; i ++ ) {
  28586. var sizeLod = Math.pow( 2, lod );
  28587. _sizeLods.push( sizeLod );
  28588. var sigma = 1.0 / sizeLod;
  28589. if ( i > LOD_MAX - LOD_MIN ) {
  28590. sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];
  28591. } else if ( i == 0 ) {
  28592. sigma = 0;
  28593. }
  28594. _sigmas.push( sigma );
  28595. var texelSize = 1.0 / ( sizeLod - 1 );
  28596. var min = - texelSize / 2;
  28597. var max = 1 + texelSize / 2;
  28598. var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
  28599. var cubeFaces = 6;
  28600. var vertices = 6;
  28601. var positionSize = 3;
  28602. var uvSize = 2;
  28603. var faceIndexSize = 1;
  28604. var position = new Float32Array( positionSize * vertices * cubeFaces );
  28605. var uv = new Float32Array( uvSize * vertices * cubeFaces );
  28606. var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
  28607. for ( var face = 0; face < cubeFaces; face ++ ) {
  28608. var x = ( face % 3 ) * 2 / 3 - 1;
  28609. var y = face > 2 ? 0 : - 1;
  28610. var coordinates = [
  28611. x, y, 0,
  28612. x + 2 / 3, y, 0,
  28613. x + 2 / 3, y + 1, 0,
  28614. x, y, 0,
  28615. x + 2 / 3, y + 1, 0,
  28616. x, y + 1, 0
  28617. ];
  28618. position.set( coordinates, positionSize * vertices * face );
  28619. uv.set( uv1, uvSize * vertices * face );
  28620. var fill = [ face, face, face, face, face, face ];
  28621. faceIndex.set( fill, faceIndexSize * vertices * face );
  28622. }
  28623. var planes = new BufferGeometry();
  28624. planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
  28625. planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
  28626. planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
  28627. _lodPlanes.push( planes );
  28628. if ( lod > LOD_MIN ) {
  28629. lod --;
  28630. }
  28631. }
  28632. return { _lodPlanes: _lodPlanes, _sizeLods: _sizeLods, _sigmas: _sigmas };
  28633. }
  28634. function _createRenderTarget( params ) {
  28635. var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );
  28636. cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  28637. cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
  28638. cubeUVRenderTarget.scissorTest = true;
  28639. return cubeUVRenderTarget;
  28640. }
  28641. function _setViewport( target, x, y, width, height ) {
  28642. target.viewport.set( x, y, width, height );
  28643. target.scissor.set( x, y, width, height );
  28644. }
  28645. function _getBlurShader( maxSamples ) {
  28646. var weights = new Float32Array( maxSamples );
  28647. var poleAxis = new Vector3( 0, 1, 0 );
  28648. var shaderMaterial = new RawShaderMaterial( {
  28649. name: 'SphericalGaussianBlur',
  28650. defines: { 'n': maxSamples },
  28651. uniforms: {
  28652. 'envMap': { value: null },
  28653. 'samples': { value: 1 },
  28654. 'weights': { value: weights },
  28655. 'latitudinal': { value: false },
  28656. 'dTheta': { value: 0 },
  28657. 'mipInt': { value: 0 },
  28658. 'poleAxis': { value: poleAxis },
  28659. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28660. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28661. },
  28662. vertexShader: _getCommonVertexShader(),
  28663. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  28664. blending: NoBlending,
  28665. depthTest: false,
  28666. depthWrite: false
  28667. } );
  28668. return shaderMaterial;
  28669. }
  28670. function _getEquirectShader() {
  28671. var texelSize = new Vector2( 1, 1 );
  28672. var shaderMaterial = new RawShaderMaterial( {
  28673. name: 'EquirectangularToCubeUV',
  28674. uniforms: {
  28675. 'envMap': { value: null },
  28676. 'texelSize': { value: texelSize },
  28677. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28678. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28679. },
  28680. vertexShader: _getCommonVertexShader(),
  28681. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  28682. blending: NoBlending,
  28683. depthTest: false,
  28684. depthWrite: false
  28685. } );
  28686. return shaderMaterial;
  28687. }
  28688. function _getCubemapShader() {
  28689. var shaderMaterial = new RawShaderMaterial( {
  28690. name: 'CubemapToCubeUV',
  28691. uniforms: {
  28692. 'envMap': { value: null },
  28693. 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },
  28694. 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }
  28695. },
  28696. vertexShader: _getCommonVertexShader(),
  28697. fragmentShader: /* glsl */("\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t" + (_getEncodings()) + "\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t"),
  28698. blending: NoBlending,
  28699. depthTest: false,
  28700. depthWrite: false
  28701. } );
  28702. return shaderMaterial;
  28703. }
  28704. function _getCommonVertexShader() {
  28705. return /* glsl */"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t";
  28706. }
  28707. function _getEncodings() {
  28708. return /* glsl */"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t";
  28709. }
  28710. function Face4( a, b, c, d, normal, color, materialIndex ) {
  28711. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
  28712. return new Face3( a, b, c, normal, color, materialIndex );
  28713. }
  28714. var LineStrip = 0;
  28715. var LinePieces = 1;
  28716. var NoColors = 0;
  28717. var FaceColors = 1;
  28718. var VertexColors = 2;
  28719. function MeshFaceMaterial( materials ) {
  28720. console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
  28721. return materials;
  28722. }
  28723. function MultiMaterial( materials ) {
  28724. if ( materials === undefined ) { materials = []; }
  28725. console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
  28726. materials.isMultiMaterial = true;
  28727. materials.materials = materials;
  28728. materials.clone = function () {
  28729. return materials.slice();
  28730. };
  28731. return materials;
  28732. }
  28733. function PointCloud( geometry, material ) {
  28734. console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
  28735. return new Points( geometry, material );
  28736. }
  28737. function Particle( material ) {
  28738. console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
  28739. return new Sprite( material );
  28740. }
  28741. function ParticleSystem( geometry, material ) {
  28742. console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
  28743. return new Points( geometry, material );
  28744. }
  28745. function PointCloudMaterial( parameters ) {
  28746. console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
  28747. return new PointsMaterial( parameters );
  28748. }
  28749. function ParticleBasicMaterial( parameters ) {
  28750. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
  28751. return new PointsMaterial( parameters );
  28752. }
  28753. function ParticleSystemMaterial( parameters ) {
  28754. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
  28755. return new PointsMaterial( parameters );
  28756. }
  28757. function Vertex( x, y, z ) {
  28758. console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
  28759. return new Vector3( x, y, z );
  28760. }
  28761. //
  28762. function DynamicBufferAttribute( array, itemSize ) {
  28763. console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );
  28764. return new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );
  28765. }
  28766. function Int8Attribute( array, itemSize ) {
  28767. console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
  28768. return new Int8BufferAttribute( array, itemSize );
  28769. }
  28770. function Uint8Attribute( array, itemSize ) {
  28771. console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
  28772. return new Uint8BufferAttribute( array, itemSize );
  28773. }
  28774. function Uint8ClampedAttribute( array, itemSize ) {
  28775. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
  28776. return new Uint8ClampedBufferAttribute( array, itemSize );
  28777. }
  28778. function Int16Attribute( array, itemSize ) {
  28779. console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
  28780. return new Int16BufferAttribute( array, itemSize );
  28781. }
  28782. function Uint16Attribute( array, itemSize ) {
  28783. console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
  28784. return new Uint16BufferAttribute( array, itemSize );
  28785. }
  28786. function Int32Attribute( array, itemSize ) {
  28787. console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
  28788. return new Int32BufferAttribute( array, itemSize );
  28789. }
  28790. function Uint32Attribute( array, itemSize ) {
  28791. console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
  28792. return new Uint32BufferAttribute( array, itemSize );
  28793. }
  28794. function Float32Attribute( array, itemSize ) {
  28795. console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
  28796. return new Float32BufferAttribute( array, itemSize );
  28797. }
  28798. function Float64Attribute( array, itemSize ) {
  28799. console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
  28800. return new Float64BufferAttribute( array, itemSize );
  28801. }
  28802. //
  28803. Curve.create = function ( construct, getPoint ) {
  28804. console.log( 'THREE.Curve.create() has been deprecated' );
  28805. construct.prototype = Object.create( Curve.prototype );
  28806. construct.prototype.constructor = construct;
  28807. construct.prototype.getPoint = getPoint;
  28808. return construct;
  28809. };
  28810. //
  28811. Object.assign( CurvePath.prototype, {
  28812. createPointsGeometry: function ( divisions ) {
  28813. console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28814. // generate geometry from path points (for Line or Points objects)
  28815. var pts = this.getPoints( divisions );
  28816. return this.createGeometry( pts );
  28817. },
  28818. createSpacedPointsGeometry: function ( divisions ) {
  28819. console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28820. // generate geometry from equidistant sampling along the path
  28821. var pts = this.getSpacedPoints( divisions );
  28822. return this.createGeometry( pts );
  28823. },
  28824. createGeometry: function ( points ) {
  28825. console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
  28826. var geometry = new Geometry();
  28827. for ( var i = 0, l = points.length; i < l; i ++ ) {
  28828. var point = points[ i ];
  28829. geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
  28830. }
  28831. return geometry;
  28832. }
  28833. } );
  28834. //
  28835. Object.assign( Path.prototype, {
  28836. fromPoints: function ( points ) {
  28837. console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
  28838. return this.setFromPoints( points );
  28839. }
  28840. } );
  28841. //
  28842. function ClosedSplineCurve3( points ) {
  28843. console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28844. CatmullRomCurve3.call( this, points );
  28845. this.type = 'catmullrom';
  28846. this.closed = true;
  28847. }
  28848. ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28849. //
  28850. function SplineCurve3( points ) {
  28851. console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
  28852. CatmullRomCurve3.call( this, points );
  28853. this.type = 'catmullrom';
  28854. }
  28855. SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
  28856. //
  28857. function Spline( points ) {
  28858. console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
  28859. CatmullRomCurve3.call( this, points );
  28860. this.type = 'catmullrom';
  28861. }
  28862. Spline.prototype = Object.create( CatmullRomCurve3.prototype );
  28863. Object.assign( Spline.prototype, {
  28864. initFromArray: function ( /* a */ ) {
  28865. console.error( 'THREE.Spline: .initFromArray() has been removed.' );
  28866. },
  28867. getControlPointsArray: function ( /* optionalTarget */ ) {
  28868. console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
  28869. },
  28870. reparametrizeByArcLength: function ( /* samplingCoef */ ) {
  28871. console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
  28872. }
  28873. } );
  28874. //
  28875. function AxisHelper( size ) {
  28876. console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
  28877. return new AxesHelper( size );
  28878. }
  28879. function BoundingBoxHelper( object, color ) {
  28880. console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
  28881. return new BoxHelper( object, color );
  28882. }
  28883. function EdgesHelper( object, hex ) {
  28884. console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
  28885. return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28886. }
  28887. GridHelper.prototype.setColors = function () {
  28888. console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
  28889. };
  28890. SkeletonHelper.prototype.update = function () {
  28891. console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
  28892. };
  28893. function WireframeHelper( object, hex ) {
  28894. console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
  28895. return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
  28896. }
  28897. //
  28898. Object.assign( Loader.prototype, {
  28899. extractUrlBase: function ( url ) {
  28900. console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
  28901. return LoaderUtils.extractUrlBase( url );
  28902. }
  28903. } );
  28904. Loader.Handlers = {
  28905. add: function ( /* regex, loader */ ) {
  28906. console.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );
  28907. },
  28908. get: function ( /* file */ ) {
  28909. console.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );
  28910. }
  28911. };
  28912. function XHRLoader( manager ) {
  28913. console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
  28914. return new FileLoader( manager );
  28915. }
  28916. function BinaryTextureLoader( manager ) {
  28917. console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
  28918. return new DataTextureLoader( manager );
  28919. }
  28920. Object.assign( ObjectLoader.prototype, {
  28921. setTexturePath: function ( value ) {
  28922. console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
  28923. return this.setResourcePath( value );
  28924. }
  28925. } );
  28926. //
  28927. Object.assign( Box2.prototype, {
  28928. center: function ( optionalTarget ) {
  28929. console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
  28930. return this.getCenter( optionalTarget );
  28931. },
  28932. empty: function () {
  28933. console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
  28934. return this.isEmpty();
  28935. },
  28936. isIntersectionBox: function ( box ) {
  28937. console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28938. return this.intersectsBox( box );
  28939. },
  28940. size: function ( optionalTarget ) {
  28941. console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
  28942. return this.getSize( optionalTarget );
  28943. }
  28944. } );
  28945. Object.assign( Box3.prototype, {
  28946. center: function ( optionalTarget ) {
  28947. console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
  28948. return this.getCenter( optionalTarget );
  28949. },
  28950. empty: function () {
  28951. console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
  28952. return this.isEmpty();
  28953. },
  28954. isIntersectionBox: function ( box ) {
  28955. console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
  28956. return this.intersectsBox( box );
  28957. },
  28958. isIntersectionSphere: function ( sphere ) {
  28959. console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  28960. return this.intersectsSphere( sphere );
  28961. },
  28962. size: function ( optionalTarget ) {
  28963. console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
  28964. return this.getSize( optionalTarget );
  28965. }
  28966. } );
  28967. Object.assign( Sphere.prototype, {
  28968. empty: function () {
  28969. console.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );
  28970. return this.isEmpty();
  28971. },
  28972. } );
  28973. Frustum.prototype.setFromMatrix = function ( m ) {
  28974. console.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );
  28975. return this.setFromProjectionMatrix( m );
  28976. };
  28977. Line3.prototype.center = function ( optionalTarget ) {
  28978. console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
  28979. return this.getCenter( optionalTarget );
  28980. };
  28981. Object.assign( MathUtils, {
  28982. random16: function () {
  28983. console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
  28984. return Math.random();
  28985. },
  28986. nearestPowerOfTwo: function ( value ) {
  28987. console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
  28988. return MathUtils.floorPowerOfTwo( value );
  28989. },
  28990. nextPowerOfTwo: function ( value ) {
  28991. console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
  28992. return MathUtils.ceilPowerOfTwo( value );
  28993. }
  28994. } );
  28995. Object.assign( Matrix3.prototype, {
  28996. flattenToArrayOffset: function ( array, offset ) {
  28997. console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  28998. return this.toArray( array, offset );
  28999. },
  29000. multiplyVector3: function ( vector ) {
  29001. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  29002. return vector.applyMatrix3( this );
  29003. },
  29004. multiplyVector3Array: function ( /* a */ ) {
  29005. console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
  29006. },
  29007. applyToBufferAttribute: function ( attribute ) {
  29008. console.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );
  29009. return attribute.applyMatrix3( this );
  29010. },
  29011. applyToVector3Array: function ( /* array, offset, length */ ) {
  29012. console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
  29013. }
  29014. } );
  29015. Object.assign( Matrix4.prototype, {
  29016. extractPosition: function ( m ) {
  29017. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  29018. return this.copyPosition( m );
  29019. },
  29020. flattenToArrayOffset: function ( array, offset ) {
  29021. console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
  29022. return this.toArray( array, offset );
  29023. },
  29024. getPosition: function () {
  29025. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  29026. return new Vector3().setFromMatrixColumn( this, 3 );
  29027. },
  29028. setRotationFromQuaternion: function ( q ) {
  29029. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  29030. return this.makeRotationFromQuaternion( q );
  29031. },
  29032. multiplyToArray: function () {
  29033. console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
  29034. },
  29035. multiplyVector3: function ( vector ) {
  29036. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29037. return vector.applyMatrix4( this );
  29038. },
  29039. multiplyVector4: function ( vector ) {
  29040. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29041. return vector.applyMatrix4( this );
  29042. },
  29043. multiplyVector3Array: function ( /* a */ ) {
  29044. console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
  29045. },
  29046. rotateAxis: function ( v ) {
  29047. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  29048. v.transformDirection( this );
  29049. },
  29050. crossVector: function ( vector ) {
  29051. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  29052. return vector.applyMatrix4( this );
  29053. },
  29054. translate: function () {
  29055. console.error( 'THREE.Matrix4: .translate() has been removed.' );
  29056. },
  29057. rotateX: function () {
  29058. console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
  29059. },
  29060. rotateY: function () {
  29061. console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
  29062. },
  29063. rotateZ: function () {
  29064. console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
  29065. },
  29066. rotateByAxis: function () {
  29067. console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  29068. },
  29069. applyToBufferAttribute: function ( attribute ) {
  29070. console.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );
  29071. return attribute.applyMatrix4( this );
  29072. },
  29073. applyToVector3Array: function ( /* array, offset, length */ ) {
  29074. console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
  29075. },
  29076. makeFrustum: function ( left, right, bottom, top, near, far ) {
  29077. console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
  29078. return this.makePerspective( left, right, top, bottom, near, far );
  29079. }
  29080. } );
  29081. Plane.prototype.isIntersectionLine = function ( line ) {
  29082. console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
  29083. return this.intersectsLine( line );
  29084. };
  29085. Quaternion.prototype.multiplyVector3 = function ( vector ) {
  29086. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  29087. return vector.applyQuaternion( this );
  29088. };
  29089. Object.assign( Ray.prototype, {
  29090. isIntersectionBox: function ( box ) {
  29091. console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
  29092. return this.intersectsBox( box );
  29093. },
  29094. isIntersectionPlane: function ( plane ) {
  29095. console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
  29096. return this.intersectsPlane( plane );
  29097. },
  29098. isIntersectionSphere: function ( sphere ) {
  29099. console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
  29100. return this.intersectsSphere( sphere );
  29101. }
  29102. } );
  29103. Object.assign( Triangle.prototype, {
  29104. area: function () {
  29105. console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
  29106. return this.getArea();
  29107. },
  29108. barycoordFromPoint: function ( point, target ) {
  29109. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29110. return this.getBarycoord( point, target );
  29111. },
  29112. midpoint: function ( target ) {
  29113. console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
  29114. return this.getMidpoint( target );
  29115. },
  29116. normal: function ( target ) {
  29117. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29118. return this.getNormal( target );
  29119. },
  29120. plane: function ( target ) {
  29121. console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
  29122. return this.getPlane( target );
  29123. }
  29124. } );
  29125. Object.assign( Triangle, {
  29126. barycoordFromPoint: function ( point, a, b, c, target ) {
  29127. console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
  29128. return Triangle.getBarycoord( point, a, b, c, target );
  29129. },
  29130. normal: function ( a, b, c, target ) {
  29131. console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
  29132. return Triangle.getNormal( a, b, c, target );
  29133. }
  29134. } );
  29135. Object.assign( Shape.prototype, {
  29136. extractAllPoints: function ( divisions ) {
  29137. console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
  29138. return this.extractPoints( divisions );
  29139. },
  29140. extrude: function ( options ) {
  29141. console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
  29142. return new ExtrudeGeometry( this, options );
  29143. },
  29144. makeGeometry: function ( options ) {
  29145. console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
  29146. return new ShapeGeometry( this, options );
  29147. }
  29148. } );
  29149. Object.assign( Vector2.prototype, {
  29150. fromAttribute: function ( attribute, index, offset ) {
  29151. console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29152. return this.fromBufferAttribute( attribute, index, offset );
  29153. },
  29154. distanceToManhattan: function ( v ) {
  29155. console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29156. return this.manhattanDistanceTo( v );
  29157. },
  29158. lengthManhattan: function () {
  29159. console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
  29160. return this.manhattanLength();
  29161. }
  29162. } );
  29163. Object.assign( Vector3.prototype, {
  29164. setEulerFromRotationMatrix: function () {
  29165. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  29166. },
  29167. setEulerFromQuaternion: function () {
  29168. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  29169. },
  29170. getPositionFromMatrix: function ( m ) {
  29171. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  29172. return this.setFromMatrixPosition( m );
  29173. },
  29174. getScaleFromMatrix: function ( m ) {
  29175. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  29176. return this.setFromMatrixScale( m );
  29177. },
  29178. getColumnFromMatrix: function ( index, matrix ) {
  29179. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  29180. return this.setFromMatrixColumn( matrix, index );
  29181. },
  29182. applyProjection: function ( m ) {
  29183. console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
  29184. return this.applyMatrix4( m );
  29185. },
  29186. fromAttribute: function ( attribute, index, offset ) {
  29187. console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29188. return this.fromBufferAttribute( attribute, index, offset );
  29189. },
  29190. distanceToManhattan: function ( v ) {
  29191. console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
  29192. return this.manhattanDistanceTo( v );
  29193. },
  29194. lengthManhattan: function () {
  29195. console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
  29196. return this.manhattanLength();
  29197. }
  29198. } );
  29199. Object.assign( Vector4.prototype, {
  29200. fromAttribute: function ( attribute, index, offset ) {
  29201. console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
  29202. return this.fromBufferAttribute( attribute, index, offset );
  29203. },
  29204. lengthManhattan: function () {
  29205. console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
  29206. return this.manhattanLength();
  29207. }
  29208. } );
  29209. //
  29210. Object.assign( Geometry.prototype, {
  29211. computeTangents: function () {
  29212. console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
  29213. },
  29214. computeLineDistances: function () {
  29215. console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
  29216. },
  29217. applyMatrix: function ( matrix ) {
  29218. console.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29219. return this.applyMatrix4( matrix );
  29220. }
  29221. } );
  29222. Object.assign( Object3D.prototype, {
  29223. getChildByName: function ( name ) {
  29224. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  29225. return this.getObjectByName( name );
  29226. },
  29227. renderDepth: function () {
  29228. console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
  29229. },
  29230. translate: function ( distance, axis ) {
  29231. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  29232. return this.translateOnAxis( axis, distance );
  29233. },
  29234. getWorldRotation: function () {
  29235. console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
  29236. },
  29237. applyMatrix: function ( matrix ) {
  29238. console.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );
  29239. return this.applyMatrix4( matrix );
  29240. }
  29241. } );
  29242. Object.defineProperties( Object3D.prototype, {
  29243. eulerOrder: {
  29244. get: function () {
  29245. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29246. return this.rotation.order;
  29247. },
  29248. set: function ( value ) {
  29249. console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
  29250. this.rotation.order = value;
  29251. }
  29252. },
  29253. useQuaternion: {
  29254. get: function () {
  29255. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29256. },
  29257. set: function () {
  29258. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  29259. }
  29260. }
  29261. } );
  29262. Object.assign( Mesh.prototype, {
  29263. setDrawMode: function () {
  29264. console.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29265. },
  29266. } );
  29267. Object.defineProperties( Mesh.prototype, {
  29268. drawMode: {
  29269. get: function () {
  29270. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );
  29271. return TrianglesDrawMode;
  29272. },
  29273. set: function () {
  29274. console.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );
  29275. }
  29276. }
  29277. } );
  29278. Object.defineProperties( LOD.prototype, {
  29279. objects: {
  29280. get: function () {
  29281. console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
  29282. return this.levels;
  29283. }
  29284. }
  29285. } );
  29286. Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
  29287. get: function () {
  29288. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29289. },
  29290. set: function () {
  29291. console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
  29292. }
  29293. } );
  29294. SkinnedMesh.prototype.initBones = function () {
  29295. console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
  29296. };
  29297. Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
  29298. get: function () {
  29299. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29300. return this.arcLengthDivisions;
  29301. },
  29302. set: function ( value ) {
  29303. console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
  29304. this.arcLengthDivisions = value;
  29305. }
  29306. } );
  29307. //
  29308. PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
  29309. console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
  29310. "Use .setFocalLength and .filmGauge for a photographic setup." );
  29311. if ( filmGauge !== undefined ) { this.filmGauge = filmGauge; }
  29312. this.setFocalLength( focalLength );
  29313. };
  29314. //
  29315. Object.defineProperties( Light.prototype, {
  29316. onlyShadow: {
  29317. set: function () {
  29318. console.warn( 'THREE.Light: .onlyShadow has been removed.' );
  29319. }
  29320. },
  29321. shadowCameraFov: {
  29322. set: function ( value ) {
  29323. console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
  29324. this.shadow.camera.fov = value;
  29325. }
  29326. },
  29327. shadowCameraLeft: {
  29328. set: function ( value ) {
  29329. console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
  29330. this.shadow.camera.left = value;
  29331. }
  29332. },
  29333. shadowCameraRight: {
  29334. set: function ( value ) {
  29335. console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
  29336. this.shadow.camera.right = value;
  29337. }
  29338. },
  29339. shadowCameraTop: {
  29340. set: function ( value ) {
  29341. console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
  29342. this.shadow.camera.top = value;
  29343. }
  29344. },
  29345. shadowCameraBottom: {
  29346. set: function ( value ) {
  29347. console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
  29348. this.shadow.camera.bottom = value;
  29349. }
  29350. },
  29351. shadowCameraNear: {
  29352. set: function ( value ) {
  29353. console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
  29354. this.shadow.camera.near = value;
  29355. }
  29356. },
  29357. shadowCameraFar: {
  29358. set: function ( value ) {
  29359. console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
  29360. this.shadow.camera.far = value;
  29361. }
  29362. },
  29363. shadowCameraVisible: {
  29364. set: function () {
  29365. console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
  29366. }
  29367. },
  29368. shadowBias: {
  29369. set: function ( value ) {
  29370. console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
  29371. this.shadow.bias = value;
  29372. }
  29373. },
  29374. shadowDarkness: {
  29375. set: function () {
  29376. console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
  29377. }
  29378. },
  29379. shadowMapWidth: {
  29380. set: function ( value ) {
  29381. console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
  29382. this.shadow.mapSize.width = value;
  29383. }
  29384. },
  29385. shadowMapHeight: {
  29386. set: function ( value ) {
  29387. console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
  29388. this.shadow.mapSize.height = value;
  29389. }
  29390. }
  29391. } );
  29392. //
  29393. Object.defineProperties( BufferAttribute.prototype, {
  29394. length: {
  29395. get: function () {
  29396. console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
  29397. return this.array.length;
  29398. }
  29399. },
  29400. dynamic: {
  29401. get: function () {
  29402. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29403. return this.usage === DynamicDrawUsage;
  29404. },
  29405. set: function ( /* value */ ) {
  29406. console.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );
  29407. this.setUsage( DynamicDrawUsage );
  29408. }
  29409. }
  29410. } );
  29411. Object.assign( BufferAttribute.prototype, {
  29412. setDynamic: function ( value ) {
  29413. console.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29414. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29415. return this;
  29416. },
  29417. copyIndicesArray: function ( /* indices */ ) {
  29418. console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
  29419. },
  29420. setArray: function ( /* array */ ) {
  29421. console.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29422. }
  29423. } );
  29424. Object.assign( BufferGeometry.prototype, {
  29425. addIndex: function ( index ) {
  29426. console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
  29427. this.setIndex( index );
  29428. },
  29429. addAttribute: function ( name, attribute ) {
  29430. console.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );
  29431. if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
  29432. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  29433. return this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
  29434. }
  29435. if ( name === 'index' ) {
  29436. console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
  29437. this.setIndex( attribute );
  29438. return this;
  29439. }
  29440. return this.setAttribute( name, attribute );
  29441. },
  29442. addDrawCall: function ( start, count, indexOffset ) {
  29443. if ( indexOffset !== undefined ) {
  29444. console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );
  29445. }
  29446. console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
  29447. this.addGroup( start, count );
  29448. },
  29449. clearDrawCalls: function () {
  29450. console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
  29451. this.clearGroups();
  29452. },
  29453. computeTangents: function () {
  29454. console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );
  29455. },
  29456. computeOffsets: function () {
  29457. console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );
  29458. },
  29459. removeAttribute: function ( name ) {
  29460. console.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );
  29461. return this.deleteAttribute( name );
  29462. },
  29463. applyMatrix: function ( matrix ) {
  29464. console.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );
  29465. return this.applyMatrix4( matrix );
  29466. }
  29467. } );
  29468. Object.defineProperties( BufferGeometry.prototype, {
  29469. drawcalls: {
  29470. get: function () {
  29471. console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
  29472. return this.groups;
  29473. }
  29474. },
  29475. offsets: {
  29476. get: function () {
  29477. console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
  29478. return this.groups;
  29479. }
  29480. }
  29481. } );
  29482. Object.defineProperties( InstancedBufferGeometry.prototype, {
  29483. maxInstancedCount: {
  29484. get: function () {
  29485. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29486. return this.instanceCount;
  29487. },
  29488. set: function ( value ) {
  29489. console.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );
  29490. this.instanceCount = value;
  29491. }
  29492. }
  29493. } );
  29494. Object.defineProperties( Raycaster.prototype, {
  29495. linePrecision: {
  29496. get: function () {
  29497. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29498. return this.params.Line.threshold;
  29499. },
  29500. set: function ( value ) {
  29501. console.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );
  29502. this.params.Line.threshold = value;
  29503. }
  29504. }
  29505. } );
  29506. Object.defineProperties( InterleavedBuffer.prototype, {
  29507. dynamic: {
  29508. get: function () {
  29509. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29510. return this.usage === DynamicDrawUsage;
  29511. },
  29512. set: function ( value ) {
  29513. console.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );
  29514. this.setUsage( value );
  29515. }
  29516. }
  29517. } );
  29518. Object.assign( InterleavedBuffer.prototype, {
  29519. setDynamic: function ( value ) {
  29520. console.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );
  29521. this.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );
  29522. return this;
  29523. },
  29524. setArray: function ( /* array */ ) {
  29525. console.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );
  29526. }
  29527. } );
  29528. //
  29529. Object.assign( ExtrudeBufferGeometry.prototype, {
  29530. getArrays: function () {
  29531. console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
  29532. },
  29533. addShapeList: function () {
  29534. console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
  29535. },
  29536. addShape: function () {
  29537. console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
  29538. }
  29539. } );
  29540. //
  29541. Object.defineProperties( Uniform.prototype, {
  29542. dynamic: {
  29543. set: function () {
  29544. console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
  29545. }
  29546. },
  29547. onUpdate: {
  29548. value: function () {
  29549. console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
  29550. return this;
  29551. }
  29552. }
  29553. } );
  29554. //
  29555. Object.defineProperties( Material.prototype, {
  29556. wrapAround: {
  29557. get: function () {
  29558. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29559. },
  29560. set: function () {
  29561. console.warn( 'THREE.Material: .wrapAround has been removed.' );
  29562. }
  29563. },
  29564. overdraw: {
  29565. get: function () {
  29566. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29567. },
  29568. set: function () {
  29569. console.warn( 'THREE.Material: .overdraw has been removed.' );
  29570. }
  29571. },
  29572. wrapRGB: {
  29573. get: function () {
  29574. console.warn( 'THREE.Material: .wrapRGB has been removed.' );
  29575. return new Color();
  29576. }
  29577. },
  29578. shading: {
  29579. get: function () {
  29580. console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29581. },
  29582. set: function ( value ) {
  29583. console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
  29584. this.flatShading = ( value === FlatShading );
  29585. }
  29586. },
  29587. stencilMask: {
  29588. get: function () {
  29589. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29590. return this.stencilFuncMask;
  29591. },
  29592. set: function ( value ) {
  29593. console.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );
  29594. this.stencilFuncMask = value;
  29595. }
  29596. }
  29597. } );
  29598. Object.defineProperties( MeshPhongMaterial.prototype, {
  29599. metal: {
  29600. get: function () {
  29601. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
  29602. return false;
  29603. },
  29604. set: function () {
  29605. console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
  29606. }
  29607. }
  29608. } );
  29609. Object.defineProperties( MeshPhysicalMaterial.prototype, {
  29610. transparency: {
  29611. get: function () {
  29612. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  29613. return this.transmission;
  29614. },
  29615. set: function ( value ) {
  29616. console.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );
  29617. this.transmission = value;
  29618. }
  29619. }
  29620. } );
  29621. Object.defineProperties( ShaderMaterial.prototype, {
  29622. derivatives: {
  29623. get: function () {
  29624. console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29625. return this.extensions.derivatives;
  29626. },
  29627. set: function ( value ) {
  29628. console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
  29629. this.extensions.derivatives = value;
  29630. }
  29631. }
  29632. } );
  29633. //
  29634. Object.assign( WebGLRenderer.prototype, {
  29635. clearTarget: function ( renderTarget, color, depth, stencil ) {
  29636. console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
  29637. this.setRenderTarget( renderTarget );
  29638. this.clear( color, depth, stencil );
  29639. },
  29640. animate: function ( callback ) {
  29641. console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
  29642. this.setAnimationLoop( callback );
  29643. },
  29644. getCurrentRenderTarget: function () {
  29645. console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
  29646. return this.getRenderTarget();
  29647. },
  29648. getMaxAnisotropy: function () {
  29649. console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
  29650. return this.capabilities.getMaxAnisotropy();
  29651. },
  29652. getPrecision: function () {
  29653. console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
  29654. return this.capabilities.precision;
  29655. },
  29656. resetGLState: function () {
  29657. console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
  29658. return this.state.reset();
  29659. },
  29660. supportsFloatTextures: function () {
  29661. console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
  29662. return this.extensions.get( 'OES_texture_float' );
  29663. },
  29664. supportsHalfFloatTextures: function () {
  29665. console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
  29666. return this.extensions.get( 'OES_texture_half_float' );
  29667. },
  29668. supportsStandardDerivatives: function () {
  29669. console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
  29670. return this.extensions.get( 'OES_standard_derivatives' );
  29671. },
  29672. supportsCompressedTextureS3TC: function () {
  29673. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
  29674. return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
  29675. },
  29676. supportsCompressedTexturePVRTC: function () {
  29677. console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
  29678. return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
  29679. },
  29680. supportsBlendMinMax: function () {
  29681. console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
  29682. return this.extensions.get( 'EXT_blend_minmax' );
  29683. },
  29684. supportsVertexTextures: function () {
  29685. console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
  29686. return this.capabilities.vertexTextures;
  29687. },
  29688. supportsInstancedArrays: function () {
  29689. console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
  29690. return this.extensions.get( 'ANGLE_instanced_arrays' );
  29691. },
  29692. enableScissorTest: function ( boolean ) {
  29693. console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
  29694. this.setScissorTest( boolean );
  29695. },
  29696. initMaterial: function () {
  29697. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  29698. },
  29699. addPrePlugin: function () {
  29700. console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
  29701. },
  29702. addPostPlugin: function () {
  29703. console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
  29704. },
  29705. updateShadowMap: function () {
  29706. console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
  29707. },
  29708. setFaceCulling: function () {
  29709. console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
  29710. },
  29711. allocTextureUnit: function () {
  29712. console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
  29713. },
  29714. setTexture: function () {
  29715. console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
  29716. },
  29717. setTexture2D: function () {
  29718. console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
  29719. },
  29720. setTextureCube: function () {
  29721. console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
  29722. },
  29723. getActiveMipMapLevel: function () {
  29724. console.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );
  29725. return this.getActiveMipmapLevel();
  29726. }
  29727. } );
  29728. Object.defineProperties( WebGLRenderer.prototype, {
  29729. shadowMapEnabled: {
  29730. get: function () {
  29731. return this.shadowMap.enabled;
  29732. },
  29733. set: function ( value ) {
  29734. console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
  29735. this.shadowMap.enabled = value;
  29736. }
  29737. },
  29738. shadowMapType: {
  29739. get: function () {
  29740. return this.shadowMap.type;
  29741. },
  29742. set: function ( value ) {
  29743. console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
  29744. this.shadowMap.type = value;
  29745. }
  29746. },
  29747. shadowMapCullFace: {
  29748. get: function () {
  29749. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29750. return undefined;
  29751. },
  29752. set: function ( /* value */ ) {
  29753. console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
  29754. }
  29755. },
  29756. context: {
  29757. get: function () {
  29758. console.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );
  29759. return this.getContext();
  29760. }
  29761. },
  29762. vr: {
  29763. get: function () {
  29764. console.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );
  29765. return this.xr;
  29766. }
  29767. },
  29768. gammaInput: {
  29769. get: function () {
  29770. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29771. return false;
  29772. },
  29773. set: function () {
  29774. console.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );
  29775. }
  29776. },
  29777. gammaOutput: {
  29778. get: function () {
  29779. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29780. return false;
  29781. },
  29782. set: function ( value ) {
  29783. console.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );
  29784. this.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;
  29785. }
  29786. },
  29787. toneMappingWhitePoint: {
  29788. get: function () {
  29789. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  29790. return 1.0;
  29791. },
  29792. set: function () {
  29793. console.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );
  29794. }
  29795. },
  29796. } );
  29797. Object.defineProperties( WebGLShadowMap.prototype, {
  29798. cullFace: {
  29799. get: function () {
  29800. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29801. return undefined;
  29802. },
  29803. set: function ( /* cullFace */ ) {
  29804. console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
  29805. }
  29806. },
  29807. renderReverseSided: {
  29808. get: function () {
  29809. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29810. return undefined;
  29811. },
  29812. set: function () {
  29813. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
  29814. }
  29815. },
  29816. renderSingleSided: {
  29817. get: function () {
  29818. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29819. return undefined;
  29820. },
  29821. set: function () {
  29822. console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
  29823. }
  29824. }
  29825. } );
  29826. function WebGLRenderTargetCube( width, height, options ) {
  29827. console.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );
  29828. return new WebGLCubeRenderTarget( width, options );
  29829. }
  29830. //
  29831. Object.defineProperties( WebGLRenderTarget.prototype, {
  29832. wrapS: {
  29833. get: function () {
  29834. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29835. return this.texture.wrapS;
  29836. },
  29837. set: function ( value ) {
  29838. console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
  29839. this.texture.wrapS = value;
  29840. }
  29841. },
  29842. wrapT: {
  29843. get: function () {
  29844. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29845. return this.texture.wrapT;
  29846. },
  29847. set: function ( value ) {
  29848. console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
  29849. this.texture.wrapT = value;
  29850. }
  29851. },
  29852. magFilter: {
  29853. get: function () {
  29854. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29855. return this.texture.magFilter;
  29856. },
  29857. set: function ( value ) {
  29858. console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
  29859. this.texture.magFilter = value;
  29860. }
  29861. },
  29862. minFilter: {
  29863. get: function () {
  29864. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29865. return this.texture.minFilter;
  29866. },
  29867. set: function ( value ) {
  29868. console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
  29869. this.texture.minFilter = value;
  29870. }
  29871. },
  29872. anisotropy: {
  29873. get: function () {
  29874. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29875. return this.texture.anisotropy;
  29876. },
  29877. set: function ( value ) {
  29878. console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
  29879. this.texture.anisotropy = value;
  29880. }
  29881. },
  29882. offset: {
  29883. get: function () {
  29884. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29885. return this.texture.offset;
  29886. },
  29887. set: function ( value ) {
  29888. console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
  29889. this.texture.offset = value;
  29890. }
  29891. },
  29892. repeat: {
  29893. get: function () {
  29894. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29895. return this.texture.repeat;
  29896. },
  29897. set: function ( value ) {
  29898. console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
  29899. this.texture.repeat = value;
  29900. }
  29901. },
  29902. format: {
  29903. get: function () {
  29904. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29905. return this.texture.format;
  29906. },
  29907. set: function ( value ) {
  29908. console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
  29909. this.texture.format = value;
  29910. }
  29911. },
  29912. type: {
  29913. get: function () {
  29914. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29915. return this.texture.type;
  29916. },
  29917. set: function ( value ) {
  29918. console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
  29919. this.texture.type = value;
  29920. }
  29921. },
  29922. generateMipmaps: {
  29923. get: function () {
  29924. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29925. return this.texture.generateMipmaps;
  29926. },
  29927. set: function ( value ) {
  29928. console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
  29929. this.texture.generateMipmaps = value;
  29930. }
  29931. }
  29932. } );
  29933. //
  29934. Object.defineProperties( Audio.prototype, {
  29935. load: {
  29936. value: function ( file ) {
  29937. console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
  29938. var scope = this;
  29939. var audioLoader = new AudioLoader();
  29940. audioLoader.load( file, function ( buffer ) {
  29941. scope.setBuffer( buffer );
  29942. } );
  29943. return this;
  29944. }
  29945. },
  29946. startTime: {
  29947. set: function () {
  29948. console.warn( 'THREE.Audio: .startTime is now .play( delay ).' );
  29949. }
  29950. }
  29951. } );
  29952. AudioAnalyser.prototype.getData = function () {
  29953. console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
  29954. return this.getFrequencyData();
  29955. };
  29956. //
  29957. CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
  29958. console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
  29959. return this.update( renderer, scene );
  29960. };
  29961. //
  29962. var GeometryUtils = {
  29963. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  29964. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  29965. var matrix;
  29966. if ( geometry2.isMesh ) {
  29967. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  29968. matrix = geometry2.matrix;
  29969. geometry2 = geometry2.geometry;
  29970. }
  29971. geometry1.merge( geometry2, matrix, materialIndexOffset );
  29972. },
  29973. center: function ( geometry ) {
  29974. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  29975. return geometry.center();
  29976. }
  29977. };
  29978. ImageUtils.crossOrigin = undefined;
  29979. ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
  29980. console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
  29981. var loader = new TextureLoader();
  29982. loader.setCrossOrigin( this.crossOrigin );
  29983. var texture = loader.load( url, onLoad, undefined, onError );
  29984. if ( mapping ) { texture.mapping = mapping; }
  29985. return texture;
  29986. };
  29987. ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
  29988. console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
  29989. var loader = new CubeTextureLoader();
  29990. loader.setCrossOrigin( this.crossOrigin );
  29991. var texture = loader.load( urls, onLoad, undefined, onError );
  29992. if ( mapping ) { texture.mapping = mapping; }
  29993. return texture;
  29994. };
  29995. ImageUtils.loadCompressedTexture = function () {
  29996. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
  29997. };
  29998. ImageUtils.loadCompressedTextureCube = function () {
  29999. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
  30000. };
  30001. //
  30002. function CanvasRenderer() {
  30003. console.error( 'THREE.CanvasRenderer has been removed' );
  30004. }
  30005. //
  30006. function JSONLoader() {
  30007. console.error( 'THREE.JSONLoader has been removed.' );
  30008. }
  30009. //
  30010. var SceneUtils = {
  30011. createMultiMaterialObject: function ( /* geometry, materials */ ) {
  30012. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30013. },
  30014. detach: function ( /* child, parent, scene */ ) {
  30015. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30016. },
  30017. attach: function ( /* child, scene, parent */ ) {
  30018. console.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );
  30019. }
  30020. };
  30021. // GLTFLoader begin.
  30022. /*
  30023. import {
  30024. AnimationClip,
  30025. Bone,
  30026. Box3,
  30027. BufferAttribute,
  30028. BufferGeometry,
  30029. CanvasTexture,
  30030. ClampToEdgeWrapping,
  30031. Color,
  30032. DirectionalLight,
  30033. DoubleSide,
  30034. FileLoader,
  30035. FrontSide,
  30036. Group,
  30037. ImageBitmapLoader,
  30038. InterleavedBuffer,
  30039. InterleavedBufferAttribute,
  30040. Interpolant,
  30041. InterpolateDiscrete,
  30042. InterpolateLinear,
  30043. Line,
  30044. LineBasicMaterial,
  30045. LineLoop,
  30046. LineSegments,
  30047. LinearFilter,
  30048. LinearMipmapLinearFilter,
  30049. LinearMipmapNearestFilter,
  30050. Loader,
  30051. LoaderUtils,
  30052. Material,
  30053. MathUtils,
  30054. Matrix4,
  30055. Mesh,
  30056. MeshBasicMaterial,
  30057. MeshPhysicalMaterial,
  30058. MeshStandardMaterial,
  30059. MirroredRepeatWrapping,
  30060. NearestFilter,
  30061. NearestMipmapLinearFilter,
  30062. NearestMipmapNearestFilter,
  30063. NumberKeyframeTrack,
  30064. Object3D,
  30065. OrthographicCamera,
  30066. PerspectiveCamera,
  30067. PointLight,
  30068. Points,
  30069. PointsMaterial,
  30070. PropertyBinding,
  30071. QuaternionKeyframeTrack,
  30072. RGBFormat,
  30073. RepeatWrapping,
  30074. Skeleton,
  30075. SkinnedMesh,
  30076. Sphere,
  30077. SpotLight,
  30078. TangentSpaceNormalMap,
  30079. TextureLoader,
  30080. TriangleFanDrawMode,
  30081. TriangleStripDrawMode,
  30082. Vector2,
  30083. Vector3,
  30084. VectorKeyframeTrack,
  30085. sRGBEncoding
  30086. } from "../../../build/three.module.js";
  30087. */
  30088. var GLTFLoader = ( function () {
  30089. function GLTFLoader( manager ) {
  30090. Loader.call( this, manager );
  30091. this.dracoLoader = null;
  30092. this.ddsLoader = null;
  30093. this.ktx2Loader = null;
  30094. this.pluginCallbacks = [];
  30095. this.register( function ( parser ) {
  30096. return new GLTFMaterialsClearcoatExtension( parser );
  30097. } );
  30098. this.register( function ( parser ) {
  30099. return new GLTFTextureBasisUExtension( parser );
  30100. } );
  30101. this.register( function ( parser ) {
  30102. return new GLTFMaterialsTransmissionExtension( parser );
  30103. } );
  30104. }
  30105. GLTFLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  30106. constructor: GLTFLoader,
  30107. load: function ( url, onLoad, onProgress, onError ) {
  30108. var scope = this;
  30109. var resourcePath;
  30110. if ( this.resourcePath !== '' ) {
  30111. resourcePath = this.resourcePath;
  30112. } else if ( this.path !== '' ) {
  30113. resourcePath = this.path;
  30114. } else {
  30115. resourcePath = LoaderUtils.extractUrlBase( url );
  30116. }
  30117. // Tells the LoadingManager to track an extra item, which resolves after
  30118. // the model is fully loaded. This means the count of items loaded will
  30119. // be incorrect, but ensures manager.onLoad() does not fire early.
  30120. scope.manager.itemStart( url );
  30121. var _onError = function ( e ) {
  30122. if ( onError ) {
  30123. onError( e );
  30124. } else {
  30125. console.error( e );
  30126. }
  30127. scope.manager.itemError( url );
  30128. scope.manager.itemEnd( url );
  30129. };
  30130. var loader = new FileLoader( scope.manager );
  30131. loader.setPath( this.path );
  30132. loader.setResponseType( 'arraybuffer' );
  30133. loader.setRequestHeader( this.requestHeader );
  30134. if ( scope.crossOrigin === 'use-credentials' ) {
  30135. loader.setWithCredentials( true );
  30136. }
  30137. loader.load( url, function ( data ) {
  30138. try {
  30139. scope.parse( data, resourcePath, function ( gltf ) {
  30140. onLoad( gltf );
  30141. scope.manager.itemEnd( url );
  30142. }, _onError );
  30143. } catch ( e ) {
  30144. _onError( e );
  30145. }
  30146. }, onProgress, _onError );
  30147. },
  30148. setDRACOLoader: function ( dracoLoader ) {
  30149. this.dracoLoader = dracoLoader;
  30150. return this;
  30151. },
  30152. setDDSLoader: function ( ddsLoader ) {
  30153. this.ddsLoader = ddsLoader;
  30154. return this;
  30155. },
  30156. setKTX2Loader: function ( ktx2Loader ) {
  30157. this.ktx2Loader = ktx2Loader;
  30158. return this;
  30159. },
  30160. register: function ( callback ) {
  30161. if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {
  30162. this.pluginCallbacks.push( callback );
  30163. }
  30164. return this;
  30165. },
  30166. unregister: function ( callback ) {
  30167. if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {
  30168. this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );
  30169. }
  30170. return this;
  30171. },
  30172. parse: function ( data, path, onLoad, onError ) {
  30173. var content;
  30174. var extensions = {};
  30175. var plugins = {};
  30176. if ( typeof data === 'string' ) {
  30177. content = data;
  30178. } else {
  30179. var magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );
  30180. if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {
  30181. try {
  30182. extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );
  30183. } catch ( error ) {
  30184. if ( onError ) onError( error );
  30185. return;
  30186. }
  30187. content = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;
  30188. } else {
  30189. content = LoaderUtils.decodeText( new Uint8Array( data ) );
  30190. }
  30191. }
  30192. var json = JSON.parse( content );
  30193. if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {
  30194. if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );
  30195. return;
  30196. }
  30197. var parser = new GLTFParser( json, {
  30198. path: path || this.resourcePath || '',
  30199. crossOrigin: this.crossOrigin,
  30200. manager: this.manager,
  30201. ktx2Loader: this.ktx2Loader
  30202. } );
  30203. parser.fileLoader.setRequestHeader( this.requestHeader );
  30204. for ( var i = 0; i < this.pluginCallbacks.length; i ++ ) {
  30205. var plugin = this.pluginCallbacks[ i ]( parser );
  30206. plugins[ plugin.name ] = plugin;
  30207. // Workaround to avoid determining as unknown extension
  30208. // in addUnknownExtensionsToUserData().
  30209. // Remove this workaround if we move all the existing
  30210. // extension handlers to plugin system
  30211. extensions[ plugin.name ] = true;
  30212. }
  30213. if ( json.extensionsUsed ) {
  30214. for ( var i = 0; i < json.extensionsUsed.length; ++ i ) {
  30215. var extensionName = json.extensionsUsed[ i ];
  30216. var extensionsRequired = json.extensionsRequired || [];
  30217. switch ( extensionName ) {
  30218. case EXTENSIONS.KHR_LIGHTS_PUNCTUAL:
  30219. extensions[ extensionName ] = new GLTFLightsExtension( json );
  30220. break;
  30221. case EXTENSIONS.KHR_MATERIALS_UNLIT:
  30222. extensions[ extensionName ] = new GLTFMaterialsUnlitExtension();
  30223. break;
  30224. case EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:
  30225. extensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension();
  30226. break;
  30227. case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:
  30228. extensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );
  30229. break;
  30230. case EXTENSIONS.MSFT_TEXTURE_DDS:
  30231. extensions[ extensionName ] = new GLTFTextureDDSExtension( this.ddsLoader );
  30232. break;
  30233. case EXTENSIONS.KHR_TEXTURE_TRANSFORM:
  30234. extensions[ extensionName ] = new GLTFTextureTransformExtension();
  30235. break;
  30236. case EXTENSIONS.KHR_MESH_QUANTIZATION:
  30237. extensions[ extensionName ] = new GLTFMeshQuantizationExtension();
  30238. break;
  30239. default:
  30240. if ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {
  30241. console.warn( 'THREE.GLTFLoader: Unknown extension "' + extensionName + '".' );
  30242. }
  30243. }
  30244. }
  30245. }
  30246. parser.setExtensions( extensions );
  30247. parser.setPlugins( plugins );
  30248. parser.parse( onLoad, onError );
  30249. }
  30250. } );
  30251. /* GLTFREGISTRY */
  30252. function GLTFRegistry() {
  30253. var objects = {};
  30254. return {
  30255. get: function ( key ) {
  30256. return objects[ key ];
  30257. },
  30258. add: function ( key, object ) {
  30259. objects[ key ] = object;
  30260. },
  30261. remove: function ( key ) {
  30262. delete objects[ key ];
  30263. },
  30264. removeAll: function () {
  30265. objects = {};
  30266. }
  30267. };
  30268. }
  30269. /*********************************/
  30270. /********** EXTENSIONS ***********/
  30271. /*********************************/
  30272. var EXTENSIONS = {
  30273. KHR_BINARY_GLTF: 'KHR_binary_glTF',
  30274. KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',
  30275. KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',
  30276. KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',
  30277. KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness',
  30278. KHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',
  30279. KHR_MATERIALS_UNLIT: 'KHR_materials_unlit',
  30280. KHR_TEXTURE_BASISU: 'KHR_texture_basisu',
  30281. KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',
  30282. KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',
  30283. MSFT_TEXTURE_DDS: 'MSFT_texture_dds'
  30284. };
  30285. /**
  30286. * DDS Texture Extension
  30287. *
  30288. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_texture_dds
  30289. *
  30290. */
  30291. function GLTFTextureDDSExtension( ddsLoader ) {
  30292. if ( ! ddsLoader ) {
  30293. throw new Error( 'THREE.GLTFLoader: Attempting to load .dds texture without importing DDSLoader' );
  30294. }
  30295. this.name = EXTENSIONS.MSFT_TEXTURE_DDS;
  30296. this.ddsLoader = ddsLoader;
  30297. }
  30298. /**
  30299. * Punctual Lights Extension
  30300. *
  30301. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
  30302. */
  30303. function GLTFLightsExtension( json ) {
  30304. this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;
  30305. var extension = ( json.extensions && json.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ] ) || {};
  30306. this.lightDefs = extension.lights || [];
  30307. }
  30308. GLTFLightsExtension.prototype.loadLight = function ( lightIndex ) {
  30309. var lightDef = this.lightDefs[ lightIndex ];
  30310. var lightNode;
  30311. var color = new Color( 0xffffff );
  30312. if ( lightDef.color !== undefined ) color.fromArray( lightDef.color );
  30313. var range = lightDef.range !== undefined ? lightDef.range : 0;
  30314. switch ( lightDef.type ) {
  30315. case 'directional':
  30316. lightNode = new DirectionalLight( color );
  30317. lightNode.target.position.set( 0, 0, - 1 );
  30318. lightNode.add( lightNode.target );
  30319. break;
  30320. case 'point':
  30321. lightNode = new PointLight( color );
  30322. lightNode.distance = range;
  30323. break;
  30324. case 'spot':
  30325. lightNode = new SpotLight( color );
  30326. lightNode.distance = range;
  30327. // Handle spotlight properties.
  30328. lightDef.spot = lightDef.spot || {};
  30329. lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;
  30330. lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;
  30331. lightNode.angle = lightDef.spot.outerConeAngle;
  30332. lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;
  30333. lightNode.target.position.set( 0, 0, - 1 );
  30334. lightNode.add( lightNode.target );
  30335. break;
  30336. default:
  30337. throw new Error( 'THREE.GLTFLoader: Unexpected light type, "' + lightDef.type + '".' );
  30338. }
  30339. // Some lights (e.g. spot) default to a position other than the origin. Reset the position
  30340. // here, because node-level parsing will only override position if explicitly specified.
  30341. lightNode.position.set( 0, 0, 0 );
  30342. lightNode.decay = 2;
  30343. if ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;
  30344. lightNode.name = lightDef.name || ( 'light_' + lightIndex );
  30345. return Promise.resolve( lightNode );
  30346. };
  30347. /**
  30348. * Unlit Materials Extension
  30349. *
  30350. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit
  30351. */
  30352. function GLTFMaterialsUnlitExtension() {
  30353. this.name = EXTENSIONS.KHR_MATERIALS_UNLIT;
  30354. }
  30355. GLTFMaterialsUnlitExtension.prototype.getMaterialType = function () {
  30356. return MeshBasicMaterial;
  30357. };
  30358. GLTFMaterialsUnlitExtension.prototype.extendParams = function ( materialParams, materialDef, parser ) {
  30359. var pending = [];
  30360. materialParams.color = new Color( 1.0, 1.0, 1.0 );
  30361. materialParams.opacity = 1.0;
  30362. var metallicRoughness = materialDef.pbrMetallicRoughness;
  30363. if ( metallicRoughness ) {
  30364. if ( Array.isArray( metallicRoughness.baseColorFactor ) ) {
  30365. var array = metallicRoughness.baseColorFactor;
  30366. materialParams.color.fromArray( array );
  30367. materialParams.opacity = array[ 3 ];
  30368. }
  30369. if ( metallicRoughness.baseColorTexture !== undefined ) {
  30370. pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );
  30371. }
  30372. }
  30373. return Promise.all( pending );
  30374. };
  30375. /**
  30376. * Clearcoat Materials Extension
  30377. *
  30378. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat
  30379. */
  30380. function GLTFMaterialsClearcoatExtension( parser ) {
  30381. this.parser = parser;
  30382. this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;
  30383. }
  30384. GLTFMaterialsClearcoatExtension.prototype.getMaterialType = function ( materialIndex ) {
  30385. var parser = this.parser;
  30386. var materialDef = parser.json.materials[ materialIndex ];
  30387. if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;
  30388. return MeshPhysicalMaterial;
  30389. };
  30390. GLTFMaterialsClearcoatExtension.prototype.extendMaterialParams = function ( materialIndex, materialParams ) {
  30391. var parser = this.parser;
  30392. var materialDef = parser.json.materials[ materialIndex ];
  30393. if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {
  30394. return Promise.resolve();
  30395. }
  30396. var pending = [];
  30397. var extension = materialDef.extensions[ this.name ];
  30398. if ( extension.clearcoatFactor !== undefined ) {
  30399. materialParams.clearcoat = extension.clearcoatFactor;
  30400. }
  30401. if ( extension.clearcoatTexture !== undefined ) {
  30402. pending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );
  30403. }
  30404. if ( extension.clearcoatRoughnessFactor !== undefined ) {
  30405. materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;
  30406. }
  30407. if ( extension.clearcoatRoughnessTexture !== undefined ) {
  30408. pending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );
  30409. }
  30410. if ( extension.clearcoatNormalTexture !== undefined ) {
  30411. pending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );
  30412. if ( extension.clearcoatNormalTexture.scale !== undefined ) {
  30413. var scale = extension.clearcoatNormalTexture.scale;
  30414. materialParams.clearcoatNormalScale = new Vector2( scale, scale );
  30415. }
  30416. }
  30417. return Promise.all( pending );
  30418. };
  30419. /**
  30420. * Transmission Materials Extension
  30421. *
  30422. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission
  30423. * Draft: https://github.com/KhronosGroup/glTF/pull/1698
  30424. */
  30425. function GLTFMaterialsTransmissionExtension( parser ) {
  30426. this.parser = parser;
  30427. this.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;
  30428. }
  30429. GLTFMaterialsTransmissionExtension.prototype.getMaterialType = function ( materialIndex ) {
  30430. var parser = this.parser;
  30431. var materialDef = parser.json.materials[ materialIndex ];
  30432. if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;
  30433. return MeshPhysicalMaterial;
  30434. };
  30435. GLTFMaterialsTransmissionExtension.prototype.extendMaterialParams = function ( materialIndex, materialParams ) {
  30436. var parser = this.parser;
  30437. var materialDef = parser.json.materials[ materialIndex ];
  30438. if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {
  30439. return Promise.resolve();
  30440. }
  30441. var pending = [];
  30442. var extension = materialDef.extensions[ this.name ];
  30443. if ( extension.transmissionFactor !== undefined ) {
  30444. materialParams.transmission = extension.transmissionFactor;
  30445. }
  30446. if ( extension.transmissionTexture !== undefined ) {
  30447. pending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );
  30448. }
  30449. return Promise.all( pending );
  30450. };
  30451. /**
  30452. * BasisU Texture Extension
  30453. *
  30454. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu
  30455. * (draft PR https://github.com/KhronosGroup/glTF/pull/1751)
  30456. */
  30457. function GLTFTextureBasisUExtension( parser ) {
  30458. this.parser = parser;
  30459. this.name = EXTENSIONS.KHR_TEXTURE_BASISU;
  30460. }
  30461. GLTFTextureBasisUExtension.prototype.loadTexture = function ( textureIndex ) {
  30462. var parser = this.parser;
  30463. var json = parser.json;
  30464. var textureDef = json.textures[ textureIndex ];
  30465. if ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {
  30466. return null;
  30467. }
  30468. var extension = textureDef.extensions[ this.name ];
  30469. var source = json.images[ extension.source ];
  30470. var loader = parser.options.ktx2Loader;
  30471. if ( ! loader ) {
  30472. throw new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );
  30473. }
  30474. return parser.loadTextureImage( textureIndex, source, loader );
  30475. };
  30476. /* BINARY EXTENSION */
  30477. var BINARY_EXTENSION_HEADER_MAGIC = 'glTF';
  30478. var BINARY_EXTENSION_HEADER_LENGTH = 12;
  30479. var BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };
  30480. function GLTFBinaryExtension( data ) {
  30481. this.name = EXTENSIONS.KHR_BINARY_GLTF;
  30482. this.content = null;
  30483. this.body = null;
  30484. var headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );
  30485. this.header = {
  30486. magic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),
  30487. version: headerView.getUint32( 4, true ),
  30488. length: headerView.getUint32( 8, true )
  30489. };
  30490. if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {
  30491. throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );
  30492. } else if ( this.header.version < 2.0 ) {
  30493. throw new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );
  30494. }
  30495. var chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );
  30496. var chunkIndex = 0;
  30497. while ( chunkIndex < chunkView.byteLength ) {
  30498. var chunkLength = chunkView.getUint32( chunkIndex, true );
  30499. chunkIndex += 4;
  30500. var chunkType = chunkView.getUint32( chunkIndex, true );
  30501. chunkIndex += 4;
  30502. if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {
  30503. var contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );
  30504. this.content = LoaderUtils.decodeText( contentArray );
  30505. } else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {
  30506. var byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;
  30507. this.body = data.slice( byteOffset, byteOffset + chunkLength );
  30508. }
  30509. // Clients must ignore chunks with unknown types.
  30510. chunkIndex += chunkLength;
  30511. }
  30512. if ( this.content === null ) {
  30513. throw new Error( 'THREE.GLTFLoader: JSON content not found.' );
  30514. }
  30515. }
  30516. /**
  30517. * DRACO Mesh Compression Extension
  30518. *
  30519. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression
  30520. */
  30521. function GLTFDracoMeshCompressionExtension( json, dracoLoader ) {
  30522. if ( ! dracoLoader ) {
  30523. throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );
  30524. }
  30525. this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;
  30526. this.json = json;
  30527. this.dracoLoader = dracoLoader;
  30528. this.dracoLoader.preload();
  30529. }
  30530. GLTFDracoMeshCompressionExtension.prototype.decodePrimitive = function ( primitive, parser ) {
  30531. var json = this.json;
  30532. var dracoLoader = this.dracoLoader;
  30533. var bufferViewIndex = primitive.extensions[ this.name ].bufferView;
  30534. var gltfAttributeMap = primitive.extensions[ this.name ].attributes;
  30535. var threeAttributeMap = {};
  30536. var attributeNormalizedMap = {};
  30537. var attributeTypeMap = {};
  30538. for ( var attributeName in gltfAttributeMap ) {
  30539. var threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();
  30540. threeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];
  30541. }
  30542. for ( attributeName in primitive.attributes ) {
  30543. var threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();
  30544. if ( gltfAttributeMap[ attributeName ] !== undefined ) {
  30545. var accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];
  30546. var componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];
  30547. attributeTypeMap[ threeAttributeName ] = componentType;
  30548. attributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;
  30549. }
  30550. }
  30551. return parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {
  30552. return new Promise( function ( resolve ) {
  30553. dracoLoader.decodeDracoFile( bufferView, function ( geometry ) {
  30554. for ( var attributeName in geometry.attributes ) {
  30555. var attribute = geometry.attributes[ attributeName ];
  30556. var normalized = attributeNormalizedMap[ attributeName ];
  30557. if ( normalized !== undefined ) attribute.normalized = normalized;
  30558. }
  30559. resolve( geometry );
  30560. }, threeAttributeMap, attributeTypeMap );
  30561. } );
  30562. } );
  30563. };
  30564. /**
  30565. * Texture Transform Extension
  30566. *
  30567. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform
  30568. */
  30569. function GLTFTextureTransformExtension() {
  30570. this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;
  30571. }
  30572. GLTFTextureTransformExtension.prototype.extendTexture = function ( texture, transform ) {
  30573. texture = texture.clone();
  30574. if ( transform.offset !== undefined ) {
  30575. texture.offset.fromArray( transform.offset );
  30576. }
  30577. if ( transform.rotation !== undefined ) {
  30578. texture.rotation = transform.rotation;
  30579. }
  30580. if ( transform.scale !== undefined ) {
  30581. texture.repeat.fromArray( transform.scale );
  30582. }
  30583. if ( transform.texCoord !== undefined ) {
  30584. console.warn( 'THREE.GLTFLoader: Custom UV sets in "' + this.name + '" extension not yet supported.' );
  30585. }
  30586. texture.needsUpdate = true;
  30587. return texture;
  30588. };
  30589. /**
  30590. * Specular-Glossiness Extension
  30591. *
  30592. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness
  30593. */
  30594. /**
  30595. * A sub class of StandardMaterial with some of the functionality
  30596. * changed via the `onBeforeCompile` callback
  30597. * @pailhead
  30598. */
  30599. function GLTFMeshStandardSGMaterial( params ) {
  30600. MeshStandardMaterial.call( this );
  30601. this.isGLTFSpecularGlossinessMaterial = true;
  30602. //various chunks that need replacing
  30603. var specularMapParsFragmentChunk = [
  30604. '#ifdef USE_SPECULARMAP',
  30605. ' uniform sampler2D specularMap;',
  30606. '#endif'
  30607. ].join( '\n' );
  30608. var glossinessMapParsFragmentChunk = [
  30609. '#ifdef USE_GLOSSINESSMAP',
  30610. ' uniform sampler2D glossinessMap;',
  30611. '#endif'
  30612. ].join( '\n' );
  30613. var specularMapFragmentChunk = [
  30614. 'vec3 specularFactor = specular;',
  30615. '#ifdef USE_SPECULARMAP',
  30616. ' vec4 texelSpecular = texture2D( specularMap, vUv );',
  30617. ' texelSpecular = sRGBToLinear( texelSpecular );',
  30618. ' // reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture',
  30619. ' specularFactor *= texelSpecular.rgb;',
  30620. '#endif'
  30621. ].join( '\n' );
  30622. var glossinessMapFragmentChunk = [
  30623. 'float glossinessFactor = glossiness;',
  30624. '#ifdef USE_GLOSSINESSMAP',
  30625. ' vec4 texelGlossiness = texture2D( glossinessMap, vUv );',
  30626. ' // reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture',
  30627. ' glossinessFactor *= texelGlossiness.a;',
  30628. '#endif'
  30629. ].join( '\n' );
  30630. var lightPhysicalFragmentChunk = [
  30631. 'PhysicalMaterial material;',
  30632. 'material.diffuseColor = diffuseColor.rgb;',
  30633. 'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );',
  30634. 'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );',
  30635. 'material.specularRoughness = max( 1.0 - glossinessFactor, 0.0525 );// 0.0525 corresponds to the base mip of a 256 cubemap.',
  30636. 'material.specularRoughness += geometryRoughness;',
  30637. 'material.specularRoughness = min( material.specularRoughness, 1.0 );',
  30638. 'material.specularColor = specularFactor.rgb;',
  30639. ].join( '\n' );
  30640. var uniforms = {
  30641. specular: { value: new Color().setHex( 0xffffff ) },
  30642. glossiness: { value: 1 },
  30643. specularMap: { value: null },
  30644. glossinessMap: { value: null }
  30645. };
  30646. this._extraUniforms = uniforms;
  30647. // please see #14031 or #13198 for an alternate approach
  30648. this.onBeforeCompile = function ( shader ) {
  30649. for ( var uniformName in uniforms ) {
  30650. shader.uniforms[ uniformName ] = uniforms[ uniformName ];
  30651. }
  30652. shader.fragmentShader = shader.fragmentShader.replace( 'uniform float roughness;', 'uniform vec3 specular;' );
  30653. shader.fragmentShader = shader.fragmentShader.replace( 'uniform float metalness;', 'uniform float glossiness;' );
  30654. shader.fragmentShader = shader.fragmentShader.replace( '#include <roughnessmap_pars_fragment>', specularMapParsFragmentChunk );
  30655. shader.fragmentShader = shader.fragmentShader.replace( '#include <metalnessmap_pars_fragment>', glossinessMapParsFragmentChunk );
  30656. shader.fragmentShader = shader.fragmentShader.replace( '#include <roughnessmap_fragment>', specularMapFragmentChunk );
  30657. shader.fragmentShader = shader.fragmentShader.replace( '#include <metalnessmap_fragment>', glossinessMapFragmentChunk );
  30658. shader.fragmentShader = shader.fragmentShader.replace( '#include <lights_physical_fragment>', lightPhysicalFragmentChunk );
  30659. };
  30660. /*eslint-disable*/
  30661. Object.defineProperties(
  30662. this,
  30663. {
  30664. specular: {
  30665. get: function () { return uniforms.specular.value; },
  30666. set: function ( v ) { uniforms.specular.value = v; }
  30667. },
  30668. specularMap: {
  30669. get: function () { return uniforms.specularMap.value; },
  30670. set: function ( v ) { uniforms.specularMap.value = v; }
  30671. },
  30672. glossiness: {
  30673. get: function () { return uniforms.glossiness.value; },
  30674. set: function ( v ) { uniforms.glossiness.value = v; }
  30675. },
  30676. glossinessMap: {
  30677. get: function () { return uniforms.glossinessMap.value; },
  30678. set: function ( v ) {
  30679. uniforms.glossinessMap.value = v;
  30680. //how about something like this - @pailhead
  30681. if ( v ) {
  30682. this.defines.USE_GLOSSINESSMAP = '';
  30683. // set USE_ROUGHNESSMAP to enable vUv
  30684. this.defines.USE_ROUGHNESSMAP = '';
  30685. } else {
  30686. delete this.defines.USE_ROUGHNESSMAP;
  30687. delete this.defines.USE_GLOSSINESSMAP;
  30688. }
  30689. }
  30690. }
  30691. }
  30692. );
  30693. /*eslint-enable*/
  30694. delete this.metalness;
  30695. delete this.roughness;
  30696. delete this.metalnessMap;
  30697. delete this.roughnessMap;
  30698. this.setValues( params );
  30699. }
  30700. GLTFMeshStandardSGMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
  30701. GLTFMeshStandardSGMaterial.prototype.constructor = GLTFMeshStandardSGMaterial;
  30702. GLTFMeshStandardSGMaterial.prototype.copy = function ( source ) {
  30703. MeshStandardMaterial.prototype.copy.call( this, source );
  30704. this.specularMap = source.specularMap;
  30705. this.specular.copy( source.specular );
  30706. this.glossinessMap = source.glossinessMap;
  30707. this.glossiness = source.glossiness;
  30708. delete this.metalness;
  30709. delete this.roughness;
  30710. delete this.metalnessMap;
  30711. delete this.roughnessMap;
  30712. return this;
  30713. };
  30714. function GLTFMaterialsPbrSpecularGlossinessExtension() {
  30715. return {
  30716. name: EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS,
  30717. specularGlossinessParams: [
  30718. 'color',
  30719. 'map',
  30720. 'lightMap',
  30721. 'lightMapIntensity',
  30722. 'aoMap',
  30723. 'aoMapIntensity',
  30724. 'emissive',
  30725. 'emissiveIntensity',
  30726. 'emissiveMap',
  30727. 'bumpMap',
  30728. 'bumpScale',
  30729. 'normalMap',
  30730. 'normalMapType',
  30731. 'displacementMap',
  30732. 'displacementScale',
  30733. 'displacementBias',
  30734. 'specularMap',
  30735. 'specular',
  30736. 'glossinessMap',
  30737. 'glossiness',
  30738. 'alphaMap',
  30739. 'envMap',
  30740. 'envMapIntensity',
  30741. 'refractionRatio',
  30742. ],
  30743. getMaterialType: function () {
  30744. return GLTFMeshStandardSGMaterial;
  30745. },
  30746. extendParams: function ( materialParams, materialDef, parser ) {
  30747. var pbrSpecularGlossiness = materialDef.extensions[ this.name ];
  30748. materialParams.color = new Color( 1.0, 1.0, 1.0 );
  30749. materialParams.opacity = 1.0;
  30750. var pending = [];
  30751. if ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) {
  30752. var array = pbrSpecularGlossiness.diffuseFactor;
  30753. materialParams.color.fromArray( array );
  30754. materialParams.opacity = array[ 3 ];
  30755. }
  30756. if ( pbrSpecularGlossiness.diffuseTexture !== undefined ) {
  30757. pending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) );
  30758. }
  30759. materialParams.emissive = new Color( 0.0, 0.0, 0.0 );
  30760. materialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0;
  30761. materialParams.specular = new Color( 1.0, 1.0, 1.0 );
  30762. if ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) {
  30763. materialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor );
  30764. }
  30765. if ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) {
  30766. var specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture;
  30767. pending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) );
  30768. pending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) );
  30769. }
  30770. return Promise.all( pending );
  30771. },
  30772. createMaterial: function ( materialParams ) {
  30773. var material = new GLTFMeshStandardSGMaterial( materialParams );
  30774. material.fog = true;
  30775. material.color = materialParams.color;
  30776. material.map = materialParams.map === undefined ? null : materialParams.map;
  30777. material.lightMap = null;
  30778. material.lightMapIntensity = 1.0;
  30779. material.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap;
  30780. material.aoMapIntensity = 1.0;
  30781. material.emissive = materialParams.emissive;
  30782. material.emissiveIntensity = 1.0;
  30783. material.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap;
  30784. material.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap;
  30785. material.bumpScale = 1;
  30786. material.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap;
  30787. material.normalMapType = TangentSpaceNormalMap;
  30788. if ( materialParams.normalScale ) material.normalScale = materialParams.normalScale;
  30789. material.displacementMap = null;
  30790. material.displacementScale = 1;
  30791. material.displacementBias = 0;
  30792. material.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap;
  30793. material.specular = materialParams.specular;
  30794. material.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap;
  30795. material.glossiness = materialParams.glossiness;
  30796. material.alphaMap = null;
  30797. material.envMap = materialParams.envMap === undefined ? null : materialParams.envMap;
  30798. material.envMapIntensity = 1.0;
  30799. material.refractionRatio = 0.98;
  30800. return material;
  30801. },
  30802. };
  30803. }
  30804. /**
  30805. * Mesh Quantization Extension
  30806. *
  30807. * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization
  30808. */
  30809. function GLTFMeshQuantizationExtension() {
  30810. this.name = EXTENSIONS.KHR_MESH_QUANTIZATION;
  30811. }
  30812. /*********************************/
  30813. /********** INTERPOLATION ********/
  30814. /*********************************/
  30815. // Spline Interpolation
  30816. // Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation
  30817. function GLTFCubicSplineInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30818. Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
  30819. }
  30820. GLTFCubicSplineInterpolant.prototype = Object.create( Interpolant.prototype );
  30821. GLTFCubicSplineInterpolant.prototype.constructor = GLTFCubicSplineInterpolant;
  30822. GLTFCubicSplineInterpolant.prototype.copySampleValue_ = function ( index ) {
  30823. // Copies a sample value to the result buffer. See description of glTF
  30824. // CUBICSPLINE values layout in interpolate_() function below.
  30825. var result = this.resultBuffer,
  30826. values = this.sampleValues,
  30827. valueSize = this.valueSize,
  30828. offset = index * valueSize * 3 + valueSize;
  30829. for ( var i = 0; i !== valueSize; i ++ ) {
  30830. result[ i ] = values[ offset + i ];
  30831. }
  30832. return result;
  30833. };
  30834. GLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;
  30835. GLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;
  30836. GLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) {
  30837. var result = this.resultBuffer;
  30838. var values = this.sampleValues;
  30839. var stride = this.valueSize;
  30840. var stride2 = stride * 2;
  30841. var stride3 = stride * 3;
  30842. var td = t1 - t0;
  30843. var p = ( t - t0 ) / td;
  30844. var pp = p * p;
  30845. var ppp = pp * p;
  30846. var offset1 = i1 * stride3;
  30847. var offset0 = offset1 - stride3;
  30848. var s2 = - 2 * ppp + 3 * pp;
  30849. var s3 = ppp - pp;
  30850. var s0 = 1 - s2;
  30851. var s1 = s3 - pp + p;
  30852. // Layout of keyframe output values for CUBICSPLINE animations:
  30853. // [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]
  30854. for ( var i = 0; i !== stride; i ++ ) {
  30855. var p0 = values[ offset0 + i + stride ]; // splineVertex_k
  30856. var m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)
  30857. var p1 = values[ offset1 + i + stride ]; // splineVertex_k+1
  30858. var m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)
  30859. result[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;
  30860. }
  30861. return result;
  30862. };
  30863. /*********************************/
  30864. /********** INTERNALS ************/
  30865. /*********************************/
  30866. /* CONSTANTS */
  30867. var WEBGL_CONSTANTS = {
  30868. FLOAT: 5126,
  30869. //FLOAT_MAT2: 35674,
  30870. FLOAT_MAT3: 35675,
  30871. FLOAT_MAT4: 35676,
  30872. FLOAT_VEC2: 35664,
  30873. FLOAT_VEC3: 35665,
  30874. FLOAT_VEC4: 35666,
  30875. LINEAR: 9729,
  30876. REPEAT: 10497,
  30877. SAMPLER_2D: 35678,
  30878. POINTS: 0,
  30879. LINES: 1,
  30880. LINE_LOOP: 2,
  30881. LINE_STRIP: 3,
  30882. TRIANGLES: 4,
  30883. TRIANGLE_STRIP: 5,
  30884. TRIANGLE_FAN: 6,
  30885. UNSIGNED_BYTE: 5121,
  30886. UNSIGNED_SHORT: 5123
  30887. };
  30888. var WEBGL_COMPONENT_TYPES = {
  30889. 5120: Int8Array,
  30890. 5121: Uint8Array,
  30891. 5122: Int16Array,
  30892. 5123: Uint16Array,
  30893. 5125: Uint32Array,
  30894. 5126: Float32Array
  30895. };
  30896. var WEBGL_FILTERS = {
  30897. 9728: NearestFilter,
  30898. 9729: LinearFilter,
  30899. 9984: NearestMipmapNearestFilter,
  30900. 9985: LinearMipmapNearestFilter,
  30901. 9986: NearestMipmapLinearFilter,
  30902. 9987: LinearMipmapLinearFilter
  30903. };
  30904. var WEBGL_WRAPPINGS = {
  30905. 33071: ClampToEdgeWrapping,
  30906. 33648: MirroredRepeatWrapping,
  30907. 10497: RepeatWrapping
  30908. };
  30909. var WEBGL_TYPE_SIZES = {
  30910. 'SCALAR': 1,
  30911. 'VEC2': 2,
  30912. 'VEC3': 3,
  30913. 'VEC4': 4,
  30914. 'MAT2': 4,
  30915. 'MAT3': 9,
  30916. 'MAT4': 16
  30917. };
  30918. var ATTRIBUTES = {
  30919. POSITION: 'position',
  30920. NORMAL: 'normal',
  30921. TANGENT: 'tangent',
  30922. TEXCOORD_0: 'uv',
  30923. TEXCOORD_1: 'uv2',
  30924. COLOR_0: 'color',
  30925. WEIGHTS_0: 'skinWeight',
  30926. JOINTS_0: 'skinIndex',
  30927. };
  30928. var PATH_PROPERTIES = {
  30929. scale: 'scale',
  30930. translation: 'position',
  30931. rotation: 'quaternion',
  30932. weights: 'morphTargetInfluences'
  30933. };
  30934. var INTERPOLATION = {
  30935. CUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each
  30936. // keyframe track will be initialized with a default interpolation type, then modified.
  30937. LINEAR: InterpolateLinear,
  30938. STEP: InterpolateDiscrete
  30939. };
  30940. var ALPHA_MODES = {
  30941. OPAQUE: 'OPAQUE',
  30942. MASK: 'MASK',
  30943. BLEND: 'BLEND'
  30944. };
  30945. /* UTILITY FUNCTIONS */
  30946. function resolveURL( url, path ) {
  30947. // Invalid URL
  30948. if ( typeof url !== 'string' || url === '' ) return '';
  30949. // Host Relative URL
  30950. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  30951. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  30952. }
  30953. // Absolute URL http://,https://,//
  30954. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  30955. // Data URI
  30956. if ( /^data:.*,.*$/i.test( url ) ) return url;
  30957. // Blob URL
  30958. if ( /^blob:.*$/i.test( url ) ) return url;
  30959. // Relative URL
  30960. return path + url;
  30961. }
  30962. /**
  30963. * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material
  30964. */
  30965. function createDefaultMaterial( cache ) {
  30966. if ( cache[ 'DefaultMaterial' ] === undefined ) {
  30967. cache[ 'DefaultMaterial' ] = new MeshStandardMaterial( {
  30968. color: 0xFFFFFF,
  30969. emissive: 0x000000,
  30970. metalness: 1,
  30971. roughness: 1,
  30972. transparent: false,
  30973. depthTest: true,
  30974. side: FrontSide
  30975. } );
  30976. }
  30977. return cache[ 'DefaultMaterial' ];
  30978. }
  30979. function addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {
  30980. // Add unknown glTF extensions to an object's userData.
  30981. for ( var name in objectDef.extensions ) {
  30982. if ( knownExtensions[ name ] === undefined ) {
  30983. object.userData.gltfExtensions = object.userData.gltfExtensions || {};
  30984. object.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];
  30985. }
  30986. }
  30987. }
  30988. /**
  30989. * @param {Object3D|Material|BufferGeometry} object
  30990. * @param {GLTF.definition} gltfDef
  30991. */
  30992. function assignExtrasToUserData( object, gltfDef ) {
  30993. if ( gltfDef.extras !== undefined ) {
  30994. if ( typeof gltfDef.extras === 'object' ) {
  30995. Object.assign( object.userData, gltfDef.extras );
  30996. } else {
  30997. console.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );
  30998. }
  30999. }
  31000. }
  31001. /**
  31002. * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets
  31003. *
  31004. * @param {BufferGeometry} geometry
  31005. * @param {Array<GLTF.Target>} targets
  31006. * @param {GLTFParser} parser
  31007. * @return {Promise<BufferGeometry>}
  31008. */
  31009. function addMorphTargets( geometry, targets, parser ) {
  31010. var hasMorphPosition = false;
  31011. var hasMorphNormal = false;
  31012. for ( var i = 0, il = targets.length; i < il; i ++ ) {
  31013. var target = targets[ i ];
  31014. if ( target.POSITION !== undefined ) hasMorphPosition = true;
  31015. if ( target.NORMAL !== undefined ) hasMorphNormal = true;
  31016. if ( hasMorphPosition && hasMorphNormal ) break;
  31017. }
  31018. if ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry );
  31019. var pendingPositionAccessors = [];
  31020. var pendingNormalAccessors = [];
  31021. for ( var i = 0, il = targets.length; i < il; i ++ ) {
  31022. var target = targets[ i ];
  31023. if ( hasMorphPosition ) {
  31024. var pendingAccessor = target.POSITION !== undefined
  31025. ? parser.getDependency( 'accessor', target.POSITION )
  31026. : geometry.attributes.position;
  31027. pendingPositionAccessors.push( pendingAccessor );
  31028. }
  31029. if ( hasMorphNormal ) {
  31030. var pendingAccessor = target.NORMAL !== undefined
  31031. ? parser.getDependency( 'accessor', target.NORMAL )
  31032. : geometry.attributes.normal;
  31033. pendingNormalAccessors.push( pendingAccessor );
  31034. }
  31035. }
  31036. return Promise.all( [
  31037. Promise.all( pendingPositionAccessors ),
  31038. Promise.all( pendingNormalAccessors )
  31039. ] ).then( function ( accessors ) {
  31040. var morphPositions = accessors[ 0 ];
  31041. var morphNormals = accessors[ 1 ];
  31042. if ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;
  31043. if ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;
  31044. geometry.morphTargetsRelative = true;
  31045. return geometry;
  31046. } );
  31047. }
  31048. /**
  31049. * @param {Mesh} mesh
  31050. * @param {GLTF.Mesh} meshDef
  31051. */
  31052. function updateMorphTargets( mesh, meshDef ) {
  31053. mesh.updateMorphTargets();
  31054. if ( meshDef.weights !== undefined ) {
  31055. for ( var i = 0, il = meshDef.weights.length; i < il; i ++ ) {
  31056. mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];
  31057. }
  31058. }
  31059. // .extras has user-defined data, so check that .extras.targetNames is an array.
  31060. if ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {
  31061. var targetNames = meshDef.extras.targetNames;
  31062. if ( mesh.morphTargetInfluences.length === targetNames.length ) {
  31063. mesh.morphTargetDictionary = {};
  31064. for ( var i = 0, il = targetNames.length; i < il; i ++ ) {
  31065. mesh.morphTargetDictionary[ targetNames[ i ] ] = i;
  31066. }
  31067. } else {
  31068. console.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );
  31069. }
  31070. }
  31071. }
  31072. function createPrimitiveKey( primitiveDef ) {
  31073. var dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];
  31074. var geometryKey;
  31075. if ( dracoExtension ) {
  31076. geometryKey = 'draco:' + dracoExtension.bufferView
  31077. + ':' + dracoExtension.indices
  31078. + ':' + createAttributesKey( dracoExtension.attributes );
  31079. } else {
  31080. geometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;
  31081. }
  31082. return geometryKey;
  31083. }
  31084. function createAttributesKey( attributes ) {
  31085. var attributesKey = '';
  31086. var keys = Object.keys( attributes ).sort();
  31087. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  31088. attributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';
  31089. }
  31090. return attributesKey;
  31091. }
  31092. /* GLTF PARSER */
  31093. function GLTFParser( json, options ) {
  31094. this.json = json || {};
  31095. this.extensions = {};
  31096. this.plugins = {};
  31097. this.options = options || {};
  31098. // loader object cache
  31099. this.cache = new GLTFRegistry();
  31100. // associations between Three.js objects and glTF elements
  31101. this.associations = new Map();
  31102. // BufferGeometry caching
  31103. this.primitiveCache = {};
  31104. // Object3D instance caches
  31105. this.meshCache = { refs: {}, uses: {} };
  31106. this.cameraCache = { refs: {}, uses: {} };
  31107. this.lightCache = { refs: {}, uses: {} };
  31108. // Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the
  31109. // expensive work of uploading a texture to the GPU off the main thread.
  31110. if ( typeof createImageBitmap !== 'undefined' && /Firefox/.test( navigator.userAgent ) === false ) {
  31111. this.textureLoader = new ImageBitmapLoader( this.options.manager );
  31112. } else {
  31113. this.textureLoader = new TextureLoader( this.options.manager );
  31114. }
  31115. this.textureLoader.setCrossOrigin( this.options.crossOrigin );
  31116. this.fileLoader = new FileLoader( this.options.manager );
  31117. this.fileLoader.setResponseType( 'arraybuffer' );
  31118. if ( this.options.crossOrigin === 'use-credentials' ) {
  31119. this.fileLoader.setWithCredentials( true );
  31120. }
  31121. }
  31122. GLTFParser.prototype.setExtensions = function ( extensions ) {
  31123. this.extensions = extensions;
  31124. };
  31125. GLTFParser.prototype.setPlugins = function ( plugins ) {
  31126. this.plugins = plugins;
  31127. };
  31128. GLTFParser.prototype.parse = function ( onLoad, onError ) {
  31129. var parser = this;
  31130. var json = this.json;
  31131. var extensions = this.extensions;
  31132. // Clear the loader cache
  31133. this.cache.removeAll();
  31134. // Mark the special nodes/meshes in json for efficient parse
  31135. this._markDefs();
  31136. Promise.all( [
  31137. this.getDependencies( 'scene' ),
  31138. this.getDependencies( 'animation' ),
  31139. this.getDependencies( 'camera' ),
  31140. ] ).then( function ( dependencies ) {
  31141. var result = {
  31142. scene: dependencies[ 0 ][ json.scene || 0 ],
  31143. scenes: dependencies[ 0 ],
  31144. animations: dependencies[ 1 ],
  31145. cameras: dependencies[ 2 ],
  31146. asset: json.asset,
  31147. parser: parser,
  31148. userData: {}
  31149. };
  31150. addUnknownExtensionsToUserData( extensions, result, json );
  31151. assignExtrasToUserData( result, json );
  31152. onLoad( result );
  31153. } ).catch( onError );
  31154. };
  31155. /**
  31156. * Marks the special nodes/meshes in json for efficient parse.
  31157. */
  31158. GLTFParser.prototype._markDefs = function () {
  31159. var nodeDefs = this.json.nodes || [];
  31160. var skinDefs = this.json.skins || [];
  31161. var meshDefs = this.json.meshes || [];
  31162. // Nothing in the node definition indicates whether it is a Bone or an
  31163. // Object3D. Use the skins' joint references to mark bones.
  31164. for ( var skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {
  31165. var joints = skinDefs[ skinIndex ].joints;
  31166. for ( var i = 0, il = joints.length; i < il; i ++ ) {
  31167. nodeDefs[ joints[ i ] ].isBone = true;
  31168. }
  31169. }
  31170. // Iterate over all nodes, marking references to shared resources,
  31171. // as well as skeleton joints.
  31172. for ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {
  31173. var nodeDef = nodeDefs[ nodeIndex ];
  31174. if ( nodeDef.mesh !== undefined ) {
  31175. this._addNodeRef( this.meshCache, nodeDef.mesh );
  31176. // Nothing in the mesh definition indicates whether it is
  31177. // a SkinnedMesh or Mesh. Use the node's mesh reference
  31178. // to mark SkinnedMesh if node has skin.
  31179. if ( nodeDef.skin !== undefined ) {
  31180. meshDefs[ nodeDef.mesh ].isSkinnedMesh = true;
  31181. }
  31182. }
  31183. if ( nodeDef.camera !== undefined ) {
  31184. this._addNodeRef( this.cameraCache, nodeDef.camera );
  31185. }
  31186. if ( nodeDef.extensions
  31187. && nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ]
  31188. && nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].light !== undefined ) {
  31189. this._addNodeRef( this.lightCache, nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].light );
  31190. }
  31191. }
  31192. };
  31193. /**
  31194. * Counts references to shared node / Object3D resources. These resources
  31195. * can be reused, or "instantiated", at multiple nodes in the scene
  31196. * hierarchy. Mesh, Camera, and Light instances are instantiated and must
  31197. * be marked. Non-scenegraph resources (like Materials, Geometries, and
  31198. * Textures) can be reused directly and are not marked here.
  31199. *
  31200. * Example: CesiumMilkTruck sample model reuses "Wheel" meshes.
  31201. */
  31202. GLTFParser.prototype._addNodeRef = function ( cache, index ) {
  31203. if ( index === undefined ) return;
  31204. if ( cache.refs[ index ] === undefined ) {
  31205. cache.refs[ index ] = cache.uses[ index ] = 0;
  31206. }
  31207. cache.refs[ index ] ++;
  31208. };
  31209. /** Returns a reference to a shared resource, cloning it if necessary. */
  31210. GLTFParser.prototype._getNodeRef = function ( cache, index, object ) {
  31211. if ( cache.refs[ index ] <= 1 ) return object;
  31212. var ref = object.clone();
  31213. ref.name += '_instance_' + ( cache.uses[ index ] ++ );
  31214. return ref;
  31215. };
  31216. GLTFParser.prototype._invokeOne = function ( func ) {
  31217. var extensions = Object.values( this.plugins );
  31218. extensions.push( this );
  31219. for ( var i = 0; i < extensions.length; i ++ ) {
  31220. var result = func( extensions[ i ] );
  31221. if ( result ) return result;
  31222. }
  31223. };
  31224. GLTFParser.prototype._invokeAll = function ( func ) {
  31225. var extensions = Object.values( this.plugins );
  31226. extensions.unshift( this );
  31227. var pending = [];
  31228. for ( var i = 0; i < extensions.length; i ++ ) {
  31229. pending.push( func( extensions[ i ] ) );
  31230. }
  31231. return Promise.all( pending );
  31232. };
  31233. /**
  31234. * Requests the specified dependency asynchronously, with caching.
  31235. * @param {string} type
  31236. * @param {number} index
  31237. * @return {Promise<Object3D|Material|THREE.Texture|AnimationClip|ArrayBuffer|Object>}
  31238. */
  31239. GLTFParser.prototype.getDependency = function ( type, index ) {
  31240. var cacheKey = type + ':' + index;
  31241. var dependency = this.cache.get( cacheKey );
  31242. if ( ! dependency ) {
  31243. switch ( type ) {
  31244. case 'scene':
  31245. dependency = this.loadScene( index );
  31246. break;
  31247. case 'node':
  31248. dependency = this.loadNode( index );
  31249. break;
  31250. case 'mesh':
  31251. dependency = this._invokeOne( function ( ext ) {
  31252. return ext.loadMesh && ext.loadMesh( index );
  31253. } );
  31254. break;
  31255. case 'accessor':
  31256. dependency = this.loadAccessor( index );
  31257. break;
  31258. case 'bufferView':
  31259. dependency = this._invokeOne( function ( ext ) {
  31260. return ext.loadBufferView && ext.loadBufferView( index );
  31261. } );
  31262. break;
  31263. case 'buffer':
  31264. dependency = this.loadBuffer( index );
  31265. break;
  31266. case 'material':
  31267. dependency = this._invokeOne( function ( ext ) {
  31268. return ext.loadMaterial && ext.loadMaterial( index );
  31269. } );
  31270. break;
  31271. case 'texture':
  31272. dependency = this._invokeOne( function ( ext ) {
  31273. return ext.loadTexture && ext.loadTexture( index );
  31274. } );
  31275. break;
  31276. case 'skin':
  31277. dependency = this.loadSkin( index );
  31278. break;
  31279. case 'animation':
  31280. dependency = this.loadAnimation( index );
  31281. break;
  31282. case 'camera':
  31283. dependency = this.loadCamera( index );
  31284. break;
  31285. case 'light':
  31286. dependency = this.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].loadLight( index );
  31287. break;
  31288. default:
  31289. throw new Error( 'Unknown type: ' + type );
  31290. }
  31291. this.cache.add( cacheKey, dependency );
  31292. }
  31293. return dependency;
  31294. };
  31295. /**
  31296. * Requests all dependencies of the specified type asynchronously, with caching.
  31297. * @param {string} type
  31298. * @return {Promise<Array<Object>>}
  31299. */
  31300. GLTFParser.prototype.getDependencies = function ( type ) {
  31301. var dependencies = this.cache.get( type );
  31302. if ( ! dependencies ) {
  31303. var parser = this;
  31304. var defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];
  31305. dependencies = Promise.all( defs.map( function ( def, index ) {
  31306. return parser.getDependency( type, index );
  31307. } ) );
  31308. this.cache.add( type, dependencies );
  31309. }
  31310. return dependencies;
  31311. };
  31312. /**
  31313. * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views
  31314. * @param {number} bufferIndex
  31315. * @return {Promise<ArrayBuffer>}
  31316. */
  31317. GLTFParser.prototype.loadBuffer = function ( bufferIndex ) {
  31318. var bufferDef = this.json.buffers[ bufferIndex ];
  31319. var loader = this.fileLoader;
  31320. if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {
  31321. throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );
  31322. }
  31323. // If present, GLB container is required to be the first buffer.
  31324. if ( bufferDef.uri === undefined && bufferIndex === 0 ) {
  31325. return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );
  31326. }
  31327. var options = this.options;
  31328. return new Promise( function ( resolve, reject ) {
  31329. loader.load( resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {
  31330. reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) );
  31331. } );
  31332. } );
  31333. };
  31334. /**
  31335. * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views
  31336. * @param {number} bufferViewIndex
  31337. * @return {Promise<ArrayBuffer>}
  31338. */
  31339. GLTFParser.prototype.loadBufferView = function ( bufferViewIndex ) {
  31340. var bufferViewDef = this.json.bufferViews[ bufferViewIndex ];
  31341. return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {
  31342. var byteLength = bufferViewDef.byteLength || 0;
  31343. var byteOffset = bufferViewDef.byteOffset || 0;
  31344. return buffer.slice( byteOffset, byteOffset + byteLength );
  31345. } );
  31346. };
  31347. /**
  31348. * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors
  31349. * @param {number} accessorIndex
  31350. * @return {Promise<BufferAttribute|InterleavedBufferAttribute>}
  31351. */
  31352. GLTFParser.prototype.loadAccessor = function ( accessorIndex ) {
  31353. var parser = this;
  31354. var json = this.json;
  31355. var accessorDef = this.json.accessors[ accessorIndex ];
  31356. if ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {
  31357. // Ignore empty accessors, which may be used to declare runtime
  31358. // information about attributes coming from another source (e.g. Draco
  31359. // compression extension).
  31360. return Promise.resolve( null );
  31361. }
  31362. var pendingBufferViews = [];
  31363. if ( accessorDef.bufferView !== undefined ) {
  31364. pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );
  31365. } else {
  31366. pendingBufferViews.push( null );
  31367. }
  31368. if ( accessorDef.sparse !== undefined ) {
  31369. pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );
  31370. pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );
  31371. }
  31372. return Promise.all( pendingBufferViews ).then( function ( bufferViews ) {
  31373. var bufferView = bufferViews[ 0 ];
  31374. var itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];
  31375. var TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];
  31376. // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
  31377. var elementBytes = TypedArray.BYTES_PER_ELEMENT;
  31378. var itemBytes = elementBytes * itemSize;
  31379. var byteOffset = accessorDef.byteOffset || 0;
  31380. var byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;
  31381. var normalized = accessorDef.normalized === true;
  31382. var array, bufferAttribute;
  31383. // The buffer is not interleaved if the stride is the item size in bytes.
  31384. if ( byteStride && byteStride !== itemBytes ) {
  31385. // Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer
  31386. // This makes sure that IBA.count reflects accessor.count properly
  31387. var ibSlice = Math.floor( byteOffset / byteStride );
  31388. var ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;
  31389. var ib = parser.cache.get( ibCacheKey );
  31390. if ( ! ib ) {
  31391. array = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );
  31392. // Integer parameters to IB/IBA are in array elements, not bytes.
  31393. ib = new InterleavedBuffer( array, byteStride / elementBytes );
  31394. parser.cache.add( ibCacheKey, ib );
  31395. }
  31396. bufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );
  31397. } else {
  31398. if ( bufferView === null ) {
  31399. array = new TypedArray( accessorDef.count * itemSize );
  31400. } else {
  31401. array = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );
  31402. }
  31403. bufferAttribute = new BufferAttribute( array, itemSize, normalized );
  31404. }
  31405. // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors
  31406. if ( accessorDef.sparse !== undefined ) {
  31407. var itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;
  31408. var TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];
  31409. var byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;
  31410. var byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;
  31411. var sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );
  31412. var sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );
  31413. if ( bufferView !== null ) {
  31414. // Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.
  31415. bufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );
  31416. }
  31417. for ( var i = 0, il = sparseIndices.length; i < il; i ++ ) {
  31418. var index = sparseIndices[ i ];
  31419. bufferAttribute.setX( index, sparseValues[ i * itemSize ] );
  31420. if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );
  31421. if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );
  31422. if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );
  31423. if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );
  31424. }
  31425. }
  31426. return bufferAttribute;
  31427. } );
  31428. };
  31429. /**
  31430. * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures
  31431. * @param {number} textureIndex
  31432. * @return {Promise<THREE.Texture>}
  31433. */
  31434. GLTFParser.prototype.loadTexture = function ( textureIndex ) {
  31435. var parser = this;
  31436. var json = this.json;
  31437. var options = this.options;
  31438. var textureDef = json.textures[ textureIndex ];
  31439. var textureExtensions = textureDef.extensions || {};
  31440. var source;
  31441. if ( textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ] ) {
  31442. source = json.images[ textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].source ];
  31443. } else {
  31444. source = json.images[ textureDef.source ];
  31445. }
  31446. var loader;
  31447. if ( source.uri ) {
  31448. loader = options.manager.getHandler( source.uri );
  31449. }
  31450. if ( ! loader ) {
  31451. loader = textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ]
  31452. ? parser.extensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].ddsLoader
  31453. : this.textureLoader;
  31454. }
  31455. return this.loadTextureImage( textureIndex, source, loader );
  31456. };
  31457. GLTFParser.prototype.loadTextureImage = function ( textureIndex, source, loader ) {
  31458. var parser = this;
  31459. var json = this.json;
  31460. var options = this.options;
  31461. var textureDef = json.textures[ textureIndex ];
  31462. var URL = self.URL || self.webkitURL;
  31463. var sourceURI = source.uri;
  31464. var isObjectURL = false;
  31465. var hasAlpha = true;
  31466. if ( source.mimeType === 'image/jpeg' ) hasAlpha = false;
  31467. if ( source.bufferView !== undefined ) {
  31468. // Load binary image data from bufferView, if provided.
  31469. sourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) {
  31470. if ( source.mimeType === 'image/png' ) {
  31471. // https://en.wikipedia.org/wiki/Portable_Network_Graphics#File_header
  31472. hasAlpha = new DataView( bufferView, 25, 1 ).getUint8( 0, false ) === 6;
  31473. }
  31474. isObjectURL = true;
  31475. var blob = new Blob( [ bufferView ], { type: source.mimeType } );
  31476. sourceURI = URL.createObjectURL( blob );
  31477. return sourceURI;
  31478. } );
  31479. }
  31480. return Promise.resolve( sourceURI ).then( function ( sourceURI ) {
  31481. return new Promise( function ( resolve, reject ) {
  31482. var onLoad = resolve;
  31483. if ( loader.isImageBitmapLoader === true ) {
  31484. onLoad = function ( imageBitmap ) {
  31485. resolve( new CanvasTexture( imageBitmap ) );
  31486. };
  31487. }
  31488. loader.load( resolveURL( sourceURI, options.path ), onLoad, undefined, reject );
  31489. } );
  31490. } ).then( function ( texture ) {
  31491. // Clean up resources and configure Texture.
  31492. if ( isObjectURL === true ) {
  31493. URL.revokeObjectURL( sourceURI );
  31494. }
  31495. texture.flipY = false;
  31496. if ( textureDef.name ) texture.name = textureDef.name;
  31497. // When there is definitely no alpha channel in the texture, set RGBFormat to save space.
  31498. if ( ! hasAlpha ) texture.format = RGBFormat;
  31499. var samplers = json.samplers || {};
  31500. var sampler = samplers[ textureDef.sampler ] || {};
  31501. texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;
  31502. texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;
  31503. texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;
  31504. texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;
  31505. parser.associations.set( texture, {
  31506. type: 'textures',
  31507. index: textureIndex
  31508. } );
  31509. return texture;
  31510. } );
  31511. };
  31512. /**
  31513. * Asynchronously assigns a texture to the given material parameters.
  31514. * @param {Object} materialParams
  31515. * @param {string} mapName
  31516. * @param {Object} mapDef
  31517. * @return {Promise}
  31518. */
  31519. GLTFParser.prototype.assignTexture = function ( materialParams, mapName, mapDef ) {
  31520. var parser = this;
  31521. return this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {
  31522. // Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured
  31523. // However, we will copy UV set 0 to UV set 1 on demand for aoMap
  31524. if ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {
  31525. console.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );
  31526. }
  31527. if ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {
  31528. var transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;
  31529. if ( transform ) {
  31530. var gltfReference = parser.associations.get( texture );
  31531. texture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );
  31532. parser.associations.set( texture, gltfReference );
  31533. }
  31534. }
  31535. materialParams[ mapName ] = texture;
  31536. } );
  31537. };
  31538. /**
  31539. * Assigns final material to a Mesh, Line, or Points instance. The instance
  31540. * already has a material (generated from the glTF material options alone)
  31541. * but reuse of the same glTF material may require multiple threejs materials
  31542. * to accomodate different primitive types, defines, etc. New materials will
  31543. * be created if necessary, and reused from a cache.
  31544. * @param {Object3D} mesh Mesh, Line, or Points instance.
  31545. */
  31546. GLTFParser.prototype.assignFinalMaterial = function ( mesh ) {
  31547. var geometry = mesh.geometry;
  31548. var material = mesh.material;
  31549. var useVertexTangents = geometry.attributes.tangent !== undefined;
  31550. var useVertexColors = geometry.attributes.color !== undefined;
  31551. var useFlatShading = geometry.attributes.normal === undefined;
  31552. var useSkinning = mesh.isSkinnedMesh === true;
  31553. var useMorphTargets = Object.keys( geometry.morphAttributes ).length > 0;
  31554. var useMorphNormals = useMorphTargets && geometry.morphAttributes.normal !== undefined;
  31555. if ( mesh.isPoints ) {
  31556. var cacheKey = 'PointsMaterial:' + material.uuid;
  31557. var pointsMaterial = this.cache.get( cacheKey );
  31558. if ( ! pointsMaterial ) {
  31559. pointsMaterial = new PointsMaterial();
  31560. Material.prototype.copy.call( pointsMaterial, material );
  31561. pointsMaterial.color.copy( material.color );
  31562. pointsMaterial.map = material.map;
  31563. pointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px
  31564. this.cache.add( cacheKey, pointsMaterial );
  31565. }
  31566. material = pointsMaterial;
  31567. } else if ( mesh.isLine ) {
  31568. var cacheKey = 'LineBasicMaterial:' + material.uuid;
  31569. var lineMaterial = this.cache.get( cacheKey );
  31570. if ( ! lineMaterial ) {
  31571. lineMaterial = new LineBasicMaterial();
  31572. Material.prototype.copy.call( lineMaterial, material );
  31573. lineMaterial.color.copy( material.color );
  31574. this.cache.add( cacheKey, lineMaterial );
  31575. }
  31576. material = lineMaterial;
  31577. }
  31578. // Clone the material if it will be modified
  31579. if ( useVertexTangents || useVertexColors || useFlatShading || useSkinning || useMorphTargets ) {
  31580. var cacheKey = 'ClonedMaterial:' + material.uuid + ':';
  31581. if ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:';
  31582. if ( useSkinning ) cacheKey += 'skinning:';
  31583. if ( useVertexTangents ) cacheKey += 'vertex-tangents:';
  31584. if ( useVertexColors ) cacheKey += 'vertex-colors:';
  31585. if ( useFlatShading ) cacheKey += 'flat-shading:';
  31586. if ( useMorphTargets ) cacheKey += 'morph-targets:';
  31587. if ( useMorphNormals ) cacheKey += 'morph-normals:';
  31588. var cachedMaterial = this.cache.get( cacheKey );
  31589. if ( ! cachedMaterial ) {
  31590. cachedMaterial = material.clone();
  31591. if ( useSkinning ) cachedMaterial.skinning = true;
  31592. if ( useVertexTangents ) cachedMaterial.vertexTangents = true;
  31593. if ( useVertexColors ) cachedMaterial.vertexColors = true;
  31594. if ( useFlatShading ) cachedMaterial.flatShading = true;
  31595. if ( useMorphTargets ) cachedMaterial.morphTargets = true;
  31596. if ( useMorphNormals ) cachedMaterial.morphNormals = true;
  31597. this.cache.add( cacheKey, cachedMaterial );
  31598. this.associations.set( cachedMaterial, this.associations.get( material ) );
  31599. }
  31600. material = cachedMaterial;
  31601. }
  31602. // workarounds for mesh and geometry
  31603. if ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {
  31604. geometry.setAttribute( 'uv2', geometry.attributes.uv );
  31605. }
  31606. // https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995
  31607. if ( material.normalScale && ! useVertexTangents ) {
  31608. material.normalScale.y = - material.normalScale.y;
  31609. }
  31610. if ( material.clearcoatNormalScale && ! useVertexTangents ) {
  31611. material.clearcoatNormalScale.y = - material.clearcoatNormalScale.y;
  31612. }
  31613. mesh.material = material;
  31614. };
  31615. GLTFParser.prototype.getMaterialType = function ( /* materialIndex */ ) {
  31616. return MeshStandardMaterial;
  31617. };
  31618. /**
  31619. * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials
  31620. * @param {number} materialIndex
  31621. * @return {Promise<Material>}
  31622. */
  31623. GLTFParser.prototype.loadMaterial = function ( materialIndex ) {
  31624. var parser = this;
  31625. var json = this.json;
  31626. var extensions = this.extensions;
  31627. var materialDef = json.materials[ materialIndex ];
  31628. var materialType;
  31629. var materialParams = {};
  31630. var materialExtensions = materialDef.extensions || {};
  31631. var pending = [];
  31632. if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) {
  31633. var sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ];
  31634. materialType = sgExtension.getMaterialType();
  31635. pending.push( sgExtension.extendParams( materialParams, materialDef, parser ) );
  31636. } else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {
  31637. var kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];
  31638. materialType = kmuExtension.getMaterialType();
  31639. pending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );
  31640. } else {
  31641. // Specification:
  31642. // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material
  31643. var metallicRoughness = materialDef.pbrMetallicRoughness || {};
  31644. materialParams.color = new Color( 1.0, 1.0, 1.0 );
  31645. materialParams.opacity = 1.0;
  31646. if ( Array.isArray( metallicRoughness.baseColorFactor ) ) {
  31647. var array = metallicRoughness.baseColorFactor;
  31648. materialParams.color.fromArray( array );
  31649. materialParams.opacity = array[ 3 ];
  31650. }
  31651. if ( metallicRoughness.baseColorTexture !== undefined ) {
  31652. pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );
  31653. }
  31654. materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;
  31655. materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;
  31656. if ( metallicRoughness.metallicRoughnessTexture !== undefined ) {
  31657. pending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );
  31658. pending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );
  31659. }
  31660. materialType = this._invokeOne( function ( ext ) {
  31661. return ext.getMaterialType && ext.getMaterialType( materialIndex );
  31662. } );
  31663. pending.push( this._invokeAll( function ( ext ) {
  31664. return ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );
  31665. } ) );
  31666. }
  31667. if ( materialDef.doubleSided === true ) {
  31668. materialParams.side = DoubleSide;
  31669. }
  31670. var alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;
  31671. if ( alphaMode === ALPHA_MODES.BLEND ) {
  31672. materialParams.transparent = true;
  31673. // See: https://github.com/mrdoob/three.js/issues/17706
  31674. materialParams.depthWrite = false;
  31675. } else {
  31676. materialParams.transparent = false;
  31677. if ( alphaMode === ALPHA_MODES.MASK ) {
  31678. materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;
  31679. }
  31680. }
  31681. if ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) {
  31682. pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );
  31683. materialParams.normalScale = new Vector2( 1, 1 );
  31684. if ( materialDef.normalTexture.scale !== undefined ) {
  31685. materialParams.normalScale.set( materialDef.normalTexture.scale, materialDef.normalTexture.scale );
  31686. }
  31687. }
  31688. if ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) {
  31689. pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );
  31690. if ( materialDef.occlusionTexture.strength !== undefined ) {
  31691. materialParams.aoMapIntensity = materialDef.occlusionTexture.strength;
  31692. }
  31693. }
  31694. if ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) {
  31695. materialParams.emissive = new Color().fromArray( materialDef.emissiveFactor );
  31696. }
  31697. if ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) {
  31698. pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) );
  31699. }
  31700. return Promise.all( pending ).then( function () {
  31701. var material;
  31702. if ( materialType === GLTFMeshStandardSGMaterial ) {
  31703. material = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams );
  31704. } else {
  31705. material = new materialType( materialParams );
  31706. }
  31707. if ( materialDef.name ) material.name = materialDef.name;
  31708. // baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding.
  31709. if ( material.map ) material.map.encoding = sRGBEncoding;
  31710. if ( material.emissiveMap ) material.emissiveMap.encoding = sRGBEncoding;
  31711. assignExtrasToUserData( material, materialDef );
  31712. parser.associations.set( material, { type: 'materials', index: materialIndex } );
  31713. if ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );
  31714. return material;
  31715. } );
  31716. };
  31717. /**
  31718. * @param {BufferGeometry} geometry
  31719. * @param {GLTF.Primitive} primitiveDef
  31720. * @param {GLTFParser} parser
  31721. */
  31722. function computeBounds( geometry, primitiveDef, parser ) {
  31723. var attributes = primitiveDef.attributes;
  31724. var box = new Box3();
  31725. if ( attributes.POSITION !== undefined ) {
  31726. var accessor = parser.json.accessors[ attributes.POSITION ];
  31727. var min = accessor.min;
  31728. var max = accessor.max;
  31729. // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.
  31730. if ( min !== undefined && max !== undefined ) {
  31731. box.set(
  31732. new Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),
  31733. new Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) );
  31734. } else {
  31735. console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );
  31736. return;
  31737. }
  31738. } else {
  31739. return;
  31740. }
  31741. var targets = primitiveDef.targets;
  31742. if ( targets !== undefined ) {
  31743. var maxDisplacement = new Vector3();
  31744. var vector = new Vector3();
  31745. for ( var i = 0, il = targets.length; i < il; i ++ ) {
  31746. var target = targets[ i ];
  31747. if ( target.POSITION !== undefined ) {
  31748. var accessor = parser.json.accessors[ target.POSITION ];
  31749. var min = accessor.min;
  31750. var max = accessor.max;
  31751. // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.
  31752. if ( min !== undefined && max !== undefined ) {
  31753. // we need to get max of absolute components because target weight is [-1,1]
  31754. vector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );
  31755. vector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );
  31756. vector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );
  31757. // Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative
  31758. // to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets
  31759. // are used to implement key-frame animations and as such only two are active at a time - this results in very large
  31760. // boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.
  31761. maxDisplacement.max( vector );
  31762. } else {
  31763. console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );
  31764. }
  31765. }
  31766. }
  31767. // As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.
  31768. box.expandByVector( maxDisplacement );
  31769. }
  31770. geometry.boundingBox = box;
  31771. var sphere = new Sphere();
  31772. box.getCenter( sphere.center );
  31773. sphere.radius = box.min.distanceTo( box.max ) / 2;
  31774. geometry.boundingSphere = sphere;
  31775. }
  31776. /**
  31777. * @param {BufferGeometry} geometry
  31778. * @param {GLTF.Primitive} primitiveDef
  31779. * @param {GLTFParser} parser
  31780. * @return {Promise<BufferGeometry>}
  31781. */
  31782. function addPrimitiveAttributes( geometry, primitiveDef, parser ) {
  31783. var attributes = primitiveDef.attributes;
  31784. var pending = [];
  31785. function assignAttributeAccessor( accessorIndex, attributeName ) {
  31786. return parser.getDependency( 'accessor', accessorIndex )
  31787. .then( function ( accessor ) {
  31788. geometry.setAttribute( attributeName, accessor );
  31789. } );
  31790. }
  31791. for ( var gltfAttributeName in attributes ) {
  31792. var threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();
  31793. // Skip attributes already provided by e.g. Draco extension.
  31794. if ( threeAttributeName in geometry.attributes ) continue;
  31795. pending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );
  31796. }
  31797. if ( primitiveDef.indices !== undefined && ! geometry.index ) {
  31798. var accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {
  31799. geometry.setIndex( accessor );
  31800. } );
  31801. pending.push( accessor );
  31802. }
  31803. assignExtrasToUserData( geometry, primitiveDef );
  31804. computeBounds( geometry, primitiveDef, parser );
  31805. return Promise.all( pending ).then( function () {
  31806. return primitiveDef.targets !== undefined
  31807. ? addMorphTargets( geometry, primitiveDef.targets, parser )
  31808. : geometry;
  31809. } );
  31810. }
  31811. /**
  31812. * @param {BufferGeometry} geometry
  31813. * @param {Number} drawMode
  31814. * @return {BufferGeometry}
  31815. */
  31816. function toTrianglesDrawMode( geometry, drawMode ) {
  31817. var index = geometry.getIndex();
  31818. // generate index if not present
  31819. if ( index === null ) {
  31820. var indices = [];
  31821. var position = geometry.getAttribute( 'position' );
  31822. if ( position !== undefined ) {
  31823. for ( var i = 0; i < position.count; i ++ ) {
  31824. indices.push( i );
  31825. }
  31826. geometry.setIndex( indices );
  31827. index = geometry.getIndex();
  31828. } else {
  31829. console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );
  31830. return geometry;
  31831. }
  31832. }
  31833. //
  31834. var numberOfTriangles = index.count - 2;
  31835. var newIndices = [];
  31836. if ( drawMode === TriangleFanDrawMode ) {
  31837. // gl.TRIANGLE_FAN
  31838. for ( var i = 1; i <= numberOfTriangles; i ++ ) {
  31839. newIndices.push( index.getX( 0 ) );
  31840. newIndices.push( index.getX( i ) );
  31841. newIndices.push( index.getX( i + 1 ) );
  31842. }
  31843. } else {
  31844. // gl.TRIANGLE_STRIP
  31845. for ( var i = 0; i < numberOfTriangles; i ++ ) {
  31846. if ( i % 2 === 0 ) {
  31847. newIndices.push( index.getX( i ) );
  31848. newIndices.push( index.getX( i + 1 ) );
  31849. newIndices.push( index.getX( i + 2 ) );
  31850. } else {
  31851. newIndices.push( index.getX( i + 2 ) );
  31852. newIndices.push( index.getX( i + 1 ) );
  31853. newIndices.push( index.getX( i ) );
  31854. }
  31855. }
  31856. }
  31857. if ( ( newIndices.length / 3 ) !== numberOfTriangles ) {
  31858. console.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );
  31859. }
  31860. // build final geometry
  31861. var newGeometry = geometry.clone();
  31862. newGeometry.setIndex( newIndices );
  31863. return newGeometry;
  31864. }
  31865. /**
  31866. * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry
  31867. *
  31868. * Creates BufferGeometries from primitives.
  31869. *
  31870. * @param {Array<GLTF.Primitive>} primitives
  31871. * @return {Promise<Array<BufferGeometry>>}
  31872. */
  31873. GLTFParser.prototype.loadGeometries = function ( primitives ) {
  31874. var parser = this;
  31875. var extensions = this.extensions;
  31876. var cache = this.primitiveCache;
  31877. function createDracoPrimitive( primitive ) {
  31878. return extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]
  31879. .decodePrimitive( primitive, parser )
  31880. .then( function ( geometry ) {
  31881. return addPrimitiveAttributes( geometry, primitive, parser );
  31882. } );
  31883. }
  31884. var pending = [];
  31885. for ( var i = 0, il = primitives.length; i < il; i ++ ) {
  31886. var primitive = primitives[ i ];
  31887. var cacheKey = createPrimitiveKey( primitive );
  31888. // See if we've already created this geometry
  31889. var cached = cache[ cacheKey ];
  31890. if ( cached ) {
  31891. // Use the cached geometry if it exists
  31892. pending.push( cached.promise );
  31893. } else {
  31894. var geometryPromise;
  31895. if ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {
  31896. // Use DRACO geometry if available
  31897. geometryPromise = createDracoPrimitive( primitive );
  31898. } else {
  31899. // Otherwise create a new geometry
  31900. geometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser );
  31901. }
  31902. // Cache this geometry
  31903. cache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };
  31904. pending.push( geometryPromise );
  31905. }
  31906. }
  31907. return Promise.all( pending );
  31908. };
  31909. /**
  31910. * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes
  31911. * @param {number} meshIndex
  31912. * @return {Promise<Group|Mesh|SkinnedMesh>}
  31913. */
  31914. GLTFParser.prototype.loadMesh = function ( meshIndex ) {
  31915. var parser = this;
  31916. var json = this.json;
  31917. var meshDef = json.meshes[ meshIndex ];
  31918. var primitives = meshDef.primitives;
  31919. var pending = [];
  31920. for ( var i = 0, il = primitives.length; i < il; i ++ ) {
  31921. var material = primitives[ i ].material === undefined
  31922. ? createDefaultMaterial( this.cache )
  31923. : this.getDependency( 'material', primitives[ i ].material );
  31924. pending.push( material );
  31925. }
  31926. pending.push( parser.loadGeometries( primitives ) );
  31927. return Promise.all( pending ).then( function ( results ) {
  31928. var materials = results.slice( 0, results.length - 1 );
  31929. var geometries = results[ results.length - 1 ];
  31930. var meshes = [];
  31931. for ( var i = 0, il = geometries.length; i < il; i ++ ) {
  31932. var geometry = geometries[ i ];
  31933. var primitive = primitives[ i ];
  31934. // 1. create Mesh
  31935. var mesh;
  31936. var material = materials[ i ];
  31937. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||
  31938. primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||
  31939. primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||
  31940. primitive.mode === undefined ) {
  31941. // .isSkinnedMesh isn't in glTF spec. See ._markDefs()
  31942. mesh = meshDef.isSkinnedMesh === true
  31943. ? new SkinnedMesh( geometry, material )
  31944. : new Mesh( geometry, material );
  31945. if ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {
  31946. // we normalize floating point skin weight array to fix malformed assets (see #15319)
  31947. // it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs
  31948. mesh.normalizeSkinWeights();
  31949. }
  31950. if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {
  31951. mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode );
  31952. } else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {
  31953. mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode );
  31954. }
  31955. } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {
  31956. mesh = new LineSegments( geometry, material );
  31957. } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {
  31958. mesh = new Line( geometry, material );
  31959. } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {
  31960. mesh = new LineLoop( geometry, material );
  31961. } else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {
  31962. mesh = new Points( geometry, material );
  31963. } else {
  31964. throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );
  31965. }
  31966. if ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {
  31967. updateMorphTargets( mesh, meshDef );
  31968. }
  31969. mesh.name = meshDef.name || ( 'mesh_' + meshIndex );
  31970. if ( geometries.length > 1 ) mesh.name += '_' + i;
  31971. assignExtrasToUserData( mesh, meshDef );
  31972. parser.assignFinalMaterial( mesh );
  31973. meshes.push( mesh );
  31974. }
  31975. if ( meshes.length === 1 ) {
  31976. return meshes[ 0 ];
  31977. }
  31978. var group = new Group();
  31979. for ( var i = 0, il = meshes.length; i < il; i ++ ) {
  31980. group.add( meshes[ i ] );
  31981. }
  31982. return group;
  31983. } );
  31984. };
  31985. /**
  31986. * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras
  31987. * @param {number} cameraIndex
  31988. * @return {Promise<THREE.Camera>}
  31989. */
  31990. GLTFParser.prototype.loadCamera = function ( cameraIndex ) {
  31991. var camera;
  31992. var cameraDef = this.json.cameras[ cameraIndex ];
  31993. var params = cameraDef[ cameraDef.type ];
  31994. if ( ! params ) {
  31995. console.warn( 'THREE.GLTFLoader: Missing camera parameters.' );
  31996. return;
  31997. }
  31998. if ( cameraDef.type === 'perspective' ) {
  31999. camera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );
  32000. } else if ( cameraDef.type === 'orthographic' ) {
  32001. camera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );
  32002. }
  32003. if ( cameraDef.name ) camera.name = cameraDef.name;
  32004. assignExtrasToUserData( camera, cameraDef );
  32005. return Promise.resolve( camera );
  32006. };
  32007. /**
  32008. * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins
  32009. * @param {number} skinIndex
  32010. * @return {Promise<Object>}
  32011. */
  32012. GLTFParser.prototype.loadSkin = function ( skinIndex ) {
  32013. var skinDef = this.json.skins[ skinIndex ];
  32014. var skinEntry = { joints: skinDef.joints };
  32015. if ( skinDef.inverseBindMatrices === undefined ) {
  32016. return Promise.resolve( skinEntry );
  32017. }
  32018. return this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) {
  32019. skinEntry.inverseBindMatrices = accessor;
  32020. return skinEntry;
  32021. } );
  32022. };
  32023. /**
  32024. * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations
  32025. * @param {number} animationIndex
  32026. * @return {Promise<AnimationClip>}
  32027. */
  32028. GLTFParser.prototype.loadAnimation = function ( animationIndex ) {
  32029. var json = this.json;
  32030. var animationDef = json.animations[ animationIndex ];
  32031. var pendingNodes = [];
  32032. var pendingInputAccessors = [];
  32033. var pendingOutputAccessors = [];
  32034. var pendingSamplers = [];
  32035. var pendingTargets = [];
  32036. for ( var i = 0, il = animationDef.channels.length; i < il; i ++ ) {
  32037. var channel = animationDef.channels[ i ];
  32038. var sampler = animationDef.samplers[ channel.sampler ];
  32039. var target = channel.target;
  32040. var name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated.
  32041. var input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;
  32042. var output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;
  32043. pendingNodes.push( this.getDependency( 'node', name ) );
  32044. pendingInputAccessors.push( this.getDependency( 'accessor', input ) );
  32045. pendingOutputAccessors.push( this.getDependency( 'accessor', output ) );
  32046. pendingSamplers.push( sampler );
  32047. pendingTargets.push( target );
  32048. }
  32049. return Promise.all( [
  32050. Promise.all( pendingNodes ),
  32051. Promise.all( pendingInputAccessors ),
  32052. Promise.all( pendingOutputAccessors ),
  32053. Promise.all( pendingSamplers ),
  32054. Promise.all( pendingTargets )
  32055. ] ).then( function ( dependencies ) {
  32056. var nodes = dependencies[ 0 ];
  32057. var inputAccessors = dependencies[ 1 ];
  32058. var outputAccessors = dependencies[ 2 ];
  32059. var samplers = dependencies[ 3 ];
  32060. var targets = dependencies[ 4 ];
  32061. var tracks = [];
  32062. for ( var i = 0, il = nodes.length; i < il; i ++ ) {
  32063. var node = nodes[ i ];
  32064. var inputAccessor = inputAccessors[ i ];
  32065. var outputAccessor = outputAccessors[ i ];
  32066. var sampler = samplers[ i ];
  32067. var target = targets[ i ];
  32068. if ( node === undefined ) continue;
  32069. node.updateMatrix();
  32070. node.matrixAutoUpdate = true;
  32071. var TypedKeyframeTrack;
  32072. switch ( PATH_PROPERTIES[ target.path ] ) {
  32073. case PATH_PROPERTIES.weights:
  32074. TypedKeyframeTrack = NumberKeyframeTrack;
  32075. break;
  32076. case PATH_PROPERTIES.rotation:
  32077. TypedKeyframeTrack = QuaternionKeyframeTrack;
  32078. break;
  32079. case PATH_PROPERTIES.position:
  32080. case PATH_PROPERTIES.scale:
  32081. default:
  32082. TypedKeyframeTrack = VectorKeyframeTrack;
  32083. break;
  32084. }
  32085. var targetName = node.name ? node.name : node.uuid;
  32086. var interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;
  32087. var targetNames = [];
  32088. if ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {
  32089. // Node may be a Group (glTF mesh with several primitives) or a Mesh.
  32090. node.traverse( function ( object ) {
  32091. if ( object.isMesh === true && object.morphTargetInfluences ) {
  32092. targetNames.push( object.name ? object.name : object.uuid );
  32093. }
  32094. } );
  32095. } else {
  32096. targetNames.push( targetName );
  32097. }
  32098. var outputArray = outputAccessor.array;
  32099. if ( outputAccessor.normalized ) {
  32100. var scale;
  32101. if ( outputArray.constructor === Int8Array ) {
  32102. scale = 1 / 127;
  32103. } else if ( outputArray.constructor === Uint8Array ) {
  32104. scale = 1 / 255;
  32105. } else if ( outputArray.constructor == Int16Array ) {
  32106. scale = 1 / 32767;
  32107. } else if ( outputArray.constructor === Uint16Array ) {
  32108. scale = 1 / 65535;
  32109. } else {
  32110. throw new Error( 'THREE.GLTFLoader: Unsupported output accessor component type.' );
  32111. }
  32112. var scaled = new Float32Array( outputArray.length );
  32113. for ( var j = 0, jl = outputArray.length; j < jl; j ++ ) {
  32114. scaled[ j ] = outputArray[ j ] * scale;
  32115. }
  32116. outputArray = scaled;
  32117. }
  32118. for ( var j = 0, jl = targetNames.length; j < jl; j ++ ) {
  32119. var track = new TypedKeyframeTrack(
  32120. targetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],
  32121. inputAccessor.array,
  32122. outputArray,
  32123. interpolation
  32124. );
  32125. // Override interpolation with custom factory method.
  32126. if ( sampler.interpolation === 'CUBICSPLINE' ) {
  32127. track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {
  32128. // A CUBICSPLINE keyframe in glTF has three output values for each input value,
  32129. // representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()
  32130. // must be divided by three to get the interpolant's sampleSize argument.
  32131. return new GLTFCubicSplineInterpolant( this.times, this.values, this.getValueSize() / 3, result );
  32132. };
  32133. // Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.
  32134. track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;
  32135. }
  32136. tracks.push( track );
  32137. }
  32138. }
  32139. var name = animationDef.name ? animationDef.name : 'animation_' + animationIndex;
  32140. return new AnimationClip( name, undefined, tracks );
  32141. } );
  32142. };
  32143. /**
  32144. * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy
  32145. * @param {number} nodeIndex
  32146. * @return {Promise<Object3D>}
  32147. */
  32148. GLTFParser.prototype.loadNode = function ( nodeIndex ) {
  32149. var json = this.json;
  32150. var extensions = this.extensions;
  32151. var parser = this;
  32152. var nodeDef = json.nodes[ nodeIndex ];
  32153. return ( function () {
  32154. var pending = [];
  32155. if ( nodeDef.mesh !== undefined ) {
  32156. pending.push( parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {
  32157. var node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );
  32158. // if weights are provided on the node, override weights on the mesh.
  32159. if ( nodeDef.weights !== undefined ) {
  32160. node.traverse( function ( o ) {
  32161. if ( ! o.isMesh ) return;
  32162. for ( var i = 0, il = nodeDef.weights.length; i < il; i ++ ) {
  32163. o.morphTargetInfluences[ i ] = nodeDef.weights[ i ];
  32164. }
  32165. } );
  32166. }
  32167. return node;
  32168. } ) );
  32169. }
  32170. if ( nodeDef.camera !== undefined ) {
  32171. pending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {
  32172. return parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );
  32173. } ) );
  32174. }
  32175. if ( nodeDef.extensions
  32176. && nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ]
  32177. && nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].light !== undefined ) {
  32178. var lightIndex = nodeDef.extensions[ EXTENSIONS.KHR_LIGHTS_PUNCTUAL ].light;
  32179. pending.push( parser.getDependency( 'light', lightIndex ).then( function ( light ) {
  32180. return parser._getNodeRef( parser.lightCache, lightIndex, light );
  32181. } ) );
  32182. }
  32183. return Promise.all( pending );
  32184. }() ).then( function ( objects ) {
  32185. var node;
  32186. // .isBone isn't in glTF spec. See ._markDefs
  32187. if ( nodeDef.isBone === true ) {
  32188. node = new Bone();
  32189. } else if ( objects.length > 1 ) {
  32190. node = new Group();
  32191. } else if ( objects.length === 1 ) {
  32192. node = objects[ 0 ];
  32193. } else {
  32194. node = new Object3D();
  32195. }
  32196. if ( node !== objects[ 0 ] ) {
  32197. for ( var i = 0, il = objects.length; i < il; i ++ ) {
  32198. node.add( objects[ i ] );
  32199. }
  32200. }
  32201. if ( nodeDef.name ) {
  32202. node.userData.name = nodeDef.name;
  32203. node.name = PropertyBinding.sanitizeNodeName( nodeDef.name );
  32204. }
  32205. assignExtrasToUserData( node, nodeDef );
  32206. if ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );
  32207. if ( nodeDef.matrix !== undefined ) {
  32208. var matrix = new Matrix4();
  32209. matrix.fromArray( nodeDef.matrix );
  32210. node.applyMatrix4( matrix );
  32211. } else {
  32212. if ( nodeDef.translation !== undefined ) {
  32213. node.position.fromArray( nodeDef.translation );
  32214. }
  32215. if ( nodeDef.rotation !== undefined ) {
  32216. node.quaternion.fromArray( nodeDef.rotation );
  32217. }
  32218. if ( nodeDef.scale !== undefined ) {
  32219. node.scale.fromArray( nodeDef.scale );
  32220. }
  32221. }
  32222. parser.associations.set( node, { type: 'nodes', index: nodeIndex } );
  32223. return node;
  32224. } );
  32225. };
  32226. /**
  32227. * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes
  32228. * @param {number} sceneIndex
  32229. * @return {Promise<Group>}
  32230. */
  32231. GLTFParser.prototype.loadScene = function () {
  32232. // scene node hierachy builder
  32233. function buildNodeHierachy( nodeId, parentObject, json, parser ) {
  32234. var nodeDef = json.nodes[ nodeId ];
  32235. return parser.getDependency( 'node', nodeId ).then( function ( node ) {
  32236. if ( nodeDef.skin === undefined ) return node;
  32237. // build skeleton here as well
  32238. var skinEntry;
  32239. return parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) {
  32240. skinEntry = skin;
  32241. var pendingJoints = [];
  32242. for ( var i = 0, il = skinEntry.joints.length; i < il; i ++ ) {
  32243. pendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) );
  32244. }
  32245. return Promise.all( pendingJoints );
  32246. } ).then( function ( jointNodes ) {
  32247. node.traverse( function ( mesh ) {
  32248. if ( ! mesh.isMesh ) return;
  32249. var bones = [];
  32250. var boneInverses = [];
  32251. for ( var j = 0, jl = jointNodes.length; j < jl; j ++ ) {
  32252. var jointNode = jointNodes[ j ];
  32253. if ( jointNode ) {
  32254. bones.push( jointNode );
  32255. var mat = new Matrix4();
  32256. if ( skinEntry.inverseBindMatrices !== undefined ) {
  32257. mat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 );
  32258. }
  32259. boneInverses.push( mat );
  32260. } else {
  32261. console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', skinEntry.joints[ j ] );
  32262. }
  32263. }
  32264. mesh.bind( new Skeleton( bones, boneInverses ), mesh.matrixWorld );
  32265. } );
  32266. return node;
  32267. } );
  32268. } ).then( function ( node ) {
  32269. // build node hierachy
  32270. parentObject.add( node );
  32271. var pending = [];
  32272. if ( nodeDef.children ) {
  32273. var children = nodeDef.children;
  32274. for ( var i = 0, il = children.length; i < il; i ++ ) {
  32275. var child = children[ i ];
  32276. pending.push( buildNodeHierachy( child, node, json, parser ) );
  32277. }
  32278. }
  32279. return Promise.all( pending );
  32280. } );
  32281. }
  32282. return function loadScene( sceneIndex ) {
  32283. var json = this.json;
  32284. var extensions = this.extensions;
  32285. var sceneDef = this.json.scenes[ sceneIndex ];
  32286. var parser = this;
  32287. // Loader returns Group, not Scene.
  32288. // See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172
  32289. var scene = new Group();
  32290. if ( sceneDef.name ) scene.name = sceneDef.name;
  32291. assignExtrasToUserData( scene, sceneDef );
  32292. if ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );
  32293. var nodeIds = sceneDef.nodes || [];
  32294. var pending = [];
  32295. for ( var i = 0, il = nodeIds.length; i < il; i ++ ) {
  32296. pending.push( buildNodeHierachy( nodeIds[ i ], scene, json, parser ) );
  32297. }
  32298. return Promise.all( pending ).then( function () {
  32299. return scene;
  32300. } );
  32301. };
  32302. }();
  32303. return GLTFLoader;
  32304. } )();
  32305. //export { GLTFLoader };
  32306. // GLTFLoader end.
  32307. //
  32308. function LensFlare() {
  32309. console.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );
  32310. }
  32311. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  32312. /* eslint-disable no-undef */
  32313. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  32314. revision: REVISION,
  32315. } } ) );
  32316. /* eslint-enable no-undef */
  32317. }
  32318. exports.ACESFilmicToneMapping = ACESFilmicToneMapping;
  32319. exports.AddEquation = AddEquation;
  32320. exports.AddOperation = AddOperation;
  32321. exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode;
  32322. exports.AdditiveBlending = AdditiveBlending;
  32323. exports.AlphaFormat = AlphaFormat;
  32324. exports.AlwaysDepth = AlwaysDepth;
  32325. exports.AlwaysStencilFunc = AlwaysStencilFunc;
  32326. exports.AmbientLight = AmbientLight;
  32327. exports.AmbientLightProbe = AmbientLightProbe;
  32328. exports.AnimationClip = AnimationClip;
  32329. exports.AnimationLoader = AnimationLoader;
  32330. exports.AnimationMixer = AnimationMixer;
  32331. exports.AnimationObjectGroup = AnimationObjectGroup;
  32332. exports.AnimationUtils = AnimationUtils;
  32333. exports.ArcCurve = ArcCurve;
  32334. exports.ArrayCamera = ArrayCamera;
  32335. exports.ArrowHelper = ArrowHelper;
  32336. exports.Audio = Audio;
  32337. exports.AudioAnalyser = AudioAnalyser;
  32338. exports.AudioContext = AudioContext;
  32339. exports.AudioListener = AudioListener;
  32340. exports.AudioLoader = AudioLoader;
  32341. exports.AxesHelper = AxesHelper;
  32342. exports.AxisHelper = AxisHelper;
  32343. exports.BackSide = BackSide;
  32344. exports.BasicDepthPacking = BasicDepthPacking;
  32345. exports.BasicShadowMap = BasicShadowMap;
  32346. exports.BinaryTextureLoader = BinaryTextureLoader;
  32347. exports.Bone = Bone;
  32348. exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
  32349. exports.BoundingBoxHelper = BoundingBoxHelper;
  32350. exports.Box2 = Box2;
  32351. exports.Box3 = Box3;
  32352. exports.Box3Helper = Box3Helper;
  32353. exports.BoxBufferGeometry = BoxBufferGeometry;
  32354. exports.BoxGeometry = BoxGeometry;
  32355. exports.BoxHelper = BoxHelper;
  32356. exports.BufferAttribute = BufferAttribute;
  32357. exports.BufferGeometry = BufferGeometry;
  32358. exports.BufferGeometryLoader = BufferGeometryLoader;
  32359. exports.ByteType = ByteType;
  32360. exports.Cache = Cache;
  32361. exports.Camera = Camera;
  32362. exports.CameraHelper = CameraHelper;
  32363. exports.CanvasRenderer = CanvasRenderer;
  32364. exports.CanvasTexture = CanvasTexture;
  32365. exports.CatmullRomCurve3 = CatmullRomCurve3;
  32366. exports.CineonToneMapping = CineonToneMapping;
  32367. exports.CircleBufferGeometry = CircleBufferGeometry;
  32368. exports.CircleGeometry = CircleGeometry;
  32369. exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
  32370. exports.Clock = Clock;
  32371. exports.ClosedSplineCurve3 = ClosedSplineCurve3;
  32372. exports.Color = Color;
  32373. exports.ColorKeyframeTrack = ColorKeyframeTrack;
  32374. exports.CompressedTexture = CompressedTexture;
  32375. exports.CompressedTextureLoader = CompressedTextureLoader;
  32376. exports.ConeBufferGeometry = ConeBufferGeometry;
  32377. exports.ConeGeometry = ConeGeometry;
  32378. exports.CubeCamera = CubeCamera;
  32379. exports.CubeGeometry = BoxGeometry;
  32380. exports.CubeReflectionMapping = CubeReflectionMapping;
  32381. exports.CubeRefractionMapping = CubeRefractionMapping;
  32382. exports.CubeTexture = CubeTexture;
  32383. exports.CubeTextureLoader = CubeTextureLoader;
  32384. exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
  32385. exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
  32386. exports.CubicBezierCurve = CubicBezierCurve;
  32387. exports.CubicBezierCurve3 = CubicBezierCurve3;
  32388. exports.CubicInterpolant = CubicInterpolant;
  32389. exports.CullFaceBack = CullFaceBack;
  32390. exports.CullFaceFront = CullFaceFront;
  32391. exports.CullFaceFrontBack = CullFaceFrontBack;
  32392. exports.CullFaceNone = CullFaceNone;
  32393. exports.Curve = Curve;
  32394. exports.CurvePath = CurvePath;
  32395. exports.CustomBlending = CustomBlending;
  32396. exports.CustomToneMapping = CustomToneMapping;
  32397. exports.CylinderBufferGeometry = CylinderBufferGeometry;
  32398. exports.CylinderGeometry = CylinderGeometry;
  32399. exports.Cylindrical = Cylindrical;
  32400. exports.DataTexture = DataTexture;
  32401. exports.DataTexture2DArray = DataTexture2DArray;
  32402. exports.DataTexture3D = DataTexture3D;
  32403. exports.DataTextureLoader = DataTextureLoader;
  32404. exports.DecrementStencilOp = DecrementStencilOp;
  32405. exports.DecrementWrapStencilOp = DecrementWrapStencilOp;
  32406. exports.DefaultLoadingManager = DefaultLoadingManager;
  32407. exports.DepthFormat = DepthFormat;
  32408. exports.DepthStencilFormat = DepthStencilFormat;
  32409. exports.DepthTexture = DepthTexture;
  32410. exports.DirectionalLight = DirectionalLight;
  32411. exports.DirectionalLightHelper = DirectionalLightHelper;
  32412. exports.DirectionalLightShadow = DirectionalLightShadow;
  32413. exports.DiscreteInterpolant = DiscreteInterpolant;
  32414. exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
  32415. exports.DodecahedronGeometry = DodecahedronGeometry;
  32416. exports.DoubleSide = DoubleSide;
  32417. exports.DstAlphaFactor = DstAlphaFactor;
  32418. exports.DstColorFactor = DstColorFactor;
  32419. exports.DynamicBufferAttribute = DynamicBufferAttribute;
  32420. exports.DynamicCopyUsage = DynamicCopyUsage;
  32421. exports.DynamicDrawUsage = DynamicDrawUsage;
  32422. exports.DynamicReadUsage = DynamicReadUsage;
  32423. exports.EdgesGeometry = EdgesGeometry;
  32424. exports.EdgesHelper = EdgesHelper;
  32425. exports.EllipseCurve = EllipseCurve;
  32426. exports.EqualDepth = EqualDepth;
  32427. exports.EqualStencilFunc = EqualStencilFunc;
  32428. exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
  32429. exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
  32430. exports.Euler = Euler;
  32431. exports.EventDispatcher = EventDispatcher;
  32432. exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
  32433. exports.ExtrudeGeometry = ExtrudeGeometry;
  32434. exports.Face3 = Face3;
  32435. exports.Face4 = Face4;
  32436. exports.FaceColors = FaceColors;
  32437. exports.FileLoader = FileLoader;
  32438. exports.FlatShading = FlatShading;
  32439. exports.Float32Attribute = Float32Attribute;
  32440. exports.Float32BufferAttribute = Float32BufferAttribute;
  32441. exports.Float64Attribute = Float64Attribute;
  32442. exports.Float64BufferAttribute = Float64BufferAttribute;
  32443. exports.FloatType = FloatType;
  32444. exports.Fog = Fog;
  32445. exports.FogExp2 = FogExp2;
  32446. exports.Font = Font;
  32447. exports.FontLoader = FontLoader;
  32448. exports.FrontSide = FrontSide;
  32449. exports.Frustum = Frustum;
  32450. exports.GammaEncoding = GammaEncoding;
  32451. exports.Geometry = Geometry;
  32452. exports.GeometryUtils = GeometryUtils;
  32453. exports.GreaterDepth = GreaterDepth;
  32454. exports.GreaterEqualDepth = GreaterEqualDepth;
  32455. exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc;
  32456. exports.GreaterStencilFunc = GreaterStencilFunc;
  32457. exports.GridHelper = GridHelper;
  32458. exports.Group = Group;
  32459. exports.HalfFloatType = HalfFloatType;
  32460. exports.HemisphereLight = HemisphereLight;
  32461. exports.HemisphereLightHelper = HemisphereLightHelper;
  32462. exports.HemisphereLightProbe = HemisphereLightProbe;
  32463. exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
  32464. exports.IcosahedronGeometry = IcosahedronGeometry;
  32465. exports.ImageBitmapLoader = ImageBitmapLoader;
  32466. exports.ImageLoader = ImageLoader;
  32467. exports.ImageUtils = ImageUtils;
  32468. exports.ImmediateRenderObject = ImmediateRenderObject;
  32469. exports.IncrementStencilOp = IncrementStencilOp;
  32470. exports.IncrementWrapStencilOp = IncrementWrapStencilOp;
  32471. exports.InstancedBufferAttribute = InstancedBufferAttribute;
  32472. exports.InstancedBufferGeometry = InstancedBufferGeometry;
  32473. exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
  32474. exports.InstancedMesh = InstancedMesh;
  32475. exports.Int16Attribute = Int16Attribute;
  32476. exports.Int16BufferAttribute = Int16BufferAttribute;
  32477. exports.Int32Attribute = Int32Attribute;
  32478. exports.Int32BufferAttribute = Int32BufferAttribute;
  32479. exports.Int8Attribute = Int8Attribute;
  32480. exports.Int8BufferAttribute = Int8BufferAttribute;
  32481. exports.IntType = IntType;
  32482. exports.InterleavedBuffer = InterleavedBuffer;
  32483. exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
  32484. exports.Interpolant = Interpolant;
  32485. exports.InterpolateDiscrete = InterpolateDiscrete;
  32486. exports.InterpolateLinear = InterpolateLinear;
  32487. exports.InterpolateSmooth = InterpolateSmooth;
  32488. exports.InvertStencilOp = InvertStencilOp;
  32489. exports.JSONLoader = JSONLoader;
  32490. exports.KeepStencilOp = KeepStencilOp;
  32491. exports.KeyframeTrack = KeyframeTrack;
  32492. exports.LOD = LOD;
  32493. exports.LatheBufferGeometry = LatheBufferGeometry;
  32494. exports.LatheGeometry = LatheGeometry;
  32495. exports.Layers = Layers;
  32496. exports.LensFlare = LensFlare;
  32497. exports.LessDepth = LessDepth;
  32498. exports.LessEqualDepth = LessEqualDepth;
  32499. exports.LessEqualStencilFunc = LessEqualStencilFunc;
  32500. exports.LessStencilFunc = LessStencilFunc;
  32501. exports.Light = Light;
  32502. exports.LightProbe = LightProbe;
  32503. exports.LightShadow = LightShadow;
  32504. exports.Line = Line;
  32505. exports.Line3 = Line3;
  32506. exports.LineBasicMaterial = LineBasicMaterial;
  32507. exports.LineCurve = LineCurve;
  32508. exports.LineCurve3 = LineCurve3;
  32509. exports.LineDashedMaterial = LineDashedMaterial;
  32510. exports.LineLoop = LineLoop;
  32511. exports.LinePieces = LinePieces;
  32512. exports.LineSegments = LineSegments;
  32513. exports.LineStrip = LineStrip;
  32514. exports.LinearEncoding = LinearEncoding;
  32515. exports.LinearFilter = LinearFilter;
  32516. exports.LinearInterpolant = LinearInterpolant;
  32517. exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
  32518. exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
  32519. exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter;
  32520. exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter;
  32521. exports.LinearToneMapping = LinearToneMapping;
  32522. exports.Loader = Loader;
  32523. exports.LoaderUtils = LoaderUtils;
  32524. exports.LoadingManager = LoadingManager;
  32525. exports.LogLuvEncoding = LogLuvEncoding;
  32526. exports.LoopOnce = LoopOnce;
  32527. exports.LoopPingPong = LoopPingPong;
  32528. exports.LoopRepeat = LoopRepeat;
  32529. exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
  32530. exports.LuminanceFormat = LuminanceFormat;
  32531. exports.MOUSE = MOUSE;
  32532. exports.Material = Material;
  32533. exports.MaterialLoader = MaterialLoader;
  32534. exports.Math = MathUtils;
  32535. exports.MathUtils = MathUtils;
  32536. exports.Matrix3 = Matrix3;
  32537. exports.Matrix4 = Matrix4;
  32538. exports.MaxEquation = MaxEquation;
  32539. exports.Mesh = Mesh;
  32540. exports.MeshBasicMaterial = MeshBasicMaterial;
  32541. exports.MeshDepthMaterial = MeshDepthMaterial;
  32542. exports.MeshDistanceMaterial = MeshDistanceMaterial;
  32543. exports.MeshFaceMaterial = MeshFaceMaterial;
  32544. exports.MeshLambertMaterial = MeshLambertMaterial;
  32545. exports.MeshMatcapMaterial = MeshMatcapMaterial;
  32546. exports.MeshNormalMaterial = MeshNormalMaterial;
  32547. exports.MeshPhongMaterial = MeshPhongMaterial;
  32548. exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
  32549. exports.MeshStandardMaterial = MeshStandardMaterial;
  32550. exports.MeshToonMaterial = MeshToonMaterial;
  32551. exports.MinEquation = MinEquation;
  32552. exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
  32553. exports.MixOperation = MixOperation;
  32554. exports.MultiMaterial = MultiMaterial;
  32555. exports.MultiplyBlending = MultiplyBlending;
  32556. exports.MultiplyOperation = MultiplyOperation;
  32557. exports.NearestFilter = NearestFilter;
  32558. exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
  32559. exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
  32560. exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter;
  32561. exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter;
  32562. exports.NeverDepth = NeverDepth;
  32563. exports.NeverStencilFunc = NeverStencilFunc;
  32564. exports.NoBlending = NoBlending;
  32565. exports.NoColors = NoColors;
  32566. exports.NoToneMapping = NoToneMapping;
  32567. exports.NormalAnimationBlendMode = NormalAnimationBlendMode;
  32568. exports.NormalBlending = NormalBlending;
  32569. exports.NotEqualDepth = NotEqualDepth;
  32570. exports.NotEqualStencilFunc = NotEqualStencilFunc;
  32571. exports.NumberKeyframeTrack = NumberKeyframeTrack;
  32572. exports.Object3D = Object3D;
  32573. exports.ObjectLoader = ObjectLoader;
  32574. exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
  32575. exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
  32576. exports.OctahedronGeometry = OctahedronGeometry;
  32577. exports.OneFactor = OneFactor;
  32578. exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
  32579. exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
  32580. exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
  32581. exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
  32582. exports.OrthographicCamera = OrthographicCamera;
  32583. exports.PCFShadowMap = PCFShadowMap;
  32584. exports.PCFSoftShadowMap = PCFSoftShadowMap;
  32585. exports.PMREMGenerator = PMREMGenerator;
  32586. exports.ParametricBufferGeometry = ParametricBufferGeometry;
  32587. exports.ParametricGeometry = ParametricGeometry;
  32588. exports.Particle = Particle;
  32589. exports.ParticleBasicMaterial = ParticleBasicMaterial;
  32590. exports.ParticleSystem = ParticleSystem;
  32591. exports.ParticleSystemMaterial = ParticleSystemMaterial;
  32592. exports.Path = Path;
  32593. exports.PerspectiveCamera = PerspectiveCamera;
  32594. exports.Plane = Plane;
  32595. exports.PlaneBufferGeometry = PlaneBufferGeometry;
  32596. exports.PlaneGeometry = PlaneGeometry;
  32597. exports.PlaneHelper = PlaneHelper;
  32598. exports.PointCloud = PointCloud;
  32599. exports.PointCloudMaterial = PointCloudMaterial;
  32600. exports.PointLight = PointLight;
  32601. exports.PointLightHelper = PointLightHelper;
  32602. exports.Points = Points;
  32603. exports.PointsMaterial = PointsMaterial;
  32604. exports.PolarGridHelper = PolarGridHelper;
  32605. exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
  32606. exports.PolyhedronGeometry = PolyhedronGeometry;
  32607. exports.PositionalAudio = PositionalAudio;
  32608. exports.PropertyBinding = PropertyBinding;
  32609. exports.PropertyMixer = PropertyMixer;
  32610. exports.QuadraticBezierCurve = QuadraticBezierCurve;
  32611. exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
  32612. exports.Quaternion = Quaternion;
  32613. exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
  32614. exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
  32615. exports.REVISION = REVISION;
  32616. exports.RGBADepthPacking = RGBADepthPacking;
  32617. exports.RGBAFormat = RGBAFormat;
  32618. exports.RGBAIntegerFormat = RGBAIntegerFormat;
  32619. exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
  32620. exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
  32621. exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
  32622. exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
  32623. exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
  32624. exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format;
  32625. exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
  32626. exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
  32627. exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
  32628. exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
  32629. exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
  32630. exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
  32631. exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
  32632. exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
  32633. exports.RGBA_BPTC_Format = RGBA_BPTC_Format;
  32634. exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format;
  32635. exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
  32636. exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
  32637. exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
  32638. exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
  32639. exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
  32640. exports.RGBDEncoding = RGBDEncoding;
  32641. exports.RGBEEncoding = RGBEEncoding;
  32642. exports.RGBEFormat = RGBEFormat;
  32643. exports.RGBFormat = RGBFormat;
  32644. exports.RGBIntegerFormat = RGBIntegerFormat;
  32645. exports.RGBM16Encoding = RGBM16Encoding;
  32646. exports.RGBM7Encoding = RGBM7Encoding;
  32647. exports.RGB_ETC1_Format = RGB_ETC1_Format;
  32648. exports.RGB_ETC2_Format = RGB_ETC2_Format;
  32649. exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
  32650. exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
  32651. exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
  32652. exports.RGFormat = RGFormat;
  32653. exports.RGIntegerFormat = RGIntegerFormat;
  32654. exports.RawShaderMaterial = RawShaderMaterial;
  32655. exports.Ray = Ray;
  32656. exports.Raycaster = Raycaster;
  32657. exports.RectAreaLight = RectAreaLight;
  32658. exports.RedFormat = RedFormat;
  32659. exports.RedIntegerFormat = RedIntegerFormat;
  32660. exports.ReinhardToneMapping = ReinhardToneMapping;
  32661. exports.RepeatWrapping = RepeatWrapping;
  32662. exports.ReplaceStencilOp = ReplaceStencilOp;
  32663. exports.ReverseSubtractEquation = ReverseSubtractEquation;
  32664. exports.RingBufferGeometry = RingBufferGeometry;
  32665. exports.RingGeometry = RingGeometry;
  32666. exports.SRGB8_ALPHA8_ASTC_10x10_Format = SRGB8_ALPHA8_ASTC_10x10_Format;
  32667. exports.SRGB8_ALPHA8_ASTC_10x5_Format = SRGB8_ALPHA8_ASTC_10x5_Format;
  32668. exports.SRGB8_ALPHA8_ASTC_10x6_Format = SRGB8_ALPHA8_ASTC_10x6_Format;
  32669. exports.SRGB8_ALPHA8_ASTC_10x8_Format = SRGB8_ALPHA8_ASTC_10x8_Format;
  32670. exports.SRGB8_ALPHA8_ASTC_12x10_Format = SRGB8_ALPHA8_ASTC_12x10_Format;
  32671. exports.SRGB8_ALPHA8_ASTC_12x12_Format = SRGB8_ALPHA8_ASTC_12x12_Format;
  32672. exports.SRGB8_ALPHA8_ASTC_4x4_Format = SRGB8_ALPHA8_ASTC_4x4_Format;
  32673. exports.SRGB8_ALPHA8_ASTC_5x4_Format = SRGB8_ALPHA8_ASTC_5x4_Format;
  32674. exports.SRGB8_ALPHA8_ASTC_5x5_Format = SRGB8_ALPHA8_ASTC_5x5_Format;
  32675. exports.SRGB8_ALPHA8_ASTC_6x5_Format = SRGB8_ALPHA8_ASTC_6x5_Format;
  32676. exports.SRGB8_ALPHA8_ASTC_6x6_Format = SRGB8_ALPHA8_ASTC_6x6_Format;
  32677. exports.SRGB8_ALPHA8_ASTC_8x5_Format = SRGB8_ALPHA8_ASTC_8x5_Format;
  32678. exports.SRGB8_ALPHA8_ASTC_8x6_Format = SRGB8_ALPHA8_ASTC_8x6_Format;
  32679. exports.SRGB8_ALPHA8_ASTC_8x8_Format = SRGB8_ALPHA8_ASTC_8x8_Format;
  32680. exports.Scene = Scene;
  32681. exports.SceneUtils = SceneUtils;
  32682. exports.ShaderChunk = ShaderChunk;
  32683. exports.ShaderLib = ShaderLib;
  32684. exports.ShaderMaterial = ShaderMaterial;
  32685. exports.ShadowMaterial = ShadowMaterial;
  32686. exports.Shape = Shape;
  32687. exports.ShapeBufferGeometry = ShapeBufferGeometry;
  32688. exports.ShapeGeometry = ShapeGeometry;
  32689. exports.ShapePath = ShapePath;
  32690. exports.ShapeUtils = ShapeUtils;
  32691. exports.ShortType = ShortType;
  32692. exports.Skeleton = Skeleton;
  32693. exports.SkeletonHelper = SkeletonHelper;
  32694. exports.SkinnedMesh = SkinnedMesh;
  32695. exports.SmoothShading = SmoothShading;
  32696. exports.Sphere = Sphere;
  32697. exports.SphereBufferGeometry = SphereBufferGeometry;
  32698. exports.SphereGeometry = SphereGeometry;
  32699. exports.Spherical = Spherical;
  32700. exports.SphericalHarmonics3 = SphericalHarmonics3;
  32701. exports.Spline = Spline;
  32702. exports.SplineCurve = SplineCurve;
  32703. exports.SplineCurve3 = SplineCurve3;
  32704. exports.SpotLight = SpotLight;
  32705. exports.SpotLightHelper = SpotLightHelper;
  32706. exports.SpotLightShadow = SpotLightShadow;
  32707. exports.Sprite = Sprite;
  32708. exports.SpriteMaterial = SpriteMaterial;
  32709. exports.SrcAlphaFactor = SrcAlphaFactor;
  32710. exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
  32711. exports.SrcColorFactor = SrcColorFactor;
  32712. exports.StaticCopyUsage = StaticCopyUsage;
  32713. exports.StaticDrawUsage = StaticDrawUsage;
  32714. exports.StaticReadUsage = StaticReadUsage;
  32715. exports.StereoCamera = StereoCamera;
  32716. exports.StreamCopyUsage = StreamCopyUsage;
  32717. exports.StreamDrawUsage = StreamDrawUsage;
  32718. exports.StreamReadUsage = StreamReadUsage;
  32719. exports.StringKeyframeTrack = StringKeyframeTrack;
  32720. exports.SubtractEquation = SubtractEquation;
  32721. exports.SubtractiveBlending = SubtractiveBlending;
  32722. exports.TOUCH = TOUCH;
  32723. exports.TangentSpaceNormalMap = TangentSpaceNormalMap;
  32724. exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
  32725. exports.TetrahedronGeometry = TetrahedronGeometry;
  32726. exports.TextBufferGeometry = TextBufferGeometry;
  32727. exports.TextGeometry = TextGeometry;
  32728. exports.Texture = Texture;
  32729. exports.TextureLoader = TextureLoader;
  32730. exports.TorusBufferGeometry = TorusBufferGeometry;
  32731. exports.TorusGeometry = TorusGeometry;
  32732. exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
  32733. exports.TorusKnotGeometry = TorusKnotGeometry;
  32734. exports.Triangle = Triangle;
  32735. exports.TriangleFanDrawMode = TriangleFanDrawMode;
  32736. exports.TriangleStripDrawMode = TriangleStripDrawMode;
  32737. exports.TrianglesDrawMode = TrianglesDrawMode;
  32738. exports.TubeBufferGeometry = TubeBufferGeometry;
  32739. exports.TubeGeometry = TubeGeometry;
  32740. exports.UVMapping = UVMapping;
  32741. exports.Uint16Attribute = Uint16Attribute;
  32742. exports.Uint16BufferAttribute = Uint16BufferAttribute;
  32743. exports.Uint32Attribute = Uint32Attribute;
  32744. exports.Uint32BufferAttribute = Uint32BufferAttribute;
  32745. exports.Uint8Attribute = Uint8Attribute;
  32746. exports.Uint8BufferAttribute = Uint8BufferAttribute;
  32747. exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
  32748. exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
  32749. exports.Uniform = Uniform;
  32750. exports.UniformsLib = UniformsLib;
  32751. exports.UniformsUtils = UniformsUtils;
  32752. exports.UnsignedByteType = UnsignedByteType;
  32753. exports.UnsignedInt248Type = UnsignedInt248Type;
  32754. exports.UnsignedIntType = UnsignedIntType;
  32755. exports.UnsignedShort4444Type = UnsignedShort4444Type;
  32756. exports.UnsignedShort5551Type = UnsignedShort5551Type;
  32757. exports.UnsignedShort565Type = UnsignedShort565Type;
  32758. exports.UnsignedShortType = UnsignedShortType;
  32759. exports.VSMShadowMap = VSMShadowMap;
  32760. exports.Vector2 = Vector2;
  32761. exports.Vector3 = Vector3;
  32762. exports.Vector4 = Vector4;
  32763. exports.VectorKeyframeTrack = VectorKeyframeTrack;
  32764. exports.Vertex = Vertex;
  32765. exports.VertexColors = VertexColors;
  32766. exports.VideoTexture = VideoTexture;
  32767. exports.WebGL1Renderer = WebGL1Renderer;
  32768. exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget;
  32769. exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
  32770. exports.WebGLRenderTarget = WebGLRenderTarget;
  32771. exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
  32772. exports.WebGLRenderer = WebGLRenderer;
  32773. exports.WebGLUtils = WebGLUtils;
  32774. exports.WireframeGeometry = WireframeGeometry;
  32775. exports.WireframeHelper = WireframeHelper;
  32776. exports.WrapAroundEnding = WrapAroundEnding;
  32777. exports.XHRLoader = XHRLoader;
  32778. exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
  32779. exports.ZeroFactor = ZeroFactor;
  32780. exports.ZeroSlopeEnding = ZeroSlopeEnding;
  32781. exports.ZeroStencilOp = ZeroStencilOp;
  32782. exports.sRGBEncoding = sRGBEncoding;
  32783. exports.GLTFLoader = GLTFLoader;
  32784. Object.defineProperty(exports, '__esModule', { value: true });
  32785. })));